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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.cs1079
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs93
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs95
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.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.cs206
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs23
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs128
-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.cs23
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs77
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs321
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs34
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs38
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.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.cs6
-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/IScriptModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs315
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs70
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs719
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs479
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1349
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1362
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs770
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs515
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs92
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs15
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs31
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs8
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs21
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.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.cs44
-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.cs1476
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs1027
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs4039
-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.cs2696
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs116
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs2985
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs116
-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.cs10
-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.cs51
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs84
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs39
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs362
143 files changed, 39362 insertions, 3995 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 6796f2b..daae3e6 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -479,7 +479,7 @@ namespace OpenSim
479 if (alert != null) 479 if (alert != null)
480 presence.ControllingClient.Kick(alert); 480 presence.ControllingClient.Kick(alert);
481 else 481 else
482 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 482 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
483 483
484 // ...and close on our side 484 // ...and close on our side
485 presence.Scene.IncomingCloseAgent(presence.UUID); 485 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1202,7 +1202,7 @@ namespace OpenSim
1202 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1202 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1203 } 1203 }
1204 } 1204 }
1205 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1205 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1206 } 1206 }
1207 else 1207 else
1208 { 1208 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 045e8d2..0adb693 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 1a35d22..a38d231 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
@@ -809,5 +809,13 @@ namespace OpenSim.Region.ClientStack.Linden
809 { 809 {
810 return EventQueueHelper.BuildEvent(eventName, eventBody); 810 return EventQueueHelper.BuildEvent(eventName, eventBody);
811 } 811 }
812
813 public void partPhysicsProperties(uint localID, byte physhapetype,
814 float density, float friction, float bounce, float gravmod,UUID avatarID)
815 {
816 OSD item = EventQueueHelper.partPhysicsProperties(localID, physhapetype,
817 density, friction, bounce, gravmod);
818 Enqueue(item, avatarID);
819 }
812 } 820 }
813} 821}
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 4d6081c..b354cc0 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -125,6 +125,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
126 public event UpdatePrimFlags OnUpdatePrimFlags; 126 public event UpdatePrimFlags OnUpdatePrimFlags;
127 public event UpdatePrimTexture OnUpdatePrimTexture; 127 public event UpdatePrimTexture OnUpdatePrimTexture;
128 public event ClientChangeObject onClientChangeObject;
128 public event UpdateVector OnUpdatePrimGroupPosition; 129 public event UpdateVector OnUpdatePrimGroupPosition;
129 public event UpdateVector OnUpdatePrimSinglePosition; 130 public event UpdateVector OnUpdatePrimSinglePosition;
130 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 131 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -158,6 +159,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 159 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 160 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 161 public event CopyInventoryItem OnCopyInventoryItem;
162 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 163 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 164 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 165 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +258,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 258 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 259 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 260 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 261 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 262 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 263 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 264 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +289,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 289 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 290 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 291 public event SendPostcard OnSendPostcard;
292 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 293 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 294 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 295 public event GodlikeMessage onGodlikeMessage;
@@ -336,7 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
336 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 339 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
337 /// ownerless phantom. 340 /// ownerless phantom.
338 /// 341 ///
339 /// All manipulation of this set has to occur under a lock 342 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
340 /// 343 ///
341 /// </value> 344 /// </value>
342 protected HashSet<uint> m_killRecord; 345 protected HashSet<uint> m_killRecord;
@@ -344,6 +347,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
344// protected HashSet<uint> m_attachmentsSent; 347// protected HashSet<uint> m_attachmentsSent;
345 348
346 private int m_moneyBalance; 349 private int m_moneyBalance;
350 private bool m_deliverPackets = true;
347 private int m_animationSequenceNumber = 1; 351 private int m_animationSequenceNumber = 1;
348 private bool m_SendLogoutPacketWhenClosing = true; 352 private bool m_SendLogoutPacketWhenClosing = true;
349 private AgentUpdateArgs lastarg; 353 private AgentUpdateArgs lastarg;
@@ -383,6 +387,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
383 get { return m_startpos; } 387 get { return m_startpos; }
384 set { m_startpos = value; } 388 set { m_startpos = value; }
385 } 389 }
390 public bool DeliverPackets
391 {
392 get { return m_deliverPackets; }
393 set {
394 m_deliverPackets = value;
395 m_udpClient.m_deliverPackets = value;
396 }
397 }
386 public UUID AgentId { get { return m_agentId; } } 398 public UUID AgentId { get { return m_agentId; } }
387 public ISceneAgent SceneAgent { get; set; } 399 public ISceneAgent SceneAgent { get; set; }
388 public UUID ActiveGroupId { get { return m_activeGroupID; } } 400 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -485,18 +497,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
485 497
486 #region Client Methods 498 #region Client Methods
487 499
500
488 /// <summary> 501 /// <summary>
489 /// Shut down the client view 502 /// Shut down the client view
490 /// </summary> 503 /// </summary>
491 public void Close() 504 public void Close()
492 { 505 {
506 Close(true);
507 }
508
509 /// <summary>
510 /// Shut down the client view
511 /// </summary>
512 public void Close(bool sendStop)
513 {
493 m_log.DebugFormat( 514 m_log.DebugFormat(
494 "[CLIENT]: Close has been called for {0} attached to scene {1}", 515 "[CLIENT]: Close has been called for {0} attached to scene {1}",
495 Name, m_scene.RegionInfo.RegionName); 516 Name, m_scene.RegionInfo.RegionName);
496 517
497 // Send the STOP packet 518 if (sendStop)
498 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 519 {
499 OutPacket(disable, ThrottleOutPacketType.Unknown); 520 // Send the STOP packet
521 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
522 OutPacket(disable, ThrottleOutPacketType.Unknown);
523 }
500 524
501 IsActive = false; 525 IsActive = false;
502 526
@@ -796,7 +820,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
796 reply.ChatData.OwnerID = fromAgentID; 820 reply.ChatData.OwnerID = fromAgentID;
797 reply.ChatData.SourceID = fromAgentID; 821 reply.ChatData.SourceID = fromAgentID;
798 822
799 OutPacket(reply, ThrottleOutPacketType.Task); 823 OutPacket(reply, ThrottleOutPacketType.Unknown);
800 } 824 }
801 825
802 /// <summary> 826 /// <summary>
@@ -1082,6 +1106,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1082 public virtual void SendLayerData(float[] map) 1106 public virtual void SendLayerData(float[] map)
1083 { 1107 {
1084 Util.FireAndForget(DoSendLayerData, map); 1108 Util.FireAndForget(DoSendLayerData, map);
1109
1110 // Send it sync, and async. It's not that much data
1111 // and it improves user experience just so much!
1112 DoSendLayerData(map);
1085 } 1113 }
1086 1114
1087 /// <summary> 1115 /// <summary>
@@ -1094,16 +1122,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1094 1122
1095 try 1123 try
1096 { 1124 {
1097 //for (int y = 0; y < 16; y++) 1125 for (int y = 0; y < 16; y++)
1098 //{ 1126 {
1099 // for (int x = 0; x < 16; x++) 1127 for (int x = 0; x < 16; x+=4)
1100 // { 1128 {
1101 // SendLayerData(x, y, map); 1129 SendLayerPacket(x, y, map);
1102 // } 1130 }
1103 //} 1131 }
1104
1105 // Send LayerData in a spiral pattern. Fun!
1106 SendLayerTopRight(map, 0, 0, 15, 15);
1107 } 1132 }
1108 catch (Exception e) 1133 catch (Exception e)
1109 { 1134 {
@@ -1111,51 +1136,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1111 } 1136 }
1112 } 1137 }
1113 1138
1114 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1115 {
1116 // Row
1117 for (int i = x1; i <= x2; i++)
1118 SendLayerData(i, y1, map);
1119
1120 // Column
1121 for (int j = y1 + 1; j <= y2; j++)
1122 SendLayerData(x2, j, map);
1123
1124 if (x2 - x1 > 0)
1125 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1126 }
1127
1128 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1129 {
1130 // Row in reverse
1131 for (int i = x2; i >= x1; i--)
1132 SendLayerData(i, y2, map);
1133
1134 // Column in reverse
1135 for (int j = y2 - 1; j >= y1; j--)
1136 SendLayerData(x1, j, map);
1137
1138 if (x2 - x1 > 0)
1139 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1140 }
1141
1142 /// <summary> 1139 /// <summary>
1143 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1140 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1144 /// </summary> 1141 /// </summary>
1145 /// <param name="map">heightmap</param> 1142 /// <param name="map">heightmap</param>
1146 /// <param name="px">X coordinate for patches 0..12</param> 1143 /// <param name="px">X coordinate for patches 0..12</param>
1147 /// <param name="py">Y coordinate for patches 0..15</param> 1144 /// <param name="py">Y coordinate for patches 0..15</param>
1148 // private void SendLayerPacket(float[] map, int y, int x) 1145 private void SendLayerPacket(int x, int y, float[] map)
1149 // { 1146 {
1150 // int[] patches = new int[4]; 1147 int[] patches = new int[4];
1151 // patches[0] = x + 0 + y * 16; 1148 patches[0] = x + 0 + y * 16;
1152 // patches[1] = x + 1 + y * 16; 1149 patches[1] = x + 1 + y * 16;
1153 // patches[2] = x + 2 + y * 16; 1150 patches[2] = x + 2 + y * 16;
1154 // patches[3] = x + 3 + y * 16; 1151 patches[3] = x + 3 + y * 16;
1155 1152
1156 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1153 float[] heightmap = (map.Length == 65536) ?
1157 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1154 map :
1158 // } 1155 LLHeightFieldMoronize(map);
1156
1157 try
1158 {
1159 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1160 OutPacket(layerpack, ThrottleOutPacketType.Land);
1161 }
1162 catch
1163 {
1164 for (int px = x ; px < x + 4 ; px++)
1165 SendLayerData(px, y, map);
1166 }
1167 }
1159 1168
1160 /// <summary> 1169 /// <summary>
1161 /// Sends a specified patch to a client 1170 /// Sends a specified patch to a client
@@ -1175,7 +1184,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1175 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1184 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1176 layerpack.Header.Reliable = true; 1185 layerpack.Header.Reliable = true;
1177 1186
1178 OutPacket(layerpack, ThrottleOutPacketType.Land); 1187 OutPacket(layerpack, ThrottleOutPacketType.Task);
1179 } 1188 }
1180 catch (Exception e) 1189 catch (Exception e)
1181 { 1190 {
@@ -1538,7 +1547,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1538 1547
1539 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1548 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1540 { 1549 {
1541// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1550// foreach (uint id in localIDs)
1551// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1542 1552
1543 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1553 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1544 // TODO: don't create new blocks if recycling an old packet 1554 // TODO: don't create new blocks if recycling an old packet
@@ -2300,6 +2310,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2300 OutPacket(sound, ThrottleOutPacketType.Task); 2310 OutPacket(sound, ThrottleOutPacketType.Task);
2301 } 2311 }
2302 2312
2313 public void SendTransferAbort(TransferRequestPacket transferRequest)
2314 {
2315 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2316 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2317 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2318 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2319 OutPacket(abort, ThrottleOutPacketType.Task);
2320 }
2321
2303 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2322 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2304 { 2323 {
2305 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2324 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2592,6 +2611,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2592 } 2611 }
2593 } 2612 }
2594 2613
2614 public void SendPartPhysicsProprieties(ISceneEntity entity)
2615 {
2616 SceneObjectPart part = (SceneObjectPart)entity;
2617 if (part != null && AgentId != UUID.Zero)
2618 {
2619 try
2620 {
2621 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
2622 if (eq != null)
2623 {
2624 uint localid = part.LocalId;
2625 byte physshapetype = part.PhysicsShapeType;
2626 float density = part.Density;
2627 float friction = part.Friction;
2628 float bounce = part.Bounciness;
2629 float gravmod = part.GravityModifier;
2630
2631 eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
2632 }
2633 }
2634 catch (Exception ex)
2635 {
2636 m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
2637 }
2638 part.UpdatePhysRequired = false;
2639 }
2640 }
2641
2642
2595 2643
2596 public void SendGroupNameReply(UUID groupLLUID, string GroupName) 2644 public void SendGroupNameReply(UUID groupLLUID, string GroupName)
2597 { 2645 {
@@ -2747,7 +2795,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2747 reply.Data.ParcelID = parcelID; 2795 reply.Data.ParcelID = parcelID;
2748 reply.Data.OwnerID = land.OwnerID; 2796 reply.Data.OwnerID = land.OwnerID;
2749 reply.Data.Name = Utils.StringToBytes(land.Name); 2797 reply.Data.Name = Utils.StringToBytes(land.Name);
2750 reply.Data.Desc = Utils.StringToBytes(land.Description); 2798 if (land != null && land.Description != null && land.Description != String.Empty)
2799 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2800 else
2801 reply.Data.Desc = new Byte[0];
2751 reply.Data.ActualArea = land.Area; 2802 reply.Data.ActualArea = land.Area;
2752 reply.Data.BillableArea = land.Area; // TODO: what is this? 2803 reply.Data.BillableArea = land.Area; // TODO: what is this?
2753 2804
@@ -3482,7 +3533,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3482 3533
3483 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance); 3534 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
3484 // TODO: don't create new blocks if recycling an old packet 3535 // TODO: don't create new blocks if recycling an old packet
3485 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218]; 3536 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length];
3486 avp.ObjectData.TextureEntry = textureEntry; 3537 avp.ObjectData.TextureEntry = textureEntry;
3487 3538
3488 AvatarAppearancePacket.VisualParamBlock avblock = null; 3539 AvatarAppearancePacket.VisualParamBlock avblock = null;
@@ -3610,7 +3661,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3610 /// </summary> 3661 /// </summary>
3611 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3662 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3612 { 3663 {
3613 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3664 if (entity is SceneObjectPart)
3665 {
3666 SceneObjectPart e = (SceneObjectPart)entity;
3667 SceneObjectGroup g = e.ParentGroup;
3668 if (g.RootPart.Shape.State > 30) // HUD
3669 if (g.OwnerID != AgentId)
3670 return; // Don't send updates for other people's HUDs
3671 }
3672
3614 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3673 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3615 3674
3616 lock (m_entityUpdates.SyncRoot) 3675 lock (m_entityUpdates.SyncRoot)
@@ -3677,211 +3736,238 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3677 3736
3678 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3737 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3679 // condition where a kill can be processed before an out-of-date update for the same object. 3738 // condition where a kill can be processed before an out-of-date update for the same object.
3680 lock (m_killRecord) 3739 float avgTimeDilation = 1.0f;
3740 IEntityUpdate iupdate;
3741 Int32 timeinqueue; // this is just debugging code & can be dropped later
3742
3743 while (updatesThisCall < maxUpdates)
3681 { 3744 {
3682 float avgTimeDilation = 1.0f; 3745 lock (m_entityUpdates.SyncRoot)
3683 IEntityUpdate iupdate; 3746 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3684 Int32 timeinqueue; // this is just debugging code & can be dropped later 3747 break;
3685
3686 while (updatesThisCall < maxUpdates)
3687 {
3688 lock (m_entityUpdates.SyncRoot)
3689 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3690 break;
3691 3748
3692 EntityUpdate update = (EntityUpdate)iupdate; 3749 EntityUpdate update = (EntityUpdate)iupdate;
3693 3750
3694 avgTimeDilation += update.TimeDilation; 3751 avgTimeDilation += update.TimeDilation;
3695 avgTimeDilation *= 0.5f; 3752 avgTimeDilation *= 0.5f;
3696 3753
3697 if (update.Entity is SceneObjectPart) 3754 if (update.Entity is SceneObjectPart)
3755 {
3756 SceneObjectPart part = (SceneObjectPart)update.Entity;
3757
3758 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3759 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3760 // safety measure.
3761 //
3762 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3763 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3764 // updates and kills on different threads with different scheduling strategies, hence this protection.
3765 //
3766 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3767 // after the root prim has been deleted.
3768 lock (m_killRecord)
3698 { 3769 {
3699 SceneObjectPart part = (SceneObjectPart)update.Entity;
3700
3701 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3702 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3703 // safety measure.
3704 //
3705 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3706 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3707 // updates and kills on different threads with different scheduling strategies, hence this protection.
3708 //
3709 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3710 // after the root prim has been deleted.
3711 if (m_killRecord.Contains(part.LocalId)) 3770 if (m_killRecord.Contains(part.LocalId))
3712 {
3713 // m_log.WarnFormat(
3714 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3715 // part.LocalId, Name);
3716 continue; 3771 continue;
3717 } 3772 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3718 3773 continue;
3719 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3774 }
3775
3776 if (part.ParentGroup.IsDeleted)
3777 continue;
3778
3779 if (part.ParentGroup.IsAttachment)
3780 { // Someone else's HUD, why are we getting these?
3781 if (part.ParentGroup.OwnerID != AgentId &&
3782 part.ParentGroup.RootPart.Shape.State >= 30)
3783 continue;
3784 ScenePresence sp;
3785 // Owner is not in the sim, don't update it to
3786 // anyone
3787 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3788 continue;
3789
3790 List<SceneObjectGroup> atts = sp.GetAttachments();
3791 bool found = false;
3792 foreach (SceneObjectGroup att in atts)
3720 { 3793 {
3721 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3794 if (att == part.ParentGroup)
3722 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3723 { 3795 {
3724 part.Shape.LightEntry = false; 3796 found = true;
3797 break;
3725 } 3798 }
3726 } 3799 }
3800
3801 // It's an attachment of a valid avatar, but
3802 // doesn't seem to be attached, skip
3803 if (!found)
3804 continue;
3805
3806 // On vehicle crossing, the attachments are received
3807 // while the avatar is still a child. Don't send
3808 // updates here because the LocalId has not yet
3809 // been updated and the viewer will derender the
3810 // attachments until the avatar becomes root.
3811 if (sp.IsChildAgent)
3812 continue;
3727 } 3813 }
3728 3814 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3729 ++updatesThisCall;
3730
3731 #region UpdateFlags to packet type conversion
3732
3733 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3734
3735 bool canUseCompressed = true;
3736 bool canUseImproved = true;
3737
3738 // Compressed object updates only make sense for LL primitives
3739 if (!(update.Entity is SceneObjectPart))
3740 {
3741 canUseCompressed = false;
3742 }
3743
3744 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3745 {
3746 canUseCompressed = false;
3747 canUseImproved = false;
3748 }
3749 else
3750 { 3815 {
3751 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3816 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3752 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3817 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3753 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3754 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3755 {
3756 canUseCompressed = false;
3757 }
3758
3759 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3760 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3761 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3762 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3763 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3769 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3770 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3771 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3772 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3773 { 3818 {
3774 canUseImproved = false; 3819 part.Shape.LightEntry = false;
3775 } 3820 }
3776 } 3821 }
3777 3822 }
3778 #endregion UpdateFlags to packet type conversion 3823
3779 3824 ++updatesThisCall;
3780 #region Block Construction 3825
3781 3826 #region UpdateFlags to packet type conversion
3782 // TODO: Remove this once we can build compressed updates 3827
3828 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3829
3830 bool canUseCompressed = true;
3831 bool canUseImproved = true;
3832
3833 // Compressed object updates only make sense for LL primitives
3834 if (!(update.Entity is SceneObjectPart))
3835 {
3783 canUseCompressed = false; 3836 canUseCompressed = false;
3784 3837 }
3785 if (!canUseImproved && !canUseCompressed) 3838
3786 { 3839 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3787 if (update.Entity is ScenePresence) 3840 {
3788 { 3841 canUseCompressed = false;
3789 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3842 canUseImproved = false;
3790 objectUpdates.Value.Add(update); 3843 }
3791 } 3844 else
3792 else 3845 {
3793 { 3846 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3794 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3847 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3795 objectUpdates.Value.Add(update); 3848 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3796 } 3849 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3797 }
3798 else if (!canUseImproved)
3799 { 3850 {
3800 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3851 canUseCompressed = false;
3801 compressedUpdates.Value.Add(update);
3802 } 3852 }
3803 else 3853
3854 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3855 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3856 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3857 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3858 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3859 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3860 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3861 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3862 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3863 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3864 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3865 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3866 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3867 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3804 { 3868 {
3805 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3869 canUseImproved = false;
3806 {
3807 // Self updates go into a special list
3808 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3809 terseAgentUpdates.Value.Add(update);
3810 }
3811 else
3812 {
3813 // Everything else goes here
3814 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3815 terseUpdates.Value.Add(update);
3816 }
3817 } 3870 }
3818
3819 #endregion Block Construction
3820 } 3871 }
3821
3822
3823 #region Packet Sending
3824 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3825 3872
3826 if (terseAgentUpdateBlocks.IsValueCreated) 3873 #endregion UpdateFlags to packet type conversion
3827 {
3828 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3829 3874
3830 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3875 #region Block Construction
3831 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3832 packet.RegionData.TimeDilation = timeDilation;
3833 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3834 3876
3835 for (int i = 0; i < blocks.Count; i++) 3877 // TODO: Remove this once we can build compressed updates
3836 packet.ObjectData[i] = blocks[i]; 3878 canUseCompressed = false;
3837 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3838 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3839 }
3840 3879
3841 if (objectUpdateBlocks.IsValueCreated) 3880 if (!canUseImproved && !canUseCompressed)
3842 { 3881 {
3843 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3882 if (update.Entity is ScenePresence)
3844 3883 {
3845 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3884 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3846 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3885 }
3847 packet.RegionData.TimeDilation = timeDilation; 3886 else
3848 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3887 {
3849 3888 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3850 for (int i = 0; i < blocks.Count; i++) 3889 }
3851 packet.ObjectData[i] = blocks[i];
3852 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3853 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3854 } 3890 }
3855 3891 else if (!canUseImproved)
3856 if (compressedUpdateBlocks.IsValueCreated)
3857 { 3892 {
3858 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3893 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3859
3860 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3861 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3862 packet.RegionData.TimeDilation = timeDilation;
3863 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3864
3865 for (int i = 0; i < blocks.Count; i++)
3866 packet.ObjectData[i] = blocks[i];
3867 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3868 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3869 } 3894 }
3870 3895 else
3871 if (terseUpdateBlocks.IsValueCreated)
3872 { 3896 {
3873 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3897 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3874 3898 // Self updates go into a special list
3875 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3899 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3876 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3900 else
3877 packet.RegionData.TimeDilation = timeDilation; 3901 // Everything else goes here
3878 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3902 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3879
3880 for (int i = 0; i < blocks.Count; i++)
3881 packet.ObjectData[i] = blocks[i];
3882 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3883 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3884 } 3903 }
3904
3905 #endregion Block Construction
3906 }
3907
3908 #region Packet Sending
3909
3910 const float TIME_DILATION = 1.0f;
3911 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3912
3913 if (terseAgentUpdateBlocks.IsValueCreated)
3914 {
3915 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3916
3917 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3918 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3919 packet.RegionData.TimeDilation = timeDilation;
3920 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3921
3922 for (int i = 0; i < blocks.Count; i++)
3923 packet.ObjectData[i] = blocks[i];
3924
3925 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3926 }
3927
3928 if (objectUpdateBlocks.IsValueCreated)
3929 {
3930 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3931
3932 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3933 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3934 packet.RegionData.TimeDilation = timeDilation;
3935 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3936
3937 for (int i = 0; i < blocks.Count; i++)
3938 packet.ObjectData[i] = blocks[i];
3939
3940 OutPacket(packet, ThrottleOutPacketType.Task, true);
3941 }
3942
3943 if (compressedUpdateBlocks.IsValueCreated)
3944 {
3945 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3946
3947 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3948 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3949 packet.RegionData.TimeDilation = timeDilation;
3950 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3951
3952 for (int i = 0; i < blocks.Count; i++)
3953 packet.ObjectData[i] = blocks[i];
3954
3955 OutPacket(packet, ThrottleOutPacketType.Task, true);
3956 }
3957
3958 if (terseUpdateBlocks.IsValueCreated)
3959 {
3960 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3961
3962 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3963 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3964 packet.RegionData.TimeDilation = timeDilation;
3965 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3966
3967 for (int i = 0; i < blocks.Count; i++)
3968 packet.ObjectData[i] = blocks[i];
3969
3970 OutPacket(packet, ThrottleOutPacketType.Task, true);
3885 } 3971 }
3886 3972
3887 #endregion Packet Sending 3973 #endregion Packet Sending
@@ -4174,11 +4260,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4174 4260
4175 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4261 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4176 // of the object rather than the properties when the packet was created 4262 // of the object rather than the properties when the packet was created
4177 OutPacket(packet, ThrottleOutPacketType.Task, true, 4263 // HACK : Remove intelligent resending until it's fixed in core
4178 delegate(OutgoingPacket oPacket) 4264 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4179 { 4265 // delegate(OutgoingPacket oPacket)
4180 ResendPropertyUpdates(updates, oPacket); 4266 // {
4181 }); 4267 // ResendPropertyUpdates(updates, oPacket);
4268 // });
4269 OutPacket(packet, ThrottleOutPacketType.Task, true);
4182 4270
4183 // pbcnt += blocks.Count; 4271 // pbcnt += blocks.Count;
4184 // ppcnt++; 4272 // ppcnt++;
@@ -4204,11 +4292,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4204 // of the object rather than the properties when the packet was created 4292 // of the object rather than the properties when the packet was created
4205 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4293 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4206 updates.Add(familyUpdates.Value[i]); 4294 updates.Add(familyUpdates.Value[i]);
4207 OutPacket(packet, ThrottleOutPacketType.Task, true, 4295 // HACK : Remove intelligent resending until it's fixed in core
4208 delegate(OutgoingPacket oPacket) 4296 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4209 { 4297 // delegate(OutgoingPacket oPacket)
4210 ResendPropertyUpdates(updates, oPacket); 4298 // {
4211 }); 4299 // ResendPropertyUpdates(updates, oPacket);
4300 // });
4301 OutPacket(packet, ThrottleOutPacketType.Task, true);
4212 4302
4213 // fpcnt++; 4303 // fpcnt++;
4214 // fbcnt++; 4304 // fbcnt++;
@@ -4357,37 +4447,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4357 if (bl[i].BannedUserID == UUID.Zero) 4447 if (bl[i].BannedUserID == UUID.Zero)
4358 continue; 4448 continue;
4359 BannedUsers.Add(bl[i].BannedUserID); 4449 BannedUsers.Add(bl[i].BannedUserID);
4360 }
4361 4450
4362 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4451 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4363 packet.AgentData.TransactionID = UUID.Random(); 4452 {
4364 packet.AgentData.AgentID = AgentId; 4453 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4365 packet.AgentData.SessionID = SessionId; 4454 packet.AgentData.TransactionID = UUID.Random();
4366 packet.MethodData.Invoice = invoice; 4455 packet.AgentData.AgentID = AgentId;
4367 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4456 packet.AgentData.SessionID = SessionId;
4457 packet.MethodData.Invoice = invoice;
4458 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4368 4459
4369 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4460 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4370 4461
4371 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4462 int j;
4372 { 4463 for (j = 0; j < (6 + BannedUsers.Count); j++)
4373 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4464 {
4374 } 4465 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4375 int j = 0; 4466 }
4467 j = 0;
4376 4468
4377 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4469 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4378 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4470 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4379 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4471 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4380 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4472 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4381 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4473 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4382 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4474 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4383 4475
4384 foreach (UUID banned in BannedUsers) 4476 foreach (UUID banned in BannedUsers)
4385 { 4477 {
4386 returnblock[j].Parameter = banned.GetBytes(); j++; 4478 returnblock[j].Parameter = banned.GetBytes(); j++;
4479 }
4480 packet.ParamList = returnblock;
4481 packet.Header.Reliable = true;
4482 OutPacket(packet, ThrottleOutPacketType.Task);
4483
4484 BannedUsers.Clear();
4485 }
4387 } 4486 }
4388 packet.ParamList = returnblock; 4487
4389 packet.Header.Reliable = false;
4390 OutPacket(packet, ThrottleOutPacketType.Task);
4391 } 4488 }
4392 4489
4393 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4490 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4573,7 +4670,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4573 4670
4574 if (landData.SimwideArea > 0) 4671 if (landData.SimwideArea > 0)
4575 { 4672 {
4576 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4673 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4674 // Never report more than sim total capacity
4675 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4676 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4577 updateMessage.SimWideMaxPrims = simulatorCapacity; 4677 updateMessage.SimWideMaxPrims = simulatorCapacity;
4578 } 4678 }
4579 else 4679 else
@@ -4702,14 +4802,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4702 4802
4703 if (notifyCount > 0) 4803 if (notifyCount > 0)
4704 { 4804 {
4705 if (notifyCount > 32) 4805// if (notifyCount > 32)
4706 { 4806// {
4707 m_log.InfoFormat( 4807// m_log.InfoFormat(
4708 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4808// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4709 + " - a developer might want to investigate whether this is a hard limit", 32); 4809// + " - a developer might want to investigate whether this is a hard limit", 32);
4710 4810//
4711 notifyCount = 32; 4811// notifyCount = 32;
4712 } 4812// }
4713 4813
4714 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4814 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4715 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4815 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4764,9 +4864,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4764 { 4864 {
4765 ScenePresence presence = (ScenePresence)entity; 4865 ScenePresence presence = (ScenePresence)entity;
4766 4866
4867 position = presence.OffsetPosition;
4868 rotation = presence.Rotation;
4869
4870 if (presence.ParentID != 0)
4871 {
4872 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4873 if (part != null && part != part.ParentGroup.RootPart)
4874 {
4875 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4876 rotation = part.RotationOffset * presence.Rotation;
4877 }
4878 }
4879
4767 attachPoint = 0; 4880 attachPoint = 0;
4768 collisionPlane = presence.CollisionPlane; 4881 collisionPlane = presence.CollisionPlane;
4769 position = presence.OffsetPosition;
4770 velocity = presence.Velocity; 4882 velocity = presence.Velocity;
4771 acceleration = Vector3.Zero; 4883 acceleration = Vector3.Zero;
4772 4884
@@ -4776,7 +4888,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4776// acceleration = new Vector3(1, 0, 0); 4888// acceleration = new Vector3(1, 0, 0);
4777 4889
4778 angularVelocity = Vector3.Zero; 4890 angularVelocity = Vector3.Zero;
4779 rotation = presence.Rotation;
4780 4891
4781 if (sendTexture) 4892 if (sendTexture)
4782 textureEntry = presence.Appearance.Texture.GetBytes(); 4893 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4881,13 +4992,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4881 4992
4882 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 4993 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4883 { 4994 {
4995 Vector3 offsetPosition = data.OffsetPosition;
4996 Quaternion rotation = data.Rotation;
4997 uint parentID = data.ParentID;
4998
4999 if (parentID != 0)
5000 {
5001 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
5002 if (part != null && part != part.ParentGroup.RootPart)
5003 {
5004 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
5005 rotation = part.RotationOffset * data.Rotation;
5006 parentID = part.ParentGroup.RootPart.LocalId;
5007 }
5008 }
5009
4884 byte[] objectData = new byte[76]; 5010 byte[] objectData = new byte[76];
4885 5011
4886 data.CollisionPlane.ToBytes(objectData, 0); 5012 data.CollisionPlane.ToBytes(objectData, 0);
4887 data.OffsetPosition.ToBytes(objectData, 16); 5013 offsetPosition.ToBytes(objectData, 16);
4888// data.Velocity.ToBytes(objectData, 28); 5014// data.Velocity.ToBytes(objectData, 28);
4889// data.Acceleration.ToBytes(objectData, 40); 5015// data.Acceleration.ToBytes(objectData, 40);
4890 data.Rotation.ToBytes(objectData, 52); 5016 rotation.ToBytes(objectData, 52);
4891 //data.AngularVelocity.ToBytes(objectData, 64); 5017 //data.AngularVelocity.ToBytes(objectData, 64);
4892 5018
4893 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5019 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4901,7 +5027,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4901 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 5027 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4902 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5028 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4903 update.ObjectData = objectData; 5029 update.ObjectData = objectData;
4904 update.ParentID = data.ParentID; 5030 update.ParentID = parentID;
4905 update.PathCurve = 16; 5031 update.PathCurve = 16;
4906 update.PathScaleX = 100; 5032 update.PathScaleX = 100;
4907 update.PathScaleY = 100; 5033 update.PathScaleY = 100;
@@ -5242,6 +5368,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5242 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5368 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5243 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5369 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5244 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5370 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5371 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5245 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5372 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5246 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5373 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5247 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5374 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5308,6 +5435,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5308 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5435 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5309 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5436 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5310 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5437 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5438 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5311 5439
5312 AddGenericPacketHandler("autopilot", HandleAutopilot); 5440 AddGenericPacketHandler("autopilot", HandleAutopilot);
5313 } 5441 }
@@ -5343,6 +5471,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5343 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5471 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5344 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5472 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5345 (x.ControlFlags != lastarg.ControlFlags) || 5473 (x.ControlFlags != lastarg.ControlFlags) ||
5474 (x.ControlFlags != 0) ||
5346 (x.Far != lastarg.Far) || 5475 (x.Far != lastarg.Far) ||
5347 (x.Flags != lastarg.Flags) || 5476 (x.Flags != lastarg.Flags) ||
5348 (x.State != lastarg.State) || 5477 (x.State != lastarg.State) ||
@@ -5720,7 +5849,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5720 args.Channel = ch; 5849 args.Channel = ch;
5721 args.From = String.Empty; 5850 args.From = String.Empty;
5722 args.Message = Utils.BytesToString(msg); 5851 args.Message = Utils.BytesToString(msg);
5723 args.Type = ChatTypeEnum.Shout; 5852 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5724 args.Position = new Vector3(); 5853 args.Position = new Vector3();
5725 args.Scene = Scene; 5854 args.Scene = Scene;
5726 args.Sender = this; 5855 args.Sender = this;
@@ -6906,10 +7035,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6906 // 46,47,48 are special positions within the packet 7035 // 46,47,48 are special positions within the packet
6907 // This may change so perhaps we need a better way 7036 // This may change so perhaps we need a better way
6908 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) 7037 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
6909 bool UsePhysics = (data[46] != 0) ? true : false; 7038 /*
6910 bool IsTemporary = (data[47] != 0) ? true : false; 7039 bool UsePhysics = (data[46] != 0) ? true : false;
6911 bool IsPhantom = (data[48] != 0) ? true : false; 7040 bool IsTemporary = (data[47] != 0) ? true : false;
6912 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this); 7041 bool IsPhantom = (data[48] != 0) ? true : false;
7042 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
7043 */
7044 bool UsePhysics = flags.AgentData.UsePhysics;
7045 bool IsPhantom = flags.AgentData.IsPhantom;
7046 bool IsTemporary = flags.AgentData.IsTemporary;
7047 ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = flags.ExtraPhysics;
7048 ExtraPhysicsData physdata = new ExtraPhysicsData();
7049
7050 if (blocks == null || blocks.Length == 0)
7051 {
7052 physdata.PhysShapeType = PhysShapeType.invalid;
7053 }
7054 else
7055 {
7056 ObjectFlagUpdatePacket.ExtraPhysicsBlock phsblock = blocks[0];
7057 physdata.PhysShapeType = (PhysShapeType)phsblock.PhysicsShapeType;
7058 physdata.Bounce = phsblock.Restitution;
7059 physdata.Density = phsblock.Density;
7060 physdata.Friction = phsblock.Friction;
7061 physdata.GravitationModifier = phsblock.GravityMultiplier;
7062 }
7063
7064 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, physdata, this);
6913 } 7065 }
6914 return true; 7066 return true;
6915 } 7067 }
@@ -9763,7 +9915,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9763 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9915 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9764 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9916 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9765 UpdateMuteListEntry.MuteData.MuteType, 9917 UpdateMuteListEntry.MuteData.MuteType,
9766 UpdateMuteListEntry.AgentData.AgentID); 9918 UpdateMuteListEntry.MuteData.MuteFlags);
9767 return true; 9919 return true;
9768 } 9920 }
9769 return false; 9921 return false;
@@ -9778,8 +9930,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9778 { 9930 {
9779 handlerRemoveMuteListEntry(this, 9931 handlerRemoveMuteListEntry(this,
9780 RemoveMuteListEntry.MuteData.MuteID, 9932 RemoveMuteListEntry.MuteData.MuteID,
9781 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9933 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9782 RemoveMuteListEntry.AgentData.AgentID);
9783 return true; 9934 return true;
9784 } 9935 }
9785 return false; 9936 return false;
@@ -9823,10 +9974,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9823 return false; 9974 return false;
9824 } 9975 }
9825 9976
9977 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
9978 {
9979 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
9980 (ChangeInventoryItemFlagsPacket)packet;
9981 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
9982 if (handlerChangeInventoryItemFlags != null)
9983 {
9984 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
9985 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
9986 return true;
9987 }
9988 return false;
9989 }
9990
9826 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 9991 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9827 { 9992 {
9828 return true; 9993 return true;
9829 } 9994 }
9995
9996 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9997 {
9998 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9999
10000 #region Packet Session and User Check
10001 if (m_checkPackets)
10002 {
10003 if (packet.AgentData.SessionID != SessionId ||
10004 packet.AgentData.AgentID != AgentId)
10005 return true;
10006 }
10007 #endregion
10008 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
10009 List<InventoryItemBase> items = new List<InventoryItemBase>();
10010 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
10011 {
10012 InventoryItemBase b = new InventoryItemBase();
10013 b.ID = n.OldItemID;
10014 b.Folder = n.OldFolderID;
10015 items.Add(b);
10016 }
10017
10018 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
10019 if (handlerMoveItemsAndLeaveCopy != null)
10020 {
10021 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
10022 }
10023
10024 return true;
10025 }
9830 10026
9831 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 10027 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9832 { 10028 {
@@ -10253,6 +10449,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10253 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10449 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10254 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10450 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10255 10451
10452 Scene scene = (Scene)m_scene;
10453 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10454 {
10455 ScenePresence p;
10456 if (scene.TryGetScenePresence(sender.AgentId, out p))
10457 {
10458 if (p.GodLevel >= 200)
10459 {
10460 groupProfileReply.GroupData.OpenEnrollment = true;
10461 groupProfileReply.GroupData.MembershipFee = 0;
10462 }
10463 }
10464 }
10465
10256 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10466 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10257 } 10467 }
10258 return true; 10468 return true;
@@ -10826,11 +11036,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10826 11036
10827 StartLure handlerStartLure = OnStartLure; 11037 StartLure handlerStartLure = OnStartLure;
10828 if (handlerStartLure != null) 11038 if (handlerStartLure != null)
10829 handlerStartLure(startLureRequest.Info.LureType, 11039 {
10830 Utils.BytesToString( 11040 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10831 startLureRequest.Info.Message), 11041 {
10832 startLureRequest.TargetData[0].TargetID, 11042 handlerStartLure(startLureRequest.Info.LureType,
10833 this); 11043 Utils.BytesToString(
11044 startLureRequest.Info.Message),
11045 startLureRequest.TargetData[i].TargetID,
11046 this);
11047 }
11048 }
10834 return true; 11049 return true;
10835 } 11050 }
10836 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11051 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10944,10 +11159,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10944 } 11159 }
10945 #endregion 11160 #endregion
10946 11161
10947 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11162 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10948 if (handlerClassifiedGodDelete != null) 11163 if (handlerClassifiedGodDelete != null)
10949 handlerClassifiedGodDelete( 11164 handlerClassifiedGodDelete(
10950 classifiedGodDelete.Data.ClassifiedID, 11165 classifiedGodDelete.Data.ClassifiedID,
11166 classifiedGodDelete.Data.QueryID,
10951 this); 11167 this);
10952 return true; 11168 return true;
10953 } 11169 }
@@ -11313,209 +11529,147 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11313 } 11529 }
11314 else 11530 else
11315 { 11531 {
11316// m_log.DebugFormat( 11532 ClientChangeObject updatehandler = onClientChangeObject;
11317// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11318// i, block.Type, part.Name, part.LocalId);
11319 11533
11320// // Do this once since fetch parts creates a new array. 11534 if (updatehandler != null)
11321// SceneObjectPart[] parts = part.ParentGroup.Parts; 11535 {
11322// for (int j = 0; j < parts.Length; j++) 11536 ObjectChangeData udata = new ObjectChangeData();
11323// {
11324// part.StoreUndoState();
11325// parts[j].IgnoreUndoUpdate = true;
11326// }
11327 11537
11328 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11538 /*ubit from ll JIRA:
11539 * 0x01 position
11540 * 0x02 rotation
11541 * 0x04 scale
11542
11543 * 0x08 LINK_SET
11544 * 0x10 UNIFORM for scale
11545 */
11329 11546
11330 switch (block.Type) 11547 // translate to internal changes
11331 { 11548 // not all cases .. just the ones older code did
11332 case 1:
11333 Vector3 pos1 = new Vector3(block.Data, 0);
11334 11549
11335 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11550 switch (block.Type)
11336 if (handlerUpdatePrimSinglePosition != null) 11551 {
11337 { 11552 case 1: //change position sp
11338 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11553 udata.position = new Vector3(block.Data, 0);
11339 handlerUpdatePrimSinglePosition(localId, pos1, this);
11340 }
11341 break;
11342 11554
11343 case 2: 11555 udata.change = ObjectChangeType.primP;
11344 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11556 updatehandler(localId, udata, this);
11557 break;
11345 11558
11346 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11559 case 2: // rotation sp
11347 if (handlerUpdatePrimSingleRotation != null) 11560 udata.rotation = new Quaternion(block.Data, 0, true);
11348 {
11349 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
11350 handlerUpdatePrimSingleRotation(localId, rot1, this);
11351 }
11352 break;
11353 11561
11354 case 3: 11562 udata.change = ObjectChangeType.primR;
11355 Vector3 rotPos = new Vector3(block.Data, 0); 11563 updatehandler(localId, udata, this);
11356 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11564 break;
11357 11565
11358 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11566 case 3: // position plus rotation
11359 if (handlerUpdatePrimSingleRotationPosition != null) 11567 udata.position = new Vector3(block.Data, 0);
11360 { 11568 udata.rotation = new Quaternion(block.Data, 12, true);
11361 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
11362 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
11363 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
11364 }
11365 break;
11366 11569
11367 case 4: 11570 udata.change = ObjectChangeType.primPR;
11368 case 20: 11571 updatehandler(localId, udata, this);
11369 Vector3 scale4 = new Vector3(block.Data, 0); 11572 break;
11370 11573
11371 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11574 case 4: // scale sp
11372 if (handlerUpdatePrimScale != null) 11575 udata.scale = new Vector3(block.Data, 0);
11373 { 11576 udata.change = ObjectChangeType.primS;
11374 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
11375 handlerUpdatePrimScale(localId, scale4, this);
11376 }
11377 break;
11378 11577
11379 case 5: 11578 updatehandler(localId, udata, this);
11380 Vector3 scale1 = new Vector3(block.Data, 12); 11579 break;
11381 Vector3 pos11 = new Vector3(block.Data, 0);
11382 11580
11383 handlerUpdatePrimScale = OnUpdatePrimScale; 11581 case 0x14: // uniform scale sp
11384 if (handlerUpdatePrimScale != null) 11582 udata.scale = new Vector3(block.Data, 0);
11385 {
11386 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11387 handlerUpdatePrimScale(localId, scale1, this);
11388 11583
11389 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11584 udata.change = ObjectChangeType.primUS;
11390 if (handlerUpdatePrimSinglePosition != null) 11585 updatehandler(localId, udata, this);
11391 { 11586 break;
11392 handlerUpdatePrimSinglePosition(localId, pos11, this);
11393 }
11394 }
11395 break;
11396 11587
11397 case 9: 11588 case 5: // scale and position sp
11398 Vector3 pos2 = new Vector3(block.Data, 0); 11589 udata.position = new Vector3(block.Data, 0);
11590 udata.scale = new Vector3(block.Data, 12);
11399 11591
11400 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11592 udata.change = ObjectChangeType.primPS;
11593 updatehandler(localId, udata, this);
11594 break;
11401 11595
11402 if (handlerUpdateVector != null) 11596 case 0x15: //uniform scale and position
11403 { 11597 udata.position = new Vector3(block.Data, 0);
11404 handlerUpdateVector(localId, pos2, this); 11598 udata.scale = new Vector3(block.Data, 12);
11405 }
11406 break;
11407 11599
11408 case 10: 11600 udata.change = ObjectChangeType.primPUS;
11409 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11601 updatehandler(localId, udata, this);
11602 break;
11410 11603
11411 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11604 // now group related (bit 4)
11412 if (handlerUpdatePrimRotation != null) 11605 case 9: //( 8 + 1 )group position
11413 { 11606 udata.position = new Vector3(block.Data, 0);
11414 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11415 handlerUpdatePrimRotation(localId, rot3, this);
11416 }
11417 break;
11418 11607
11419 case 11: 11608 udata.change = ObjectChangeType.groupP;
11420 Vector3 pos3 = new Vector3(block.Data, 0); 11609 updatehandler(localId, udata, this);
11421 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11610 break;
11422 11611
11423 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11612 case 0x0A: // (8 + 2) group rotation
11424 if (handlerUpdatePrimGroupRotation != null) 11613 udata.rotation = new Quaternion(block.Data, 0, true);
11425 {
11426 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11427 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11428 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
11429 }
11430 break;
11431 case 12:
11432 case 28:
11433 Vector3 scale7 = new Vector3(block.Data, 0);
11434 11614
11435 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11615 udata.change = ObjectChangeType.groupR;
11436 if (handlerUpdatePrimGroupScale != null) 11616 updatehandler(localId, udata, this);
11437 { 11617 break;
11438 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11439 handlerUpdatePrimGroupScale(localId, scale7, this);
11440 }
11441 break;
11442 11618
11443 case 13: 11619 case 0x0B: //( 8 + 2 + 1) group rotation and position
11444 Vector3 scale2 = new Vector3(block.Data, 12); 11620 udata.position = new Vector3(block.Data, 0);
11445 Vector3 pos4 = new Vector3(block.Data, 0); 11621 udata.rotation = new Quaternion(block.Data, 12, true);
11446 11622
11447 handlerUpdatePrimScale = OnUpdatePrimScale; 11623 udata.change = ObjectChangeType.groupPR;
11448 if (handlerUpdatePrimScale != null) 11624 updatehandler(localId, udata, this);
11449 { 11625 break;
11450 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11451 handlerUpdatePrimScale(localId, scale2, this);
11452 11626
11453 // Change the position based on scale (for bug number 246) 11627 case 0x0C: // (8 + 4) group scale
11454 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11628 // only afects root prim and only sent by viewer editor object tab scaling
11455 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11629 // mouse edition only allows uniform scaling
11456 if (handlerUpdatePrimSinglePosition != null) 11630 // SL MAY CHANGE THIS in viewers
11457 {
11458 handlerUpdatePrimSinglePosition(localId, pos4, this);
11459 }
11460 }
11461 break;
11462 11631
11463 case 29: 11632 udata.scale = new Vector3(block.Data, 0);
11464 Vector3 scale5 = new Vector3(block.Data, 12);
11465 Vector3 pos5 = new Vector3(block.Data, 0);
11466 11633
11467 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11634 udata.change = ObjectChangeType.groupS;
11468 if (handlerUpdatePrimGroupScale != null) 11635 updatehandler(localId, udata, this);
11469 {
11470 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11471 part.StoreUndoState(true);
11472 part.IgnoreUndoUpdate = true;
11473 handlerUpdatePrimGroupScale(localId, scale5, this);
11474 handlerUpdateVector = OnUpdatePrimGroupPosition;
11475 11636
11476 if (handlerUpdateVector != null) 11637 break;
11477 {
11478 handlerUpdateVector(localId, pos5, this);
11479 }
11480 11638
11481 part.IgnoreUndoUpdate = false; 11639 case 0x0D: //(8 + 4 + 1) group scale and position
11482 } 11640 // exception as above
11483 11641
11484 break; 11642 udata.position = new Vector3(block.Data, 0);
11643 udata.scale = new Vector3(block.Data, 12);
11485 11644
11486 case 21: 11645 udata.change = ObjectChangeType.groupPS;
11487 Vector3 scale6 = new Vector3(block.Data, 12); 11646 updatehandler(localId, udata, this);
11488 Vector3 pos6 = new Vector3(block.Data, 0); 11647 break;
11489 11648
11490 handlerUpdatePrimScale = OnUpdatePrimScale; 11649 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11491 if (handlerUpdatePrimScale != null) 11650 udata.scale = new Vector3(block.Data, 0);
11492 {
11493 part.StoreUndoState(false);
11494 part.IgnoreUndoUpdate = true;
11495 11651
11496 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11652 udata.change = ObjectChangeType.groupUS;
11497 handlerUpdatePrimScale(localId, scale6, this); 11653 updatehandler(localId, udata, this);
11498 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11654 break;
11499 if (handlerUpdatePrimSinglePosition != null)
11500 {
11501 handlerUpdatePrimSinglePosition(localId, pos6, this);
11502 }
11503 11655
11504 part.IgnoreUndoUpdate = false; 11656 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11505 } 11657 udata.position = new Vector3(block.Data, 0);
11506 break; 11658 udata.scale = new Vector3(block.Data, 12);
11507 11659
11508 default: 11660 udata.change = ObjectChangeType.groupPUS;
11509 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); 11661 updatehandler(localId, udata, this);
11510 break; 11662 break;
11663
11664 default:
11665 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
11666 break;
11667 }
11511 } 11668 }
11512 11669
11513// for (int j = 0; j < parts.Length; j++)
11514// parts[j].IgnoreUndoUpdate = false;
11515 } 11670 }
11516 } 11671 }
11517 } 11672 }
11518
11519 return true; 11673 return true;
11520 } 11674 }
11521 11675
@@ -11974,7 +12128,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11974// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}", 12128// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}",
11975// requestID, taskID, (SourceType)sourceType, Name); 12129// requestID, taskID, (SourceType)sourceType, Name);
11976 12130
12131
12132 //Note, the bool returned from the below function is useless since it is always false.
11977 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12133 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12134
11978 } 12135 }
11979 12136
11980 /// <summary> 12137 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..ae72175 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -439,6 +440,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
439 if (category >= 0 && category < m_packetOutboxes.Length) 440 if (category >= 0 && category < m_packetOutboxes.Length)
440 { 441 {
441 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
443
444 if (m_deliverPackets == false)
445 {
446 queue.Enqueue(packet);
447 return true;
448 }
449
442 TokenBucket bucket = m_throttleCategories[category]; 450 TokenBucket bucket = m_throttleCategories[category];
443 451
444 // Don't send this packet if there is already a packet waiting in the queue 452 // Don't send this packet if there is already a packet waiting in the queue
@@ -488,7 +496,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 /// <returns>True if any packets were sent, otherwise false</returns> 496 /// <returns>True if any packets were sent, otherwise false</returns>
489 public bool DequeueOutgoing() 497 public bool DequeueOutgoing()
490 { 498 {
491 OutgoingPacket packet; 499 if (m_deliverPackets == false) return false;
500
501 OutgoingPacket packet = null;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
494 bool packetSent = false; 504 bool packetSent = false;
@@ -520,32 +530,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
520 // No dequeued packet waiting to be sent, try to pull one off 530 // No dequeued packet waiting to be sent, try to pull one off
521 // this queue 531 // this queue
522 queue = m_packetOutboxes[i]; 532 queue = m_packetOutboxes[i];
523 if (queue.Dequeue(out packet)) 533 if (queue != null)
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 bool success = false;
526 // enough tokens in the bucket to send it out 536 try
527 if (bucket.RemoveTokens(packet.Buffer.DataLength))
528 { 537 {
529 // Send the packet 538 success = queue.Dequeue(out packet);
530 m_udpServer.SendPacketFinal(packet);
531 packetSent = true;
532 } 539 }
533 else 540 catch
534 { 541 {
535 // Save the dequeued packet for the next iteration 542 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
536 m_nextPackets[i] = packet;
537 } 543 }
538 544 if (success)
539 // If the queue is empty after this dequeue, fire the queue 545 {
540 // empty callback now so it has a chance to fill before we 546 // A packet was pulled off the queue. See if we have
541 // get back here 547 // enough tokens in the bucket to send it out
542 if (queue.Count == 0) 548 if (bucket.RemoveTokens(packet.Buffer.DataLength))
549 {
550 // Send the packet
551 m_udpServer.SendPacketFinal(packet);
552 packetSent = true;
553 }
554 else
555 {
556 // Save the dequeued packet for the next iteration
557 m_nextPackets[i] = packet;
558 }
559
560 // If the queue is empty after this dequeue, fire the queue
561 // empty callback now so it has a chance to fill before we
562 // get back here
563 if (queue.Count == 0)
564 emptyCategories |= CategoryToFlag(i);
565 }
566 else
567 {
568 // No packets in this queue. Fire the queue empty callback
569 // if it has not been called recently
543 emptyCategories |= CategoryToFlag(i); 570 emptyCategories |= CategoryToFlag(i);
571 }
544 } 572 }
545 else 573 else
546 { 574 {
547 // No packets in this queue. Fire the queue empty callback 575 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
548 // if it has not been called recently
549 emptyCategories |= CategoryToFlag(i); 576 emptyCategories |= CategoryToFlag(i);
550 } 577 }
551 } 578 }
@@ -703,4 +730,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
703 } 730 }
704 } 731 }
705 } 732 }
706} \ No newline at end of file 733}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index edf91cb..dda4444 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1053,7 +1053,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1053 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 1053 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1054 { 1054 {
1055 client.IsLoggingOut = true; 1055 client.IsLoggingOut = true;
1056 client.Close(); 1056 client.Close(false);
1057 } 1057 }
1058 } 1058 }
1059 1059
@@ -1065,6 +1065,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1065 1065
1066 while (base.IsRunning) 1066 while (base.IsRunning)
1067 { 1067 {
1068 m_scene.ThreadAlive(1);
1068 try 1069 try
1069 { 1070 {
1070 IncomingPacket incomingPacket = null; 1071 IncomingPacket incomingPacket = null;
@@ -1107,6 +1108,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1107 1108
1108 while (base.IsRunning) 1109 while (base.IsRunning)
1109 { 1110 {
1111 m_scene.ThreadAlive(2);
1110 try 1112 try
1111 { 1113 {
1112 m_packetSent = false; 1114 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 039379d..cfe7c9d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -100,10 +100,6 @@ namespace OpenMetaverse
100 const int SIO_UDP_CONNRESET = -1744830452; 100 const int SIO_UDP_CONNRESET = -1744830452;
101 101
102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
103
104 m_log.DebugFormat(
105 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
106 ipep.Address, ipep.Port);
107 103
108 m_udpSocket = new Socket( 104 m_udpSocket = new Socket(
109 AddressFamily.InterNetwork, 105 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index ec4dfd0..4cedfe6 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Collections.Generic;
31using log4net; 32using log4net;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -38,6 +39,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
38{ 39{
39 public class AssetXferUploader 40 public class AssetXferUploader
40 { 41 {
42 // Viewer's notion of the default texture
43 private List<UUID> defaultIDs = new List<UUID> {
44 new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
45 new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
46 new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
47 new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
48 };
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 50
43 /// <summary> 51 /// <summary>
@@ -65,6 +73,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
65 private UUID TransactionID = UUID.Zero; 73 private UUID TransactionID = UUID.Zero;
66 private sbyte type = 0; 74 private sbyte type = 0;
67 private byte wearableType = 0; 75 private byte wearableType = 0;
76 private byte[] m_oldData = null;
68 public ulong XferID; 77 public ulong XferID;
69 private Scene m_Scene; 78 private Scene m_Scene;
70 79
@@ -302,6 +311,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
302 311
303 private void DoCreateItem(uint callbackID) 312 private void DoCreateItem(uint callbackID)
304 { 313 {
314 ValidateAssets();
305 m_Scene.AssetService.Store(m_asset); 315 m_Scene.AssetService.Store(m_asset);
306 316
307 InventoryItemBase item = new InventoryItemBase(); 317 InventoryItemBase item = new InventoryItemBase();
@@ -322,12 +332,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
322 item.Flags = (uint) wearableType; 332 item.Flags = (uint) wearableType;
323 item.CreationDate = Util.UnixTimeSinceEpoch(); 333 item.CreationDate = Util.UnixTimeSinceEpoch();
324 334
335 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
336 item.ID, item.AssetID);
337
325 if (m_Scene.AddInventoryItem(item)) 338 if (m_Scene.AddInventoryItem(item))
326 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 339 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
327 else 340 else
328 ourClient.SendAlertMessage("Unable to create inventory item"); 341 ourClient.SendAlertMessage("Unable to create inventory item");
329 } 342 }
330 343
344 private void ValidateAssets()
345 {
346 if (m_asset.Type == (sbyte)AssetType.Clothing ||
347 m_asset.Type == (sbyte)AssetType.Bodypart)
348 {
349 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
350 string[] lines = content.Split(new char[] {'\n'});
351
352 List<string> validated = new List<string>();
353
354 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
355
356 int textures = 0;
357
358 foreach (string line in lines)
359 {
360 try
361 {
362 if (line.StartsWith("textures "))
363 {
364 textures = Convert.ToInt32(line.Substring(9));
365 validated.Add(line);
366 }
367 else if (textures > 0)
368 {
369 string[] parts = line.Split(new char[] {' '});
370
371 UUID tx = new UUID(parts[1]);
372 int id = Convert.ToInt32(parts[0]);
373
374 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
375 (allowed.ContainsKey(id) && allowed[id] == tx))
376 {
377 validated.Add(parts[0] + " " + tx.ToString());
378 }
379 else
380 {
381 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
382 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
383
384 if ((perms & full) != full)
385 {
386 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
387 validated.Add(parts[0] + " " + UUID.Zero.ToString());
388 }
389 else
390 {
391 validated.Add(line);
392 }
393 }
394 textures--;
395 }
396 else
397 {
398 validated.Add(line);
399 }
400 }
401 catch
402 {
403 // If it's malformed, skip it
404 }
405 }
406
407 string final = String.Join("\n", validated.ToArray());
408
409 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
410 }
411 }
412
331 /// <summary> 413 /// <summary>
332 /// Get the asset data uploaded in this transfer. 414 /// Get the asset data uploaded in this transfer.
333 /// </summary> 415 /// </summary>
@@ -336,10 +418,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
336 { 418 {
337 if (m_finished) 419 if (m_finished)
338 { 420 {
421 ValidateAssets();
339 return m_asset; 422 return m_asset;
340 } 423 }
341 424
342 return null; 425 return null;
343 } 426 }
427
428 public void SetOldData(byte[] d)
429 {
430 m_oldData = d;
431 }
432
433 private Dictionary<int,UUID> ExtractTexturesFromOldData()
434 {
435 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
436 if (m_oldData == null)
437 return result;
438
439 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
440 string[] lines = content.Split(new char[] {'\n'});
441
442 int textures = 0;
443
444 foreach (string line in lines)
445 {
446 try
447 {
448 if (line.StartsWith("textures "))
449 {
450 textures = Convert.ToInt32(line.Substring(9));
451 }
452 else if (textures > 0)
453 {
454 string[] parts = line.Split(new char[] {' '});
455
456 UUID tx = new UUID(parts[1]);
457 int id = Convert.ToInt32(parts[0]);
458 result[id] = tx;
459 textures--;
460 }
461 }
462 catch
463 {
464 // If it's malformed, skip it
465 }
466 }
467
468 return result;
469 }
344 } 470 }
345} 471}
472
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 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 2e1948d..2bfe190 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -38,6 +39,7 @@ using OpenSim.Region.Framework;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Scenes.Serialization; 41using OpenSim.Region.Framework.Scenes.Serialization;
42using OpenSim.Services.Interfaces;
41 43
42namespace OpenSim.Region.CoreModules.Avatar.Attachments 44namespace OpenSim.Region.CoreModules.Avatar.Attachments
43{ 45{
@@ -115,6 +117,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
115 117
116// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); 118// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
117 119
120 XmlDocument doc = new XmlDocument();
121 string stateData = String.Empty;
122
123 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
124 if (attServ != null)
125 {
126 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
127 stateData = attServ.Get(sp.UUID.ToString());
128 if (stateData != String.Empty)
129 {
130 try
131 {
132 doc.LoadXml(stateData);
133 }
134 catch { }
135 }
136 }
137
138 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
139
140 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
141 if (nodes.Count > 0)
142 {
143 foreach (XmlNode n in nodes)
144 {
145 XmlElement elem = (XmlElement)n;
146 string itemID = elem.GetAttribute("ItemID");
147 string xml = elem.InnerXml;
148
149 itemData[new UUID(itemID)] = xml;
150 }
151 }
152
153
118 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); 154 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
119 foreach (AvatarAttachment attach in attachments) 155 foreach (AvatarAttachment attach in attachments)
120 { 156 {
@@ -134,12 +170,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
134 170
135 try 171 try
136 { 172 {
173 string xmlData;
174 XmlDocument d = null;
175 UUID asset;
176 if (itemData.TryGetValue(attach.ItemID, out xmlData))
177 {
178 d = new XmlDocument();
179 d.LoadXml(xmlData);
180 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
181 }
182
137 // If we're an NPC then skip all the item checks and manipulations since we don't have an 183 // If we're an NPC then skip all the item checks and manipulations since we don't have an
138 // inventory right now. 184 // inventory right now.
139 if (sp.PresenceType == PresenceType.Npc) 185 if (sp.PresenceType == PresenceType.Npc)
140 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 186 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
141 else 187 else
142 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 188 RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d);
143 } 189 }
144 catch (Exception e) 190 catch (Exception e)
145 { 191 {
@@ -266,6 +312,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
266 } 312 }
267 313
268 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 314 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
315 {
316 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
317 }
318
319 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
269 { 320 {
270 if (!Enabled) 321 if (!Enabled)
271 return null; 322 return null;
@@ -304,7 +355,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
304 return null; 355 return null;
305 } 356 }
306 357
307 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 358 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
308 359
309 if (att == null) 360 if (att == null)
310 DetachSingleAttachmentToInv(sp, itemID); 361 DetachSingleAttachmentToInv(sp, itemID);
@@ -368,7 +419,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
368 so.AttachedAvatar = UUID.Zero; 419 so.AttachedAvatar = UUID.Zero;
369 rootPart.SetParentLocalId(0); 420 rootPart.SetParentLocalId(0);
370 so.ClearPartAttachmentData(); 421 so.ClearPartAttachmentData();
371 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 422 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
372 so.HasGroupChanged = true; 423 so.HasGroupChanged = true;
373 rootPart.Rezzed = DateTime.Now; 424 rootPart.Rezzed = DateTime.Now;
374 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 425 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -584,11 +635,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
584 635
585 Vector3 inventoryStoredPosition = new Vector3 636 Vector3 inventoryStoredPosition = new Vector3
586 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 637 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
587 ? Constants.RegionSize - 6 638 ? (float)Constants.RegionSize - 6
588 : grp.AbsolutePosition.X) 639 : grp.AbsolutePosition.X)
589 , 640 ,
590 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 641 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
591 ? Constants.RegionSize - 6 642 ? (float)Constants.RegionSize - 6
592 : grp.AbsolutePosition.Y, 643 : grp.AbsolutePosition.Y,
593 grp.AbsolutePosition.Z); 644 grp.AbsolutePosition.Z);
594 645
@@ -706,8 +757,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
706 } 757 }
707 } 758 }
708 759
709 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 760 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
710 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 761 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
711 { 762 {
712 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 763 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
713 if (invAccess != null) 764 if (invAccess != null)
@@ -715,7 +766,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
715 lock (sp.AttachmentsSyncLock) 766 lock (sp.AttachmentsSyncLock)
716 { 767 {
717 SceneObjectGroup objatt; 768 SceneObjectGroup objatt;
718 769
719 if (itemID != UUID.Zero) 770 if (itemID != UUID.Zero)
720 objatt = invAccess.RezObject(sp.ControllingClient, 771 objatt = invAccess.RezObject(sp.ControllingClient,
721 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 772 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -724,11 +775,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
724 objatt = invAccess.RezObject(sp.ControllingClient, 775 objatt = invAccess.RezObject(sp.ControllingClient,
725 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 776 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
726 false, false, sp.UUID, true); 777 false, false, sp.UUID, true);
727 778
728 // m_log.DebugFormat( 779 // m_log.DebugFormat(
729 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 780 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
730 // objatt.Name, remoteClient.Name, AttachmentPt); 781 // objatt.Name, remoteClient.Name, AttachmentPt);
731 782
732 if (objatt != null) 783 if (objatt != null)
733 { 784 {
734 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 785 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -736,7 +787,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
736 bool tainted = false; 787 bool tainted = false;
737 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 788 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
738 tainted = true; 789 tainted = true;
739 790
740 // This will throw if the attachment fails 791 // This will throw if the attachment fails
741 try 792 try
742 { 793 {
@@ -747,21 +798,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
747 m_log.ErrorFormat( 798 m_log.ErrorFormat(
748 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 799 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
749 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 800 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
750 801
751 // Make sure the object doesn't stick around and bail 802 // Make sure the object doesn't stick around and bail
752 sp.RemoveAttachment(objatt); 803 sp.RemoveAttachment(objatt);
753 m_scene.DeleteSceneObject(objatt, false); 804 m_scene.DeleteSceneObject(objatt, false);
754 return null; 805 return null;
755 } 806 }
756 807
757 if (tainted) 808 if (tainted)
758 objatt.HasGroupChanged = true; 809 objatt.HasGroupChanged = true;
810
811 if (doc != null)
812 {
813 objatt.LoadScriptState(doc);
814 objatt.ResetOwnerChangeFlag();
815 }
759 816
760 // Fire after attach, so we don't get messy perms dialogs 817 // Fire after attach, so we don't get messy perms dialogs
761 // 4 == AttachedRez 818 // 4 == AttachedRez
762 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 819 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
763 objatt.ResumeScripts(); 820 objatt.ResumeScripts();
764 821
765 // Do this last so that event listeners have access to all the effects of the attachment 822 // Do this last so that event listeners have access to all the effects of the attachment
766 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 823 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
767 824
@@ -775,7 +832,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
775 } 832 }
776 } 833 }
777 } 834 }
778 835
779 return null; 836 return null;
780 } 837 }
781 838
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 0ed10d2..d98ea39 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -554,12 +554,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
554 /// <param name="client"></param> 554 /// <param name="client"></param>
555 private void Client_OnRequestWearables(IClientAPI client) 555 private void Client_OnRequestWearables(IClientAPI client)
556 { 556 {
557 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 557 Util.FireAndForget(delegate(object x)
558 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 558 {
559 if (sp != null) 559 Thread.Sleep(4000);
560 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 560
561 else 561 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
562 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 562 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
563 if (sp != null)
564 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
565 else
566 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
567 });
563 } 568 }
564 569
565 /// <summary> 570 /// <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 cd588e5..d4fbdce 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -140,7 +140,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
140 140
141 protected virtual void OnNewClient(IClientAPI client) 141 protected virtual void OnNewClient(IClientAPI client)
142 { 142 {
143 client.OnTeleportHomeRequest += TeleportHome; 143 client.OnTeleportHomeRequest += TriggerTeleportHome;
144 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 144 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
145 } 145 }
146 146
@@ -259,6 +259,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
259 sp.ControllingClient.SendTeleportStart(teleportFlags); 259 sp.ControllingClient.SendTeleportStart(teleportFlags);
260 260
261 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 261 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
262 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
262 sp.Velocity = Vector3.Zero; 263 sp.Velocity = Vector3.Zero;
263 sp.Teleport(position); 264 sp.Teleport(position);
264 265
@@ -410,7 +411,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
410 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 411 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
411 // it's actually doing a lot of work. 412 // it's actually doing a lot of work.
412 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 413 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
413 if (endPoint.Address != null) 414 if (endPoint != null && endPoint.Address != null)
414 { 415 {
415 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 416 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
416 // both regions 417 // both regions
@@ -733,7 +734,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
733 734
734 #region Teleport Home 735 #region Teleport Home
735 736
736 public virtual void TeleportHome(UUID id, IClientAPI client) 737 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
738 {
739 TeleportHome(id, client);
740 }
741
742 public virtual bool TeleportHome(UUID id, IClientAPI client)
737 { 743 {
738 m_log.DebugFormat( 744 m_log.DebugFormat(
739 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 745 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -743,12 +749,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
743 749
744 if (uinfo != null) 750 if (uinfo != null)
745 { 751 {
752 if (uinfo.HomeRegionID == UUID.Zero)
753 {
754 // can't find the Home region: Tell viewer and abort
755 client.SendTeleportFailed("You don't have a home position set.");
756 return false;
757 }
746 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 758 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
747 if (regionInfo == null) 759 if (regionInfo == null)
748 { 760 {
749 // can't find the Home region: Tell viewer and abort 761 // can't find the Home region: Tell viewer and abort
750 client.SendTeleportFailed("Your home region could not be found."); 762 client.SendTeleportFailed("Your home region could not be found.");
751 return; 763 return false;
752 } 764 }
753 765
754 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})", 766 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
@@ -761,10 +773,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
761 } 773 }
762 else 774 else
763 { 775 {
764 m_log.ErrorFormat( 776 // can't find the Home region: Tell viewer and abort
765 "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.", 777 client.SendTeleportFailed("Your home region could not be found.");
766 client.Name, client.AgentId); 778 return false;
767 } 779 }
780 return true;
768 } 781 }
769 782
770 #endregion 783 #endregion
@@ -772,11 +785,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
772 785
773 #region Agent Crossings 786 #region Agent Crossings
774 787
775 public bool Cross(ScenePresence agent, bool isFlying) 788 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
776 { 789 {
777 Scene scene = agent.Scene; 790 version = String.Empty;
778 Vector3 pos = agent.AbsolutePosition; 791 newpos = new Vector3(pos.X, pos.Y, pos.Z);
779 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
780 uint neighbourx = scene.RegionInfo.RegionLocX; 792 uint neighbourx = scene.RegionInfo.RegionLocX;
781 uint neighboury = scene.RegionInfo.RegionLocY; 793 uint neighboury = scene.RegionInfo.RegionLocY;
782 const float boundaryDistance = 1.7f; 794 const float boundaryDistance = 1.7f;
@@ -797,52 +809,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
797 } 809 }
798 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 810 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
799 { 811 {
800 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 812 neighboury--;
801 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 813 newpos.Y = Constants.RegionSize - enterDistance;
802 {
803 neighboury--;
804 newpos.Y = Constants.RegionSize - enterDistance;
805 }
806 else
807 {
808 agent.IsInTransit = true;
809
810 neighboury = b.TriggerRegionY;
811 neighbourx = b.TriggerRegionX;
812
813 Vector3 newposition = pos;
814 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
815 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
816 agent.ControllingClient.SendAgentAlertMessage(
817 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
818 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
819 return true;
820 }
821 }
822
823 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
824 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
825 {
826 neighbourx--;
827 newpos.X = Constants.RegionSize - enterDistance;
828 }
829 else
830 {
831 agent.IsInTransit = true;
832
833 neighboury = ba.TriggerRegionY;
834 neighbourx = ba.TriggerRegionX;
835
836 Vector3 newposition = pos;
837 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
838 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
839 agent.ControllingClient.SendAgentAlertMessage(
840 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
841 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
842
843 return true;
844 } 814 }
845 815
816 neighbourx--;
817 newpos.X = Constants.RegionSize - enterDistance;
846 } 818 }
847 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 819 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
848 { 820 {
@@ -852,26 +824,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
852 824
853 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 825 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
854 { 826 {
855 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 827 neighboury--;
856 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 828 newpos.Y = Constants.RegionSize - enterDistance;
857 {
858 neighboury--;
859 newpos.Y = Constants.RegionSize - enterDistance;
860 }
861 else
862 {
863 agent.IsInTransit = true;
864
865 neighboury = ba.TriggerRegionY;
866 neighbourx = ba.TriggerRegionX;
867 Vector3 newposition = pos;
868 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
869 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
870 agent.ControllingClient.SendAgentAlertMessage(
871 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
872 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
873 return true;
874 }
875 } 829 }
876 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 830 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
877 { 831 {
@@ -883,25 +837,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
883 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 837 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
884 { 838 {
885 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 839 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
886 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 840 neighboury--;
887 { 841 newpos.Y = Constants.RegionSize - enterDistance;
888 neighboury--;
889 newpos.Y = Constants.RegionSize - enterDistance;
890 }
891 else
892 {
893 agent.IsInTransit = true;
894
895 neighboury = b.TriggerRegionY;
896 neighbourx = b.TriggerRegionX;
897 Vector3 newposition = pos;
898 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
899 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
900 agent.ControllingClient.SendAgentAlertMessage(
901 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
902 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
903 return true;
904 }
905 } 842 }
906 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 843 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
907 { 844 {
@@ -935,19 +872,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
935 } 872 }
936 */ 873 */
937 874
938 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 875 xDest = neighbourx;
876 yDest = neighboury;
939 877
940 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 878 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
941 879
880 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
881
942 ExpiringCache<ulong, DateTime> r; 882 ExpiringCache<ulong, DateTime> r;
943 DateTime banUntil; 883 DateTime banUntil;
944 884
945 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 885 if (m_bannedRegions.TryGetValue(agentID, out r))
946 { 886 {
947 if (r.TryGetValue(neighbourHandle, out banUntil)) 887 if (r.TryGetValue(neighbourHandle, out banUntil))
948 { 888 {
949 if (DateTime.Now < banUntil) 889 if (DateTime.Now < banUntil)
950 return false; 890 return null;
951 r.Remove(neighbourHandle); 891 r.Remove(neighbourHandle);
952 } 892 }
953 } 893 }
@@ -959,28 +899,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
959 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 899 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
960 900
961 string reason; 901 string reason;
962 string version; 902 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
963 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
964 { 903 {
965 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
966 if (r == null) 904 if (r == null)
967 { 905 {
968 r = new ExpiringCache<ulong, DateTime>(); 906 r = new ExpiringCache<ulong, DateTime>();
969 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 907 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
970 908
971 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 909 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
972 } 910 }
973 else 911 else
974 { 912 {
975 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 913 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
976 } 914 }
915 return null;
916 }
917
918 return neighbourRegion;
919 }
920
921 public bool Cross(ScenePresence agent, bool isFlying)
922 {
923 uint x;
924 uint y;
925 Vector3 newpos;
926 string version;
927
928 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
929 if (neighbourRegion == null)
930 {
931 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
977 return false; 932 return false;
978 } 933 }
979 934
980 agent.IsInTransit = true; 935 agent.IsInTransit = true;
981 936
982 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 937 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
983 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 938 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
984 939
985 return true; 940 return true;
986 } 941 }
@@ -1037,13 +992,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1037 icon.EndInvoke(iar); 992 icon.EndInvoke(iar);
1038 } 993 }
1039 994
1040 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
1041
1042 /// <summary> 995 /// <summary>
1043 /// This Closes child agents on neighbouring regions 996 /// This Closes child agents on neighbouring regions
1044 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 997 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
1045 /// </summary> 998 /// </summary>
1046 protected ScenePresence CrossAgentToNewRegionAsync( 999 public ScenePresence CrossAgentToNewRegionAsync(
1047 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 1000 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
1048 bool isFlying, string version) 1001 bool isFlying, string version)
1049 { 1002 {
@@ -1232,10 +1185,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1232 agent.Id0 = currentAgentCircuit.Id0; 1185 agent.Id0 = currentAgentCircuit.Id0;
1233 } 1186 }
1234 1187
1235 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1188 IPEndPoint external = region.ExternalEndPoint;
1236 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1189 if (external != null)
1190 {
1191 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1192 d.BeginInvoke(sp, agent, region, external, true,
1237 InformClientOfNeighbourCompleted, 1193 InformClientOfNeighbourCompleted,
1238 d); 1194 d);
1195 }
1239 } 1196 }
1240 #endregion 1197 #endregion
1241 1198
@@ -1817,27 +1774,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1817 Utils.LongToUInts(newRegionHandle, out x, out y); 1774 Utils.LongToUInts(newRegionHandle, out x, out y);
1818 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1775 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1819 1776
1820 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1777 if (destination != null)
1821 { 1778 {
1822 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1779 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1780 return; // we did it
1781 }
1823 1782
1824 // We are going to move the object back to the old position so long as the old position 1783 // no one or failed lets go back and tell physics to go on
1825 // is in the region 1784 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1826 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1785 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1827 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1786 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1828 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1829 1787
1830 grp.RootPart.GroupPosition = oldGroupPosition; 1788 grp.AbsolutePosition = oldGroupPosition;
1789 grp.Velocity = Vector3.Zero;
1831 1790
1832 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1791 if (grp.RootPart.PhysActor != null)
1833 // move out of the region creating an infinite loop of failed attempts to cross 1792 grp.RootPart.PhysActor.CrossingFailure();
1834 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1835 1793
1836 grp.ScheduleGroupForFullUpdate(); 1794 grp.ScheduleGroupForFullUpdate();
1837 }
1838 } 1795 }
1839 1796
1840 1797
1798
1841 /// <summary> 1799 /// <summary>
1842 /// Move the given scene object into a new region 1800 /// Move the given scene object into a new region
1843 /// </summary> 1801 /// </summary>
@@ -1894,7 +1852,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1894 { 1852 {
1895 PhysicsActor pa = grp.RootPart.PhysActor; 1853 PhysicsActor pa = grp.RootPart.PhysActor;
1896 if (pa != null) 1854 if (pa != null)
1855 {
1897 pa.CrossingFailure(); 1856 pa.CrossingFailure();
1857 if (grp.RootPart.KeyframeMotion != null)
1858 {
1859 grp.RootPart.Velocity = Vector3.Zero;
1860 grp.RootPart.KeyframeMotion.CrossingFailure();
1861 grp.SendGroupRootTerseUpdate();
1862 }
1863 }
1898 } 1864 }
1899 1865
1900 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 1866 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index b578bcb..6e27299 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 }
@@ -199,7 +199,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
199 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout); 199 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout);
200 } 200 }
201 201
202 public override void TeleportHome(UUID id, IClientAPI client) 202 public void TriggerTeleportHome(UUID id, IClientAPI client)
203 {
204 TeleportHome(id, client);
205 }
206
207 public override bool TeleportHome(UUID id, IClientAPI client)
203 { 208 {
204 m_log.DebugFormat( 209 m_log.DebugFormat(
205 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 210 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -210,8 +215,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
210 { 215 {
211 // local grid user 216 // local grid user
212 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 217 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
213 base.TeleportHome(id, client); 218 return base.TeleportHome(id, client);
214 return;
215 } 219 }
216 220
217 // Foreign user wants to go home 221 // Foreign user wants to go home
@@ -221,7 +225,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
221 { 225 {
222 client.SendTeleportFailed("Your information has been lost"); 226 client.SendTeleportFailed("Your information has been lost");
223 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 227 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
224 return; 228 return false;
225 } 229 }
226 230
227 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 231 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -231,7 +235,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
231 { 235 {
232 client.SendTeleportFailed("Your home region could not be found"); 236 client.SendTeleportFailed("Your home region could not be found");
233 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 237 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
234 return; 238 return false;
235 } 239 }
236 240
237 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 241 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -239,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
239 { 243 {
240 client.SendTeleportFailed("Internal error"); 244 client.SendTeleportFailed("Internal error");
241 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 245 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
242 return; 246 return false;
243 } 247 }
244 248
245 GridRegion homeGatekeeper = MakeRegion(aCircuit); 249 GridRegion homeGatekeeper = MakeRegion(aCircuit);
@@ -247,9 +251,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
247 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}", 251 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}",
248 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 252 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
249 253
250 DoTeleport( 254 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
251 sp, homeGatekeeper, finalDestination, 255 return true;
252 position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
253 } 256 }
254 257
255 /// <summary> 258 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 8171487..ee9961f 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -355,6 +355,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
355 355
356 foreach (SceneObjectGroup objectGroup in objlist) 356 foreach (SceneObjectGroup objectGroup in objlist)
357 { 357 {
358 if (objectGroup.RootPart.KeyframeMotion != null)
359 objectGroup.RootPart.KeyframeMotion.Stop();
360 objectGroup.RootPart.SetForce(Vector3.Zero);
361 objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
362 objectGroup.RootPart.KeyframeMotion = null;
363
358 Vector3 inventoryStoredPosition = new Vector3 364 Vector3 inventoryStoredPosition = new Vector3
359 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) 365 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
360 ? 250 366 ? 250
@@ -365,9 +371,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
365 : objectGroup.AbsolutePosition.Y, 371 : objectGroup.AbsolutePosition.Y,
366 objectGroup.AbsolutePosition.Z); 372 objectGroup.AbsolutePosition.Z);
367 373
374 Quaternion inventoryStoredRotation = objectGroup.GroupRotation;
368 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 375 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
369 376
377 // Restore attachment data after trip through the sim
378 if (objectGroup.RootPart.AttachPoint > 0)
379 {
380 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
381 inventoryStoredRotation = objectGroup.RootPart.AttachRotation;
382 }
383 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
384
370 objectGroup.AbsolutePosition = inventoryStoredPosition; 385 objectGroup.AbsolutePosition = inventoryStoredPosition;
386 objectGroup.RootPart.RotationOffset = inventoryStoredRotation;
371 387
372 // Make sure all bits but the ones we want are clear 388 // Make sure all bits but the ones we want are clear
373 // on take. 389 // on take.
@@ -476,8 +492,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
476 IClientAPI remoteClient) 492 IClientAPI remoteClient)
477 { 493 {
478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 494 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
495 // For the porposes of inventory, an object is modify if the prims
496 // are modify. This allows renaming an object that contains no
497 // mod items.
479 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 498 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
480 effectivePerms &= grp.GetEffectivePermissions(); 499 {
500 uint groupPerms = grp.GetEffectivePermissions(true);
501 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
502 groupPerms |= (uint)PermissionMask.Modify;
503
504 effectivePerms &= groupPerms;
505 }
481 effectivePerms |= (uint)PermissionMask.Move; 506 effectivePerms |= (uint)PermissionMask.Move;
482 507
483 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 508 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -657,7 +682,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
657 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 682 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
658 { 683 {
659 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); 684 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
660 folder = m_Scene.InventoryService.GetFolder(f); 685 if (f != null)
686 folder = m_Scene.InventoryService.GetFolder(f);
661 } 687 }
662 } 688 }
663 689
@@ -687,15 +713,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
687 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 713 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
688 { 714 {
689// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 715// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
690
691 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 716 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
692 item = m_Scene.InventoryService.GetItem(item); 717 item = m_Scene.InventoryService.GetItem(item);
693 718
694 if (item == null) 719 if (item == null)
695 { 720 {
696 m_log.WarnFormat(
697 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
698 itemID, remoteClient.Name);
699 721
700 return null; 722 return null;
701 } 723 }
@@ -747,6 +769,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
747 if (e == null || attachment) // Single 769 if (e == null || attachment) // Single
748 { 770 {
749 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 771 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
772 if (!attachment)
773 {
774 g.RootPart.AttachPoint = g.RootPart.Shape.State;
775 g.RootPart.AttachOffset = g.AbsolutePosition;
776 g.RootPart.AttachRotation = g.GroupRotation;
777 g.RootPart.Shape.State = 0;
778 }
750 779
751 objlist.Add(g); 780 objlist.Add(g);
752 veclist.Add(new Vector3(0, 0, 0)); 781 veclist.Add(new Vector3(0, 0, 0));
@@ -776,6 +805,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
776 foreach (XmlNode n in groups) 805 foreach (XmlNode n in groups)
777 { 806 {
778 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 807 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
808 g.RootPart.AttachPoint = g.RootPart.Shape.State;
809 g.RootPart.AttachOffset = g.AbsolutePosition;
810 g.RootPart.AttachRotation = g.GroupRotation;
811 g.RootPart.Shape.State = 0;
779 812
780 objlist.Add(g); 813 objlist.Add(g);
781 XmlElement el = (XmlElement)n; 814 XmlElement el = (XmlElement)n;
@@ -795,12 +828,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
795 } 828 }
796 } 829 }
797 830
831 int primcount = 0;
832 foreach (SceneObjectGroup g in objlist)
833 primcount += g.PrimCount;
834
835 if (!m_Scene.Permissions.CanRezObject(
836 primcount, remoteClient.AgentId, pos)
837 && !attachment)
838 {
839 // The client operates in no fail mode. It will
840 // have already removed the item from the folder
841 // if it's no copy.
842 // Put it back if it's not an attachment
843 //
844 if (item != null)
845 {
846 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
847 remoteClient.SendBulkUpdateInventory(item);
848 }
849
850 return null;
851 }
852
798 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 853 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
799 return null; 854 return null;
800 855
801 for (int i = 0; i < objlist.Count; i++) 856 for (int i = 0; i < objlist.Count; i++)
802 { 857 {
803 group = objlist[i]; 858 group = objlist[i];
859 SceneObjectPart rootPart = group.RootPart;
804 860
805// m_log.DebugFormat( 861// m_log.DebugFormat(
806// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 862// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -861,8 +917,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
861 917
862 if (!attachment) 918 if (!attachment)
863 { 919 {
864 SceneObjectPart rootPart = group.RootPart;
865
866 if (rootPart.Shape.PCode == (byte)PCode.Prim) 920 if (rootPart.Shape.PCode == (byte)PCode.Prim)
867 group.ClearPartAttachmentData(); 921 group.ClearPartAttachmentData();
868 922
@@ -880,6 +934,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
880// remoteClient.Name); 934// remoteClient.Name);
881 } 935 }
882 936
937 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
938
883 if (item != null) 939 if (item != null)
884 DoPostRezWhenFromItem(item, attachment); 940 DoPostRezWhenFromItem(item, attachment);
885 941
@@ -958,8 +1014,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
958 { 1014 {
959 rootPart.Name = item.Name; 1015 rootPart.Name = item.Name;
960 rootPart.Description = item.Description; 1016 rootPart.Description = item.Description;
961 rootPart.ObjectSaleType = item.SaleType; 1017 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
962 rootPart.SalePrice = item.SalePrice; 1018 {
1019 rootPart.ObjectSaleType = item.SaleType;
1020 rootPart.SalePrice = item.SalePrice;
1021 }
963 } 1022 }
964 1023
965 so.FromFolderID = item.Folder; 1024 so.FromFolderID = item.Folder;
@@ -968,7 +1027,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
968// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 1027// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
969 1028
970 if ((rootPart.OwnerID != item.Owner) || 1029 if ((rootPart.OwnerID != item.Owner) ||
971 (item.CurrentPermissions & 16) != 0) 1030 (item.CurrentPermissions & 16) != 0 ||
1031 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
972 { 1032 {
973 //Need to kill the for sale here 1033 //Need to kill the for sale here
974 rootPart.ObjectSaleType = 0; 1034 rootPart.ObjectSaleType = 0;
@@ -978,31 +1038,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
978 { 1038 {
979 foreach (SceneObjectPart part in so.Parts) 1039 foreach (SceneObjectPart part in so.Parts)
980 { 1040 {
981 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
982 {
983 part.EveryoneMask = item.EveryOnePermissions;
984 part.NextOwnerMask = item.NextPermissions;
985 }
986 part.GroupMask = 0; // DO NOT propagate here 1041 part.GroupMask = 0; // DO NOT propagate here
1042
1043 part.LastOwnerID = part.OwnerID;
1044 part.OwnerID = item.Owner;
1045 part.Inventory.ChangeInventoryOwner(item.Owner);
987 } 1046 }
988 1047
989 so.ApplyNextOwnerPermissions(); 1048 so.ApplyNextOwnerPermissions();
1049
1050 // In case the user has changed flags on a received item
1051 // we have to apply those changes after the slam. Else we
1052 // get a net loss of permissions
1053 foreach (SceneObjectPart part in so.Parts)
1054 {
1055 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1056 {
1057 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1058 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1059 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1060 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1061 }
1062 }
990 } 1063 }
991 } 1064 }
992 1065 else
993 foreach (SceneObjectPart part in so.Parts)
994 { 1066 {
995 part.FromUserInventoryItemID = fromUserInventoryItemId; 1067 foreach (SceneObjectPart part in so.Parts)
996
997 if ((part.OwnerID != item.Owner) ||
998 (item.CurrentPermissions & 16) != 0)
999 { 1068 {
1000 part.Inventory.ChangeInventoryOwner(item.Owner); 1069 part.FromUserInventoryItemID = fromUserInventoryItemId;
1001 part.GroupMask = 0; // DO NOT propagate here 1070
1071 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1072 part.EveryoneMask = item.EveryOnePermissions;
1073 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1074 part.NextOwnerMask = item.NextPermissions;
1075 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1076 part.GroupMask = item.GroupPermissions;
1002 } 1077 }
1003
1004 part.EveryoneMask = item.EveryOnePermissions;
1005 part.NextOwnerMask = item.NextPermissions;
1006 } 1078 }
1007 1079
1008 rootPart.TrimPermissions(); 1080 rootPart.TrimPermissions();
@@ -1140,4 +1212,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1140 1212
1141 #endregion 1213 #endregion
1142 } 1214 }
1143} \ No newline at end of file 1215}
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 d58fc0f..199dd11 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;
@@ -158,7 +159,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
158 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 159 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
159 return urlcode; 160 return urlcode;
160 } 161 }
161 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 162 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
162 163
163 UrlData urlData = new UrlData(); 164 UrlData urlData = new UrlData();
164 urlData.hostID = host.UUID; 165 urlData.hostID = host.UUID;
@@ -167,10 +168,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
167 urlData.url = url; 168 urlData.url = url;
168 urlData.urlcode = urlcode; 169 urlData.urlcode = urlcode;
169 urlData.requests = new Dictionary<UUID, RequestData>(); 170 urlData.requests = new Dictionary<UUID, RequestData>();
170 171
171 m_UrlMap[url] = urlData; 172 m_UrlMap[url] = urlData;
172 173
173 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 174 string uri = "/lslhttp/" + urlcode.ToString();
174 175
175 m_HttpServer.AddPollServiceHTTPHandler( 176 m_HttpServer.AddPollServiceHTTPHandler(
176 uri, 177 uri,
@@ -243,12 +244,15 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
243 return; 244 return;
244 } 245 }
245 246
246 foreach (UUID req in data.requests.Keys) 247 lock (m_RequestMap)
247 m_RequestMap.Remove(req); 248 {
248 249 foreach (UUID req in data.requests.Keys)
249 m_log.DebugFormat( 250 m_RequestMap.Remove(req);
250 "[URL MODULE]: Releasing url {0} for {1} in {2}", 251 }
251 url, data.itemID, data.hostID); 252
253// m_log.DebugFormat(
254// "[URL MODULE]: Releasing url {0} for {1} in {2}",
255// url, data.itemID, data.hostID);
252 256
253 RemoveUrl(data); 257 RemoveUrl(data);
254 m_UrlMap.Remove(url); 258 m_UrlMap.Remove(url);
@@ -257,32 +261,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
257 261
258 public void HttpResponse(UUID request, int status, string body) 262 public void HttpResponse(UUID request, int status, string body)
259 { 263 {
260 if (m_RequestMap.ContainsKey(request)) 264 lock (m_RequestMap)
261 {
262 UrlData urlData = m_RequestMap[request];
263 urlData.requests[request].responseCode = status;
264 urlData.requests[request].responseBody = body;
265 //urlData.requests[request].ev.Set();
266 urlData.requests[request].requestDone =true;
267 }
268 else
269 { 265 {
270 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 266 if (m_RequestMap.ContainsKey(request))
267 {
268 UrlData urlData = m_RequestMap[request];
269 if (!urlData.requests[request].responseSent)
270 {
271 urlData.requests[request].responseCode = status;
272 urlData.requests[request].responseBody = body;
273 //urlData.requests[request].ev.Set();
274 urlData.requests[request].requestDone = true;
275 urlData.requests[request].responseSent = true;
276 }
277 }
278 else
279 {
280 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
281 }
271 } 282 }
272 } 283 }
273 284
274 public string GetHttpHeader(UUID requestId, string header) 285 public string GetHttpHeader(UUID requestId, string header)
275 { 286 {
276 if (m_RequestMap.ContainsKey(requestId)) 287 lock (m_RequestMap)
277 {
278 UrlData urlData=m_RequestMap[requestId];
279 string value;
280 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
281 return value;
282 }
283 else
284 { 288 {
285 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 289 if (m_RequestMap.ContainsKey(requestId))
290 {
291 UrlData urlData = m_RequestMap[requestId];
292 string value;
293 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
294 return value;
295 }
296 else
297 {
298 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
299 }
286 } 300 }
287 return String.Empty; 301 return String.Empty;
288 } 302 }
@@ -306,8 +320,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
306 { 320 {
307 RemoveUrl(url.Value); 321 RemoveUrl(url.Value);
308 removeURLs.Add(url.Key); 322 removeURLs.Add(url.Key);
309 foreach (UUID req in url.Value.requests.Keys) 323 lock (m_RequestMap)
310 m_RequestMap.Remove(req); 324 {
325 foreach (UUID req in url.Value.requests.Keys)
326 m_RequestMap.Remove(req);
327 }
311 } 328 }
312 } 329 }
313 330
@@ -328,8 +345,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
328 { 345 {
329 RemoveUrl(url.Value); 346 RemoveUrl(url.Value);
330 removeURLs.Add(url.Key); 347 removeURLs.Add(url.Key);
331 foreach (UUID req in url.Value.requests.Keys) 348 lock (m_RequestMap)
332 m_RequestMap.Remove(req); 349 {
350 foreach (UUID req in url.Value.requests.Keys)
351 m_RequestMap.Remove(req);
352 }
333 } 353 }
334 } 354 }
335 355
@@ -348,14 +368,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
348 { 368 {
349 Hashtable response = new Hashtable(); 369 Hashtable response = new Hashtable();
350 UrlData url; 370 UrlData url;
371 int startTime = 0;
351 lock (m_RequestMap) 372 lock (m_RequestMap)
352 { 373 {
353 if (!m_RequestMap.ContainsKey(requestID)) 374 if (!m_RequestMap.ContainsKey(requestID))
354 return response; 375 return response;
355 url = m_RequestMap[requestID]; 376 url = m_RequestMap[requestID];
377 startTime = url.requests[requestID].startTime;
356 } 378 }
357 379
358 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 380 if (System.Environment.TickCount - startTime > 25000)
359 { 381 {
360 response["int_response_code"] = 500; 382 response["int_response_code"] = 500;
361 response["str_response_string"] = "Script timeout"; 383 response["str_response_string"] = "Script timeout";
@@ -364,9 +386,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
364 response["reusecontext"] = false; 386 response["reusecontext"] = false;
365 387
366 //remove from map 388 //remove from map
367 lock (url) 389 lock (url.requests)
368 { 390 {
369 url.requests.Remove(requestID); 391 url.requests.Remove(requestID);
392 }
393 lock (m_RequestMap)
394 {
370 m_RequestMap.Remove(requestID); 395 m_RequestMap.Remove(requestID);
371 } 396 }
372 397
@@ -388,22 +413,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
388 return false; 413 return false;
389 } 414 }
390 url = m_RequestMap[requestID]; 415 url = m_RequestMap[requestID];
416 }
417 lock (url.requests)
418 {
391 if (!url.requests.ContainsKey(requestID)) 419 if (!url.requests.ContainsKey(requestID))
392 { 420 {
393 return false; 421 return false;
394 } 422 }
423 else
424 {
425 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
426 {
427 return true;
428 }
429 if (url.requests[requestID].requestDone)
430 return true;
431 else
432 return false;
433 }
395 } 434 }
396
397 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
398 {
399 return true;
400 }
401
402 if (url.requests[requestID].requestDone)
403 return true;
404 else
405 return false;
406
407 } 435 }
408 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 436 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
409 { 437 {
@@ -415,9 +443,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
415 if (!m_RequestMap.ContainsKey(requestID)) 443 if (!m_RequestMap.ContainsKey(requestID))
416 return NoEvents(requestID,sessionID); 444 return NoEvents(requestID,sessionID);
417 url = m_RequestMap[requestID]; 445 url = m_RequestMap[requestID];
446 }
447 lock (url.requests)
448 {
418 requestData = url.requests[requestID]; 449 requestData = url.requests[requestID];
419 } 450 }
420 451
421 if (!requestData.requestDone) 452 if (!requestData.requestDone)
422 return NoEvents(requestID,sessionID); 453 return NoEvents(requestID,sessionID);
423 454
@@ -440,14 +471,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
440 response["reusecontext"] = false; 471 response["reusecontext"] = false;
441 472
442 //remove from map 473 //remove from map
443 lock (url) 474 lock (url.requests)
444 { 475 {
445 url.requests.Remove(requestID); 476 url.requests.Remove(requestID);
477 }
478 lock (m_RequestMap)
479 {
446 m_RequestMap.Remove(requestID); 480 m_RequestMap.Remove(requestID);
447 } 481 }
448 482
449 return response; 483 return response;
450 } 484 }
485
451 public void HttpRequestHandler(UUID requestID, Hashtable request) 486 public void HttpRequestHandler(UUID requestID, Hashtable request)
452 { 487 {
453 lock (request) 488 lock (request)
@@ -463,8 +498,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
463 498
464 int pos1 = uri.IndexOf("/");// /lslhttp 499 int pos1 = uri.IndexOf("/");// /lslhttp
465 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 500 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
466 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 501 int pos3 = pos2 + 37; // /lslhttp/urlcode
467 string uri_tmp = uri.Substring(0, pos3 + 1); 502 string uri_tmp = uri.Substring(0, pos3);
468 //HTTP server code doesn't provide us with QueryStrings 503 //HTTP server code doesn't provide us with QueryStrings
469 string pathInfo; 504 string pathInfo;
470 string queryString; 505 string queryString;
@@ -473,10 +508,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
473 pathInfo = uri.Substring(pos3); 508 pathInfo = uri.Substring(pos3);
474 509
475 UrlData url = null; 510 UrlData url = null;
511 string urlkey;
476 if (!is_ssl) 512 if (!is_ssl)
477 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 513 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
514 //m_UrlMap[];
478 else 515 else
479 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 516 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
517
518 if (m_UrlMap.ContainsKey(urlkey))
519 {
520 url = m_UrlMap[urlkey];
521 }
522 else
523 {
524 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
525 }
480 526
481 //for llGetHttpHeader support we need to store original URI here 527 //for llGetHttpHeader support we need to store original URI here
482 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 528 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -506,7 +552,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
506 if (request.ContainsKey(key)) 552 if (request.ContainsKey(key))
507 { 553 {
508 string val = (String)request[key]; 554 string val = (String)request[key];
509 queryString = queryString + key + "=" + val + "&"; 555 if (key != "")
556 {
557 queryString = queryString + key + "=" + val + "&";
558 }
559 else
560 {
561 queryString = queryString + val + "&";
562 }
510 } 563 }
511 } 564 }
512 if (queryString.Length > 1) 565 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 90f27c4..de089f3 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -271,7 +271,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
271 if (s.RegionInfo.RegionID == destination.RegionID) 271 if (s.RegionInfo.RegionID == destination.RegionID)
272 return s.QueryAccess(id, position, out reason); 272 return s.QueryAccess(id, position, out reason);
273 } 273 }
274 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
275 return false; 274 return false;
276 } 275 }
277 276
@@ -301,10 +300,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 if (s.RegionInfo.RegionID == destination.RegionID) 300 if (s.RegionInfo.RegionID == destination.RegionID)
302 { 301 {
303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
304 // Let's spawn a threadlet right here, because this may take 303 return s.IncomingCloseAgent(id);
305 // a while 304 }
306 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 305 }
307 return true; 306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
310 public bool CloseChildAgent(GridRegion destination, UUID id)
311 {
312 if (destination == null)
313 return false;
314
315 foreach (Scene s in m_sceneList)
316 {
317 if (s.RegionInfo.RegionID == destination.RegionID)
318 {
319 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
320 return s.IncomingCloseChildAgent(id);
308 } 321 }
309 } 322 }
310 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 323 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index eaf9506..4b70692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -261,6 +261,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
261 return false; 261 return false;
262 } 262 }
263 263
264 public bool CloseChildAgent(GridRegion destination, UUID id)
265 {
266 if (destination == null)
267 return false;
268
269 // Try local first
270 if (m_localBackend.CloseChildAgent(destination, id))
271 return true;
272
273 // else do the remote thing
274 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
275 return m_remoteConnector.CloseChildAgent(destination, id);
276
277 return false;
278 }
264 279
265 public bool CloseAgent(GridRegion destination, UUID id) 280 public bool CloseAgent(GridRegion destination, UUID id)
266 { 281 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index a6dbaba..38db239 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -298,6 +298,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
298 // being no copy/no mod for everyone 298 // being no copy/no mod for everyone
299 lock (part.TaskInventory) 299 lock (part.TaskInventory)
300 { 300 {
301 if (!ResolveUserUuid(part.CreatorID))
302 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
303
304 if (!ResolveUserUuid(part.OwnerID))
305 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
306
307 if (!ResolveUserUuid(part.LastOwnerID))
308 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
309
310 // And zap any troublesome sit target information
311 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
312 part.SitTargetPosition = new Vector3(0, 0, 0);
313
314 // Fix ownership/creator of inventory items
315 // Not doing so results in inventory items
316 // being no copy/no mod for everyone
317 part.TaskInventory.LockItemsForRead(true);
301 TaskInventoryDictionary inv = part.TaskInventory; 318 TaskInventoryDictionary inv = part.TaskInventory;
302 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 319 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
303 { 320 {
@@ -313,6 +330,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
313 if (UserManager != null) 330 if (UserManager != null)
314 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 331 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
315 } 332 }
333 part.TaskInventory.LockItemsForRead(false);
316 } 334 }
317 } 335 }
318 336
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 55110dc..1eb641d 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -253,18 +253,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
253 253
254 if (asset != null) 254 if (asset != null)
255 { 255 {
256 if (m_options.ContainsKey("verbose")) 256// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
257 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
258
259 m_foundAssetUuids.Add(asset.FullID); 257 m_foundAssetUuids.Add(asset.FullID);
260 258
261 m_assetsArchiver.WriteAsset(PostProcess(asset)); 259 m_assetsArchiver.WriteAsset(PostProcess(asset));
262 } 260 }
263 else 261 else
264 { 262 {
265 if (m_options.ContainsKey("verbose")) 263// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
266 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
267
268 m_notFoundAssetUuids.Add(new UUID(id)); 264 m_notFoundAssetUuids.Add(new UUID(id));
269 } 265 }
270 266
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 58bbd24..ddc2a07 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -32,6 +32,7 @@ using System.IO;
32using System.Linq; 32using System.Linq;
33using System.Reflection; 33using System.Reflection;
34using System.Security; 34using System.Security;
35using System.Timers;
35using log4net; 36using log4net;
36using Mono.Addins; 37using Mono.Addins;
37using Nini.Config; 38using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 { 48 {
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -61,6 +63,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
61 63
62 #region Packet Data Responders 64 #region Packet Data Responders
63 65
66 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
67 {
68 sendDetailedEstateData(remote_client, invoice);
69 sendEstateLists(remote_client, invoice);
70 }
71
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 72 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 73 {
66 uint sun = 0; 74 uint sun = 0;
@@ -83,7 +91,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
83 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 91 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
84 Scene.RegionInfo.EstateSettings.AbuseEmail, 92 Scene.RegionInfo.EstateSettings.AbuseEmail,
85 estateOwner); 93 estateOwner);
94 }
86 95
96 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
97 {
87 remote_client.SendEstateList(invoice, 98 remote_client.SendEstateList(invoice,
88 (int)Constants.EstateAccessCodex.EstateManagers, 99 (int)Constants.EstateAccessCodex.EstateManagers,
89 Scene.RegionInfo.EstateSettings.EstateManagers, 100 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -257,6 +268,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 268 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
258 if (restartModule != null) 269 if (restartModule != null)
259 { 270 {
271 if (timeInSeconds == -1)
272 {
273 restartModule.AbortRestart("Restart aborted by region manager");
274 return;
275 }
276
260 List<int> times = new List<int>(); 277 List<int> times = new List<int>();
261 while (timeInSeconds > 0) 278 while (timeInSeconds > 0)
262 { 279 {
@@ -269,7 +286,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
269 timeInSeconds -= 15; 286 timeInSeconds -= 15;
270 } 287 }
271 288
272 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 289 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
273 } 290 }
274 } 291 }
275 292
@@ -477,7 +494,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
477 { 494 {
478 if (!s.IsChildAgent) 495 if (!s.IsChildAgent)
479 { 496 {
480 Scene.TeleportClientHome(user, s.ControllingClient); 497 if (!Scene.TeleportClientHome(user, s.ControllingClient))
498 {
499 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
500 s.ControllingClient.Close();
501 }
481 } 502 }
482 } 503 }
483 504
@@ -486,7 +507,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
486 { 507 {
487 remote_client.SendAlertMessage("User is already on the region ban list"); 508 remote_client.SendAlertMessage("User is already on the region ban list");
488 } 509 }
489 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 510 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
490 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 511 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
491 } 512 }
492 else 513 else
@@ -541,7 +562,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
541 remote_client.SendAlertMessage("User is not on the region ban list"); 562 remote_client.SendAlertMessage("User is not on the region ban list");
542 } 563 }
543 564
544 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 565 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
545 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 566 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
546 } 567 }
547 else 568 else
@@ -700,7 +721,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
700 ScenePresence s = Scene.GetScenePresence(prey); 721 ScenePresence s = Scene.GetScenePresence(prey);
701 if (s != null) 722 if (s != null)
702 { 723 {
703 Scene.TeleportClientHome(prey, s.ControllingClient); 724 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
725 {
726 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
727 s.ControllingClient.Close();
728 }
704 } 729 }
705 } 730 }
706 } 731 }
@@ -718,7 +743,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
718 // Also make sure they are actually in the region 743 // Also make sure they are actually in the region
719 ScenePresence p; 744 ScenePresence p;
720 if(Scene.TryGetScenePresence(client.AgentId, out p)) 745 if(Scene.TryGetScenePresence(client.AgentId, out p))
721 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 746 {
747 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
748 {
749 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
750 p.ControllingClient.Close();
751 }
752 }
722 } 753 }
723 }); 754 });
724 } 755 }
@@ -1081,6 +1112,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1081 1112
1082 public void AddRegion(Scene scene) 1113 public void AddRegion(Scene scene)
1083 { 1114 {
1115 m_regionChangeTimer.AutoReset = false;
1116 m_regionChangeTimer.Interval = 2000;
1117 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1118
1084 Scene = scene; 1119 Scene = scene;
1085 Scene.RegisterModuleInterface<IEstateModule>(this); 1120 Scene.RegisterModuleInterface<IEstateModule>(this);
1086 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1121 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1131,7 +1166,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1131 1166
1132 private void EventManager_OnNewClient(IClientAPI client) 1167 private void EventManager_OnNewClient(IClientAPI client)
1133 { 1168 {
1134 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1169 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1135 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1170 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1136// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1171// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1137 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1172 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1183,6 +1218,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1183 flags |= RegionFlags.AllowParcelChanges; 1218 flags |= RegionFlags.AllowParcelChanges;
1184 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1219 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1185 flags |= RegionFlags.BlockParcelSearch; 1220 flags |= RegionFlags.BlockParcelSearch;
1221 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1222 flags |= (RegionFlags)(1 << 11);
1223 if (Scene.RegionInfo.RegionSettings.Casino)
1224 flags |= (RegionFlags)(1 << 10);
1186 1225
1187 if (Scene.RegionInfo.RegionSettings.FixedSun) 1226 if (Scene.RegionInfo.RegionSettings.FixedSun)
1188 flags |= RegionFlags.SunFixed; 1227 flags |= RegionFlags.SunFixed;
@@ -1190,11 +1229,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1190 flags |= RegionFlags.Sandbox; 1229 flags |= RegionFlags.Sandbox;
1191 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1230 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1192 flags |= RegionFlags.AllowVoice; 1231 flags |= RegionFlags.AllowVoice;
1232 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1233 flags |= RegionFlags.AllowLandmark;
1234 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1235 flags |= RegionFlags.AllowSetHome;
1236 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1237 flags |= RegionFlags.BlockDwell;
1238 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1239 flags |= RegionFlags.ResetHomeOnTeleport;
1193 1240
1194 // Fudge these to always on, so the menu options activate
1195 //
1196 flags |= RegionFlags.AllowLandmark;
1197 flags |= RegionFlags.AllowSetHome;
1198 1241
1199 // TODO: SkipUpdateInterestList 1242 // TODO: SkipUpdateInterestList
1200 1243
@@ -1235,6 +1278,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1235 flags |= RegionFlags.ResetHomeOnTeleport; 1278 flags |= RegionFlags.ResetHomeOnTeleport;
1236 if (Scene.RegionInfo.EstateSettings.TaxFree) 1279 if (Scene.RegionInfo.EstateSettings.TaxFree)
1237 flags |= RegionFlags.TaxFree; 1280 flags |= RegionFlags.TaxFree;
1281 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1282 flags |= RegionFlags.AllowLandmark;
1283 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1284 flags |= RegionFlags.AllowParcelChanges;
1285 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1286 flags |= RegionFlags.AllowSetHome;
1238 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1287 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1239 flags |= (RegionFlags)(1 << 30); 1288 flags |= (RegionFlags)(1 << 30);
1240 1289
@@ -1255,6 +1304,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1255 1304
1256 public void TriggerRegionInfoChange() 1305 public void TriggerRegionInfoChange()
1257 { 1306 {
1307 m_regionChangeTimer.Stop();
1308 m_regionChangeTimer.Start();
1309 }
1310
1311 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1312 {
1258 ChangeDelegate change = OnRegionInfoChange; 1313 ChangeDelegate change = OnRegionInfoChange;
1259 1314
1260 if (change != null) 1315 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 8b7406d..2fa0b3f 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,14 +91,13 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
97 99 private Dictionary<UUID, Vector3> forcedPosition =
98 /// <summary> 100 new Dictionary<UUID, Vector3>();
99 /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
100 /// </summary>
101 private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
102 101
103 #region INonSharedRegionModule Members 102 #region INonSharedRegionModule Members
104 103
@@ -109,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
109 108
110 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
111 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
112 } 117 }
113 118
114 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -160,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
160 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
161 } 166 }
162 167
163// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
164// {
165// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
166// reason = "You are not allowed to enter this sim.";
167// return nearestParcel != null;
168// }
169
170 /// <summary> 168 /// <summary>
171 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
172 /// </summary> 170 /// </summary>
@@ -207,6 +205,8 @@ namespace OpenSim.Region.CoreModules.World.Land
207 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 205 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
208 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 206 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
209 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 207 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
208 client.OnParcelEjectUser += ClientOnParcelEjectUser;
209 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
210 210
211 EntityBase presenceEntity; 211 EntityBase presenceEntity;
212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -218,48 +218,6 @@ namespace OpenSim.Region.CoreModules.World.Land
218 218
219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
220 { 220 {
221 //If we are forcing a position for them to go
222 if (forcedPosition.ContainsKey(remoteClient.AgentId))
223 {
224 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
225
226 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
227 //When the avatar walks into a ban line on the ground, it prevents getting stuck
228 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
229
230 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
231 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
232 {
233// m_log.DebugFormat(
234// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
235// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
236
237 forcedPosition.Remove(remoteClient.AgentId);
238 }
239 //if we are far away, teleport
240 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
241 {
242 Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
243// m_log.DebugFormat(
244// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
245// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
246
247 m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
248 forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
249
250 forcedPosition.Remove(remoteClient.AgentId);
251 }
252 else
253 {
254// m_log.DebugFormat(
255// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
256// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
257
258 //Forces them toward the forced position we want if they aren't there yet
259 agentData.UseClientAgentPosition = true;
260 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
261 }
262 }
263 } 221 }
264 222
265 public void Close() 223 public void Close()
@@ -378,10 +336,16 @@ namespace OpenSim.Region.CoreModules.World.Land
378 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 336 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
379 { 337 {
380 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 338 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
381 if (position.HasValue) 339
382 { 340 if (!position.HasValue)
383 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 341 return;
384 } 342
343 bool isFlying = avatar.PhysicsActor.Flying;
344 avatar.RemoveFromPhysicalScene();
345
346 avatar.AbsolutePosition = (Vector3)position;
347
348 avatar.AddToPhysicalScene(isFlying);
385 } 349 }
386 350
387 public void SendYouAreRestrictedNotice(ScenePresence avatar) 351 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -401,29 +365,7 @@ namespace OpenSim.Region.CoreModules.World.Land
401 } 365 }
402 366
403 if (parcelAvatarIsEntering != null) 367 if (parcelAvatarIsEntering != null)
404 { 368 EnforceBans(parcelAvatarIsEntering, avatar);
405 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
406 {
407 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
408 {
409 SendYouAreBannedNotice(avatar);
410 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
411 }
412 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
413 {
414 SendYouAreRestrictedNotice(avatar);
415 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
416 }
417 else
418 {
419 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
420 }
421 }
422 else
423 {
424 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
425 }
426 }
427 } 369 }
428 } 370 }
429 371
@@ -527,6 +469,7 @@ namespace OpenSim.Region.CoreModules.World.Land
527 //when we are finally in a safe place, lets release the forced position lock 469 //when we are finally in a safe place, lets release the forced position lock
528 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 470 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
529 } 471 }
472 EnforceBans(parcel, clientAvatar);
530 } 473 }
531 } 474 }
532 475
@@ -735,7 +678,7 @@ namespace OpenSim.Region.CoreModules.World.Land
735 int x; 678 int x;
736 int y; 679 int y;
737 680
738 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 681 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
739 return null; 682 return null;
740 683
741 try 684 try
@@ -785,14 +728,13 @@ namespace OpenSim.Region.CoreModules.World.Land
785 { 728 {
786 try 729 try
787 { 730 {
788 return m_landList[m_landIDList[x / 4, y / 4]]; 731 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
732 return m_landList[m_landIDList[x / 4, y / 4]];
733 //else
734 // return null;
789 } 735 }
790 catch (IndexOutOfRangeException) 736 catch (IndexOutOfRangeException)
791 { 737 {
792// m_log.WarnFormat(
793// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
794// x, y, m_scene.RegionInfo.RegionName);
795
796 return null; 738 return null;
797 } 739 }
798 } 740 }
@@ -1075,6 +1017,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1075 //Owner Flag 1017 //Owner Flag
1076 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1077 } 1019 }
1020 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1021 {
1022 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1023 }
1078 else if (currentParcelBlock.LandData.SalePrice > 0 && 1024 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1079 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1025 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1080 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1026 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1375,18 +1321,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1375 1321
1376 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1322 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1377 { 1323 {
1378 for (int i = 0; i < data.Count; i++) 1324 lock (m_landList)
1379 { 1325 {
1380 IncomingLandObjectFromStorage(data[i]); 1326 //Remove all the land objects in the sim and then process our new data
1327 foreach (int n in m_landList.Keys)
1328 {
1329 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1330 }
1331 m_landIDList.Initialize();
1332 m_landList.Clear();
1333
1334 for (int i = 0; i < data.Count; i++)
1335 {
1336 IncomingLandObjectFromStorage(data[i]);
1337 }
1381 } 1338 }
1382 } 1339 }
1383 1340
1384 public void IncomingLandObjectFromStorage(LandData data) 1341 public void IncomingLandObjectFromStorage(LandData data)
1385 { 1342 {
1343
1386 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1344 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1387 new_land.LandData = data.Copy(); 1345 new_land.LandData = data.Copy();
1388 new_land.SetLandBitmapFromByteArray(); 1346 new_land.SetLandBitmapFromByteArray();
1389 AddLandObject(new_land); 1347 AddLandObject(new_land);
1348 new_land.SendLandUpdateToAvatarsOverMe();
1390 } 1349 }
1391 1350
1392 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1351 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1669,6 +1628,168 @@ namespace OpenSim.Region.CoreModules.World.Land
1669 1628
1670 UpdateLandObject(localID, land.LandData); 1629 UpdateLandObject(localID, land.LandData);
1671 } 1630 }
1631
1632 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1633 {
1634 ILandObject land = null;
1635 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1636 foreach (ILandObject landObject in Land)
1637 {
1638 if (landObject.LandData.LocalID == landID)
1639 {
1640 land = landObject;
1641 }
1642 }
1643 land.DeedToGroup(DefaultGodParcelGroup);
1644 land.LandData.Name = DefaultGodParcelName;
1645 land.SendLandUpdateToAvatarsOverMe();
1646 }
1647
1648 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1649 {
1650 ScenePresence SP;
1651 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1652 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1653 if (SP.UserLevel != 0)
1654 {
1655 if (flags == 0) //All parcels, scripted or not
1656 {
1657 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1658 {
1659 if (e.OwnerID == targetID)
1660 {
1661 returns.Add(e);
1662 }
1663 }
1664 );
1665 }
1666 if (flags == 4) //All parcels, scripted object
1667 {
1668 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1669 {
1670 if (e.OwnerID == targetID)
1671 {
1672 if (e.ContainsScripts())
1673 {
1674 returns.Add(e);
1675 }
1676 }
1677 }
1678 );
1679 }
1680 if (flags == 4) //not target parcel, scripted object
1681 {
1682 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1683 {
1684 if (e.OwnerID == targetID)
1685 {
1686 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1687 if (landobject.LandData.OwnerID != e.OwnerID)
1688 {
1689 if (e.ContainsScripts())
1690 {
1691 returns.Add(e);
1692 }
1693 }
1694 }
1695 }
1696 );
1697 }
1698 foreach (SceneObjectGroup ol in returns)
1699 {
1700 ReturnObject(ol, client);
1701 }
1702 }
1703 }
1704 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1705 {
1706 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1707 objs[0] = obj;
1708 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1709 }
1710
1711 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1712
1713 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1714 {
1715 ScenePresence targetAvatar = null;
1716 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1717 ScenePresence parcelManager = null;
1718 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1719 System.Threading.Timer Timer;
1720
1721 if (targetAvatar.UserLevel == 0)
1722 {
1723 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1724 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1725 return;
1726 if (flags == 0)
1727 {
1728 targetAvatar.AllowMovement = false;
1729 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1730 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1731 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1732 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1733 Timers.Add(targetAvatar.UUID, Timer);
1734 }
1735 else
1736 {
1737 targetAvatar.AllowMovement = true;
1738 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1739 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1740 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1741 Timers.Remove(targetAvatar.UUID);
1742 Timer.Dispose();
1743 }
1744 }
1745 }
1746 private void OnEndParcelFrozen(object avatar)
1747 {
1748 ScenePresence targetAvatar = (ScenePresence)avatar;
1749 targetAvatar.AllowMovement = true;
1750 System.Threading.Timer Timer;
1751 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1752 Timers.Remove(targetAvatar.UUID);
1753 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1754 }
1755
1756
1757 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1758 {
1759 ScenePresence targetAvatar = null;
1760 ScenePresence parcelManager = null;
1761
1762 // Must have presences
1763 if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
1764 !m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
1765 return;
1766
1767 // Cannot eject estate managers or gods
1768 if (m_scene.Permissions.IsAdministrator(target))
1769 return;
1770
1771 // Check if you even have permission to do this
1772 ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1773 if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
1774 !m_scene.Permissions.IsAdministrator(client.AgentId))
1775 return;
1776
1777 Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
1778
1779 targetAvatar.TeleportWithMomentum(pos, null);
1780 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1781 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1782
1783 if ((flags & 1) != 0) // Ban TODO: Remove magic number
1784 {
1785 LandAccessEntry entry = new LandAccessEntry();
1786 entry.AgentID = targetAvatar.UUID;
1787 entry.Flags = AccessList.Ban;
1788 entry.Expires = 0; // Perm
1789
1790 land.LandData.ParcelAccessList.Add(entry);
1791 }
1792 }
1672 1793
1673 protected void InstallInterfaces() 1794 protected void InstallInterfaces()
1674 { 1795 {
@@ -1731,5 +1852,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1731 1852
1732 MainConsole.Instance.Output(report.ToString()); 1853 MainConsole.Instance.Output(report.ToString());
1733 } 1854 }
1855
1856 public void EnforceBans(ILandObject land, ScenePresence avatar)
1857 {
1858 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
1859 return;
1860
1861 if (land.IsEitherBannedOrRestricted(avatar.UUID))
1862 {
1863 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
1864 {
1865 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
1866 if (pos == null)
1867 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
1868 else
1869 ForceAvatarToPosition(avatar, (Vector3)pos);
1870 }
1871 else
1872 {
1873 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
1874 }
1875 }
1876 }
1734 } 1877 }
1735} 1878}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 0536f6e..16792b3 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -193,10 +193,27 @@ namespace OpenSim.Region.CoreModules.World.Land
193 else 193 else
194 { 194 {
195 // Normal Calculations 195 // Normal Calculations
196 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 196 int parcelMax = (int)((long)LandData.Area
197 * (float)m_scene.RegionInfo.ObjectCapacity 197 * (long)m_scene.RegionInfo.ObjectCapacity
198 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 198 * (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! 199 / 65536L);
200 m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
201 return parcelMax;
202 }
203 }
204
205 private int GetParcelBasePrimCount()
206 {
207 if (overrideParcelMaxPrimCount != null)
208 {
209 return overrideParcelMaxPrimCount(this);
210 }
211 else
212 {
213 // Normal Calculations
214 int parcelMax = (int)((long)LandData.Area
215 * (long)m_scene.RegionInfo.ObjectCapacity
216 / 65536L);
200 return parcelMax; 217 return parcelMax;
201 } 218 }
202 } 219 }
@@ -210,8 +227,9 @@ namespace OpenSim.Region.CoreModules.World.Land
210 else 227 else
211 { 228 {
212 //Normal Calculations 229 //Normal Calculations
213 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 230 int simMax = (int)((long)LandData.SimwideArea
214 * (float)m_scene.RegionInfo.ObjectCapacity); 231 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
232 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
215 return simMax; 233 return simMax;
216 } 234 }
217 } 235 }
@@ -248,7 +266,7 @@ namespace OpenSim.Region.CoreModules.World.Land
248 remote_client.SendLandProperties(seq_id, 266 remote_client.SendLandProperties(seq_id,
249 snap_selection, request_result, this, 267 snap_selection, request_result, this,
250 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 268 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
251 GetParcelMaxPrimCount(), 269 GetParcelBasePrimCount(),
252 GetSimulatorMaxPrimCount(), regionFlags); 270 GetSimulatorMaxPrimCount(), regionFlags);
253 } 271 }
254 272
@@ -308,7 +326,7 @@ namespace OpenSim.Region.CoreModules.World.Land
308 326
309 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 327 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
310 ParcelFlags.AllowPublish | 328 ParcelFlags.AllowPublish |
311 ParcelFlags.MaturePublish); 329 ParcelFlags.MaturePublish) | (uint)(1 << 23);
312 } 330 }
313 331
314 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 332 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
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 7d75fad..190f63b 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..65180b5a 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,23 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
59 62
60 public void Initialise(IConfigSource config) 63 public void Initialise(IConfigSource config)
61 { 64 {
65 IConfig restartConfig = config.Configs["RestartModule"];
66 if (restartConfig != null)
67 {
68 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
69 }
62 } 70 }
63 71
64 public void AddRegion(Scene scene) 72 public void AddRegion(Scene scene)
65 { 73 {
74 if (m_MarkerPath != String.Empty)
75 File.Delete(Path.Combine(m_MarkerPath,
76 scene.RegionInfo.RegionID.ToString()));
77
66 m_Scene = scene; 78 m_Scene = scene;
67 79
68 scene.RegisterModuleInterface<IRestartModule>(this); 80 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +133,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 133
122 if (alerts == null) 134 if (alerts == null)
123 { 135 {
136 CreateMarkerFile();
124 m_Scene.RestartNow(); 137 m_Scene.RestartNow();
125 return; 138 return;
126 } 139 }
@@ -134,6 +147,7 @@ namespace OpenSim.Region.CoreModules.World.Region
134 147
135 if (m_Alerts[0] == 0) 148 if (m_Alerts[0] == 0)
136 { 149 {
150 CreateMarkerFile();
137 m_Scene.RestartNow(); 151 m_Scene.RestartNow();
138 return; 152 return;
139 } 153 }
@@ -147,6 +161,7 @@ namespace OpenSim.Region.CoreModules.World.Region
147 { 161 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 162 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 163 {
164 CreateMarkerFile();
150 m_Scene.RestartNow(); 165 m_Scene.RestartNow();
151 return 0; 166 return 0;
152 } 167 }
@@ -225,6 +240,9 @@ namespace OpenSim.Region.CoreModules.World.Region
225 if (m_DialogModule != null && message != String.Empty) 240 if (m_DialogModule != null && message != String.Empty)
226 m_DialogModule.SendGeneralAlert(message); 241 m_DialogModule.SendGeneralAlert(message);
227 } 242 }
243 if (m_MarkerPath != String.Empty)
244 File.Delete(Path.Combine(m_MarkerPath,
245 m_Scene.RegionInfo.RegionID.ToString()));
228 } 246 }
229 247
230 private void HandleRegionRestart(string module, string[] args) 248 private void HandleRegionRestart(string module, string[] args)
@@ -266,5 +284,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 284
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 285 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 286 }
287
288 protected void CreateMarkerFile()
289 {
290 if (m_MarkerPath == String.Empty)
291 return;
292
293 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
294 try
295 {
296 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
297 FileStream fs = File.Create(path);
298 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
299 Byte[] buf = enc.GetBytes(pidstring);
300 fs.Write(buf, 0, buf.Length);
301 fs.Close();
302 }
303 catch (Exception)
304 {
305 }
306 }
269 } 307 }
270} 308}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 8535a5a..e2bd769 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -636,6 +636,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
637 m_scene.SaveTerrain(); 637 m_scene.SaveTerrain();
638 638
639 m_scene.EventManager.TriggerTerrainUpdate();
640
639 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 641 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
640 //m_scene.CreateTerrainTexture(true); 642 //m_scene.CreateTerrainTexture(true);
641 } 643 }
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
index 4f4e296..e6f2855 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
@@ -64,6 +64,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
64 private bool m_useAntiAliasing = false; // TODO: Make this a config option 64 private bool m_useAntiAliasing = false; // TODO: Make this a config option
65 private bool m_Enabled = false; 65 private bool m_Enabled = false;
66 66
67 private Bitmap lastImage = null;
68 private DateTime lastImageTime = DateTime.MinValue;
69
67 #region IRegionModule Members 70 #region IRegionModule Members
68 71
69 public void Initialise(IConfigSource source) 72 public void Initialise(IConfigSource source)
@@ -86,14 +89,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
86 89
87 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); 90 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
88 if (renderers.Count > 0) 91 if (renderers.Count > 0)
89 { 92 m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
90 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
91 m_log.Debug("[MAPTILE]: Loaded prim mesher " + m_primMesher.ToString());
92 }
93 else 93 else
94 { 94 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
95 m_log.Debug("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
96 }
97 95
98 m_scene.RegisterModuleInterface<IMapImageGenerator>(this); 96 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
99 } 97 }
@@ -126,9 +124,25 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
126 124
127 public Bitmap CreateMapTile() 125 public Bitmap CreateMapTile()
128 { 126 {
127 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
128 {
129 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
130 }
131
132 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
133 if (renderers.Count > 0)
134 {
135 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
136 }
137
129 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); 138 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
130 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize); 139 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
131 return CreateMapTile(viewport, false); 140 Bitmap tile = CreateMapTile(viewport, false);
141 m_primMesher = null;
142
143 lastImage = tile;
144 lastImageTime = DateTime.Now;
145 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
132 } 146 }
133 147
134 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) 148 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
@@ -655,4 +669,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
655 return result; 669 return result;
656 } 670 }
657 } 671 }
658} \ No newline at end of file 672}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index f37dd94..4e6bfb8 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,9 +86,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 if (mapName.Length < 2)
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
92 return; 92 return;
93 } 93 }
94 94
@@ -112,10 +112,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
112 112
113 // try to fetch from GridServer 113 // try to fetch from GridServer
114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); 114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
115 if (regionInfos.Count == 0) 115// if (regionInfos.Count == 0)
116 remoteClient.SendAlertMessage("Hyperlink could not be established."); 116// remoteClient.SendAlertMessage("Hyperlink could not be established.");
117 117
118 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 118 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
119 List<MapBlockData> blocks = new List<MapBlockData>(); 119 List<MapBlockData> blocks = new List<MapBlockData>();
120 120
121 MapBlockData data; 121 MapBlockData data;
@@ -149,7 +149,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
149 data.Agents = 0; 149 data.Agents = 0;
150 data.Access = 255; 150 data.Access = 255;
151 data.MapImageId = UUID.Zero; 151 data.MapImageId = UUID.Zero;
152 data.Name = ""; // mapName; 152 data.Name = mapName;
153 data.RegionFlags = 0; 153 data.RegionFlags = 0;
154 data.WaterHeight = 0; // not used 154 data.WaterHeight = 0; // not used
155 data.X = 0; 155 data.X = 0;
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index 2335bea..be6b240 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();
@@ -1460,9 +1460,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1460 Color background = Color.FromArgb(0, 0, 0, 0); 1460 Color background = Color.FromArgb(0, 0, 0, 0);
1461 SolidBrush transparent = new SolidBrush(background); 1461 SolidBrush transparent = new SolidBrush(background);
1462 Graphics g = Graphics.FromImage(overlay); 1462 Graphics g = Graphics.FromImage(overlay);
1463 g.FillRectangle(transparent, 0, 0, 256, 256); 1463 g.FillRectangle(transparent, 0, 0, 255, 255);
1464 1464
1465 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1465 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1466 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1466 1467
1467 foreach (ILandObject land in parcels) 1468 foreach (ILandObject land in parcels)
1468 { 1469 {
@@ -1470,8 +1471,42 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1470 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) 1471 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1471 { 1472 {
1472 landForSale = true; 1473 landForSale = true;
1474
1475 bool[,] landBitmap = land.GetLandBitmap();
1476
1477 for (int x = 0 ; x < 64 ; x++)
1478 {
1479 for (int y = 0 ; y < 64 ; y++)
1480 {
1481 if (landBitmap[x, y])
1482 {
1483 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1484
1485 if (x > 0)
1486 {
1487 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1488 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1489 }
1490 if (y > 0)
1491 {
1492 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1493 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1494 }
1495 if (x < 63)
1496 {
1497 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1498 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1499 }
1500 if (y < 63)
1501 {
1502 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1503 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1504 }
1505 }
1506 }
1507 }
1473 1508
1474 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1509 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1475 } 1510 }
1476 } 1511 }
1477 1512
@@ -1483,15 +1518,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1483 1518
1484 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); 1519 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
1485 1520
1486 for (int x = 0 ; x < 64 ; x++)
1487 {
1488 for (int y = 0 ; y < 64 ; y++)
1489 {
1490 if (saleBitmap[x, y])
1491 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1492 }
1493 }
1494
1495 try 1521 try
1496 { 1522 {
1497 return OpenJPEG.EncodeFromImage(overlay, true); 1523 return OpenJPEG.EncodeFromImage(overlay, true);
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index eb07165..69ce967 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 30ed7d1..8732ec0 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>
@@ -258,5 +260,6 @@ namespace OpenSim.Region.Framework.Interfaces
258 /// A <see cref="Dictionary`2"/> 260 /// A <see cref="Dictionary`2"/>
259 /// </returns> 261 /// </returns>
260 Dictionary<UUID, string> GetScriptStates(); 262 Dictionary<UUID, string> GetScriptStates();
263 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
261 } 264 }
262} 265}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 18e9e3c..9cd27f9 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 bool Cross(ScenePresence agent, bool isFlying); 60 bool Cross(ScenePresence agent, bool isFlying);
78 61
@@ -82,7 +65,12 @@ namespace OpenSim.Region.Framework.Interfaces
82 65
83 void EnableChildAgent(ScenePresence agent, GridRegion region); 66 void EnableChildAgent(ScenePresence agent, GridRegion region);
84 67
68 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
69
85 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 70 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
71
72 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
73
86 } 74 }
87 75
88 public interface IUserAgentVerificationModule 76 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/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/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index ace8313..e88a623 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -892,6 +896,26 @@ namespace OpenSim.Region.Framework.Scenes
892 } 896 }
893 } 897 }
894 } 898 }
899 public void TriggerTerrainUpdate()
900 {
901 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
902 if (handlerTerrainUpdate != null)
903 {
904 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
905 {
906 try
907 {
908 d();
909 }
910 catch (Exception e)
911 {
912 m_log.ErrorFormat(
913 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
914 e.Message, e.StackTrace);
915 }
916 }
917 }
918 }
895 919
896 public void TriggerTerrainTick() 920 public void TriggerTerrainTick()
897 { 921 {
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 8a26df1..0837ca5 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
@@ -783,6 +778,8 @@ namespace OpenSim.Region.Framework.Scenes
783 return; 778 return;
784 } 779 }
785 780
781 if (newName == null) newName = item.Name;
782
786 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 783 AssetBase asset = AssetService.Get(item.AssetID.ToString());
787 784
788 if (asset != null) 785 if (asset != null)
@@ -839,6 +836,24 @@ namespace OpenSim.Region.Framework.Scenes
839 } 836 }
840 837
841 /// <summary> 838 /// <summary>
839 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
840 /// </summary>
841 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
842 {
843 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
844 foreach (InventoryItemBase b in items)
845 {
846 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
847 InventoryItemBase n = InventoryService.GetItem(b);
848 n.Folder = destfolder;
849 moveitems.Add(n);
850 remoteClient.SendInventoryItemCreateUpdate(n, 0);
851 }
852
853 MoveInventoryItem(remoteClient, moveitems);
854 }
855
856 /// <summary>
842 /// Move an item within the agent's inventory. 857 /// Move an item within the agent's inventory.
843 /// </summary> 858 /// </summary>
844 /// <param name="remoteClient"></param> 859 /// <param name="remoteClient"></param>
@@ -1181,6 +1196,10 @@ namespace OpenSim.Region.Framework.Scenes
1181 { 1196 {
1182 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1197 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1183 1198
1199 // Can't move a null item
1200 if (itemId == UUID.Zero)
1201 return;
1202
1184 if (null == part) 1203 if (null == part)
1185 { 1204 {
1186 m_log.WarnFormat( 1205 m_log.WarnFormat(
@@ -1285,21 +1304,28 @@ namespace OpenSim.Region.Framework.Scenes
1285 return; 1304 return;
1286 } 1305 }
1287 1306
1288 if (part.OwnerID != destPart.OwnerID) 1307 // Can't transfer this
1308 //
1309 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1310 return;
1311
1312 bool overrideNoMod = false;
1313 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1314 overrideNoMod = true;
1315
1316 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1289 { 1317 {
1290 // Source must have transfer permissions 1318 // object cannot copy items to an object owned by a different owner
1291 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1319 // unless llAllowInventoryDrop has been called
1292 return;
1293 1320
1294 // Object cannot copy items to an object owned by a different owner 1321 return;
1295 // unless llAllowInventoryDrop has been called on the destination
1296 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1297 return;
1298 } 1322 }
1299 1323
1300 // must have both move and modify permission to put an item in an object 1324 // must have both move and modify permission to put an item in an object
1301 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1325 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1326 {
1302 return; 1327 return;
1328 }
1303 1329
1304 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1330 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1305 1331
@@ -1355,6 +1381,14 @@ namespace OpenSim.Region.Framework.Scenes
1355 1381
1356 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1382 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1357 { 1383 {
1384 SceneObjectPart destPart = GetSceneObjectPart(destID);
1385 if (destPart != null) // Move into a prim
1386 {
1387 foreach(UUID itemID in items)
1388 MoveTaskInventoryItem(destID, host, itemID);
1389 return destID; // Prim folder ID == prim ID
1390 }
1391
1358 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1392 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1359 1393
1360 UUID newFolderID = UUID.Random(); 1394 UUID newFolderID = UUID.Random();
@@ -1540,12 +1574,12 @@ namespace OpenSim.Region.Framework.Scenes
1540 agentTransactions.HandleTaskItemUpdateFromTransaction( 1574 agentTransactions.HandleTaskItemUpdateFromTransaction(
1541 remoteClient, part, transactionID, currentItem); 1575 remoteClient, part, transactionID, currentItem);
1542 1576
1543 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1577// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1544 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1578// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1545 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1579// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1546 remoteClient.SendAgentAlertMessage("Script saved", false); 1580// remoteClient.SendAgentAlertMessage("Script saved", false);
1547 else 1581// else
1548 remoteClient.SendAgentAlertMessage("Item saved", false); 1582// remoteClient.SendAgentAlertMessage("Item saved", false);
1549 } 1583 }
1550 } 1584 }
1551 1585
@@ -1729,7 +1763,7 @@ namespace OpenSim.Region.Framework.Scenes
1729 } 1763 }
1730 1764
1731 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1765 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1732 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1766 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1733 agentID); 1767 agentID);
1734 AssetService.Store(asset); 1768 AssetService.Store(asset);
1735 1769
@@ -1885,23 +1919,32 @@ namespace OpenSim.Region.Framework.Scenes
1885 // build a list of eligible objects 1919 // build a list of eligible objects
1886 List<uint> deleteIDs = new List<uint>(); 1920 List<uint> deleteIDs = new List<uint>();
1887 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1921 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1888 1922 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1889 // Start with true for both, then remove the flags if objects
1890 // that we can't derez are part of the selection
1891 bool permissionToTake = true;
1892 bool permissionToTakeCopy = true;
1893 bool permissionToDelete = true;
1894 1923
1895 foreach (uint localID in localIDs) 1924 foreach (uint localID in localIDs)
1896 { 1925 {
1926 // Start with true for both, then remove the flags if objects
1927 // that we can't derez are part of the selection
1928 bool permissionToTake = true;
1929 bool permissionToTakeCopy = true;
1930 bool permissionToDelete = true;
1931
1897 // Invalid id 1932 // Invalid id
1898 SceneObjectPart part = GetSceneObjectPart(localID); 1933 SceneObjectPart part = GetSceneObjectPart(localID);
1899 if (part == null) 1934 if (part == null)
1935 {
1936 //Client still thinks the object exists, kill it
1937 deleteIDs.Add(localID);
1900 continue; 1938 continue;
1939 }
1901 1940
1902 // Already deleted by someone else 1941 // Already deleted by someone else
1903 if (part.ParentGroup.IsDeleted) 1942 if (part.ParentGroup.IsDeleted)
1943 {
1944 //Client still thinks the object exists, kill it
1945 deleteIDs.Add(localID);
1904 continue; 1946 continue;
1947 }
1905 1948
1906 // Can't delete child prims 1949 // Can't delete child prims
1907 if (part != part.ParentGroup.RootPart) 1950 if (part != part.ParentGroup.RootPart)
@@ -1909,9 +1952,6 @@ namespace OpenSim.Region.Framework.Scenes
1909 1952
1910 SceneObjectGroup grp = part.ParentGroup; 1953 SceneObjectGroup grp = part.ParentGroup;
1911 1954
1912 deleteIDs.Add(localID);
1913 deleteGroups.Add(grp);
1914
1915 if (remoteClient == null) 1955 if (remoteClient == null)
1916 { 1956 {
1917 // Autoreturn has a null client. Nothing else does. So 1957 // Autoreturn has a null client. Nothing else does. So
@@ -1928,81 +1968,193 @@ namespace OpenSim.Region.Framework.Scenes
1928 } 1968 }
1929 else 1969 else
1930 { 1970 {
1931 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1971 if (action == DeRezAction.TakeCopy)
1972 {
1973 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1974 permissionToTakeCopy = false;
1975 }
1976 else
1977 {
1932 permissionToTakeCopy = false; 1978 permissionToTakeCopy = false;
1933 1979 }
1934 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1980 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1935 permissionToTake = false; 1981 permissionToTake = false;
1936 1982
1937 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1983 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1938 permissionToDelete = false; 1984 permissionToDelete = false;
1939 } 1985 }
1940 }
1941 1986
1942 // Handle god perms 1987 // Handle god perms
1943 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1988 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1944 { 1989 {
1945 permissionToTake = true; 1990 permissionToTake = true;
1946 permissionToTakeCopy = true; 1991 permissionToTakeCopy = true;
1947 permissionToDelete = true; 1992 permissionToDelete = true;
1948 } 1993 }
1949 1994
1950 // If we're re-saving, we don't even want to delete 1995 // If we're re-saving, we don't even want to delete
1951 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1996 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1952 permissionToDelete = false; 1997 permissionToDelete = false;
1953 1998
1954 // if we want to take a copy, we also don't want to delete 1999 // if we want to take a copy, we also don't want to delete
1955 // Note: after this point, the permissionToTakeCopy flag 2000 // Note: after this point, the permissionToTakeCopy flag
1956 // becomes irrelevant. It already includes the permissionToTake 2001 // becomes irrelevant. It already includes the permissionToTake
1957 // permission and after excluding no copy items here, we can 2002 // permission and after excluding no copy items here, we can
1958 // just use that. 2003 // just use that.
1959 if (action == DeRezAction.TakeCopy) 2004 if (action == DeRezAction.TakeCopy)
1960 { 2005 {
1961 // If we don't have permission, stop right here 2006 // If we don't have permission, stop right here
1962 if (!permissionToTakeCopy) 2007 if (!permissionToTakeCopy)
1963 return; 2008 return;
1964 2009
1965 permissionToTake = true; 2010 permissionToTake = true;
1966 // Don't delete 2011 // Don't delete
1967 permissionToDelete = false; 2012 permissionToDelete = false;
1968 } 2013 }
1969 2014
1970 if (action == DeRezAction.Return) 2015 if (action == DeRezAction.Return)
1971 {
1972 if (remoteClient != null)
1973 { 2016 {
1974 if (Permissions.CanReturnObjects( 2017 if (remoteClient != null)
1975 null,
1976 remoteClient.AgentId,
1977 deleteGroups))
1978 { 2018 {
1979 permissionToTake = true; 2019 if (Permissions.CanReturnObjects(
1980 permissionToDelete = true; 2020 null,
1981 2021 remoteClient.AgentId,
1982 foreach (SceneObjectGroup g in deleteGroups) 2022 deleteGroups))
1983 { 2023 {
1984 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2024 permissionToTake = true;
2025 permissionToDelete = true;
2026
2027 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1985 } 2028 }
1986 } 2029 }
2030 else // Auto return passes through here with null agent
2031 {
2032 permissionToTake = true;
2033 permissionToDelete = true;
2034 }
1987 } 2035 }
1988 else // Auto return passes through here with null agent 2036
2037 if (permissionToTake && (!permissionToDelete))
2038 takeGroups.Add(grp);
2039
2040 if (permissionToDelete)
1989 { 2041 {
1990 permissionToTake = true; 2042 if (permissionToTake)
1991 permissionToDelete = true; 2043 deleteGroups.Add(grp);
2044 deleteIDs.Add(grp.LocalId);
1992 } 2045 }
1993 } 2046 }
1994 2047
1995 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2048 SendKillObject(deleteIDs);
2049
2050 if (deleteGroups.Count > 0)
1996 { 2051 {
2052 foreach (SceneObjectGroup g in deleteGroups)
2053 deleteIDs.Remove(g.LocalId);
2054
1997 m_asyncSceneObjectDeleter.DeleteToInventory( 2055 m_asyncSceneObjectDeleter.DeleteToInventory(
1998 action, destinationID, deleteGroups, remoteClient, 2056 action, destinationID, deleteGroups, remoteClient,
1999 permissionToDelete); 2057 true);
2058 }
2059 if (takeGroups.Count > 0)
2060 {
2061 m_asyncSceneObjectDeleter.DeleteToInventory(
2062 action, destinationID, takeGroups, remoteClient,
2063 false);
2000 } 2064 }
2001 else if (permissionToDelete) 2065 if (deleteIDs.Count > 0)
2002 { 2066 {
2003 foreach (SceneObjectGroup g in deleteGroups) 2067 foreach (SceneObjectGroup g in deleteGroups)
2004 DeleteSceneObject(g, false); 2068 DeleteSceneObject(g, true);
2069 }
2070 }
2071
2072 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2073 {
2074 itemID = UUID.Zero;
2075 if (grp != null)
2076 {
2077 Vector3 inventoryStoredPosition = new Vector3
2078 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2079 ? 250
2080 : grp.AbsolutePosition.X)
2081 ,
2082 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2083 ? 250
2084 : grp.AbsolutePosition.X,
2085 grp.AbsolutePosition.Z);
2086
2087 Vector3 originalPosition = grp.AbsolutePosition;
2088
2089 grp.AbsolutePosition = inventoryStoredPosition;
2090
2091 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2092
2093 grp.AbsolutePosition = originalPosition;
2094
2095 AssetBase asset = CreateAsset(
2096 grp.GetPartName(grp.LocalId),
2097 grp.GetPartDescription(grp.LocalId),
2098 (sbyte)AssetType.Object,
2099 Utils.StringToBytes(sceneObjectXml),
2100 remoteClient.AgentId);
2101 AssetService.Store(asset);
2102
2103 InventoryItemBase item = new InventoryItemBase();
2104 item.CreatorId = grp.RootPart.CreatorID.ToString();
2105 item.CreatorData = grp.RootPart.CreatorData;
2106 item.Owner = remoteClient.AgentId;
2107 item.ID = UUID.Random();
2108 item.AssetID = asset.FullID;
2109 item.Description = asset.Description;
2110 item.Name = asset.Name;
2111 item.AssetType = asset.Type;
2112 item.InvType = (int)InventoryType.Object;
2113
2114 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2115 if (folder != null)
2116 item.Folder = folder.ID;
2117 else // oopsies
2118 item.Folder = UUID.Zero;
2119
2120 // Set up base perms properly
2121 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2122 permsBase &= grp.RootPart.BaseMask;
2123 permsBase |= (uint)PermissionMask.Move;
2124
2125 // Make sure we don't lock it
2126 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2127
2128 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2129 {
2130 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2131 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2132 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2133 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2134 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2135 }
2136 else
2137 {
2138 item.BasePermissions = permsBase;
2139 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2140 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2141 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2142 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2143 }
2144 item.CreationDate = Util.UnixTimeSinceEpoch();
2145
2146 // sets itemID so client can show item as 'attached' in inventory
2147 grp.FromItemID = item.ID;
2148
2149 if (AddInventoryItem(item))
2150 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2151 else
2152 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2153
2154 itemID = item.ID;
2155 return item.AssetID;
2005 } 2156 }
2157 return UUID.Zero;
2006 } 2158 }
2007 2159
2008 /// <summary> 2160 /// <summary>
@@ -2131,6 +2283,9 @@ namespace OpenSim.Region.Framework.Scenes
2131 2283
2132 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2284 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2133 { 2285 {
2286 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2287 return;
2288
2134 SceneObjectPart part = GetSceneObjectPart(objectID); 2289 SceneObjectPart part = GetSceneObjectPart(objectID);
2135 if (part == null) 2290 if (part == null)
2136 return; 2291 return;
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 4d0aa6f..ff2c46f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -119,6 +119,7 @@ namespace OpenSim.Region.Framework.Scenes
119 // TODO: need to figure out how allow client agents but deny 119 // TODO: need to figure out how allow client agents but deny
120 // root agents when ACL denies access to root agent 120 // root agents when ACL denies access to root agent
121 public bool m_strictAccessControl = true; 121 public bool m_strictAccessControl = true;
122 public bool m_seeIntoBannedRegion = false;
122 public int MaxUndoCount = 5; 123 public int MaxUndoCount = 5;
123 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 124 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
124 public bool LoginLock = false; 125 public bool LoginLock = false;
@@ -134,12 +135,14 @@ namespace OpenSim.Region.Framework.Scenes
134 135
135 protected int m_splitRegionID; 136 protected int m_splitRegionID;
136 protected Timer m_restartWaitTimer = new Timer(); 137 protected Timer m_restartWaitTimer = new Timer();
138 protected Timer m_timerWatchdog = new Timer();
137 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 139 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
138 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 140 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
139 protected string m_simulatorVersion = "OpenSimulator Server"; 141 protected string m_simulatorVersion = "OpenSimulator Server";
140 protected ModuleLoader m_moduleLoader; 142 protected ModuleLoader m_moduleLoader;
141 protected AgentCircuitManager m_authenticateHandler; 143 protected AgentCircuitManager m_authenticateHandler;
142 protected SceneCommunicationService m_sceneGridService; 144 protected SceneCommunicationService m_sceneGridService;
145 protected ISnmpModule m_snmpService = null;
143 146
144 protected ISimulationDataService m_SimulationDataService; 147 protected ISimulationDataService m_SimulationDataService;
145 protected IEstateDataService m_EstateDataService; 148 protected IEstateDataService m_EstateDataService;
@@ -202,7 +205,7 @@ namespace OpenSim.Region.Framework.Scenes
202 private int m_update_events = 1; 205 private int m_update_events = 1;
203 private int m_update_backup = 200; 206 private int m_update_backup = 200;
204 private int m_update_terrain = 50; 207 private int m_update_terrain = 50;
205// private int m_update_land = 1; 208 private int m_update_land = 10;
206 private int m_update_coarse_locations = 50; 209 private int m_update_coarse_locations = 50;
207 210
208 private int agentMS; 211 private int agentMS;
@@ -221,6 +224,7 @@ namespace OpenSim.Region.Framework.Scenes
221 /// </summary> 224 /// </summary>
222 private int m_lastFrameTick; 225 private int m_lastFrameTick;
223 226
227 public bool CombineRegions = false;
224 /// <summary> 228 /// <summary>
225 /// Tick at which the last maintenance run occurred. 229 /// Tick at which the last maintenance run occurred.
226 /// </summary> 230 /// </summary>
@@ -251,6 +255,11 @@ namespace OpenSim.Region.Framework.Scenes
251 /// </summary> 255 /// </summary>
252 private int m_LastLogin; 256 private int m_LastLogin;
253 257
258 private int m_lastIncoming;
259 private int m_lastOutgoing;
260 private int m_hbRestarts = 0;
261
262
254 /// <summary> 263 /// <summary>
255 /// Thread that runs the scene loop. 264 /// Thread that runs the scene loop.
256 /// </summary> 265 /// </summary>
@@ -266,7 +275,7 @@ namespace OpenSim.Region.Framework.Scenes
266 private volatile bool m_shuttingDown; 275 private volatile bool m_shuttingDown;
267 276
268// private int m_lastUpdate; 277// private int m_lastUpdate;
269// private bool m_firstHeartbeat = true; 278 private bool m_firstHeartbeat = true;
270 279
271 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 280 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
272 private bool m_reprioritizationEnabled = true; 281 private bool m_reprioritizationEnabled = true;
@@ -311,6 +320,19 @@ namespace OpenSim.Region.Framework.Scenes
311 get { return m_sceneGridService; } 320 get { return m_sceneGridService; }
312 } 321 }
313 322
323 public ISnmpModule SnmpService
324 {
325 get
326 {
327 if (m_snmpService == null)
328 {
329 m_snmpService = RequestModuleInterface<ISnmpModule>();
330 }
331
332 return m_snmpService;
333 }
334 }
335
314 public ISimulationDataService SimulationDataService 336 public ISimulationDataService SimulationDataService
315 { 337 {
316 get 338 get
@@ -594,6 +616,8 @@ namespace OpenSim.Region.Framework.Scenes
594 m_EstateDataService = estateDataService; 616 m_EstateDataService = estateDataService;
595 m_regionHandle = m_regInfo.RegionHandle; 617 m_regionHandle = m_regInfo.RegionHandle;
596 m_regionName = m_regInfo.RegionName; 618 m_regionName = m_regInfo.RegionName;
619 m_lastIncoming = 0;
620 m_lastOutgoing = 0;
597 621
598 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 622 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
599 m_asyncSceneObjectDeleter.Enabled = true; 623 m_asyncSceneObjectDeleter.Enabled = true;
@@ -674,99 +698,108 @@ namespace OpenSim.Region.Framework.Scenes
674 698
675 // Region config overrides global config 699 // Region config overrides global config
676 // 700 //
677 if (m_config.Configs["Startup"] != null) 701 try
678 { 702 {
679 IConfig startupConfig = m_config.Configs["Startup"]; 703 if (m_config.Configs["Startup"] != null)
680
681 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
682 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
683 if (!m_useBackup)
684 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
685
686 //Animation states
687 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
688
689 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
690 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
691
692 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
693 if (RegionInfo.NonphysPrimMax > 0)
694 { 704 {
695 m_maxNonphys = RegionInfo.NonphysPrimMax; 705 IConfig startupConfig = m_config.Configs["Startup"];
696 }
697
698 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
699 706
700 if (RegionInfo.PhysPrimMax > 0) 707 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
701 { 708 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
702 m_maxPhys = RegionInfo.PhysPrimMax; 709 if (!m_useBackup)
703 } 710 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
711
712 //Animation states
713 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
704 714
705 // Here, if clamping is requested in either global or 715 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
706 // local config, it will be used 716 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
707 //
708 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
709 if (RegionInfo.ClampPrimSize)
710 {
711 m_clampPrimSize = true;
712 }
713 717
714 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete); 718 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
715 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 719 if (RegionInfo.NonphysPrimMax > 0)
716 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 720 {
717 m_dontPersistBefore = 721 m_maxNonphys = RegionInfo.NonphysPrimMax;
718 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 722 }
719 m_dontPersistBefore *= 10000000;
720 m_persistAfter =
721 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
722 m_persistAfter *= 10000000;
723 723
724 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 724 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
725 725
726 IConfig packetConfig = m_config.Configs["PacketPool"]; 726 if (RegionInfo.PhysPrimMax > 0)
727 if (packetConfig != null) 727 {
728 { 728 m_maxPhys = RegionInfo.PhysPrimMax;
729 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 729 }
730 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
731 }
732 730
733 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 731 // Here, if clamping is requested in either global or
732 // local config, it will be used
733 //
734 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
735 if (RegionInfo.ClampPrimSize)
736 {
737 m_clampPrimSize = true;
738 }
734 739
735 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 740 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
736 if (m_generateMaptiles) 741 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
737 { 742 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
738 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 743 m_dontPersistBefore =
739 if (maptileRefresh != 0) 744 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
745 m_dontPersistBefore *= 10000000;
746 m_persistAfter =
747 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
748 m_persistAfter *= 10000000;
749
750 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
751 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
752
753 IConfig packetConfig = m_config.Configs["PacketPool"];
754 if (packetConfig != null)
740 { 755 {
741 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 756 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
742 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 757 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
743 m_mapGenerationTimer.AutoReset = true;
744 m_mapGenerationTimer.Start();
745 } 758 }
746 }
747 else
748 {
749 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
750 UUID tileID;
751 759
752 if (UUID.TryParse(tile, out tileID)) 760 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
761 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
762 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
763
764 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
765 if (m_generateMaptiles)
753 { 766 {
754 RegionInfo.RegionSettings.TerrainImageID = tileID; 767 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
768 if (maptileRefresh != 0)
769 {
770 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
771 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
772 m_mapGenerationTimer.AutoReset = true;
773 m_mapGenerationTimer.Start();
774 }
755 } 775 }
756 } 776 else
777 {
778 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
779 UUID tileID;
757 780
758 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 781 if (UUID.TryParse(tile, out tileID))
759 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 782 {
760 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 783 RegionInfo.RegionSettings.TerrainImageID = tileID;
761 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 784 }
762 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 785 }
763 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
764 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
765 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
766 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
767 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
768 786
769 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 787 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
788 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
789 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
790 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
791 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
792 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
793 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
794 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
795 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
796 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
797 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
798 }
799 }
800 catch (Exception e)
801 {
802 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
770 } 803 }
771 804
772 #endregion Region Config 805 #endregion Region Config
@@ -1193,7 +1226,22 @@ namespace OpenSim.Region.Framework.Scenes
1193 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1226 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1194 if (m_heartbeatThread != null) 1227 if (m_heartbeatThread != null)
1195 { 1228 {
1229 m_hbRestarts++;
1230 if(m_hbRestarts > 10)
1231 Environment.Exit(1);
1232 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1233
1234//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1235//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1236//proc.EnableRaisingEvents=false;
1237//proc.StartInfo.FileName = "/bin/kill";
1238//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1239//proc.Start();
1240//proc.WaitForExit();
1241//Thread.Sleep(1000);
1242//Environment.Exit(1);
1196 m_heartbeatThread.Abort(); 1243 m_heartbeatThread.Abort();
1244 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1197 m_heartbeatThread = null; 1245 m_heartbeatThread = null;
1198 } 1246 }
1199// m_lastUpdate = Util.EnvironmentTickCount(); 1247// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1341,10 +1389,12 @@ namespace OpenSim.Region.Framework.Scenes
1341 int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; 1389 int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
1342 int previousFrameTick; 1390 int previousFrameTick;
1343 int maintc; 1391 int maintc;
1392 int sleepMS;
1393 int framestart;
1344 1394
1345 while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) 1395 while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
1346 { 1396 {
1347 maintc = Util.EnvironmentTickCount(); 1397 framestart = Util.EnvironmentTickCount();
1348 ++Frame; 1398 ++Frame;
1349 1399
1350// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1400// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
@@ -1431,7 +1481,7 @@ namespace OpenSim.Region.Framework.Scenes
1431 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1481 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1432 //} 1482 //}
1433 1483
1434 frameMS = Util.EnvironmentTickCountSubtract(maintc); 1484 // frameMS = Util.EnvironmentTickCountSubtract(maintc);
1435 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1485 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1436 1486
1437 // if (Frame%m_update_avatars == 0) 1487 // if (Frame%m_update_avatars == 0)
@@ -1446,7 +1496,7 @@ namespace OpenSim.Region.Framework.Scenes
1446 1496
1447 // frameMS currently records work frame times, not total frame times (work + any required sleep to 1497 // frameMS currently records work frame times, not total frame times (work + any required sleep to
1448 // reach min frame time. 1498 // reach min frame time.
1449 StatsReporter.addFrameMS(frameMS); 1499 // StatsReporter.addFrameMS(frameMS);
1450 1500
1451 StatsReporter.addAgentMS(agentMS); 1501 StatsReporter.addAgentMS(agentMS);
1452 StatsReporter.addPhysicsMS(physicsMS + physicsMS2); 1502 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
@@ -1503,12 +1553,22 @@ namespace OpenSim.Region.Framework.Scenes
1503 1553
1504 previousFrameTick = m_lastFrameTick; 1554 previousFrameTick = m_lastFrameTick;
1505 m_lastFrameTick = Util.EnvironmentTickCount(); 1555 m_lastFrameTick = Util.EnvironmentTickCount();
1506 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1556 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1507 maintc = (int)(MinFrameTime * 1000) - maintc; 1557 maintc = (int)(MinFrameTime * 1000) - maintc;
1508 1558
1559 m_firstHeartbeat = false;
1560
1561
1562 sleepMS = Util.EnvironmentTickCount();
1563
1509 if (maintc > 0) 1564 if (maintc > 0)
1510 Thread.Sleep(maintc); 1565 Thread.Sleep(maintc);
1511 1566
1567 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1568 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1569 StatsReporter.addSleepMS(sleepMS);
1570 StatsReporter.addFrameMS(frameMS);
1571
1512 // Optionally warn if a frame takes double the amount of time that it should. 1572 // Optionally warn if a frame takes double the amount of time that it should.
1513 if (DebugUpdates 1573 if (DebugUpdates
1514 && Util.EnvironmentTickCountSubtract( 1574 && Util.EnvironmentTickCountSubtract(
@@ -1535,9 +1595,9 @@ namespace OpenSim.Region.Framework.Scenes
1535 1595
1536 private void CheckAtTargets() 1596 private void CheckAtTargets()
1537 { 1597 {
1538 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1598 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1539 lock (m_groupsWithTargets) 1599 lock (m_groupsWithTargets)
1540 objs = m_groupsWithTargets.Values; 1600 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1541 1601
1542 foreach (SceneObjectGroup entry in objs) 1602 foreach (SceneObjectGroup entry in objs)
1543 entry.checkAtTargets(); 1603 entry.checkAtTargets();
@@ -1618,7 +1678,7 @@ namespace OpenSim.Region.Framework.Scenes
1618 msg.fromAgentName = "Server"; 1678 msg.fromAgentName = "Server";
1619 msg.dialog = (byte)19; // Object msg 1679 msg.dialog = (byte)19; // Object msg
1620 msg.fromGroup = false; 1680 msg.fromGroup = false;
1621 msg.offline = (byte)0; 1681 msg.offline = (byte)1;
1622 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1682 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1623 msg.Position = Vector3.Zero; 1683 msg.Position = Vector3.Zero;
1624 msg.RegionID = RegionInfo.RegionID.Guid; 1684 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1840,6 +1900,19 @@ namespace OpenSim.Region.Framework.Scenes
1840 EventManager.TriggerPrimsLoaded(this); 1900 EventManager.TriggerPrimsLoaded(this);
1841 } 1901 }
1842 1902
1903 public bool SuportsRayCastFiltered()
1904 {
1905 if (PhysicsScene == null)
1906 return false;
1907 return PhysicsScene.SuportsRaycastWorldFiltered();
1908 }
1909
1910 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1911 {
1912 if (PhysicsScene == null)
1913 return null;
1914 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1915 }
1843 1916
1844 /// <summary> 1917 /// <summary>
1845 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1918 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1856,14 +1929,24 @@ namespace OpenSim.Region.Framework.Scenes
1856 /// <returns></returns> 1929 /// <returns></returns>
1857 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1930 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1858 { 1931 {
1932
1933 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1934 Vector3 wpos = Vector3.Zero;
1935 // Check for water surface intersection from above
1936 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1937 {
1938 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1939 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1940 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1941 wpos.Z = wheight;
1942 }
1943
1859 Vector3 pos = Vector3.Zero; 1944 Vector3 pos = Vector3.Zero;
1860 if (RayEndIsIntersection == (byte)1) 1945 if (RayEndIsIntersection == (byte)1)
1861 { 1946 {
1862 pos = RayEnd; 1947 pos = RayEnd;
1863 return pos;
1864 } 1948 }
1865 1949 else if (RayTargetID != UUID.Zero)
1866 if (RayTargetID != UUID.Zero)
1867 { 1950 {
1868 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1951 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1869 1952
@@ -1885,7 +1968,7 @@ namespace OpenSim.Region.Framework.Scenes
1885 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1968 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1886 1969
1887 // Un-comment out the following line to Get Raytrace results printed to the console. 1970 // Un-comment out the following line to Get Raytrace results printed to the console.
1888 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1971 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1889 float ScaleOffset = 0.5f; 1972 float ScaleOffset = 0.5f;
1890 1973
1891 // If we hit something 1974 // If we hit something
@@ -1908,13 +1991,10 @@ namespace OpenSim.Region.Framework.Scenes
1908 //pos.Z -= 0.25F; 1991 //pos.Z -= 0.25F;
1909 1992
1910 } 1993 }
1911
1912 return pos;
1913 } 1994 }
1914 else 1995 else
1915 { 1996 {
1916 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1997 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1917
1918 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1998 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1919 1999
1920 // Un-comment the following line to print the raytrace results to the console. 2000 // Un-comment the following line to print the raytrace results to the console.
@@ -1923,13 +2003,12 @@ namespace OpenSim.Region.Framework.Scenes
1923 if (ei.HitTF) 2003 if (ei.HitTF)
1924 { 2004 {
1925 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2005 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1926 } else 2006 }
2007 else
1927 { 2008 {
1928 // fall back to our stupid functionality 2009 // fall back to our stupid functionality
1929 pos = RayEnd; 2010 pos = RayEnd;
1930 } 2011 }
1931
1932 return pos;
1933 } 2012 }
1934 } 2013 }
1935 else 2014 else
@@ -1940,8 +2019,12 @@ namespace OpenSim.Region.Framework.Scenes
1940 //increase height so its above the ground. 2019 //increase height so its above the ground.
1941 //should be getting the normal of the ground at the rez point and using that? 2020 //should be getting the normal of the ground at the rez point and using that?
1942 pos.Z += scale.Z / 2f; 2021 pos.Z += scale.Z / 2f;
1943 return pos; 2022// return pos;
1944 } 2023 }
2024
2025 // check against posible water intercept
2026 if (wpos.Z > pos.Z) pos = wpos;
2027 return pos;
1945 } 2028 }
1946 2029
1947 2030
@@ -2031,7 +2114,10 @@ namespace OpenSim.Region.Framework.Scenes
2031 public bool AddRestoredSceneObject( 2114 public bool AddRestoredSceneObject(
2032 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2115 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2033 { 2116 {
2034 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2117 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2118 if (result)
2119 sceneObject.IsDeleted = false;
2120 return result;
2035 } 2121 }
2036 2122
2037 /// <summary> 2123 /// <summary>
@@ -2123,6 +2209,15 @@ namespace OpenSim.Region.Framework.Scenes
2123 /// </summary> 2209 /// </summary>
2124 public void DeleteAllSceneObjects() 2210 public void DeleteAllSceneObjects()
2125 { 2211 {
2212 DeleteAllSceneObjects(false);
2213 }
2214
2215 /// <summary>
2216 /// Delete every object from the scene. This does not include attachments worn by avatars.
2217 /// </summary>
2218 public void DeleteAllSceneObjects(bool exceptNoCopy)
2219 {
2220 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2126 lock (Entities) 2221 lock (Entities)
2127 { 2222 {
2128 EntityBase[] entities = Entities.GetEntities(); 2223 EntityBase[] entities = Entities.GetEntities();
@@ -2131,11 +2226,24 @@ namespace OpenSim.Region.Framework.Scenes
2131 if (e is SceneObjectGroup) 2226 if (e is SceneObjectGroup)
2132 { 2227 {
2133 SceneObjectGroup sog = (SceneObjectGroup)e; 2228 SceneObjectGroup sog = (SceneObjectGroup)e;
2134 if (!sog.IsAttachment) 2229 if (sog != null && !sog.IsAttachment)
2135 DeleteSceneObject((SceneObjectGroup)e, false); 2230 {
2231 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2232 {
2233 DeleteSceneObject((SceneObjectGroup)e, false);
2234 }
2235 else
2236 {
2237 toReturn.Add((SceneObjectGroup)e);
2238 }
2239 }
2136 } 2240 }
2137 } 2241 }
2138 } 2242 }
2243 if (toReturn.Count > 0)
2244 {
2245 returnObjects(toReturn.ToArray(), UUID.Zero);
2246 }
2139 } 2247 }
2140 2248
2141 /// <summary> 2249 /// <summary>
@@ -2170,6 +2278,8 @@ namespace OpenSim.Region.Framework.Scenes
2170 } 2278 }
2171 2279
2172 group.DeleteGroupFromScene(silent); 2280 group.DeleteGroupFromScene(silent);
2281 if (!silent)
2282 SendKillObject(new List<uint>() { group.LocalId });
2173 2283
2174// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2284// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2175 } 2285 }
@@ -2459,6 +2569,8 @@ namespace OpenSim.Region.Framework.Scenes
2459 2569
2460 if (newPosition != Vector3.Zero) 2570 if (newPosition != Vector3.Zero)
2461 newObject.RootPart.GroupPosition = newPosition; 2571 newObject.RootPart.GroupPosition = newPosition;
2572 if (newObject.RootPart.KeyframeMotion != null)
2573 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2462 2574
2463 if (!AddSceneObject(newObject)) 2575 if (!AddSceneObject(newObject))
2464 { 2576 {
@@ -2527,10 +2639,17 @@ namespace OpenSim.Region.Framework.Scenes
2527 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2639 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2528 public bool AddSceneObject(SceneObjectGroup sceneObject) 2640 public bool AddSceneObject(SceneObjectGroup sceneObject)
2529 { 2641 {
2642 if (sceneObject.OwnerID == UUID.Zero)
2643 {
2644 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2645 return false;
2646 }
2647
2530 // If the user is banned, we won't let any of their objects 2648 // If the user is banned, we won't let any of their objects
2531 // enter. Period. 2649 // enter. Period.
2532 // 2650 //
2533 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2651 int flags = GetUserFlags(sceneObject.OwnerID);
2652 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2534 { 2653 {
2535 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2654 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2536 2655
@@ -2576,12 +2695,23 @@ namespace OpenSim.Region.Framework.Scenes
2576 } 2695 }
2577 else 2696 else
2578 { 2697 {
2698 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2579 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2699 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2580 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2700 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2581 } 2701 }
2702 if (sceneObject.OwnerID == UUID.Zero)
2703 {
2704 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2705 return false;
2706 }
2582 } 2707 }
2583 else 2708 else
2584 { 2709 {
2710 if (sceneObject.OwnerID == UUID.Zero)
2711 {
2712 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2713 return false;
2714 }
2585 AddRestoredSceneObject(sceneObject, true, false); 2715 AddRestoredSceneObject(sceneObject, true, false);
2586 2716
2587 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2717 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2610,6 +2740,24 @@ namespace OpenSim.Region.Framework.Scenes
2610 return 2; // StateSource.PrimCrossing 2740 return 2; // StateSource.PrimCrossing
2611 } 2741 }
2612 2742
2743 public int GetUserFlags(UUID user)
2744 {
2745 //Unfortunately the SP approach means that the value is cached until region is restarted
2746 /*
2747 ScenePresence sp;
2748 if (TryGetScenePresence(user, out sp))
2749 {
2750 return sp.UserFlags;
2751 }
2752 else
2753 {
2754 */
2755 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2756 if (uac == null)
2757 return 0;
2758 return uac.UserFlags;
2759 //}
2760 }
2613 #endregion 2761 #endregion
2614 2762
2615 #region Add/Remove Avatar Methods 2763 #region Add/Remove Avatar Methods
@@ -2623,7 +2771,7 @@ namespace OpenSim.Region.Framework.Scenes
2623 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2771 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2624 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2772 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2625 2773
2626// CheckHeartbeat(); 2774 CheckHeartbeat();
2627 2775
2628 ScenePresence sp = GetScenePresence(client.AgentId); 2776 ScenePresence sp = GetScenePresence(client.AgentId);
2629 2777
@@ -2676,7 +2824,13 @@ namespace OpenSim.Region.Framework.Scenes
2676 2824
2677 EventManager.TriggerOnNewClient(client); 2825 EventManager.TriggerOnNewClient(client);
2678 if (vialogin) 2826 if (vialogin)
2827 {
2679 EventManager.TriggerOnClientLogin(client); 2828 EventManager.TriggerOnClientLogin(client);
2829 // Send initial parcel data
2830 Vector3 pos = sp.AbsolutePosition;
2831 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2832 land.SendLandUpdateToClient(client);
2833 }
2680 2834
2681 return sp; 2835 return sp;
2682 } 2836 }
@@ -2766,19 +2920,12 @@ namespace OpenSim.Region.Framework.Scenes
2766 // and the scene presence and the client, if they exist 2920 // and the scene presence and the client, if they exist
2767 try 2921 try
2768 { 2922 {
2769 // We need to wait for the client to make UDP contact first. 2923 ScenePresence sp = GetScenePresence(agentID);
2770 // It's the UDP contact that creates the scene presence 2924 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2771 ScenePresence sp = WaitGetScenePresence(agentID); 2925
2772 if (sp != null) 2926 if (sp != null)
2773 {
2774 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2775
2776 sp.ControllingClient.Close(); 2927 sp.ControllingClient.Close();
2777 } 2928
2778 else
2779 {
2780 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2781 }
2782 // BANG! SLASH! 2929 // BANG! SLASH!
2783 m_authenticateHandler.RemoveCircuit(agentID); 2930 m_authenticateHandler.RemoveCircuit(agentID);
2784 2931
@@ -2823,6 +2970,8 @@ namespace OpenSim.Region.Framework.Scenes
2823 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2970 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2824 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2971 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2825 2972
2973 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2974
2826 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2975 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2827 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2976 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2828 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2977 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2879,6 +3028,7 @@ namespace OpenSim.Region.Framework.Scenes
2879 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3028 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2880 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3029 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2881 client.OnCopyInventoryItem += CopyInventoryItem; 3030 client.OnCopyInventoryItem += CopyInventoryItem;
3031 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2882 client.OnMoveInventoryItem += MoveInventoryItem; 3032 client.OnMoveInventoryItem += MoveInventoryItem;
2883 client.OnRemoveInventoryItem += RemoveInventoryItem; 3033 client.OnRemoveInventoryItem += RemoveInventoryItem;
2884 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3034 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2950,6 +3100,8 @@ namespace OpenSim.Region.Framework.Scenes
2950 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3100 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2951 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3101 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2952 3102
3103 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3104
2953 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3105 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2954 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3106 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2955 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3107 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3052,15 +3204,16 @@ namespace OpenSim.Region.Framework.Scenes
3052 /// </summary> 3204 /// </summary>
3053 /// <param name="agentId">The avatar's Unique ID</param> 3205 /// <param name="agentId">The avatar's Unique ID</param>
3054 /// <param name="client">The IClientAPI for the client</param> 3206 /// <param name="client">The IClientAPI for the client</param>
3055 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3207 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3056 { 3208 {
3057 if (m_teleportModule != null) 3209 if (m_teleportModule != null)
3058 m_teleportModule.TeleportHome(agentId, client); 3210 return m_teleportModule.TeleportHome(agentId, client);
3059 else 3211 else
3060 { 3212 {
3061 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3213 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3062 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3214 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3063 } 3215 }
3216 return false;
3064 } 3217 }
3065 3218
3066 /// <summary> 3219 /// <summary>
@@ -3170,6 +3323,16 @@ namespace OpenSim.Region.Framework.Scenes
3170 /// <param name="flags"></param> 3323 /// <param name="flags"></param>
3171 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3324 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3172 { 3325 {
3326 //Add half the avatar's height so that the user doesn't fall through prims
3327 ScenePresence presence;
3328 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3329 {
3330 if (presence.Appearance != null)
3331 {
3332 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3333 }
3334 }
3335
3173 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3336 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3174 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3337 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3175 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3338 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3238,8 +3401,9 @@ namespace OpenSim.Region.Framework.Scenes
3238 regions.Remove(RegionInfo.RegionHandle); 3401 regions.Remove(RegionInfo.RegionHandle);
3239 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3402 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3240 } 3403 }
3241 3404 m_log.Debug("[Scene] Beginning ClientClosed");
3242 m_eventManager.TriggerClientClosed(agentID, this); 3405 m_eventManager.TriggerClientClosed(agentID, this);
3406 m_log.Debug("[Scene] Finished ClientClosed");
3243 } 3407 }
3244 catch (NullReferenceException) 3408 catch (NullReferenceException)
3245 { 3409 {
@@ -3301,9 +3465,10 @@ namespace OpenSim.Region.Framework.Scenes
3301 { 3465 {
3302 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3466 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3303 } 3467 }
3304 3468 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3305 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3469 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3306// CleanDroppedAttachments(); 3470// CleanDroppedAttachments();
3471 m_log.Debug("[Scene] The avatar has left the building");
3307 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3472 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3308 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3473 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3309 } 3474 }
@@ -3425,13 +3590,16 @@ namespace OpenSim.Region.Framework.Scenes
3425 sp = null; 3590 sp = null;
3426 } 3591 }
3427 3592
3428 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3429 3593
3430 //On login test land permisions 3594 //On login test land permisions
3431 if (vialogin) 3595 if (vialogin)
3432 { 3596 {
3433 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3597 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3598 if (cache != null)
3599 cache.Remove(agent.firstname + " " + agent.lastname);
3600 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3434 { 3601 {
3602 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3435 return false; 3603 return false;
3436 } 3604 }
3437 } 3605 }
@@ -3455,8 +3623,13 @@ namespace OpenSim.Region.Framework.Scenes
3455 3623
3456 try 3624 try
3457 { 3625 {
3458 if (!AuthorizeUser(agent, out reason)) 3626 // Always check estate if this is a login. Always
3459 return false; 3627 // check if banned regions are to be blacked out.
3628 if (vialogin || (!m_seeIntoBannedRegion))
3629 {
3630 if (!AuthorizeUser(agent, out reason))
3631 return false;
3632 }
3460 } 3633 }
3461 catch (Exception e) 3634 catch (Exception e)
3462 { 3635 {
@@ -3582,6 +3755,8 @@ namespace OpenSim.Region.Framework.Scenes
3582 } 3755 }
3583 3756
3584 // Honor parcel landing type and position. 3757 // Honor parcel landing type and position.
3758 /*
3759 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3585 if (land != null) 3760 if (land != null)
3586 { 3761 {
3587 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3762 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3589,26 +3764,34 @@ namespace OpenSim.Region.Framework.Scenes
3589 agent.startpos = land.LandData.UserLocation; 3764 agent.startpos = land.LandData.UserLocation;
3590 } 3765 }
3591 } 3766 }
3767 */// This is now handled properly in ScenePresence.MakeRootAgent
3592 } 3768 }
3593 3769
3594 return true; 3770 return true;
3595 } 3771 }
3596 3772
3597 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3773 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3598 { 3774 {
3599 3775 reason = String.Empty;
3600 bool banned = land.IsBannedFromLand(agent.AgentID); 3776 if (Permissions.IsGod(agentID))
3601 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3777 return true;
3778
3779 ILandObject land = LandChannel.GetLandObject(posX, posY);
3780 if (land == null)
3781 return false;
3782
3783 bool banned = land.IsBannedFromLand(agentID);
3784 bool restricted = land.IsRestrictedFromLand(agentID);
3602 3785
3603 if (banned || restricted) 3786 if (banned || restricted)
3604 { 3787 {
3605 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3788 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3606 if (nearestParcel != null) 3789 if (nearestParcel != null)
3607 { 3790 {
3608 //Move agent to nearest allowed 3791 //Move agent to nearest allowed
3609 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3792 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3610 agent.startpos.X = newPosition.X; 3793 posX = newPosition.X;
3611 agent.startpos.Y = newPosition.Y; 3794 posY = newPosition.Y;
3612 } 3795 }
3613 else 3796 else
3614 { 3797 {
@@ -3670,7 +3853,7 @@ namespace OpenSim.Region.Framework.Scenes
3670 3853
3671 if (!m_strictAccessControl) return true; 3854 if (!m_strictAccessControl) return true;
3672 if (Permissions.IsGod(agent.AgentID)) return true; 3855 if (Permissions.IsGod(agent.AgentID)) return true;
3673 3856
3674 if (AuthorizationService != null) 3857 if (AuthorizationService != null)
3675 { 3858 {
3676 if (!AuthorizationService.IsAuthorizedForRegion( 3859 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3685,7 +3868,7 @@ namespace OpenSim.Region.Framework.Scenes
3685 3868
3686 if (m_regInfo.EstateSettings != null) 3869 if (m_regInfo.EstateSettings != null)
3687 { 3870 {
3688 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3871 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3689 { 3872 {
3690 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3873 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3691 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3874 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3877,6 +4060,13 @@ namespace OpenSim.Region.Framework.Scenes
3877 4060
3878 // We have to wait until the viewer contacts this region after receiving EAC. 4061 // We have to wait until the viewer contacts this region after receiving EAC.
3879 // That calls AddNewClient, which finally creates the ScenePresence 4062 // That calls AddNewClient, which finally creates the ScenePresence
4063 int flags = GetUserFlags(cAgentData.AgentID);
4064 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4065 {
4066 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4067 return false;
4068 }
4069
3880 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4070 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3881 if (nearestParcel == null) 4071 if (nearestParcel == null)
3882 { 4072 {
@@ -3961,12 +4151,22 @@ namespace OpenSim.Region.Framework.Scenes
3961 return false; 4151 return false;
3962 } 4152 }
3963 4153
4154 public bool IncomingCloseAgent(UUID agentID)
4155 {
4156 return IncomingCloseAgent(agentID, false);
4157 }
4158
4159 public bool IncomingCloseChildAgent(UUID agentID)
4160 {
4161 return IncomingCloseAgent(agentID, true);
4162 }
4163
3964 /// <summary> 4164 /// <summary>
3965 /// Tell a single agent to disconnect from the region. 4165 /// Tell a single agent to disconnect from the region.
3966 /// </summary> 4166 /// </summary>
3967 /// <param name="regionHandle"></param>
3968 /// <param name="agentID"></param> 4167 /// <param name="agentID"></param>
3969 public bool IncomingCloseAgent(UUID agentID) 4168 /// <param name="childOnly"></param>
4169 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3970 { 4170 {
3971 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4171 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3972 4172
@@ -3978,7 +4178,7 @@ namespace OpenSim.Region.Framework.Scenes
3978 { 4178 {
3979 m_sceneGraph.removeUserCount(false); 4179 m_sceneGraph.removeUserCount(false);
3980 } 4180 }
3981 else 4181 else if (!childOnly)
3982 { 4182 {
3983 m_sceneGraph.removeUserCount(true); 4183 m_sceneGraph.removeUserCount(true);
3984 } 4184 }
@@ -3994,9 +4194,12 @@ namespace OpenSim.Region.Framework.Scenes
3994 } 4194 }
3995 else 4195 else
3996 presence.ControllingClient.SendShutdownConnectionNotice(); 4196 presence.ControllingClient.SendShutdownConnectionNotice();
4197 presence.ControllingClient.Close(false);
4198 }
4199 else if (!childOnly)
4200 {
4201 presence.ControllingClient.Close(true);
3997 } 4202 }
3998
3999 presence.ControllingClient.Close();
4000 return true; 4203 return true;
4001 } 4204 }
4002 4205
@@ -4578,35 +4781,81 @@ namespace OpenSim.Region.Framework.Scenes
4578 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4781 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4579 } 4782 }
4580 4783
4581 public int GetHealth() 4784 public int GetHealth(out int flags, out string message)
4582 { 4785 {
4583 // Returns: 4786 // Returns:
4584 // 1 = sim is up and accepting http requests. The heartbeat has 4787 // 1 = sim is up and accepting http requests. The heartbeat has
4585 // stopped and the sim is probably locked up, but a remote 4788 // stopped and the sim is probably locked up, but a remote
4586 // admin restart may succeed 4789 // admin restart may succeed
4587 // 4790 //
4588 // 2 = Sim is up and the heartbeat is running. The sim is likely 4791 // 2 = Sim is up and the heartbeat is running. The sim is likely
4589 // usable for people within and logins _may_ work 4792 // usable for people within
4793 //
4794 // 3 = Sim is up and one packet thread is running. Sim is
4795 // unstable and will not accept new logins
4590 // 4796 //
4591 // 3 = We have seen a new user enter within the past 4 minutes 4797 // 4 = Sim is up and both packet threads are running. Sim is
4798 // likely usable
4799 //
4800 // 5 = We have seen a new user enter within the past 4 minutes
4592 // which can be seen as positive confirmation of sim health 4801 // which can be seen as positive confirmation of sim health
4593 // 4802 //
4803
4804 flags = 0;
4805 message = String.Empty;
4806
4807 CheckHeartbeat();
4808
4809 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4810 {
4811 // We're still starting
4812 // 0 means "in startup", it can't happen another way, since
4813 // to get here, we must be able to accept http connections
4814 return 0;
4815 }
4816
4594 int health=1; // Start at 1, means we're up 4817 int health=1; // Start at 1, means we're up
4595 4818
4596 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4819 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4597 health += 1; 4820 {
4821 health+=1;
4822 flags |= 1;
4823 }
4824
4825 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4826 {
4827 health+=1;
4828 flags |= 2;
4829 }
4830
4831 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4832 {
4833 health+=1;
4834 flags |= 4;
4835 }
4598 else 4836 else
4837 {
4838int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4839System.Diagnostics.Process proc = new System.Diagnostics.Process();
4840proc.EnableRaisingEvents=false;
4841proc.StartInfo.FileName = "/bin/kill";
4842proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4843proc.Start();
4844proc.WaitForExit();
4845Thread.Sleep(1000);
4846Environment.Exit(1);
4847 }
4848
4849 if (flags != 7)
4599 return health; 4850 return health;
4600 4851
4601 // A login in the last 4 mins? We can't be doing too badly 4852 // A login in the last 4 mins? We can't be doing too badly
4602 // 4853 //
4603 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4854 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4604 health++; 4855 health++;
4605 else 4856 else
4606 return health; 4857 return health;
4607 4858
4608// CheckHeartbeat();
4609
4610 return health; 4859 return health;
4611 } 4860 }
4612 4861
@@ -4694,7 +4943,7 @@ namespace OpenSim.Region.Framework.Scenes
4694 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4943 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4695 if (wasUsingPhysics) 4944 if (wasUsingPhysics)
4696 { 4945 {
4697 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 4946 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
4698 } 4947 }
4699 } 4948 }
4700 4949
@@ -4793,14 +5042,14 @@ namespace OpenSim.Region.Framework.Scenes
4793 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5042 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4794 } 5043 }
4795 5044
4796// private void CheckHeartbeat() 5045 private void CheckHeartbeat()
4797// { 5046 {
4798// if (m_firstHeartbeat) 5047 if (m_firstHeartbeat)
4799// return; 5048 return;
4800// 5049
4801// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5050 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4802// StartTimer(); 5051 Start();
4803// } 5052 }
4804 5053
4805 public override ISceneObject DeserializeObject(string representation) 5054 public override ISceneObject DeserializeObject(string representation)
4806 { 5055 {
@@ -4812,9 +5061,14 @@ namespace OpenSim.Region.Framework.Scenes
4812 get { return m_allowScriptCrossings; } 5061 get { return m_allowScriptCrossings; }
4813 } 5062 }
4814 5063
4815 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5064 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5065 {
5066 return GetNearestAllowedPosition(avatar, null);
5067 }
5068
5069 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4816 { 5070 {
4817 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5071 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4818 5072
4819 if (nearestParcel != null) 5073 if (nearestParcel != null)
4820 { 5074 {
@@ -4823,10 +5077,7 @@ namespace OpenSim.Region.Framework.Scenes
4823 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5077 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4824 if (nearestPoint != null) 5078 if (nearestPoint != null)
4825 { 5079 {
4826// m_log.DebugFormat( 5080 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4827// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4828// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4829
4830 return nearestPoint.Value; 5081 return nearestPoint.Value;
4831 } 5082 }
4832 5083
@@ -4836,17 +5087,20 @@ namespace OpenSim.Region.Framework.Scenes
4836 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5087 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4837 if (nearestPoint != null) 5088 if (nearestPoint != null)
4838 { 5089 {
4839// m_log.DebugFormat( 5090 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4840// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4841
4842 return nearestPoint.Value; 5091 return nearestPoint.Value;
4843 } 5092 }
4844 5093
4845 //Ultimate backup if we have no idea where they are 5094 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4846// m_log.DebugFormat( 5095 if (dest != excludeParcel)
4847// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5096 {
5097 // Ultimate backup if we have no idea where they are and
5098 // the last allowed position was in another parcel
5099 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5100 return avatar.lastKnownAllowedPosition;
5101 }
4848 5102
4849 return avatar.lastKnownAllowedPosition; 5103 // else fall through to region edge
4850 } 5104 }
4851 5105
4852 //Go to the edge, this happens in teleporting to a region with no available parcels 5106 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4880,13 +5134,18 @@ namespace OpenSim.Region.Framework.Scenes
4880 5134
4881 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5135 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4882 { 5136 {
5137 return GetNearestAllowedParcel(avatarId, x, y, null);
5138 }
5139
5140 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5141 {
4883 List<ILandObject> all = AllParcels(); 5142 List<ILandObject> all = AllParcels();
4884 float minParcelDistance = float.MaxValue; 5143 float minParcelDistance = float.MaxValue;
4885 ILandObject nearestParcel = null; 5144 ILandObject nearestParcel = null;
4886 5145
4887 foreach (var parcel in all) 5146 foreach (var parcel in all)
4888 { 5147 {
4889 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5148 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4890 { 5149 {
4891 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5150 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4892 if (parcelDistance < minParcelDistance) 5151 if (parcelDistance < minParcelDistance)
@@ -5128,7 +5387,55 @@ namespace OpenSim.Region.Framework.Scenes
5128 mapModule.GenerateMaptile(); 5387 mapModule.GenerateMaptile();
5129 } 5388 }
5130 5389
5131 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5390// public void CleanDroppedAttachments()
5391// {
5392// List<SceneObjectGroup> objectsToDelete =
5393// new List<SceneObjectGroup>();
5394//
5395// lock (m_cleaningAttachments)
5396// {
5397// ForEachSOG(delegate (SceneObjectGroup grp)
5398// {
5399// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5400// {
5401// UUID agentID = grp.OwnerID;
5402// if (agentID == UUID.Zero)
5403// {
5404// objectsToDelete.Add(grp);
5405// return;
5406// }
5407//
5408// ScenePresence sp = GetScenePresence(agentID);
5409// if (sp == null)
5410// {
5411// objectsToDelete.Add(grp);
5412// return;
5413// }
5414// }
5415// });
5416// }
5417//
5418// foreach (SceneObjectGroup grp in objectsToDelete)
5419// {
5420// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5421// DeleteSceneObject(grp, true);
5422// }
5423// }
5424
5425 public void ThreadAlive(int threadCode)
5426 {
5427 switch(threadCode)
5428 {
5429 case 1: // Incoming
5430 m_lastIncoming = Util.EnvironmentTickCount();
5431 break;
5432 case 2: // Incoming
5433 m_lastOutgoing = Util.EnvironmentTickCount();
5434 break;
5435 }
5436 }
5437
5438 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5132 { 5439 {
5133 RegenerateMaptile(); 5440 RegenerateMaptile();
5134 5441
@@ -5147,6 +5454,14 @@ namespace OpenSim.Region.Framework.Scenes
5147 // child agent creation, thereby emulating the SL behavior. 5454 // child agent creation, thereby emulating the SL behavior.
5148 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5455 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5149 { 5456 {
5457 reason = "You are banned from the region";
5458
5459 if (Permissions.IsGod(agentID))
5460 {
5461 reason = String.Empty;
5462 return true;
5463 }
5464
5150 int num = m_sceneGraph.GetNumberOfScenePresences(); 5465 int num = m_sceneGraph.GetNumberOfScenePresences();
5151 5466
5152 if (num >= RegionInfo.RegionSettings.AgentLimit) 5467 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5158,6 +5473,41 @@ namespace OpenSim.Region.Framework.Scenes
5158 } 5473 }
5159 } 5474 }
5160 5475
5476 ScenePresence presence = GetScenePresence(agentID);
5477 IClientAPI client = null;
5478 AgentCircuitData aCircuit = null;
5479
5480 if (presence != null)
5481 {
5482 client = presence.ControllingClient;
5483 if (client != null)
5484 aCircuit = client.RequestClientInfo();
5485 }
5486
5487 // We may be called before there is a presence or a client.
5488 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5489 if (client == null)
5490 {
5491 aCircuit = new AgentCircuitData();
5492 aCircuit.AgentID = agentID;
5493 aCircuit.firstname = String.Empty;
5494 aCircuit.lastname = String.Empty;
5495 }
5496
5497 try
5498 {
5499 if (!AuthorizeUser(aCircuit, out reason))
5500 {
5501 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5502 return false;
5503 }
5504 }
5505 catch (Exception e)
5506 {
5507 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5508 return false;
5509 }
5510
5161 if (position == Vector3.Zero) // Teleport 5511 if (position == Vector3.Zero) // Teleport
5162 { 5512 {
5163 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5513 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5186,13 +5536,46 @@ namespace OpenSim.Region.Framework.Scenes
5186 } 5536 }
5187 } 5537 }
5188 } 5538 }
5539
5540 float posX = 128.0f;
5541 float posY = 128.0f;
5542
5543 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5544 {
5545 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5546 return false;
5547 }
5548 }
5549 else // Walking
5550 {
5551 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5552 if (land == null)
5553 return false;
5554
5555 bool banned = land.IsBannedFromLand(agentID);
5556 bool restricted = land.IsRestrictedFromLand(agentID);
5557
5558 if (banned || restricted)
5559 return false;
5189 } 5560 }
5190 5561
5191 reason = String.Empty; 5562 reason = String.Empty;
5192 return true; 5563 return true;
5193 } 5564 }
5194 5565
5195 /// <summary> 5566 public void StartTimerWatchdog()
5567 {
5568 m_timerWatchdog.Interval = 1000;
5569 m_timerWatchdog.Elapsed += TimerWatchdog;
5570 m_timerWatchdog.AutoReset = true;
5571 m_timerWatchdog.Start();
5572 }
5573
5574 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5575 {
5576 CheckHeartbeat();
5577 }
5578
5196 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5579 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5197 /// autopilot that moves an avatar to a sit target!. 5580 /// autopilot that moves an avatar to a sit target!.
5198 /// </summary> 5581 /// </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 b8616e8..77e808e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -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
@@ -194,31 +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 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 204 {
200 agentID, destination.RegionCoordX, destination.RegionCoordY); 205 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
201 206 icon.EndInvoke(iar);
202 m_scene.SimulationService.CloseAgent(destination, agentID);
203 } 207 }
204 208
205 /// <summary>
206 /// Closes a child agents in a collection of regions. Does so asynchronously
207 /// so that the caller doesn't wait.
208 /// </summary>
209 /// <param name="agentID"></param>
210 /// <param name="regionslst"></param>
211 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
212 { 210 {
213 foreach (ulong handle in regionslst) 211 foreach (ulong handle in regionslst)
214 { 212 {
215 SendCloseChildAgent(agentID, handle); 213 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
214 d.BeginInvoke(agentID, handle,
215 SendCloseChildAgentCompleted,
216 d);
216 } 217 }
217 } 218 }
218 219
219 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 220 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
220 { 221 {
221 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 222 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
222 } 223 }
223 } 224 }
224} \ No newline at end of file 225}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 4815922..00f76e0 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();
@@ -319,7 +361,7 @@ namespace OpenSim.Region.Framework.Scenes
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel; 362 sceneObject.Velocity = vel;
321 } 363 }
322 364
323 return true; 365 return true;
324 } 366 }
325 367
@@ -344,6 +386,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 386 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 387 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 388 {
389 if (sceneObject == null)
390 {
391 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
392 return false;
393 }
347 if (sceneObject.UUID == UUID.Zero) 394 if (sceneObject.UUID == UUID.Zero)
348 { 395 {
349 m_log.ErrorFormat( 396 m_log.ErrorFormat(
@@ -478,6 +525,30 @@ namespace OpenSim.Region.Framework.Scenes
478 m_updateList[obj.UUID] = obj; 525 m_updateList[obj.UUID] = obj;
479 } 526 }
480 527
528 public void FireAttachToBackup(SceneObjectGroup obj)
529 {
530 if (OnAttachToBackup != null)
531 {
532 OnAttachToBackup(obj);
533 }
534 }
535
536 public void FireDetachFromBackup(SceneObjectGroup obj)
537 {
538 if (OnDetachFromBackup != null)
539 {
540 OnDetachFromBackup(obj);
541 }
542 }
543
544 public void FireChangeBackup(SceneObjectGroup obj)
545 {
546 if (OnChangeBackup != null)
547 {
548 OnChangeBackup(obj);
549 }
550 }
551
481 /// <summary> 552 /// <summary>
482 /// Process all pending updates 553 /// Process all pending updates
483 /// </summary> 554 /// </summary>
@@ -595,7 +666,8 @@ namespace OpenSim.Region.Framework.Scenes
595 666
596 Entities[presence.UUID] = presence; 667 Entities[presence.UUID] = presence;
597 668
598 lock (m_presenceLock) 669 m_scenePresencesLock.EnterWriteLock();
670 try
599 { 671 {
600 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 672 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
601 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 673 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -619,6 +691,10 @@ namespace OpenSim.Region.Framework.Scenes
619 m_scenePresenceMap = newmap; 691 m_scenePresenceMap = newmap;
620 m_scenePresenceArray = newlist; 692 m_scenePresenceArray = newlist;
621 } 693 }
694 finally
695 {
696 m_scenePresencesLock.ExitWriteLock();
697 }
622 } 698 }
623 699
624 /// <summary> 700 /// <summary>
@@ -633,7 +709,8 @@ namespace OpenSim.Region.Framework.Scenes
633 agentID); 709 agentID);
634 } 710 }
635 711
636 lock (m_presenceLock) 712 m_scenePresencesLock.EnterWriteLock();
713 try
637 { 714 {
638 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 715 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
639 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 716 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -655,6 +732,10 @@ 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); 732 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
656 } 733 }
657 } 734 }
735 finally
736 {
737 m_scenePresencesLock.ExitWriteLock();
738 }
658 } 739 }
659 740
660 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 741 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1187,6 +1268,52 @@ namespace OpenSim.Region.Framework.Scenes
1187 1268
1188 #region Client Event handlers 1269 #region Client Event handlers
1189 1270
1271 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1272 {
1273 SceneObjectPart part = GetSceneObjectPart(localID);
1274 ObjectChangeData data = (ObjectChangeData)odata;
1275
1276 if (part != null)
1277 {
1278 SceneObjectGroup grp = part.ParentGroup;
1279 if (grp != null)
1280 {
1281 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1282 {
1283 // These two are exceptions SL makes in the interpretation
1284 // of the change flags. Must check them here because otherwise
1285 // the group flag (see below) would be lost
1286 if (data.change == ObjectChangeType.groupS)
1287 data.change = ObjectChangeType.primS;
1288 if (data.change == ObjectChangeType.groupPS)
1289 data.change = ObjectChangeType.primPS;
1290 part.StoreUndoState(data.change); // lets test only saving what we changed
1291 grp.doChangeObject(part, (ObjectChangeData)data);
1292 }
1293 else
1294 {
1295 // Is this any kind of group operation?
1296 if ((data.change & ObjectChangeType.Group) != 0)
1297 {
1298 // Is a move and/or rotation requested?
1299 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1300 {
1301 // Are we allowed to move it?
1302 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1303 {
1304 // Strip all but move and rotation from request
1305 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1306
1307 part.StoreUndoState(data.change);
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 }
1311 }
1312 }
1313 }
1314 }
1315 }
1316
1190 /// <summary> 1317 /// <summary>
1191 /// Update the scale of an individual prim. 1318 /// Update the scale of an individual prim.
1192 /// </summary> 1319 /// </summary>
@@ -1201,7 +1328,17 @@ namespace OpenSim.Region.Framework.Scenes
1201 { 1328 {
1202 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1329 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1203 { 1330 {
1331 bool physbuild = false;
1332 if (part.ParentGroup.RootPart.PhysActor != null)
1333 {
1334 part.ParentGroup.RootPart.PhysActor.Building = true;
1335 physbuild = true;
1336 }
1337
1204 part.Resize(scale); 1338 part.Resize(scale);
1339
1340 if (physbuild)
1341 part.ParentGroup.RootPart.PhysActor.Building = false;
1205 } 1342 }
1206 } 1343 }
1207 } 1344 }
@@ -1213,7 +1350,17 @@ namespace OpenSim.Region.Framework.Scenes
1213 { 1350 {
1214 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1351 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1215 { 1352 {
1353 bool physbuild = false;
1354 if (group.RootPart.PhysActor != null)
1355 {
1356 group.RootPart.PhysActor.Building = true;
1357 physbuild = true;
1358 }
1359
1216 group.GroupResize(scale); 1360 group.GroupResize(scale);
1361
1362 if (physbuild)
1363 group.RootPart.PhysActor.Building = false;
1217 } 1364 }
1218 } 1365 }
1219 } 1366 }
@@ -1341,8 +1488,13 @@ namespace OpenSim.Region.Framework.Scenes
1341 { 1488 {
1342 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1489 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1343 { 1490 {
1344 if (m_parentScene.AttachmentsModule != null) 1491 // Set the new attachment point data in the object
1345 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1492 byte attachmentPoint = group.GetAttachmentPoint();
1493 group.UpdateGroupPosition(pos);
1494 group.IsAttachment = false;
1495 group.AbsolutePosition = group.RootPart.AttachedPos;
1496 group.AttachmentPoint = attachmentPoint;
1497 group.HasGroupChanged = true;
1346 } 1498 }
1347 else 1499 else
1348 { 1500 {
@@ -1390,7 +1542,7 @@ namespace OpenSim.Region.Framework.Scenes
1390 /// <param name="SetPhantom"></param> 1542 /// <param name="SetPhantom"></param>
1391 /// <param name="remoteClient"></param> 1543 /// <param name="remoteClient"></param>
1392 protected internal void UpdatePrimFlags( 1544 protected internal void UpdatePrimFlags(
1393 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1545 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1394 { 1546 {
1395 SceneObjectGroup group = GetGroupByPrim(localID); 1547 SceneObjectGroup group = GetGroupByPrim(localID);
1396 if (group != null) 1548 if (group != null)
@@ -1398,7 +1550,28 @@ namespace OpenSim.Region.Framework.Scenes
1398 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1550 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1399 { 1551 {
1400 // VolumeDetect can't be set via UI and will always be off when a change is made there 1552 // VolumeDetect can't be set via UI and will always be off when a change is made there
1401 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1553 // now only change volume dtc if phantom off
1554
1555 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1556 {
1557 bool vdtc;
1558 if (SetPhantom) // if phantom keep volumedtc
1559 vdtc = group.RootPart.VolumeDetectActive;
1560 else // else turn it off
1561 vdtc = false;
1562
1563 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1564 }
1565 else
1566 {
1567 SceneObjectPart part = GetSceneObjectPart(localID);
1568 if (part != null)
1569 {
1570 part.UpdateExtraPhysics(PhysData);
1571 if (part.UpdatePhysRequired)
1572 remoteClient.SendPartPhysicsProprieties(part);
1573 }
1574 }
1402 } 1575 }
1403 } 1576 }
1404 } 1577 }
@@ -1542,6 +1715,7 @@ namespace OpenSim.Region.Framework.Scenes
1542 { 1715 {
1543 part.Material = Convert.ToByte(material); 1716 part.Material = Convert.ToByte(material);
1544 group.HasGroupChanged = true; 1717 group.HasGroupChanged = true;
1718 remoteClient.SendPartPhysicsProprieties(part);
1545 } 1719 }
1546 } 1720 }
1547 } 1721 }
@@ -1606,6 +1780,12 @@ namespace OpenSim.Region.Framework.Scenes
1606 /// <param name="childPrims"></param> 1780 /// <param name="childPrims"></param>
1607 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1781 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1608 { 1782 {
1783 if (root.KeyframeMotion != null)
1784 {
1785 root.KeyframeMotion.Stop();
1786 root.KeyframeMotion = null;
1787 }
1788
1609 SceneObjectGroup parentGroup = root.ParentGroup; 1789 SceneObjectGroup parentGroup = root.ParentGroup;
1610 if (parentGroup == null) return; 1790 if (parentGroup == null) return;
1611 1791
@@ -1614,8 +1794,11 @@ namespace OpenSim.Region.Framework.Scenes
1614 return; 1794 return;
1615 1795
1616 Monitor.Enter(m_updateLock); 1796 Monitor.Enter(m_updateLock);
1797
1617 try 1798 try
1618 { 1799 {
1800 parentGroup.areUpdatesSuspended = true;
1801
1619 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1802 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1620 1803
1621 // We do this in reverse to get the link order of the prims correct 1804 // We do this in reverse to get the link order of the prims correct
@@ -1630,9 +1813,13 @@ namespace OpenSim.Region.Framework.Scenes
1630 // Make sure no child prim is set for sale 1813 // Make sure no child prim is set for sale
1631 // So that, on delink, no prims are unwittingly 1814 // So that, on delink, no prims are unwittingly
1632 // left for sale and sold off 1815 // left for sale and sold off
1633 child.RootPart.ObjectSaleType = 0; 1816
1634 child.RootPart.SalePrice = 10; 1817 if (child != null)
1635 childGroups.Add(child); 1818 {
1819 child.RootPart.ObjectSaleType = 0;
1820 child.RootPart.SalePrice = 10;
1821 childGroups.Add(child);
1822 }
1636 } 1823 }
1637 1824
1638 foreach (SceneObjectGroup child in childGroups) 1825 foreach (SceneObjectGroup child in childGroups)
@@ -1659,6 +1846,16 @@ namespace OpenSim.Region.Framework.Scenes
1659 } 1846 }
1660 finally 1847 finally
1661 { 1848 {
1849 lock (SceneObjectGroupsByLocalPartID)
1850 {
1851 foreach (SceneObjectPart part in parentGroup.Parts)
1852 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1853 }
1854
1855 parentGroup.areUpdatesSuspended = false;
1856 parentGroup.HasGroupChanged = true;
1857 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1858 parentGroup.ScheduleGroupForFullUpdate();
1662 Monitor.Exit(m_updateLock); 1859 Monitor.Exit(m_updateLock);
1663 } 1860 }
1664 } 1861 }
@@ -1681,6 +1878,11 @@ namespace OpenSim.Region.Framework.Scenes
1681 { 1878 {
1682 if (part != null) 1879 if (part != null)
1683 { 1880 {
1881 if (part.KeyframeMotion != null)
1882 {
1883 part.KeyframeMotion.Stop();
1884 part.KeyframeMotion = null;
1885 }
1684 if (part.ParentGroup.PrimCount != 1) // Skip single 1886 if (part.ParentGroup.PrimCount != 1) // Skip single
1685 { 1887 {
1686 if (part.LinkNum < 2) // Root 1888 if (part.LinkNum < 2) // Root
@@ -1695,21 +1897,24 @@ namespace OpenSim.Region.Framework.Scenes
1695 1897
1696 SceneObjectGroup group = part.ParentGroup; 1898 SceneObjectGroup group = part.ParentGroup;
1697 if (!affectedGroups.Contains(group)) 1899 if (!affectedGroups.Contains(group))
1900 {
1901 group.areUpdatesSuspended = true;
1698 affectedGroups.Add(group); 1902 affectedGroups.Add(group);
1903 }
1699 } 1904 }
1700 } 1905 }
1701 } 1906 }
1702 1907
1703 foreach (SceneObjectPart child in childParts) 1908 if (childParts.Count > 0)
1704 { 1909 {
1705 // Unlink all child parts from their groups 1910 foreach (SceneObjectPart child in childParts)
1706 // 1911 {
1707 child.ParentGroup.DelinkFromGroup(child, true); 1912 // Unlink all child parts from their groups
1708 1913 //
1709 // These are not in affected groups and will not be 1914 child.ParentGroup.DelinkFromGroup(child, true);
1710 // handled further. Do the honors here. 1915 child.ParentGroup.HasGroupChanged = true;
1711 child.ParentGroup.HasGroupChanged = true; 1916 child.ParentGroup.ScheduleGroupForFullUpdate();
1712 child.ParentGroup.ScheduleGroupForFullUpdate(); 1917 }
1713 } 1918 }
1714 1919
1715 foreach (SceneObjectPart root in rootParts) 1920 foreach (SceneObjectPart root in rootParts)
@@ -1719,56 +1924,68 @@ namespace OpenSim.Region.Framework.Scenes
1719 // However, editing linked parts and unlinking may be different 1924 // However, editing linked parts and unlinking may be different
1720 // 1925 //
1721 SceneObjectGroup group = root.ParentGroup; 1926 SceneObjectGroup group = root.ParentGroup;
1927 group.areUpdatesSuspended = true;
1722 1928
1723 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1929 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1724 int numChildren = newSet.Count; 1930 int numChildren = newSet.Count;
1725 1931
1932 if (numChildren == 1)
1933 break;
1934
1726 // If there are prims left in a link set, but the root is 1935 // If there are prims left in a link set, but the root is
1727 // slated for unlink, we need to do this 1936 // slated for unlink, we need to do this
1937 // Unlink the remaining set
1728 // 1938 //
1729 if (numChildren != 1) 1939 bool sendEventsToRemainder = true;
1730 { 1940 if (numChildren > 1)
1731 // Unlink the remaining set 1941 sendEventsToRemainder = false;
1732 //
1733 bool sendEventsToRemainder = true;
1734 if (numChildren > 1)
1735 sendEventsToRemainder = false;
1736 1942
1737 foreach (SceneObjectPart p in newSet) 1943 foreach (SceneObjectPart p in newSet)
1944 {
1945 if (p != group.RootPart)
1738 { 1946 {
1739 if (p != group.RootPart) 1947 group.DelinkFromGroup(p, sendEventsToRemainder);
1740 group.DelinkFromGroup(p, sendEventsToRemainder); 1948 if (numChildren > 2)
1949 {
1950 p.ParentGroup.areUpdatesSuspended = true;
1951 }
1952 else
1953 {
1954 p.ParentGroup.HasGroupChanged = true;
1955 p.ParentGroup.ScheduleGroupForFullUpdate();
1956 }
1741 } 1957 }
1958 }
1959
1960 // If there is more than one prim remaining, we
1961 // need to re-link
1962 //
1963 if (numChildren > 2)
1964 {
1965 // Remove old root
1966 //
1967 if (newSet.Contains(root))
1968 newSet.Remove(root);
1742 1969
1743 // If there is more than one prim remaining, we 1970 // Preserve link ordering
1744 // need to re-link
1745 // 1971 //
1746 if (numChildren > 2) 1972 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1747 { 1973 {
1748 // Remove old root 1974 return a.LinkNum.CompareTo(b.LinkNum);
1749 // 1975 });
1750 if (newSet.Contains(root))
1751 newSet.Remove(root);
1752
1753 // Preserve link ordering
1754 //
1755 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1756 {
1757 return a.LinkNum.CompareTo(b.LinkNum);
1758 });
1759 1976
1760 // Determine new root 1977 // Determine new root
1761 // 1978 //
1762 SceneObjectPart newRoot = newSet[0]; 1979 SceneObjectPart newRoot = newSet[0];
1763 newSet.RemoveAt(0); 1980 newSet.RemoveAt(0);
1764 1981
1765 foreach (SceneObjectPart newChild in newSet) 1982 foreach (SceneObjectPart newChild in newSet)
1766 newChild.ClearUpdateSchedule(); 1983 newChild.ClearUpdateSchedule();
1767 1984
1768 LinkObjects(newRoot, newSet); 1985 newRoot.ParentGroup.areUpdatesSuspended = true;
1769 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1986 LinkObjects(newRoot, newSet);
1770 affectedGroups.Add(newRoot.ParentGroup); 1987 if (!affectedGroups.Contains(newRoot.ParentGroup))
1771 } 1988 affectedGroups.Add(newRoot.ParentGroup);
1772 } 1989 }
1773 } 1990 }
1774 1991
@@ -1776,8 +1993,14 @@ namespace OpenSim.Region.Framework.Scenes
1776 // 1993 //
1777 foreach (SceneObjectGroup g in affectedGroups) 1994 foreach (SceneObjectGroup g in affectedGroups)
1778 { 1995 {
1996 // Child prims that have been unlinked and deleted will
1997 // return unless the root is deleted. This will remove them
1998 // from the database. They will be rewritten immediately,
1999 // minus the rows for the unlinked child prims.
2000 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1779 g.TriggerScriptChangedEvent(Changed.LINK); 2001 g.TriggerScriptChangedEvent(Changed.LINK);
1780 g.HasGroupChanged = true; // Persist 2002 g.HasGroupChanged = true; // Persist
2003 g.areUpdatesSuspended = false;
1781 g.ScheduleGroupForFullUpdate(); 2004 g.ScheduleGroupForFullUpdate();
1782 } 2005 }
1783 } 2006 }
@@ -1849,108 +2072,96 @@ namespace OpenSim.Region.Framework.Scenes
1849 /// <param name="GroupID"></param> 2072 /// <param name="GroupID"></param>
1850 /// <param name="rot"></param> 2073 /// <param name="rot"></param>
1851 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2074 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1852 public SceneObjectGroup DuplicateObject( 2075 /// <summary>
1853 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2076 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1854 { 2077 {
1855 Monitor.Enter(m_updateLock); 2078// m_log.DebugFormat(
2079// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2080// originalPrimID, offset, AgentID);
1856 2081
1857 try 2082 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2083 if (original != null)
1858 { 2084 {
1859 // m_log.DebugFormat( 2085 if (m_parentScene.Permissions.CanDuplicateObject(
1860 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2086 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1861 // originalPrimID, offset, AgentID);
1862
1863 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1864 if (original == null)
1865 { 2087 {
1866 m_log.WarnFormat( 2088 SceneObjectGroup copy = original.Copy(true);
1867 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2089 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1868 2090
1869 return null; 2091 if (original.OwnerID != AgentID)
1870 } 2092 {
2093 copy.SetOwnerId(AgentID);
2094 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1871 2095
1872 if (!m_parentScene.Permissions.CanDuplicateObject( 2096 SceneObjectPart[] partList = copy.Parts;
1873 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1874 return null;
1875 2097
1876 SceneObjectGroup copy = original.Copy(true); 2098 if (m_parentScene.Permissions.PropagatePermissions())
1877 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2099 {
2100 foreach (SceneObjectPart child in partList)
2101 {
2102 child.Inventory.ChangeInventoryOwner(AgentID);
2103 child.TriggerScriptChangedEvent(Changed.OWNER);
2104 child.ApplyNextOwnerPermissions();
2105 }
2106 }
2107 }
1878 2108
1879 if (original.OwnerID != AgentID) 2109 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1880 { 2110 Entities.Add(copy);
1881 copy.SetOwnerId(AgentID);
1882 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1883 2111
1884 SceneObjectPart[] partList = copy.Parts; 2112 lock (SceneObjectGroupsByFullID)
2113 SceneObjectGroupsByFullID[copy.UUID] = copy;
1885 2114
1886 if (m_parentScene.Permissions.PropagatePermissions()) 2115 SceneObjectPart[] children = copy.Parts;
2116
2117 lock (SceneObjectGroupsByFullPartID)
1887 { 2118 {
1888 foreach (SceneObjectPart child in partList) 2119 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1889 { 2120 foreach (SceneObjectPart part in children)
1890 child.Inventory.ChangeInventoryOwner(AgentID); 2121 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1891 child.TriggerScriptChangedEvent(Changed.OWNER);
1892 child.ApplyNextOwnerPermissions();
1893 }
1894 } 2122 }
1895 2123
1896 copy.RootPart.ObjectSaleType = 0; 2124 lock (SceneObjectGroupsByLocalPartID)
1897 copy.RootPart.SalePrice = 10; 2125 {
1898 } 2126 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2127 foreach (SceneObjectPart part in children)
2128 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2129 }
2130 // PROBABLE END OF FIXME
1899 2131
1900 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2132 // Since we copy from a source group that is in selected
1901 Entities.Add(copy); 2133 // state, but the copy is shown deselected in the viewer,
1902 2134 // We need to clear the selection flag here, else that
1903 lock (SceneObjectGroupsByFullID) 2135 // prim never gets persisted at all. The client doesn't
1904 SceneObjectGroupsByFullID[copy.UUID] = copy; 2136 // think it's selected, so it will never send a deselect...
1905 2137 copy.IsSelected = false;
1906 SceneObjectPart[] children = copy.Parts; 2138
1907 2139 m_numPrim += copy.Parts.Length;
1908 lock (SceneObjectGroupsByFullPartID) 2140
1909 { 2141 if (rot != Quaternion.Identity)
1910 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2142 {
1911 foreach (SceneObjectPart part in children) 2143 copy.UpdateGroupRotationR(rot);
1912 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2144 }
1913 }
1914
1915 lock (SceneObjectGroupsByLocalPartID)
1916 {
1917 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1918 foreach (SceneObjectPart part in children)
1919 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1920 }
1921 // PROBABLE END OF FIXME
1922
1923 // Since we copy from a source group that is in selected
1924 // state, but the copy is shown deselected in the viewer,
1925 // We need to clear the selection flag here, else that
1926 // prim never gets persisted at all. The client doesn't
1927 // think it's selected, so it will never send a deselect...
1928 copy.IsSelected = false;
1929
1930 m_numPrim += copy.Parts.Length;
1931
1932 if (rot != Quaternion.Identity)
1933 {
1934 copy.UpdateGroupRotationR(rot);
1935 }
1936 2145
1937 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2146 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1938 copy.HasGroupChanged = true; 2147 copy.HasGroupChanged = true;
1939 copy.ScheduleGroupForFullUpdate(); 2148 copy.ScheduleGroupForFullUpdate();
1940 copy.ResumeScripts(); 2149 copy.ResumeScripts();
1941 2150
1942 // required for physics to update it's position 2151 // required for physics to update it's position
1943 copy.AbsolutePosition = copy.AbsolutePosition; 2152 copy.AbsolutePosition = copy.AbsolutePosition;
1944 2153
1945 return copy; 2154 return copy;
2155 }
1946 } 2156 }
1947 finally 2157 else
1948 { 2158 {
1949 Monitor.Exit(m_updateLock); 2159 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1950 } 2160 }
2161
2162 return null;
1951 } 2163 }
1952 2164
1953 /// <summary>
1954 /// Calculates the distance between two Vector3s 2165 /// Calculates the distance between two Vector3s
1955 /// </summary> 2166 /// </summary>
1956 /// <param name="v1"></param> 2167 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 10012d0..2effa25 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 05bea8d..72d96d1 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; }
@@ -524,6 +774,11 @@ namespace OpenSim.Region.Framework.Scenes
524 m_isSelected = value; 774 m_isSelected = value;
525 // Tell physics engine that group is selected 775 // Tell physics engine that group is selected
526 776
777 // this is not right
778 // but ode engines should only really need to know about root part
779 // so they can put entire object simulation on hold and not colliding
780 // keep as was for now
781
527 PhysicsActor pa = m_rootPart.PhysActor; 782 PhysicsActor pa = m_rootPart.PhysActor;
528 if (pa != null) 783 if (pa != null)
529 { 784 {
@@ -540,6 +795,42 @@ namespace OpenSim.Region.Framework.Scenes
540 childPa.Selected = value; 795 childPa.Selected = value;
541 } 796 }
542 } 797 }
798 if (RootPart.KeyframeMotion != null)
799 RootPart.KeyframeMotion.Selected = value;
800 }
801 }
802
803 public void PartSelectChanged(bool partSelect)
804 {
805 // any part selected makes group selected
806 if (m_isSelected == partSelect)
807 return;
808
809 if (partSelect)
810 {
811 IsSelected = partSelect;
812// if (!IsAttachment)
813// ScheduleGroupForFullUpdate();
814 }
815 else
816 {
817 // bad bad bad 2 heavy for large linksets
818 // since viewer does send lot of (un)selects
819 // this needs to be replaced by a specific list or count ?
820 // but that will require extra code in several places
821
822 SceneObjectPart[] parts = m_parts.GetArray();
823 for (int i = 0; i < parts.Length; i++)
824 {
825 SceneObjectPart part = parts[i];
826 if (part.IsSelected)
827 return;
828 }
829 IsSelected = partSelect;
830 if (!IsAttachment)
831 {
832 ScheduleGroupForFullUpdate();
833 }
543 } 834 }
544 } 835 }
545 836
@@ -617,6 +908,7 @@ namespace OpenSim.Region.Framework.Scenes
617 /// </summary> 908 /// </summary>
618 public SceneObjectGroup() 909 public SceneObjectGroup()
619 { 910 {
911
620 } 912 }
621 913
622 /// <summary> 914 /// <summary>
@@ -633,7 +925,7 @@ namespace OpenSim.Region.Framework.Scenes
633 /// Constructor. This object is added to the scene later via AttachToScene() 925 /// Constructor. This object is added to the scene later via AttachToScene()
634 /// </summary> 926 /// </summary>
635 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 927 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
636 { 928 {
637 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 929 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
638 } 930 }
639 931
@@ -669,6 +961,9 @@ namespace OpenSim.Region.Framework.Scenes
669 /// </summary> 961 /// </summary>
670 public virtual void AttachToBackup() 962 public virtual void AttachToBackup()
671 { 963 {
964 if (IsAttachment) return;
965 m_scene.SceneGraph.FireAttachToBackup(this);
966
672 if (InSceneBackup) 967 if (InSceneBackup)
673 { 968 {
674 //m_log.DebugFormat( 969 //m_log.DebugFormat(
@@ -711,6 +1006,13 @@ namespace OpenSim.Region.Framework.Scenes
711 1006
712 ApplyPhysics(); 1007 ApplyPhysics();
713 1008
1009 if (RootPart.PhysActor != null)
1010 RootPart.Force = RootPart.Force;
1011 if (RootPart.PhysActor != null)
1012 RootPart.Torque = RootPart.Torque;
1013 if (RootPart.PhysActor != null)
1014 RootPart.Buoyancy = RootPart.Buoyancy;
1015
714 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1016 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
715 // for the same object with very different properties. The caller must schedule the update. 1017 // for the same object with very different properties. The caller must schedule the update.
716 //ScheduleGroupForFullUpdate(); 1018 //ScheduleGroupForFullUpdate();
@@ -726,6 +1028,10 @@ namespace OpenSim.Region.Framework.Scenes
726 EntityIntersection result = new EntityIntersection(); 1028 EntityIntersection result = new EntityIntersection();
727 1029
728 SceneObjectPart[] parts = m_parts.GetArray(); 1030 SceneObjectPart[] parts = m_parts.GetArray();
1031
1032 // Find closest hit here
1033 float idist = float.MaxValue;
1034
729 for (int i = 0; i < parts.Length; i++) 1035 for (int i = 0; i < parts.Length; i++)
730 { 1036 {
731 SceneObjectPart part = parts[i]; 1037 SceneObjectPart part = parts[i];
@@ -740,11 +1046,6 @@ namespace OpenSim.Region.Framework.Scenes
740 1046
741 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1047 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
742 1048
743 // This may need to be updated to the maximum draw distance possible..
744 // We might (and probably will) be checking for prim creation from other sims
745 // when the camera crosses the border.
746 float idist = Constants.RegionSize;
747
748 if (inter.HitTF) 1049 if (inter.HitTF)
749 { 1050 {
750 // We need to find the closest prim to return to the testcaller along the ray 1051 // We need to find the closest prim to return to the testcaller along the ray
@@ -755,10 +1056,11 @@ namespace OpenSim.Region.Framework.Scenes
755 result.obj = part; 1056 result.obj = part;
756 result.normal = inter.normal; 1057 result.normal = inter.normal;
757 result.distance = inter.distance; 1058 result.distance = inter.distance;
1059
1060 idist = inter.distance;
758 } 1061 }
759 } 1062 }
760 } 1063 }
761
762 return result; 1064 return result;
763 } 1065 }
764 1066
@@ -770,25 +1072,27 @@ namespace OpenSim.Region.Framework.Scenes
770 /// <returns></returns> 1072 /// <returns></returns>
771 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1073 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
772 { 1074 {
773 maxX = -256f; 1075 maxX = float.MinValue;
774 maxY = -256f; 1076 maxY = float.MinValue;
775 maxZ = -256f; 1077 maxZ = float.MinValue;
776 minX = 256f; 1078 minX = float.MaxValue;
777 minY = 256f; 1079 minY = float.MaxValue;
778 minZ = 8192f; 1080 minZ = float.MaxValue;
779 1081
780 SceneObjectPart[] parts = m_parts.GetArray(); 1082 SceneObjectPart[] parts = m_parts.GetArray();
781 for (int i = 0; i < parts.Length; i++) 1083 foreach (SceneObjectPart part in parts)
782 { 1084 {
783 SceneObjectPart part = parts[i];
784
785 Vector3 worldPos = part.GetWorldPosition(); 1085 Vector3 worldPos = part.GetWorldPosition();
786 Vector3 offset = worldPos - AbsolutePosition; 1086 Vector3 offset = worldPos - AbsolutePosition;
787 Quaternion worldRot; 1087 Quaternion worldRot;
788 if (part.ParentID == 0) 1088 if (part.ParentID == 0)
1089 {
789 worldRot = part.RotationOffset; 1090 worldRot = part.RotationOffset;
1091 }
790 else 1092 else
1093 {
791 worldRot = part.GetWorldRotation(); 1094 worldRot = part.GetWorldRotation();
1095 }
792 1096
793 Vector3 frontTopLeft; 1097 Vector3 frontTopLeft;
794 Vector3 frontTopRight; 1098 Vector3 frontTopRight;
@@ -800,6 +1104,8 @@ namespace OpenSim.Region.Framework.Scenes
800 Vector3 backBottomLeft; 1104 Vector3 backBottomLeft;
801 Vector3 backBottomRight; 1105 Vector3 backBottomRight;
802 1106
1107 // Vector3[] corners = new Vector3[8];
1108
803 Vector3 orig = Vector3.Zero; 1109 Vector3 orig = Vector3.Zero;
804 1110
805 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1111 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -834,6 +1140,38 @@ namespace OpenSim.Region.Framework.Scenes
834 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1140 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
835 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1141 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
836 1142
1143
1144
1145 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1146 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1147 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1148 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1149 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1150 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1151 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1152 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1153
1154 //for (int i = 0; i < 8; i++)
1155 //{
1156 // corners[i] = corners[i] * worldRot;
1157 // corners[i] += offset;
1158
1159 // if (corners[i].X > maxX)
1160 // maxX = corners[i].X;
1161 // if (corners[i].X < minX)
1162 // minX = corners[i].X;
1163
1164 // if (corners[i].Y > maxY)
1165 // maxY = corners[i].Y;
1166 // if (corners[i].Y < minY)
1167 // minY = corners[i].Y;
1168
1169 // if (corners[i].Z > maxZ)
1170 // maxZ = corners[i].Y;
1171 // if (corners[i].Z < minZ)
1172 // minZ = corners[i].Z;
1173 //}
1174
837 frontTopLeft = frontTopLeft * worldRot; 1175 frontTopLeft = frontTopLeft * worldRot;
838 frontTopRight = frontTopRight * worldRot; 1176 frontTopRight = frontTopRight * worldRot;
839 frontBottomLeft = frontBottomLeft * worldRot; 1177 frontBottomLeft = frontBottomLeft * worldRot;
@@ -855,6 +1193,15 @@ namespace OpenSim.Region.Framework.Scenes
855 backTopLeft += offset; 1193 backTopLeft += offset;
856 backTopRight += offset; 1194 backTopRight += offset;
857 1195
1196 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1197 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1198 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1199 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1200 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1201 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1202 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1203 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1204
858 if (frontTopRight.X > maxX) 1205 if (frontTopRight.X > maxX)
859 maxX = frontTopRight.X; 1206 maxX = frontTopRight.X;
860 if (frontTopLeft.X > maxX) 1207 if (frontTopLeft.X > maxX)
@@ -998,17 +1345,118 @@ namespace OpenSim.Region.Framework.Scenes
998 1345
999 #endregion 1346 #endregion
1000 1347
1348 public void GetResourcesCosts(SceneObjectPart apart,
1349 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1350 {
1351 // this information may need to be cached
1352
1353 float cost;
1354 float tmpcost;
1355
1356 bool ComplexCost = false;
1357
1358 SceneObjectPart p;
1359 SceneObjectPart[] parts;
1360
1361 lock (m_parts)
1362 {
1363 parts = m_parts.GetArray();
1364 }
1365
1366 int nparts = parts.Length;
1367
1368
1369 for (int i = 0; i < nparts; i++)
1370 {
1371 p = parts[i];
1372
1373 if (p.UsesComplexCost)
1374 {
1375 ComplexCost = true;
1376 break;
1377 }
1378 }
1379
1380 if (ComplexCost)
1381 {
1382 linksetResCost = 0;
1383 linksetPhysCost = 0;
1384 partCost = 0;
1385 partPhysCost = 0;
1386
1387 for (int i = 0; i < nparts; i++)
1388 {
1389 p = parts[i];
1390
1391 cost = p.StreamingCost;
1392 tmpcost = p.SimulationCost;
1393 if (tmpcost > cost)
1394 cost = tmpcost;
1395 tmpcost = p.PhysicsCost;
1396 if (tmpcost > cost)
1397 cost = tmpcost;
1398
1399 linksetPhysCost += tmpcost;
1400 linksetResCost += cost;
1401
1402 if (p == apart)
1403 {
1404 partCost = cost;
1405 partPhysCost = tmpcost;
1406 }
1407 }
1408 }
1409 else
1410 {
1411 partPhysCost = 1.0f;
1412 partCost = 1.0f;
1413 linksetResCost = (float)nparts;
1414 linksetPhysCost = linksetResCost;
1415 }
1416 }
1417
1418 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1419 {
1420 SceneObjectPart p;
1421 SceneObjectPart[] parts;
1422
1423 lock (m_parts)
1424 {
1425 parts = m_parts.GetArray();
1426 }
1427
1428 int nparts = parts.Length;
1429
1430 PhysCost = 0;
1431 StreamCost = 0;
1432 SimulCost = 0;
1433
1434 for (int i = 0; i < nparts; i++)
1435 {
1436 p = parts[i];
1437
1438 StreamCost += p.StreamingCost;
1439 SimulCost += p.SimulationCost;
1440 PhysCost += p.PhysicsCost;
1441 }
1442 }
1443
1001 public void SaveScriptedState(XmlTextWriter writer) 1444 public void SaveScriptedState(XmlTextWriter writer)
1002 { 1445 {
1446 SaveScriptedState(writer, false);
1447 }
1448
1449 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1450 {
1003 XmlDocument doc = new XmlDocument(); 1451 XmlDocument doc = new XmlDocument();
1004 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1452 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1005 1453
1006 SceneObjectPart[] parts = m_parts.GetArray(); 1454 SceneObjectPart[] parts = m_parts.GetArray();
1007 for (int i = 0; i < parts.Length; i++) 1455 for (int i = 0; i < parts.Length; i++)
1008 { 1456 {
1009 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1457 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1010 foreach (KeyValuePair<UUID, string> kvp in pstates) 1458 foreach (KeyValuePair<UUID, string> kvp in pstates)
1011 states.Add(kvp.Key, kvp.Value); 1459 states[kvp.Key] = kvp.Value;
1012 } 1460 }
1013 1461
1014 if (states.Count > 0) 1462 if (states.Count > 0)
@@ -1028,6 +1476,169 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1476 }
1029 1477
1030 /// <summary> 1478 /// <summary>
1479 /// Add the avatar to this linkset (avatar is sat).
1480 /// </summary>
1481 /// <param name="agentID"></param>
1482 public void AddAvatar(UUID agentID)
1483 {
1484 ScenePresence presence;
1485 if (m_scene.TryGetScenePresence(agentID, out presence))
1486 {
1487 if (!m_linkedAvatars.Contains(presence))
1488 {
1489 m_linkedAvatars.Add(presence);
1490 }
1491 }
1492 }
1493
1494 /// <summary>
1495 /// Delete the avatar from this linkset (avatar is unsat).
1496 /// </summary>
1497 /// <param name="agentID"></param>
1498 public void DeleteAvatar(UUID agentID)
1499 {
1500 ScenePresence presence;
1501 if (m_scene.TryGetScenePresence(agentID, out presence))
1502 {
1503 if (m_linkedAvatars.Contains(presence))
1504 {
1505 m_linkedAvatars.Remove(presence);
1506 }
1507 }
1508 }
1509
1510 /// <summary>
1511 /// Returns the list of linked presences (avatars sat on this group)
1512 /// </summary>
1513 /// <param name="agentID"></param>
1514 public List<ScenePresence> GetLinkedAvatars()
1515 {
1516 return m_linkedAvatars;
1517 }
1518
1519 /// <summary>
1520 /// Attach this scene object to the given avatar.
1521 /// </summary>
1522 /// <param name="agentID"></param>
1523 /// <param name="attachmentpoint"></param>
1524 /// <param name="AttachOffset"></param>
1525 private void AttachToAgent(
1526 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1527 {
1528 if (avatar != null)
1529 {
1530 // don't attach attachments to child agents
1531 if (avatar.IsChildAgent) return;
1532
1533 // Remove from database and parcel prim count
1534 m_scene.DeleteFromStorage(so.UUID);
1535 m_scene.EventManager.TriggerParcelPrimCountTainted();
1536
1537 so.AttachedAvatar = avatar.UUID;
1538
1539 if (so.RootPart.PhysActor != null)
1540 {
1541 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1542 so.RootPart.PhysActor = null;
1543 }
1544
1545 so.AbsolutePosition = attachOffset;
1546 so.RootPart.AttachedPos = attachOffset;
1547 so.IsAttachment = true;
1548 so.RootPart.SetParentLocalId(avatar.LocalId);
1549 so.AttachmentPoint = attachmentpoint;
1550
1551 avatar.AddAttachment(this);
1552
1553 if (!silent)
1554 {
1555 // Killing it here will cause the client to deselect it
1556 // It then reappears on the avatar, deselected
1557 // through the full update below
1558 //
1559 if (IsSelected)
1560 {
1561 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1562 }
1563
1564 IsSelected = false; // fudge....
1565 ScheduleGroupForFullUpdate();
1566 }
1567 }
1568 else
1569 {
1570 m_log.WarnFormat(
1571 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1572 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1573 }
1574 }
1575
1576 public byte GetAttachmentPoint()
1577 {
1578 return m_rootPart.Shape.State;
1579 }
1580
1581 public void DetachToGround()
1582 {
1583 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1584 if (avatar == null)
1585 return;
1586
1587 avatar.RemoveAttachment(this);
1588
1589 Vector3 detachedpos = new Vector3(127f,127f,127f);
1590 if (avatar == null)
1591 return;
1592
1593 detachedpos = avatar.AbsolutePosition;
1594 FromItemID = UUID.Zero;
1595
1596 AbsolutePosition = detachedpos;
1597 AttachedAvatar = UUID.Zero;
1598
1599 //SceneObjectPart[] parts = m_parts.GetArray();
1600 //for (int i = 0; i < parts.Length; i++)
1601 // parts[i].AttachedAvatar = UUID.Zero;
1602
1603 m_rootPart.SetParentLocalId(0);
1604 AttachmentPoint = (byte)0;
1605 // must check if buildind should be true or false here
1606 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1607 HasGroupChanged = true;
1608 RootPart.Rezzed = DateTime.Now;
1609 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1610 AttachToBackup();
1611 m_scene.EventManager.TriggerParcelPrimCountTainted();
1612 m_rootPart.ScheduleFullUpdate();
1613 m_rootPart.ClearUndoState();
1614 }
1615
1616 public void DetachToInventoryPrep()
1617 {
1618 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1619 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1620 if (avatar != null)
1621 {
1622 //detachedpos = avatar.AbsolutePosition;
1623 avatar.RemoveAttachment(this);
1624 }
1625
1626 AttachedAvatar = UUID.Zero;
1627
1628 /*SceneObjectPart[] parts = m_parts.GetArray();
1629 for (int i = 0; i < parts.Length; i++)
1630 parts[i].AttachedAvatar = UUID.Zero;*/
1631
1632 m_rootPart.SetParentLocalId(0);
1633 //m_rootPart.SetAttachmentPoint((byte)0);
1634 IsAttachment = false;
1635 AbsolutePosition = m_rootPart.AttachedPos;
1636 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1637 //AttachToBackup();
1638 //m_rootPart.ScheduleFullUpdate();
1639 }
1640
1641 /// <summary>
1031 /// 1642 ///
1032 /// </summary> 1643 /// </summary>
1033 /// <param name="part"></param> 1644 /// <param name="part"></param>
@@ -1077,7 +1688,10 @@ namespace OpenSim.Region.Framework.Scenes
1077 public void AddPart(SceneObjectPart part) 1688 public void AddPart(SceneObjectPart part)
1078 { 1689 {
1079 part.SetParent(this); 1690 part.SetParent(this);
1080 part.LinkNum = m_parts.Add(part.UUID, part); 1691 m_parts.Add(part.UUID, part);
1692
1693 part.LinkNum = m_parts.Count;
1694
1081 if (part.LinkNum == 2) 1695 if (part.LinkNum == 2)
1082 RootPart.LinkNum = 1; 1696 RootPart.LinkNum = 1;
1083 } 1697 }
@@ -1165,7 +1779,7 @@ namespace OpenSim.Region.Framework.Scenes
1165// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1779// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1166// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1780// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1167 1781
1168 part.StoreUndoState(); 1782// part.StoreUndoState();
1169 part.OnGrab(offsetPos, remoteClient); 1783 part.OnGrab(offsetPos, remoteClient);
1170 } 1784 }
1171 1785
@@ -1185,6 +1799,11 @@ namespace OpenSim.Region.Framework.Scenes
1185 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1799 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1186 public void DeleteGroupFromScene(bool silent) 1800 public void DeleteGroupFromScene(bool silent)
1187 { 1801 {
1802 // We need to keep track of this state in case this group is still queued for backup.
1803 IsDeleted = true;
1804
1805 DetachFromBackup();
1806
1188 SceneObjectPart[] parts = m_parts.GetArray(); 1807 SceneObjectPart[] parts = m_parts.GetArray();
1189 for (int i = 0; i < parts.Length; i++) 1808 for (int i = 0; i < parts.Length; i++)
1190 { 1809 {
@@ -1200,13 +1819,14 @@ namespace OpenSim.Region.Framework.Scenes
1200 part.ClearUpdateSchedule(); 1819 part.ClearUpdateSchedule();
1201 if (part == m_rootPart) 1820 if (part == m_rootPart)
1202 { 1821 {
1203 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || 1822 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
1204 (AttachmentPoint < 31) || (AttachmentPoint > 38)) 1823 (AttachmentPoint < 31) || (AttachmentPoint > 38))
1205 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId }); 1824 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
1206 } 1825 }
1207 } 1826 }
1208 }); 1827 });
1209 } 1828 }
1829
1210 } 1830 }
1211 1831
1212 public void AddScriptLPS(int count) 1832 public void AddScriptLPS(int count)
@@ -1276,28 +1896,43 @@ namespace OpenSim.Region.Framework.Scenes
1276 /// </summary> 1896 /// </summary>
1277 public void ApplyPhysics() 1897 public void ApplyPhysics()
1278 { 1898 {
1279 // Apply physics to the root prim
1280 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1281
1282 // Apply physics to child prims
1283 SceneObjectPart[] parts = m_parts.GetArray(); 1899 SceneObjectPart[] parts = m_parts.GetArray();
1284 if (parts.Length > 1) 1900 if (parts.Length > 1)
1285 { 1901 {
1902 ResetChildPrimPhysicsPositions();
1903
1904 // Apply physics to the root prim
1905 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1906
1907
1286 for (int i = 0; i < parts.Length; i++) 1908 for (int i = 0; i < parts.Length; i++)
1287 { 1909 {
1288 SceneObjectPart part = parts[i]; 1910 SceneObjectPart part = parts[i];
1289 if (part.LocalId != m_rootPart.LocalId) 1911 if (part.LocalId != m_rootPart.LocalId)
1290 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1912 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1291 } 1913 }
1292
1293 // Hack to get the physics scene geometries in the right spot 1914 // Hack to get the physics scene geometries in the right spot
1294 ResetChildPrimPhysicsPositions(); 1915// ResetChildPrimPhysicsPositions();
1916 if (m_rootPart.PhysActor != null)
1917 {
1918 m_rootPart.PhysActor.Building = false;
1919 }
1920 }
1921 else
1922 {
1923 // Apply physics to the root prim
1924 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1295 } 1925 }
1296 } 1926 }
1297 1927
1298 public void SetOwnerId(UUID userId) 1928 public void SetOwnerId(UUID userId)
1299 { 1929 {
1300 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1930 ForEachPart(delegate(SceneObjectPart part)
1931 {
1932
1933 part.OwnerID = userId;
1934
1935 });
1301 } 1936 }
1302 1937
1303 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1938 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1329,11 +1964,17 @@ namespace OpenSim.Region.Framework.Scenes
1329 return; 1964 return;
1330 } 1965 }
1331 1966
1967 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1968 return;
1969
1332 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1970 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1333 // any exception propogate upwards. 1971 // any exception propogate upwards.
1334 try 1972 try
1335 { 1973 {
1336 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1974 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1975 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1976 m_scene.LoadingPrims) // Land may not be valid yet
1977
1337 { 1978 {
1338 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1979 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1339 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1980 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1360,6 +2001,7 @@ namespace OpenSim.Region.Framework.Scenes
1360 } 2001 }
1361 } 2002 }
1362 } 2003 }
2004
1363 } 2005 }
1364 2006
1365 if (m_scene.UseBackup && HasGroupChanged) 2007 if (m_scene.UseBackup && HasGroupChanged)
@@ -1367,10 +2009,30 @@ namespace OpenSim.Region.Framework.Scenes
1367 // don't backup while it's selected or you're asking for changes mid stream. 2009 // don't backup while it's selected or you're asking for changes mid stream.
1368 if (isTimeToPersist() || forcedBackup) 2010 if (isTimeToPersist() || forcedBackup)
1369 { 2011 {
2012 if (m_rootPart.PhysActor != null &&
2013 (!m_rootPart.PhysActor.IsPhysical))
2014 {
2015 // Possible ghost prim
2016 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2017 {
2018 foreach (SceneObjectPart part in m_parts.GetArray())
2019 {
2020 // Re-set physics actor positions and
2021 // orientations
2022 part.GroupPosition = m_rootPart.GroupPosition;
2023 }
2024 }
2025 }
1370// m_log.DebugFormat( 2026// m_log.DebugFormat(
1371// "[SCENE]: Storing {0}, {1} in {2}", 2027// "[SCENE]: Storing {0}, {1} in {2}",
1372// Name, UUID, m_scene.RegionInfo.RegionName); 2028// Name, UUID, m_scene.RegionInfo.RegionName);
1373 2029
2030 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2031 {
2032 RootPart.Shape.State = 0;
2033 ScheduleGroupForFullUpdate();
2034 }
2035
1374 SceneObjectGroup backup_group = Copy(false); 2036 SceneObjectGroup backup_group = Copy(false);
1375 backup_group.RootPart.Velocity = RootPart.Velocity; 2037 backup_group.RootPart.Velocity = RootPart.Velocity;
1376 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2038 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1384,6 +2046,11 @@ namespace OpenSim.Region.Framework.Scenes
1384 2046
1385 backup_group.ForEachPart(delegate(SceneObjectPart part) 2047 backup_group.ForEachPart(delegate(SceneObjectPart part)
1386 { 2048 {
2049 if (part.KeyframeMotion != null)
2050 {
2051 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2052 part.KeyframeMotion.UpdateSceneObject(this);
2053 }
1387 part.Inventory.ProcessInventoryBackup(datastore); 2054 part.Inventory.ProcessInventoryBackup(datastore);
1388 }); 2055 });
1389 2056
@@ -1436,10 +2103,14 @@ namespace OpenSim.Region.Framework.Scenes
1436 /// <returns></returns> 2103 /// <returns></returns>
1437 public SceneObjectGroup Copy(bool userExposed) 2104 public SceneObjectGroup Copy(bool userExposed)
1438 { 2105 {
2106 m_dupeInProgress = true;
1439 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2107 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1440 dupe.m_isBackedUp = false; 2108 dupe.m_isBackedUp = false;
1441 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2109 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1442 2110
2111 // new group as no sitting avatars
2112 dupe.m_linkedAvatars = new List<ScenePresence>();
2113
1443 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2114 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1444 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2115 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1445 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2116 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1450,7 +2121,7 @@ namespace OpenSim.Region.Framework.Scenes
1450 // This is only necessary when userExposed is false! 2121 // This is only necessary when userExposed is false!
1451 2122
1452 bool previousAttachmentStatus = dupe.IsAttachment; 2123 bool previousAttachmentStatus = dupe.IsAttachment;
1453 2124
1454 if (!userExposed) 2125 if (!userExposed)
1455 dupe.IsAttachment = true; 2126 dupe.IsAttachment = true;
1456 2127
@@ -1468,11 +2139,11 @@ namespace OpenSim.Region.Framework.Scenes
1468 dupe.m_rootPart.TrimPermissions(); 2139 dupe.m_rootPart.TrimPermissions();
1469 2140
1470 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2141 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1471 2142
1472 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2143 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1473 { 2144 {
1474 return p1.LinkNum.CompareTo(p2.LinkNum); 2145 return p1.LinkNum.CompareTo(p2.LinkNum);
1475 } 2146 }
1476 ); 2147 );
1477 2148
1478 foreach (SceneObjectPart part in partList) 2149 foreach (SceneObjectPart part in partList)
@@ -1482,41 +2153,53 @@ namespace OpenSim.Region.Framework.Scenes
1482 { 2153 {
1483 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2154 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1484 newPart.LinkNum = part.LinkNum; 2155 newPart.LinkNum = part.LinkNum;
1485 } 2156 if (userExposed)
2157 newPart.ParentID = dupe.m_rootPart.LocalId;
2158 }
1486 else 2159 else
1487 { 2160 {
1488 newPart = dupe.m_rootPart; 2161 newPart = dupe.m_rootPart;
1489 } 2162 }
2163/*
2164 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2165 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1490 2166
1491 // Need to duplicate the physics actor as well 2167 // Need to duplicate the physics actor as well
1492 PhysicsActor originalPartPa = part.PhysActor; 2168 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1493 if (originalPartPa != null && userExposed)
1494 { 2169 {
1495 PrimitiveBaseShape pbs = newPart.Shape; 2170 PrimitiveBaseShape pbs = newPart.Shape;
1496
1497 newPart.PhysActor 2171 newPart.PhysActor
1498 = m_scene.PhysicsScene.AddPrimShape( 2172 = m_scene.PhysicsScene.AddPrimShape(
1499 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2173 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1500 pbs, 2174 pbs,
1501 newPart.AbsolutePosition, 2175 newPart.AbsolutePosition,
1502 newPart.Scale, 2176 newPart.Scale,
1503 newPart.RotationOffset, 2177 newPart.GetWorldRotation(),
1504 originalPartPa.IsPhysical, 2178 isphys,
2179 isphan,
1505 newPart.LocalId); 2180 newPart.LocalId);
1506 2181
1507 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2182 newPart.DoPhysicsPropertyUpdate(isphys, true);
1508 } 2183 */
2184 if (userExposed)
2185 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2186// }
1509 } 2187 }
1510 2188
1511 if (userExposed) 2189 if (userExposed)
1512 { 2190 {
1513 dupe.UpdateParentIDs(); 2191// done above dupe.UpdateParentIDs();
2192
2193 if (dupe.m_rootPart.PhysActor != null)
2194 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2195
1514 dupe.HasGroupChanged = true; 2196 dupe.HasGroupChanged = true;
1515 dupe.AttachToBackup(); 2197 dupe.AttachToBackup();
1516 2198
1517 ScheduleGroupForFullUpdate(); 2199 ScheduleGroupForFullUpdate();
1518 } 2200 }
1519 2201
2202 m_dupeInProgress = false;
1520 return dupe; 2203 return dupe;
1521 } 2204 }
1522 2205
@@ -1528,11 +2211,24 @@ namespace OpenSim.Region.Framework.Scenes
1528 /// <param name="cGroupID"></param> 2211 /// <param name="cGroupID"></param>
1529 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2212 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1530 { 2213 {
1531 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2214 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2215 // give newpart a new local ID lettng old part keep same
2216 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2217 newpart.LocalId = m_scene.AllocateLocalId();
2218
2219 SetRootPart(newpart);
2220 if (userExposed)
2221 RootPart.Velocity = Vector3.Zero; // In case source is moving
1532 } 2222 }
1533 2223
1534 public void ScriptSetPhysicsStatus(bool usePhysics) 2224 public void ScriptSetPhysicsStatus(bool usePhysics)
1535 { 2225 {
2226 if (usePhysics)
2227 {
2228 if (RootPart.KeyframeMotion != null)
2229 RootPart.KeyframeMotion.Stop();
2230 RootPart.KeyframeMotion = null;
2231 }
1536 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2232 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1537 } 2233 }
1538 2234
@@ -1580,13 +2276,14 @@ namespace OpenSim.Region.Framework.Scenes
1580 2276
1581 if (pa != null) 2277 if (pa != null)
1582 { 2278 {
1583 pa.AddForce(impulse, true); 2279 // false to be applied as a impulse
2280 pa.AddForce(impulse, false);
1584 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2281 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1585 } 2282 }
1586 } 2283 }
1587 } 2284 }
1588 2285
1589 public void applyAngularImpulse(Vector3 impulse) 2286 public void ApplyAngularImpulse(Vector3 impulse)
1590 { 2287 {
1591 PhysicsActor pa = RootPart.PhysActor; 2288 PhysicsActor pa = RootPart.PhysActor;
1592 2289
@@ -1594,21 +2291,8 @@ namespace OpenSim.Region.Framework.Scenes
1594 { 2291 {
1595 if (!IsAttachment) 2292 if (!IsAttachment)
1596 { 2293 {
1597 pa.AddAngularForce(impulse, true); 2294 // false to be applied as a impulse
1598 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2295 pa.AddAngularForce(impulse, false);
1599 }
1600 }
1601 }
1602
1603 public void setAngularImpulse(Vector3 impulse)
1604 {
1605 PhysicsActor pa = RootPart.PhysActor;
1606
1607 if (pa != null)
1608 {
1609 if (!IsAttachment)
1610 {
1611 pa.Torque = impulse;
1612 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2296 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1613 } 2297 }
1614 } 2298 }
@@ -1616,20 +2300,10 @@ namespace OpenSim.Region.Framework.Scenes
1616 2300
1617 public Vector3 GetTorque() 2301 public Vector3 GetTorque()
1618 { 2302 {
1619 PhysicsActor pa = RootPart.PhysActor; 2303 return RootPart.Torque;
1620
1621 if (pa != null)
1622 {
1623 if (!IsAttachment)
1624 {
1625 Vector3 torque = pa.Torque;
1626 return torque;
1627 }
1628 }
1629
1630 return Vector3.Zero;
1631 } 2304 }
1632 2305
2306 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1633 public void moveToTarget(Vector3 target, float tau) 2307 public void moveToTarget(Vector3 target, float tau)
1634 { 2308 {
1635 if (IsAttachment) 2309 if (IsAttachment)
@@ -1661,6 +2335,46 @@ namespace OpenSim.Region.Framework.Scenes
1661 pa.PIDActive = false; 2335 pa.PIDActive = false;
1662 } 2336 }
1663 2337
2338 public void rotLookAt(Quaternion target, float strength, float damping)
2339 {
2340 SceneObjectPart rootpart = m_rootPart;
2341 if (rootpart != null)
2342 {
2343 if (IsAttachment)
2344 {
2345 /*
2346 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2347 if (avatar != null)
2348 {
2349 Rotate the Av?
2350 } */
2351 }
2352 else
2353 {
2354 if (rootpart.PhysActor != null)
2355 { // APID must be implemented in your physics system for this to function.
2356 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2357 rootpart.PhysActor.APIDStrength = strength;
2358 rootpart.PhysActor.APIDDamping = damping;
2359 rootpart.PhysActor.APIDActive = true;
2360 }
2361 }
2362 }
2363 }
2364
2365 public void stopLookAt()
2366 {
2367 SceneObjectPart rootpart = m_rootPart;
2368 if (rootpart != null)
2369 {
2370 if (rootpart.PhysActor != null)
2371 { // APID must be implemented in your physics system for this to function.
2372 rootpart.PhysActor.APIDActive = false;
2373 }
2374 }
2375
2376 }
2377
1664 /// <summary> 2378 /// <summary>
1665 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2379 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1666 /// </summary> 2380 /// </summary>
@@ -1677,7 +2391,7 @@ namespace OpenSim.Region.Framework.Scenes
1677 { 2391 {
1678 pa.PIDHoverHeight = height; 2392 pa.PIDHoverHeight = height;
1679 pa.PIDHoverType = hoverType; 2393 pa.PIDHoverType = hoverType;
1680 pa.PIDTau = tau; 2394 pa.PIDHoverTau = tau;
1681 pa.PIDHoverActive = true; 2395 pa.PIDHoverActive = true;
1682 } 2396 }
1683 else 2397 else
@@ -1717,7 +2431,12 @@ namespace OpenSim.Region.Framework.Scenes
1717 /// <param name="cGroupID"></param> 2431 /// <param name="cGroupID"></param>
1718 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2432 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1719 { 2433 {
1720 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2434 // give new ID to the new part, letting old keep original
2435 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2436 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2437 newPart.LocalId = m_scene.AllocateLocalId();
2438 newPart.SetParent(this);
2439
1721 AddPart(newPart); 2440 AddPart(newPart);
1722 2441
1723 SetPartAsNonRoot(newPart); 2442 SetPartAsNonRoot(newPart);
@@ -1846,11 +2565,11 @@ namespace OpenSim.Region.Framework.Scenes
1846 /// Immediately send a full update for this scene object. 2565 /// Immediately send a full update for this scene object.
1847 /// </summary> 2566 /// </summary>
1848 public void SendGroupFullUpdate() 2567 public void SendGroupFullUpdate()
1849 { 2568 {
1850 if (IsDeleted) 2569 if (IsDeleted)
1851 return; 2570 return;
1852 2571
1853// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2572// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1854 2573
1855 RootPart.SendFullUpdateToAllClients(); 2574 RootPart.SendFullUpdateToAllClients();
1856 2575
@@ -1984,6 +2703,11 @@ namespace OpenSim.Region.Framework.Scenes
1984 2703
1985 SceneObjectPart linkPart = objectGroup.m_rootPart; 2704 SceneObjectPart linkPart = objectGroup.m_rootPart;
1986 2705
2706 if (m_rootPart.PhysActor != null)
2707 m_rootPart.PhysActor.Building = true;
2708 if (linkPart.PhysActor != null)
2709 linkPart.PhysActor.Building = true;
2710
1987 // physics flags from group to be applied to linked parts 2711 // physics flags from group to be applied to linked parts
1988 bool grpusephys = UsesPhysics; 2712 bool grpusephys = UsesPhysics;
1989 bool grptemporary = IsTemporary; 2713 bool grptemporary = IsTemporary;
@@ -1992,19 +2716,21 @@ namespace OpenSim.Region.Framework.Scenes
1992 Quaternion oldRootRotation = linkPart.RotationOffset; 2716 Quaternion oldRootRotation = linkPart.RotationOffset;
1993 2717
1994 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2718 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2719
1995 linkPart.ParentID = m_rootPart.LocalId; 2720 linkPart.ParentID = m_rootPart.LocalId;
1996 linkPart.GroupPosition = AbsolutePosition; 2721
1997 Vector3 axPos = linkPart.OffsetPosition; 2722 linkPart.GroupPosition = AbsolutePosition;
1998 2723
2724 Vector3 axPos = linkPart.OffsetPosition;
1999 Quaternion parentRot = m_rootPart.RotationOffset; 2725 Quaternion parentRot = m_rootPart.RotationOffset;
2000 axPos *= Quaternion.Inverse(parentRot); 2726 axPos *= Quaternion.Conjugate(parentRot);
2001
2002 linkPart.OffsetPosition = axPos; 2727 linkPart.OffsetPosition = axPos;
2728
2003 Quaternion oldRot = linkPart.RotationOffset; 2729 Quaternion oldRot = linkPart.RotationOffset;
2004 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2730 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2005 linkPart.RotationOffset = newRot; 2731 linkPart.RotationOffset = newRot;
2006 2732
2007 linkPart.ParentID = m_rootPart.LocalId; 2733// linkPart.ParentID = m_rootPart.LocalId; done above
2008 2734
2009 if (m_rootPart.LinkNum == 0) 2735 if (m_rootPart.LinkNum == 0)
2010 m_rootPart.LinkNum = 1; 2736 m_rootPart.LinkNum = 1;
@@ -2032,7 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes
2032 linkPart.CreateSelected = true; 2758 linkPart.CreateSelected = true;
2033 2759
2034 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2760 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2035 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2761 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2036 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2762 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2037 { 2763 {
2038 linkPart.PhysActor.link(m_rootPart.PhysActor); 2764 linkPart.PhysActor.link(m_rootPart.PhysActor);
@@ -2040,6 +2766,7 @@ namespace OpenSim.Region.Framework.Scenes
2040 } 2766 }
2041 2767
2042 linkPart.LinkNum = linkNum++; 2768 linkPart.LinkNum = linkNum++;
2769 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2043 2770
2044 SceneObjectPart[] ogParts = objectGroup.Parts; 2771 SceneObjectPart[] ogParts = objectGroup.Parts;
2045 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 2772 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
@@ -2054,7 +2781,7 @@ namespace OpenSim.Region.Framework.Scenes
2054 { 2781 {
2055 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2782 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2056 // let physics know 2783 // let physics know
2057 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2784 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2058 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2785 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2059 { 2786 {
2060 part.PhysActor.link(m_rootPart.PhysActor); 2787 part.PhysActor.link(m_rootPart.PhysActor);
@@ -2069,7 +2796,7 @@ namespace OpenSim.Region.Framework.Scenes
2069 objectGroup.IsDeleted = true; 2796 objectGroup.IsDeleted = true;
2070 2797
2071 objectGroup.m_parts.Clear(); 2798 objectGroup.m_parts.Clear();
2072 2799
2073 // Can't do this yet since backup still makes use of the root part without any synchronization 2800 // Can't do this yet since backup still makes use of the root part without any synchronization
2074// objectGroup.m_rootPart = null; 2801// objectGroup.m_rootPart = null;
2075 2802
@@ -2080,6 +2807,9 @@ namespace OpenSim.Region.Framework.Scenes
2080 // unmoved prims! 2807 // unmoved prims!
2081 ResetChildPrimPhysicsPositions(); 2808 ResetChildPrimPhysicsPositions();
2082 2809
2810 if (m_rootPart.PhysActor != null)
2811 m_rootPart.PhysActor.Building = false;
2812
2083 //HasGroupChanged = true; 2813 //HasGroupChanged = true;
2084 //ScheduleGroupForFullUpdate(); 2814 //ScheduleGroupForFullUpdate();
2085 } 2815 }
@@ -2147,7 +2877,10 @@ namespace OpenSim.Region.Framework.Scenes
2147// m_log.DebugFormat( 2877// m_log.DebugFormat(
2148// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2878// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2149// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2879// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2150 2880
2881 if (m_rootPart.PhysActor != null)
2882 m_rootPart.PhysActor.Building = true;
2883
2151 linkPart.ClearUndoState(); 2884 linkPart.ClearUndoState();
2152 2885
2153 Quaternion worldRot = linkPart.GetWorldRotation(); 2886 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2207,6 +2940,14 @@ namespace OpenSim.Region.Framework.Scenes
2207 2940
2208 // When we delete a group, we currently have to force persist to the database if the object id has changed 2941 // When we delete a group, we currently have to force persist to the database if the object id has changed
2209 // (since delete works by deleting all rows which have a given object id) 2942 // (since delete works by deleting all rows which have a given object id)
2943
2944 // this is as it seems to be in sl now
2945 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2946 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2947
2948 if (m_rootPart.PhysActor != null)
2949 m_rootPart.PhysActor.Building = false;
2950
2210 objectGroup.HasGroupChangedDueToDelink = true; 2951 objectGroup.HasGroupChangedDueToDelink = true;
2211 2952
2212 return objectGroup; 2953 return objectGroup;
@@ -2218,6 +2959,7 @@ namespace OpenSim.Region.Framework.Scenes
2218 /// <param name="objectGroup"></param> 2959 /// <param name="objectGroup"></param>
2219 public virtual void DetachFromBackup() 2960 public virtual void DetachFromBackup()
2220 { 2961 {
2962 m_scene.SceneGraph.FireDetachFromBackup(this);
2221 if (m_isBackedUp && Scene != null) 2963 if (m_isBackedUp && Scene != null)
2222 m_scene.EventManager.OnBackup -= ProcessBackup; 2964 m_scene.EventManager.OnBackup -= ProcessBackup;
2223 2965
@@ -2236,7 +2978,8 @@ namespace OpenSim.Region.Framework.Scenes
2236 2978
2237 axPos *= parentRot; 2979 axPos *= parentRot;
2238 part.OffsetPosition = axPos; 2980 part.OffsetPosition = axPos;
2239 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2981 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2982 part.GroupPosition = newPos;
2240 part.OffsetPosition = Vector3.Zero; 2983 part.OffsetPosition = Vector3.Zero;
2241 part.RotationOffset = worldRot; 2984 part.RotationOffset = worldRot;
2242 2985
@@ -2247,20 +2990,20 @@ namespace OpenSim.Region.Framework.Scenes
2247 2990
2248 part.LinkNum = linkNum; 2991 part.LinkNum = linkNum;
2249 2992
2250 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2993 part.OffsetPosition = newPos - AbsolutePosition;
2251 2994
2252 Quaternion rootRotation = m_rootPart.RotationOffset; 2995 Quaternion rootRotation = m_rootPart.RotationOffset;
2253 2996
2254 Vector3 pos = part.OffsetPosition; 2997 Vector3 pos = part.OffsetPosition;
2255 pos *= Quaternion.Inverse(rootRotation); 2998 pos *= Quaternion.Conjugate(rootRotation);
2256 part.OffsetPosition = pos; 2999 part.OffsetPosition = pos;
2257 3000
2258 parentRot = m_rootPart.RotationOffset; 3001 parentRot = m_rootPart.RotationOffset;
2259 oldRot = part.RotationOffset; 3002 oldRot = part.RotationOffset;
2260 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3003 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2261 part.RotationOffset = newRot; 3004 part.RotationOffset = newRot;
2262 3005
2263 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3006 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2264 } 3007 }
2265 3008
2266 /// <summary> 3009 /// <summary>
@@ -2511,8 +3254,22 @@ namespace OpenSim.Region.Framework.Scenes
2511 } 3254 }
2512 } 3255 }
2513 3256
2514 for (int i = 0; i < parts.Length; i++) 3257 if (parts.Length > 1)
2515 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3258 {
3259 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3260
3261 for (int i = 0; i < parts.Length; i++)
3262 {
3263
3264 if (parts[i].UUID != m_rootPart.UUID)
3265 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3266 }
3267
3268 if (m_rootPart.PhysActor != null)
3269 m_rootPart.PhysActor.Building = false;
3270 }
3271 else
3272 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2516 } 3273 }
2517 } 3274 }
2518 3275
@@ -2525,6 +3282,17 @@ namespace OpenSim.Region.Framework.Scenes
2525 } 3282 }
2526 } 3283 }
2527 3284
3285
3286
3287 /// <summary>
3288 /// Gets the number of parts
3289 /// </summary>
3290 /// <returns></returns>
3291 public int GetPartCount()
3292 {
3293 return Parts.Count();
3294 }
3295
2528 /// <summary> 3296 /// <summary>
2529 /// Update the texture entry for this part 3297 /// Update the texture entry for this part
2530 /// </summary> 3298 /// </summary>
@@ -2586,11 +3354,6 @@ namespace OpenSim.Region.Framework.Scenes
2586 /// <param name="scale"></param> 3354 /// <param name="scale"></param>
2587 public void GroupResize(Vector3 scale) 3355 public void GroupResize(Vector3 scale)
2588 { 3356 {
2589// m_log.DebugFormat(
2590// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2591
2592 RootPart.StoreUndoState(true);
2593
2594 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3357 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2595 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3358 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2596 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3359 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2617,7 +3380,6 @@ namespace OpenSim.Region.Framework.Scenes
2617 SceneObjectPart obPart = parts[i]; 3380 SceneObjectPart obPart = parts[i];
2618 if (obPart.UUID != m_rootPart.UUID) 3381 if (obPart.UUID != m_rootPart.UUID)
2619 { 3382 {
2620// obPart.IgnoreUndoUpdate = true;
2621 Vector3 oldSize = new Vector3(obPart.Scale); 3383 Vector3 oldSize = new Vector3(obPart.Scale);
2622 3384
2623 float f = 1.0f; 3385 float f = 1.0f;
@@ -2681,8 +3443,6 @@ namespace OpenSim.Region.Framework.Scenes
2681 z *= a; 3443 z *= a;
2682 } 3444 }
2683 } 3445 }
2684
2685// obPart.IgnoreUndoUpdate = false;
2686 } 3446 }
2687 } 3447 }
2688 } 3448 }
@@ -2692,9 +3452,7 @@ namespace OpenSim.Region.Framework.Scenes
2692 prevScale.Y *= y; 3452 prevScale.Y *= y;
2693 prevScale.Z *= z; 3453 prevScale.Z *= z;
2694 3454
2695// RootPart.IgnoreUndoUpdate = true;
2696 RootPart.Resize(prevScale); 3455 RootPart.Resize(prevScale);
2697// RootPart.IgnoreUndoUpdate = false;
2698 3456
2699 parts = m_parts.GetArray(); 3457 parts = m_parts.GetArray();
2700 for (int i = 0; i < parts.Length; i++) 3458 for (int i = 0; i < parts.Length; i++)
@@ -2703,8 +3461,6 @@ namespace OpenSim.Region.Framework.Scenes
2703 3461
2704 if (obPart.UUID != m_rootPart.UUID) 3462 if (obPart.UUID != m_rootPart.UUID)
2705 { 3463 {
2706 obPart.IgnoreUndoUpdate = true;
2707
2708 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3464 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2709 currentpos.X *= x; 3465 currentpos.X *= x;
2710 currentpos.Y *= y; 3466 currentpos.Y *= y;
@@ -2717,16 +3473,12 @@ namespace OpenSim.Region.Framework.Scenes
2717 3473
2718 obPart.Resize(newSize); 3474 obPart.Resize(newSize);
2719 obPart.UpdateOffSet(currentpos); 3475 obPart.UpdateOffSet(currentpos);
2720
2721 obPart.IgnoreUndoUpdate = false;
2722 } 3476 }
2723 3477
2724// obPart.IgnoreUndoUpdate = false; 3478 HasGroupChanged = true;
2725// obPart.StoreUndoState(); 3479 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3480 ScheduleGroupForTerseUpdate();
2726 } 3481 }
2727
2728// m_log.DebugFormat(
2729// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2730 } 3482 }
2731 3483
2732 #endregion 3484 #endregion
@@ -2739,14 +3491,6 @@ namespace OpenSim.Region.Framework.Scenes
2739 /// <param name="pos"></param> 3491 /// <param name="pos"></param>
2740 public void UpdateGroupPosition(Vector3 pos) 3492 public void UpdateGroupPosition(Vector3 pos)
2741 { 3493 {
2742// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2743
2744 RootPart.StoreUndoState(true);
2745
2746// SceneObjectPart[] parts = m_parts.GetArray();
2747// for (int i = 0; i < parts.Length; i++)
2748// parts[i].StoreUndoState();
2749
2750 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3494 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2751 { 3495 {
2752 if (IsAttachment) 3496 if (IsAttachment)
@@ -2779,21 +3523,17 @@ namespace OpenSim.Region.Framework.Scenes
2779 /// </summary> 3523 /// </summary>
2780 /// <param name="pos"></param> 3524 /// <param name="pos"></param>
2781 /// <param name="localID"></param> 3525 /// <param name="localID"></param>
3526 ///
3527
2782 public void UpdateSinglePosition(Vector3 pos, uint localID) 3528 public void UpdateSinglePosition(Vector3 pos, uint localID)
2783 { 3529 {
2784 SceneObjectPart part = GetPart(localID); 3530 SceneObjectPart part = GetPart(localID);
2785 3531
2786// SceneObjectPart[] parts = m_parts.GetArray();
2787// for (int i = 0; i < parts.Length; i++)
2788// parts[i].StoreUndoState();
2789
2790 if (part != null) 3532 if (part != null)
2791 { 3533 {
2792// m_log.DebugFormat( 3534// unlock parts position change
2793// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3535 if (m_rootPart.PhysActor != null)
2794 3536 m_rootPart.PhysActor.Building = true;
2795 part.StoreUndoState(false);
2796 part.IgnoreUndoUpdate = true;
2797 3537
2798 if (part.UUID == m_rootPart.UUID) 3538 if (part.UUID == m_rootPart.UUID)
2799 { 3539 {
@@ -2804,8 +3544,10 @@ namespace OpenSim.Region.Framework.Scenes
2804 part.UpdateOffSet(pos); 3544 part.UpdateOffSet(pos);
2805 } 3545 }
2806 3546
3547 if (m_rootPart.PhysActor != null)
3548 m_rootPart.PhysActor.Building = false;
3549
2807 HasGroupChanged = true; 3550 HasGroupChanged = true;
2808 part.IgnoreUndoUpdate = false;
2809 } 3551 }
2810 } 3552 }
2811 3553
@@ -2815,13 +3557,7 @@ namespace OpenSim.Region.Framework.Scenes
2815 /// <param name="pos"></param> 3557 /// <param name="pos"></param>
2816 public void UpdateRootPosition(Vector3 pos) 3558 public void UpdateRootPosition(Vector3 pos)
2817 { 3559 {
2818// m_log.DebugFormat( 3560 // needs to be called with phys building true
2819// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2820
2821// SceneObjectPart[] parts = m_parts.GetArray();
2822// for (int i = 0; i < parts.Length; i++)
2823// parts[i].StoreUndoState();
2824
2825 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3561 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2826 Vector3 oldPos = 3562 Vector3 oldPos =
2827 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3563 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2844,7 +3580,14 @@ namespace OpenSim.Region.Framework.Scenes
2844 AbsolutePosition = newPos; 3580 AbsolutePosition = newPos;
2845 3581
2846 HasGroupChanged = true; 3582 HasGroupChanged = true;
2847 ScheduleGroupForTerseUpdate(); 3583 if (m_rootPart.Undoing)
3584 {
3585 ScheduleGroupForFullUpdate();
3586 }
3587 else
3588 {
3589 ScheduleGroupForTerseUpdate();
3590 }
2848 } 3591 }
2849 3592
2850 #endregion 3593 #endregion
@@ -2857,24 +3600,16 @@ namespace OpenSim.Region.Framework.Scenes
2857 /// <param name="rot"></param> 3600 /// <param name="rot"></param>
2858 public void UpdateGroupRotationR(Quaternion rot) 3601 public void UpdateGroupRotationR(Quaternion rot)
2859 { 3602 {
2860// m_log.DebugFormat(
2861// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2862
2863// SceneObjectPart[] parts = m_parts.GetArray();
2864// for (int i = 0; i < parts.Length; i++)
2865// parts[i].StoreUndoState();
2866
2867 m_rootPart.StoreUndoState(true);
2868
2869 m_rootPart.UpdateRotation(rot); 3603 m_rootPart.UpdateRotation(rot);
2870 3604
3605/* this is done by rootpart RotationOffset set called by UpdateRotation
2871 PhysicsActor actor = m_rootPart.PhysActor; 3606 PhysicsActor actor = m_rootPart.PhysActor;
2872 if (actor != null) 3607 if (actor != null)
2873 { 3608 {
2874 actor.Orientation = m_rootPart.RotationOffset; 3609 actor.Orientation = m_rootPart.RotationOffset;
2875 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3610 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2876 } 3611 }
2877 3612*/
2878 HasGroupChanged = true; 3613 HasGroupChanged = true;
2879 ScheduleGroupForTerseUpdate(); 3614 ScheduleGroupForTerseUpdate();
2880 } 3615 }
@@ -2886,16 +3621,6 @@ namespace OpenSim.Region.Framework.Scenes
2886 /// <param name="rot"></param> 3621 /// <param name="rot"></param>
2887 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3622 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2888 { 3623 {
2889// m_log.DebugFormat(
2890// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2891
2892// SceneObjectPart[] parts = m_parts.GetArray();
2893// for (int i = 0; i < parts.Length; i++)
2894// parts[i].StoreUndoState();
2895
2896 RootPart.StoreUndoState(true);
2897 RootPart.IgnoreUndoUpdate = true;
2898
2899 m_rootPart.UpdateRotation(rot); 3624 m_rootPart.UpdateRotation(rot);
2900 3625
2901 PhysicsActor actor = m_rootPart.PhysActor; 3626 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2909,8 +3634,6 @@ namespace OpenSim.Region.Framework.Scenes
2909 3634
2910 HasGroupChanged = true; 3635 HasGroupChanged = true;
2911 ScheduleGroupForTerseUpdate(); 3636 ScheduleGroupForTerseUpdate();
2912
2913 RootPart.IgnoreUndoUpdate = false;
2914 } 3637 }
2915 3638
2916 /// <summary> 3639 /// <summary>
@@ -2923,13 +3646,11 @@ namespace OpenSim.Region.Framework.Scenes
2923 SceneObjectPart part = GetPart(localID); 3646 SceneObjectPart part = GetPart(localID);
2924 3647
2925 SceneObjectPart[] parts = m_parts.GetArray(); 3648 SceneObjectPart[] parts = m_parts.GetArray();
2926 for (int i = 0; i < parts.Length; i++)
2927 parts[i].StoreUndoState();
2928 3649
2929 if (part != null) 3650 if (part != null)
2930 { 3651 {
2931// m_log.DebugFormat( 3652 if (m_rootPart.PhysActor != null)
2932// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3653 m_rootPart.PhysActor.Building = true;
2933 3654
2934 if (part.UUID == m_rootPart.UUID) 3655 if (part.UUID == m_rootPart.UUID)
2935 { 3656 {
@@ -2939,6 +3660,9 @@ namespace OpenSim.Region.Framework.Scenes
2939 { 3660 {
2940 part.UpdateRotation(rot); 3661 part.UpdateRotation(rot);
2941 } 3662 }
3663
3664 if (m_rootPart.PhysActor != null)
3665 m_rootPart.PhysActor.Building = false;
2942 } 3666 }
2943 } 3667 }
2944 3668
@@ -2952,12 +3676,8 @@ namespace OpenSim.Region.Framework.Scenes
2952 SceneObjectPart part = GetPart(localID); 3676 SceneObjectPart part = GetPart(localID);
2953 if (part != null) 3677 if (part != null)
2954 { 3678 {
2955// m_log.DebugFormat( 3679 if (m_rootPart.PhysActor != null)
2956// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3680 m_rootPart.PhysActor.Building = true;
2957// part.Name, part.LocalId, rot);
2958
2959 part.StoreUndoState();
2960 part.IgnoreUndoUpdate = true;
2961 3681
2962 if (part.UUID == m_rootPart.UUID) 3682 if (part.UUID == m_rootPart.UUID)
2963 { 3683 {
@@ -2970,7 +3690,8 @@ namespace OpenSim.Region.Framework.Scenes
2970 part.OffsetPosition = pos; 3690 part.OffsetPosition = pos;
2971 } 3691 }
2972 3692
2973 part.IgnoreUndoUpdate = false; 3693 if (m_rootPart.PhysActor != null)
3694 m_rootPart.PhysActor.Building = false;
2974 } 3695 }
2975 } 3696 }
2976 3697
@@ -2980,15 +3701,12 @@ namespace OpenSim.Region.Framework.Scenes
2980 /// <param name="rot"></param> 3701 /// <param name="rot"></param>
2981 public void UpdateRootRotation(Quaternion rot) 3702 public void UpdateRootRotation(Quaternion rot)
2982 { 3703 {
2983// m_log.DebugFormat( 3704 // needs to be called with phys building true
2984// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2985// Name, LocalId, rot);
2986
2987 Quaternion axRot = rot; 3705 Quaternion axRot = rot;
2988 Quaternion oldParentRot = m_rootPart.RotationOffset; 3706 Quaternion oldParentRot = m_rootPart.RotationOffset;
2989 3707
2990 m_rootPart.StoreUndoState(); 3708 //Don't use UpdateRotation because it schedules an update prematurely
2991 m_rootPart.UpdateRotation(rot); 3709 m_rootPart.RotationOffset = rot;
2992 3710
2993 PhysicsActor pa = m_rootPart.PhysActor; 3711 PhysicsActor pa = m_rootPart.PhysActor;
2994 3712
@@ -3004,35 +3722,144 @@ namespace OpenSim.Region.Framework.Scenes
3004 SceneObjectPart prim = parts[i]; 3722 SceneObjectPart prim = parts[i];
3005 if (prim.UUID != m_rootPart.UUID) 3723 if (prim.UUID != m_rootPart.UUID)
3006 { 3724 {
3007 prim.IgnoreUndoUpdate = true; 3725 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3726 NewRot = Quaternion.Inverse(axRot) * NewRot;
3727 prim.RotationOffset = NewRot;
3728
3008 Vector3 axPos = prim.OffsetPosition; 3729 Vector3 axPos = prim.OffsetPosition;
3730
3009 axPos *= oldParentRot; 3731 axPos *= oldParentRot;
3010 axPos *= Quaternion.Inverse(axRot); 3732 axPos *= Quaternion.Inverse(axRot);
3011 prim.OffsetPosition = axPos; 3733 prim.OffsetPosition = axPos;
3012 Quaternion primsRot = prim.RotationOffset; 3734 }
3013 Quaternion newRot = oldParentRot * primsRot; 3735 }
3014 newRot = Quaternion.Inverse(axRot) * newRot;
3015 prim.RotationOffset = newRot;
3016 prim.ScheduleTerseUpdate();
3017 prim.IgnoreUndoUpdate = false;
3018 }
3019 }
3020
3021// for (int i = 0; i < parts.Length; i++)
3022// {
3023// SceneObjectPart childpart = parts[i];
3024// if (childpart != m_rootPart)
3025// {
3026//// childpart.IgnoreUndoUpdate = false;
3027//// childpart.StoreUndoState();
3028// }
3029// }
3030 3736
3031 m_rootPart.ScheduleTerseUpdate(); 3737 HasGroupChanged = true;
3738 ScheduleGroupForFullUpdate();
3739 }
3032 3740
3033// m_log.DebugFormat( 3741 private enum updatetype :int
3034// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3742 {
3035// Name, LocalId, rot); 3743 none = 0,
3744 partterse = 1,
3745 partfull = 2,
3746 groupterse = 3,
3747 groupfull = 4
3748 }
3749
3750 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3751 {
3752 // TODO this still as excessive *.Schedule*Update()s
3753
3754 if (part != null && part.ParentGroup != null)
3755 {
3756 ObjectChangeType change = data.change;
3757 bool togroup = ((change & ObjectChangeType.Group) != 0);
3758 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3759
3760 SceneObjectGroup group = part.ParentGroup;
3761 PhysicsActor pha = group.RootPart.PhysActor;
3762
3763 updatetype updateType = updatetype.none;
3764
3765 if (togroup)
3766 {
3767 // related to group
3768 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3769 {
3770 if ((change & ObjectChangeType.Rotation) != 0)
3771 {
3772 group.RootPart.UpdateRotation(data.rotation);
3773 updateType = updatetype.none;
3774 }
3775 if ((change & ObjectChangeType.Position) != 0)
3776 {
3777 UpdateGroupPosition(data.position);
3778 updateType = updatetype.groupterse;
3779 }
3780 else
3781 // ugly rotation update of all parts
3782 {
3783 group.AbsolutePosition = AbsolutePosition;
3784 }
3785
3786 }
3787 if ((change & ObjectChangeType.Scale) != 0)
3788 {
3789 if (pha != null)
3790 pha.Building = true;
3791
3792 group.GroupResize(data.scale);
3793 updateType = updatetype.none;
3794
3795 if (pha != null)
3796 pha.Building = false;
3797 }
3798 }
3799 else
3800 {
3801 // related to single prim in a link-set ( ie group)
3802 if (pha != null)
3803 pha.Building = true;
3804
3805 // root part is special
3806 // parts offset positions or rotations need to change also
3807
3808 if (part == group.RootPart)
3809 {
3810 if ((change & ObjectChangeType.Rotation) != 0)
3811 group.UpdateRootRotation(data.rotation);
3812 if ((change & ObjectChangeType.Position) != 0)
3813 group.UpdateRootPosition(data.position);
3814 if ((change & ObjectChangeType.Scale) != 0)
3815 part.Resize(data.scale);
3816 }
3817 else
3818 {
3819 if ((change & ObjectChangeType.Position) != 0)
3820 {
3821 part.OffsetPosition = data.position;
3822 updateType = updatetype.partterse;
3823 }
3824 if ((change & ObjectChangeType.Rotation) != 0)
3825 {
3826 part.UpdateRotation(data.rotation);
3827 updateType = updatetype.none;
3828 }
3829 if ((change & ObjectChangeType.Scale) != 0)
3830 {
3831 part.Resize(data.scale);
3832 updateType = updatetype.none;
3833 }
3834 }
3835
3836 if (pha != null)
3837 pha.Building = false;
3838 }
3839
3840 if (updateType != updatetype.none)
3841 {
3842 group.HasGroupChanged = true;
3843
3844 switch (updateType)
3845 {
3846 case updatetype.partterse:
3847 part.ScheduleTerseUpdate();
3848 break;
3849 case updatetype.partfull:
3850 part.ScheduleFullUpdate();
3851 break;
3852 case updatetype.groupterse:
3853 group.ScheduleGroupForTerseUpdate();
3854 break;
3855 case updatetype.groupfull:
3856 group.ScheduleGroupForFullUpdate();
3857 break;
3858 default:
3859 break;
3860 }
3861 }
3862 }
3036 } 3863 }
3037 3864
3038 #endregion 3865 #endregion
@@ -3252,11 +4079,50 @@ namespace OpenSim.Region.Framework.Scenes
3252 } 4079 }
3253 } 4080 }
3254 } 4081 }
3255 4082
4083 public Vector3 GetGeometricCenter()
4084 {
4085 // this is not real geometric center but a average of positions relative to root prim acording to
4086 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4087 // ignoring tortured prims details since sl also seems to ignore
4088 // so no real use in doing it on physics
4089
4090 Vector3 gc = Vector3.Zero;
4091
4092 int nparts = m_parts.Count;
4093 if (nparts <= 1)
4094 return gc;
4095
4096 SceneObjectPart[] parts = m_parts.GetArray();
4097 nparts = parts.Length; // just in case it changed
4098 if (nparts <= 1)
4099 return gc;
4100
4101 Quaternion parentRot = RootPart.RotationOffset;
4102 Vector3 pPos;
4103
4104 // average all parts positions
4105 for (int i = 0; i < nparts; i++)
4106 {
4107 // do it directly
4108 // gc += parts[i].GetWorldPosition();
4109 if (parts[i] != RootPart)
4110 {
4111 pPos = parts[i].OffsetPosition;
4112 gc += pPos;
4113 }
4114
4115 }
4116 gc /= nparts;
4117
4118 // relative to root:
4119// gc -= AbsolutePosition;
4120 return gc;
4121 }
4122
3256 public float GetMass() 4123 public float GetMass()
3257 { 4124 {
3258 float retmass = 0f; 4125 float retmass = 0f;
3259
3260 SceneObjectPart[] parts = m_parts.GetArray(); 4126 SceneObjectPart[] parts = m_parts.GetArray();
3261 for (int i = 0; i < parts.Length; i++) 4127 for (int i = 0; i < parts.Length; i++)
3262 retmass += parts[i].GetMass(); 4128 retmass += parts[i].GetMass();
@@ -3264,6 +4130,39 @@ namespace OpenSim.Region.Framework.Scenes
3264 return retmass; 4130 return retmass;
3265 } 4131 }
3266 4132
4133 // center of mass of full object
4134 public Vector3 GetCenterOfMass()
4135 {
4136 PhysicsActor pa = RootPart.PhysActor;
4137
4138 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4139 {
4140 // physics knows better about center of mass of physical prims
4141 Vector3 tmp = pa.CenterOfMass;
4142 return tmp;
4143 }
4144
4145 Vector3 Ptot = Vector3.Zero;
4146 float totmass = 0f;
4147 float m;
4148
4149 SceneObjectPart[] parts = m_parts.GetArray();
4150 for (int i = 0; i < parts.Length; i++)
4151 {
4152 m = parts[i].GetMass();
4153 Ptot += parts[i].GetPartCenterOfMass() * m;
4154 totmass += m;
4155 }
4156
4157 if (totmass == 0)
4158 totmass = 0;
4159 else
4160 totmass = 1 / totmass;
4161 Ptot *= totmass;
4162
4163 return Ptot;
4164 }
4165
3267 /// <summary> 4166 /// <summary>
3268 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4167 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3269 /// the physics engine can use it. 4168 /// the physics engine can use it.
@@ -3417,6 +4316,14 @@ namespace OpenSim.Region.Framework.Scenes
3417 FromItemID = uuid; 4316 FromItemID = uuid;
3418 } 4317 }
3419 4318
4319 public void ResetOwnerChangeFlag()
4320 {
4321 ForEachPart(delegate(SceneObjectPart part)
4322 {
4323 part.ResetOwnerChangeFlag();
4324 });
4325 }
4326
3420 #endregion 4327 #endregion
3421 } 4328 }
3422} 4329}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index f911ef8..82bba35 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.
@@ -121,6 +122,11 @@ 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;
125
126 private const scriptEvents PhyscicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
124 130
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 131 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 132
@@ -182,6 +188,18 @@ namespace OpenSim.Region.Framework.Scenes
182 188
183 public uint TimeStampTerse; 189 public uint TimeStampTerse;
184 190
191 // The following two are to hold the attachment data
192 // while an object is inworld
193 [XmlIgnore]
194 public byte AttachPoint = 0;
195
196 [XmlIgnore]
197 public Vector3 AttachOffset = Vector3.Zero;
198
199 [XmlIgnore]
200 public Quaternion AttachRotation = Quaternion.Identity;
201
202 [XmlIgnore]
185 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
186 204
187 public int STATUS_ROTATE_Y; 205 public int STATUS_ROTATE_Y;
@@ -208,8 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
208 226
209 public Vector3 RotationAxis = Vector3.One; 227 public Vector3 RotationAxis = Vector3.One;
210 228
211 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 229 public bool VolumeDetectActive;
212 // Certainly this must be a persistant setting finally
213 230
214 public bool IsWaitingForFirstSpinUpdatePacket; 231 public bool IsWaitingForFirstSpinUpdatePacket;
215 232
@@ -249,10 +266,10 @@ namespace OpenSim.Region.Framework.Scenes
249 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 266 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
250 private Vector3 m_sitTargetPosition; 267 private Vector3 m_sitTargetPosition;
251 private string m_sitAnimation = "SIT"; 268 private string m_sitAnimation = "SIT";
269 private bool m_occupied; // KF if any av is sitting on this prim
252 private string m_text = String.Empty; 270 private string m_text = String.Empty;
253 private string m_touchName = String.Empty; 271 private string m_touchName = String.Empty;
254 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 272 private UndoRedoState m_UndoRedo = null;
255 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
256 273
257 private bool m_passTouches; 274 private bool m_passTouches;
258 275
@@ -280,7 +297,19 @@ namespace OpenSim.Region.Framework.Scenes
280 protected Vector3 m_lastAcceleration; 297 protected Vector3 m_lastAcceleration;
281 protected Vector3 m_lastAngularVelocity; 298 protected Vector3 m_lastAngularVelocity;
282 protected int m_lastTerseSent; 299 protected int m_lastTerseSent;
283 300 protected float m_buoyancy = 0.0f;
301 protected Vector3 m_force;
302 protected Vector3 m_torque;
303
304 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
305 protected float m_density = 1000.0f; // in kg/m^3
306 protected float m_gravitymod = 1.0f;
307 protected float m_friction = 0.6f; // wood
308 protected float m_bounce = 0.5f; // wood
309
310
311 protected bool m_isSelected = false;
312
284 /// <summary> 313 /// <summary>
285 /// Stores media texture data 314 /// Stores media texture data
286 /// </summary> 315 /// </summary>
@@ -296,6 +325,17 @@ namespace OpenSim.Region.Framework.Scenes
296 private UUID m_collisionSound; 325 private UUID m_collisionSound;
297 private float m_collisionSoundVolume; 326 private float m_collisionSoundVolume;
298 327
328
329 private SOPVehicle m_vehicle = null;
330
331 private KeyframeMotion m_keyframeMotion = null;
332
333 public KeyframeMotion KeyframeMotion
334 {
335 get; set;
336 }
337
338
299 #endregion Fields 339 #endregion Fields
300 340
301// ~SceneObjectPart() 341// ~SceneObjectPart()
@@ -338,7 +378,7 @@ namespace OpenSim.Region.Framework.Scenes
338 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 378 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
339 Quaternion rotationOffset, Vector3 offsetPosition) : this() 379 Quaternion rotationOffset, Vector3 offsetPosition) : this()
340 { 380 {
341 m_name = "Primitive"; 381 m_name = "Object";
342 382
343 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 383 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
344 LastOwnerID = CreatorID = OwnerID = ownerID; 384 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -378,7 +418,7 @@ namespace OpenSim.Region.Framework.Scenes
378 private uint _ownerMask = (uint)PermissionMask.All; 418 private uint _ownerMask = (uint)PermissionMask.All;
379 private uint _groupMask = (uint)PermissionMask.None; 419 private uint _groupMask = (uint)PermissionMask.None;
380 private uint _everyoneMask = (uint)PermissionMask.None; 420 private uint _everyoneMask = (uint)PermissionMask.None;
381 private uint _nextOwnerMask = (uint)PermissionMask.All; 421 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
382 private PrimFlags _flags = PrimFlags.None; 422 private PrimFlags _flags = PrimFlags.None;
383 private DateTime m_expires; 423 private DateTime m_expires;
384 private DateTime m_rezzed; 424 private DateTime m_rezzed;
@@ -472,12 +512,16 @@ namespace OpenSim.Region.Framework.Scenes
472 } 512 }
473 513
474 /// <value> 514 /// <value>
475 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 515 /// Get the inventory list
476 /// </value> 516 /// </value>
477 public TaskInventoryDictionary TaskInventory 517 public TaskInventoryDictionary TaskInventory
478 { 518 {
479 get { return m_inventory.Items; } 519 get {
480 set { m_inventory.Items = value; } 520 return m_inventory.Items;
521 }
522 set {
523 m_inventory.Items = value;
524 }
481 } 525 }
482 526
483 /// <summary> 527 /// <summary>
@@ -527,32 +571,28 @@ namespace OpenSim.Region.Framework.Scenes
527 } 571 }
528 } 572 }
529 573
530 public byte Material 574 public bool PassTouches
531 { 575 {
532 get { return (byte) m_material; } 576 get { return m_passTouches; }
533 set 577 set
534 { 578 {
535 m_material = (Material)value; 579 m_passTouches = value;
536
537 PhysicsActor pa = PhysActor;
538 580
539 if (pa != null) 581 if (ParentGroup != null)
540 pa.SetMaterial((int)value); 582 ParentGroup.HasGroupChanged = true;
541 } 583 }
542 } 584 }
543 585
544 public bool PassTouches 586 public bool IsSelected
545 { 587 {
546 get { return m_passTouches; } 588 get { return m_isSelected; }
547 set 589 set
548 { 590 {
549 m_passTouches = value; 591 m_isSelected = value;
550
551 if (ParentGroup != null) 592 if (ParentGroup != null)
552 ParentGroup.HasGroupChanged = true; 593 ParentGroup.PartSelectChanged(value);
553 } 594 }
554 } 595 }
555
556 596
557 597
558 public Dictionary<int, string> CollisionFilter 598 public Dictionary<int, string> CollisionFilter
@@ -623,14 +663,12 @@ namespace OpenSim.Region.Framework.Scenes
623 set { m_LoopSoundSlavePrims = value; } 663 set { m_LoopSoundSlavePrims = value; }
624 } 664 }
625 665
626
627 public Byte[] TextureAnimation 666 public Byte[] TextureAnimation
628 { 667 {
629 get { return m_TextureAnimation; } 668 get { return m_TextureAnimation; }
630 set { m_TextureAnimation = value; } 669 set { m_TextureAnimation = value; }
631 } 670 }
632 671
633
634 public Byte[] ParticleSystem 672 public Byte[] ParticleSystem
635 { 673 {
636 get { return m_particleSystem; } 674 get { return m_particleSystem; }
@@ -667,8 +705,12 @@ namespace OpenSim.Region.Framework.Scenes
667 { 705 {
668 // If this is a linkset, we don't want the physics engine mucking up our group position here. 706 // If this is a linkset, we don't want the physics engine mucking up our group position here.
669 PhysicsActor actor = PhysActor; 707 PhysicsActor actor = PhysActor;
670 if (actor != null && ParentID == 0) 708 if (ParentID == 0)
671 m_groupPosition = actor.Position; 709 {
710 if (actor != null)
711 m_groupPosition = actor.Position;
712 return m_groupPosition;
713 }
672 714
673 if (ParentGroup.IsAttachment) 715 if (ParentGroup.IsAttachment)
674 { 716 {
@@ -677,12 +719,14 @@ namespace OpenSim.Region.Framework.Scenes
677 return sp.AbsolutePosition; 719 return sp.AbsolutePosition;
678 } 720 }
679 721
722 // use root prim's group position. Physics may have updated it
723 if (ParentGroup.RootPart != this)
724 m_groupPosition = ParentGroup.RootPart.GroupPosition;
680 return m_groupPosition; 725 return m_groupPosition;
681 } 726 }
682 set 727 set
683 { 728 {
684 m_groupPosition = value; 729 m_groupPosition = value;
685
686 PhysicsActor actor = PhysActor; 730 PhysicsActor actor = PhysActor;
687 if (actor != null) 731 if (actor != null)
688 { 732 {
@@ -708,16 +752,6 @@ namespace OpenSim.Region.Framework.Scenes
708 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 752 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
709 } 753 }
710 } 754 }
711
712 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
713 if (SitTargetAvatar != UUID.Zero)
714 {
715 ScenePresence avatar;
716 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
717 {
718 avatar.ParentPosition = GetWorldPosition();
719 }
720 }
721 } 755 }
722 } 756 }
723 757
@@ -726,7 +760,7 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 760 get { return m_offsetPosition; }
727 set 761 set
728 { 762 {
729// StoreUndoState(); 763 Vector3 oldpos = m_offsetPosition;
730 m_offsetPosition = value; 764 m_offsetPosition = value;
731 765
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 766 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -741,7 +775,22 @@ namespace OpenSim.Region.Framework.Scenes
741 if (ParentGroup.Scene != null) 775 if (ParentGroup.Scene != null)
742 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 776 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
743 } 777 }
778
779 if (!m_parentGroup.m_dupeInProgress)
780 {
781 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
782 foreach (ScenePresence av in avs)
783 {
784 if (av.ParentID == m_localId)
785 {
786 Vector3 offset = (m_offsetPosition - oldpos);
787 av.AbsolutePosition += offset;
788 av.SendAvatarDataToAllAgents();
789 }
790 }
791 }
744 } 792 }
793 TriggerScriptChangedEvent(Changed.POSITION);
745 } 794 }
746 } 795 }
747 796
@@ -790,7 +839,7 @@ namespace OpenSim.Region.Framework.Scenes
790 839
791 set 840 set
792 { 841 {
793 StoreUndoState(); 842// StoreUndoState();
794 m_rotationOffset = value; 843 m_rotationOffset = value;
795 844
796 PhysicsActor actor = PhysActor; 845 PhysicsActor actor = PhysActor;
@@ -878,7 +927,7 @@ namespace OpenSim.Region.Framework.Scenes
878 get 927 get
879 { 928 {
880 PhysicsActor actor = PhysActor; 929 PhysicsActor actor = PhysActor;
881 if ((actor != null) && actor.IsPhysical) 930 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
882 { 931 {
883 m_angularVelocity = actor.RotationalVelocity; 932 m_angularVelocity = actor.RotationalVelocity;
884 } 933 }
@@ -890,7 +939,16 @@ namespace OpenSim.Region.Framework.Scenes
890 /// <summary></summary> 939 /// <summary></summary>
891 public Vector3 Acceleration 940 public Vector3 Acceleration
892 { 941 {
893 get { return m_acceleration; } 942 get
943 {
944 PhysicsActor actor = PhysActor;
945 if (actor != null)
946 {
947 m_acceleration = actor.Acceleration;
948 }
949 return m_acceleration;
950 }
951
894 set { m_acceleration = value; } 952 set { m_acceleration = value; }
895 } 953 }
896 954
@@ -947,7 +1005,10 @@ namespace OpenSim.Region.Framework.Scenes
947 public PrimitiveBaseShape Shape 1005 public PrimitiveBaseShape Shape
948 { 1006 {
949 get { return m_shape; } 1007 get { return m_shape; }
950 set { m_shape = value;} 1008 set
1009 {
1010 m_shape = value;
1011 }
951 } 1012 }
952 1013
953 /// <summary> 1014 /// <summary>
@@ -960,7 +1021,6 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1021 {
961 if (m_shape != null) 1022 if (m_shape != null)
962 { 1023 {
963 StoreUndoState();
964 1024
965 m_shape.Scale = value; 1025 m_shape.Scale = value;
966 1026
@@ -987,6 +1047,7 @@ namespace OpenSim.Region.Framework.Scenes
987 } 1047 }
988 1048
989 public UpdateRequired UpdateFlag { get; set; } 1049 public UpdateRequired UpdateFlag { get; set; }
1050 public bool UpdatePhysRequired { get; set; }
990 1051
991 /// <summary> 1052 /// <summary>
992 /// Used for media on a prim. 1053 /// Used for media on a prim.
@@ -1027,10 +1088,7 @@ namespace OpenSim.Region.Framework.Scenes
1027 { 1088 {
1028 get 1089 get
1029 { 1090 {
1030 if (ParentGroup.IsAttachment) 1091 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1031 return GroupPosition;
1032
1033 return m_offsetPosition + m_groupPosition;
1034 } 1092 }
1035 } 1093 }
1036 1094
@@ -1208,6 +1266,13 @@ namespace OpenSim.Region.Framework.Scenes
1208 _flags = value; 1266 _flags = value;
1209 } 1267 }
1210 } 1268 }
1269
1270 [XmlIgnore]
1271 public bool IsOccupied // KF If an av is sittingon this prim
1272 {
1273 get { return m_occupied; }
1274 set { m_occupied = value; }
1275 }
1211 1276
1212 /// <summary> 1277 /// <summary>
1213 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1278 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1267,6 +1332,316 @@ namespace OpenSim.Region.Framework.Scenes
1267 set { m_collisionSoundVolume = value; } 1332 set { m_collisionSoundVolume = value; }
1268 } 1333 }
1269 1334
1335 public float Buoyancy
1336 {
1337 get
1338 {
1339 if (ParentGroup.RootPart == this)
1340 return m_buoyancy;
1341
1342 return ParentGroup.RootPart.Buoyancy;
1343 }
1344 set
1345 {
1346 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1347 {
1348 ParentGroup.RootPart.Buoyancy = value;
1349 return;
1350 }
1351 m_buoyancy = value;
1352 if (PhysActor != null)
1353 PhysActor.Buoyancy = value;
1354 }
1355 }
1356
1357 public Vector3 Force
1358 {
1359 get
1360 {
1361 if (ParentGroup.RootPart == this)
1362 return m_force;
1363
1364 return ParentGroup.RootPart.Force;
1365 }
1366
1367 set
1368 {
1369 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1370 {
1371 ParentGroup.RootPart.Force = value;
1372 return;
1373 }
1374 m_force = value;
1375 if (PhysActor != null)
1376 PhysActor.Force = value;
1377 }
1378 }
1379
1380 public Vector3 Torque
1381 {
1382 get
1383 {
1384 if (ParentGroup.RootPart == this)
1385 return m_torque;
1386
1387 return ParentGroup.RootPart.Torque;
1388 }
1389
1390 set
1391 {
1392 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1393 {
1394 ParentGroup.RootPart.Torque = value;
1395 return;
1396 }
1397 m_torque = value;
1398 if (PhysActor != null)
1399 PhysActor.Torque = value;
1400 }
1401 }
1402
1403 public byte Material
1404 {
1405 get { return (byte)m_material; }
1406 set
1407 {
1408 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1409 {
1410 bool update = false;
1411
1412 if (m_material != (Material)value)
1413 {
1414 update = true;
1415 m_material = (Material)value;
1416 }
1417
1418 if (m_friction != SOPMaterialData.friction(m_material))
1419 {
1420 update = true;
1421 m_friction = SOPMaterialData.friction(m_material);
1422 }
1423
1424 if (m_bounce != SOPMaterialData.bounce(m_material))
1425 {
1426 update = true;
1427 m_bounce = SOPMaterialData.bounce(m_material);
1428 }
1429
1430 if (update)
1431 {
1432 if (PhysActor != null)
1433 {
1434 PhysActor.SetMaterial((int)value);
1435 }
1436 if(ParentGroup != null)
1437 ParentGroup.HasGroupChanged = true;
1438 ScheduleFullUpdateIfNone();
1439 UpdatePhysRequired = true;
1440 }
1441 }
1442 }
1443 }
1444
1445 // not a propriety to move to methods place later
1446 private bool HasMesh()
1447 {
1448 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1449 return true;
1450 return false;
1451 }
1452
1453 // not a propriety to move to methods place later
1454 public byte DefaultPhysicsShapeType()
1455 {
1456 byte type;
1457
1458 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1459 type = (byte)PhysShapeType.convex;
1460 else
1461 type = (byte)PhysShapeType.prim;
1462
1463 return type;
1464 }
1465
1466 [XmlIgnore]
1467 public bool UsesComplexCost
1468 {
1469 get
1470 {
1471 byte pst = PhysicsShapeType;
1472 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1473 return true;
1474 return false;
1475 }
1476 }
1477
1478 [XmlIgnore]
1479 public float PhysicsCost
1480 {
1481 get
1482 {
1483 if(PhysicsShapeType == (byte)PhysShapeType.none)
1484 return 0;
1485
1486 float cost = 0.1f;
1487 if (PhysActor != null)
1488// cost += PhysActor.Cost;
1489
1490 if ((Flags & PrimFlags.Physics) != 0)
1491 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1492 return cost;
1493 }
1494 }
1495
1496 [XmlIgnore]
1497 public float StreamingCost
1498 {
1499 get
1500 {
1501
1502
1503 return 0.1f;
1504 }
1505 }
1506
1507 [XmlIgnore]
1508 public float SimulationCost
1509 {
1510 get
1511 {
1512 // ignoring scripts. Don't like considering them for this
1513 if((Flags & PrimFlags.Physics) != 0)
1514 return 1.0f;
1515
1516 return 0.5f;
1517 }
1518 }
1519
1520 public byte PhysicsShapeType
1521 {
1522 get { return m_physicsShapeType; }
1523 set
1524 {
1525 byte oldv = m_physicsShapeType;
1526
1527 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1528 {
1529 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1530 m_physicsShapeType = DefaultPhysicsShapeType();
1531 else
1532 m_physicsShapeType = value;
1533 }
1534 else
1535 m_physicsShapeType = DefaultPhysicsShapeType();
1536
1537 if (m_physicsShapeType != oldv && ParentGroup != null)
1538 {
1539 if (m_physicsShapeType == (byte)PhysShapeType.none)
1540 {
1541 if (PhysActor != null)
1542 {
1543 Velocity = new Vector3(0, 0, 0);
1544 Acceleration = new Vector3(0, 0, 0);
1545 if (ParentGroup.RootPart == this)
1546 AngularVelocity = new Vector3(0, 0, 0);
1547 ParentGroup.Scene.RemovePhysicalPrim(1);
1548 RemoveFromPhysics();
1549 }
1550 }
1551 else if (PhysActor == null)
1552 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1553 else
1554 {
1555 PhysActor.PhysicsShapeType = m_physicsShapeType;
1556 if (Shape.SculptEntry)
1557 CheckSculptAndLoad();
1558 }
1559
1560 if (ParentGroup != null)
1561 ParentGroup.HasGroupChanged = true;
1562 }
1563
1564 if (m_physicsShapeType != value)
1565 {
1566 UpdatePhysRequired = true;
1567 }
1568 }
1569 }
1570
1571 public float Density // in kg/m^3
1572 {
1573 get { return m_density; }
1574 set
1575 {
1576 if (value >=1 && value <= 22587.0)
1577 {
1578 m_density = value;
1579 UpdatePhysRequired = true;
1580 }
1581
1582 ScheduleFullUpdateIfNone();
1583
1584 if (ParentGroup != null)
1585 ParentGroup.HasGroupChanged = true;
1586 }
1587 }
1588
1589 public float GravityModifier
1590 {
1591 get { return m_gravitymod; }
1592 set
1593 {
1594 if( value >= -1 && value <=28.0f)
1595 {
1596 m_gravitymod = value;
1597 UpdatePhysRequired = true;
1598 }
1599
1600 ScheduleFullUpdateIfNone();
1601
1602 if (ParentGroup != null)
1603 ParentGroup.HasGroupChanged = true;
1604
1605 }
1606 }
1607
1608 public float Friction
1609 {
1610 get { return m_friction; }
1611 set
1612 {
1613 if (value >= 0 && value <= 255.0f)
1614 {
1615 m_friction = value;
1616 UpdatePhysRequired = true;
1617 }
1618
1619 ScheduleFullUpdateIfNone();
1620
1621 if (ParentGroup != null)
1622 ParentGroup.HasGroupChanged = true;
1623 }
1624 }
1625
1626 public float Bounciness
1627 {
1628 get { return m_bounce; }
1629 set
1630 {
1631 if (value >= 0 && value <= 1.0f)
1632 {
1633 m_bounce = value;
1634 UpdatePhysRequired = true;
1635 }
1636
1637 ScheduleFullUpdateIfNone();
1638
1639 if (ParentGroup != null)
1640 ParentGroup.HasGroupChanged = true;
1641 }
1642 }
1643
1644
1270 #endregion Public Properties with only Get 1645 #endregion Public Properties with only Get
1271 1646
1272 private uint ApplyMask(uint val, bool set, uint mask) 1647 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1432,7 +1807,7 @@ namespace OpenSim.Region.Framework.Scenes
1432 impulse = newimpulse; 1807 impulse = newimpulse;
1433 } 1808 }
1434 1809
1435 ParentGroup.applyAngularImpulse(impulse); 1810 ParentGroup.ApplyAngularImpulse(impulse);
1436 } 1811 }
1437 1812
1438 /// <summary> 1813 /// <summary>
@@ -1442,20 +1817,24 @@ namespace OpenSim.Region.Framework.Scenes
1442 /// </summary> 1817 /// </summary>
1443 /// <param name="impulsei">Vector force</param> 1818 /// <param name="impulsei">Vector force</param>
1444 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1819 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1445 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1820
1821 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1822 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1446 { 1823 {
1447 Vector3 impulse = impulsei; 1824 Vector3 torque = torquei;
1448 1825
1449 if (localGlobalTF) 1826 if (localGlobalTF)
1450 { 1827 {
1828/*
1451 Quaternion grot = GetWorldRotation(); 1829 Quaternion grot = GetWorldRotation();
1452 Quaternion AXgrot = grot; 1830 Quaternion AXgrot = grot;
1453 Vector3 AXimpulsei = impulsei; 1831 Vector3 AXimpulsei = impulsei;
1454 Vector3 newimpulse = AXimpulsei * AXgrot; 1832 Vector3 newimpulse = AXimpulsei * AXgrot;
1455 impulse = newimpulse; 1833 */
1834 torque *= GetWorldRotation();
1456 } 1835 }
1457 1836
1458 ParentGroup.setAngularImpulse(impulse); 1837 Torque = torque;
1459 } 1838 }
1460 1839
1461 /// <summary> 1840 /// <summary>
@@ -1463,17 +1842,23 @@ namespace OpenSim.Region.Framework.Scenes
1463 /// </summary> 1842 /// </summary>
1464 /// <param name="rootObjectFlags"></param> 1843 /// <param name="rootObjectFlags"></param>
1465 /// <param name="VolumeDetectActive"></param> 1844 /// <param name="VolumeDetectActive"></param>
1466 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1845 /// <param name="building"></param>
1846
1847 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1467 { 1848 {
1849 VolumeDetectActive = _VolumeDetectActive;
1850
1468 if (!ParentGroup.Scene.CollidablePrims) 1851 if (!ParentGroup.Scene.CollidablePrims)
1469 return; 1852 return;
1470 1853
1471// m_log.DebugFormat( 1854 if (PhysicsShapeType == (byte)PhysShapeType.none)
1472// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1855 return;
1473// Name, LocalId, UUID, m_physicalPrim); 1856
1857 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1858 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1474 1859
1475 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1860 if (_VolumeDetectActive)
1476 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1861 isPhantom = true;
1477 1862
1478 if (IsJoint()) 1863 if (IsJoint())
1479 { 1864 {
@@ -1481,22 +1866,11 @@ namespace OpenSim.Region.Framework.Scenes
1481 } 1866 }
1482 else 1867 else
1483 { 1868 {
1484 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1869 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1485 if (VolumeDetectActive) 1870 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1486 isPhantom = false; 1871 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1487 1872 else
1488 // 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 1873 PhysActor = null; // just to be sure
1489 // or flexible
1490 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1491 {
1492 // Added clarification.. since A rigid body is an object that you can kick around, etc.
1493 bool rigidBody = isPhysical && !isPhantom;
1494
1495 PhysicsActor pa = AddToPhysics(rigidBody);
1496
1497 if (pa != null)
1498 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1499 }
1500 } 1874 }
1501 } 1875 }
1502 1876
@@ -1548,6 +1922,12 @@ namespace OpenSim.Region.Framework.Scenes
1548 dupe.Category = Category; 1922 dupe.Category = Category;
1549 dupe.m_rezzed = m_rezzed; 1923 dupe.m_rezzed = m_rezzed;
1550 1924
1925 dupe.m_UndoRedo = null;
1926 dupe.m_isSelected = false;
1927
1928 dupe.IgnoreUndoUpdate = false;
1929 dupe.Undoing = false;
1930
1551 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1931 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1552 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 1932 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1553 1933
@@ -1563,6 +1943,7 @@ namespace OpenSim.Region.Framework.Scenes
1563 1943
1564 // Move afterwards ResetIDs as it clears the localID 1944 // Move afterwards ResetIDs as it clears the localID
1565 dupe.LocalId = localID; 1945 dupe.LocalId = localID;
1946
1566 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1947 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1567 dupe.LastOwnerID = OwnerID; 1948 dupe.LastOwnerID = OwnerID;
1568 1949
@@ -1582,6 +1963,9 @@ namespace OpenSim.Region.Framework.Scenes
1582 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1963 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1583 } 1964 }
1584 1965
1966 if (dupe.PhysActor != null)
1967 dupe.PhysActor.LocalID = localID;
1968
1585 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 1969 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1586 1970
1587// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 1971// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1701,6 +2085,7 @@ namespace OpenSim.Region.Framework.Scenes
1701 2085
1702 /// <summary> 2086 /// <summary>
1703 /// Do a physics propery update for this part. 2087 /// Do a physics propery update for this part.
2088 /// now also updates phantom and volume detector
1704 /// </summary> 2089 /// </summary>
1705 /// <param name="UsePhysics"></param> 2090 /// <param name="UsePhysics"></param>
1706 /// <param name="isNew"></param> 2091 /// <param name="isNew"></param>
@@ -1726,61 +2111,69 @@ namespace OpenSim.Region.Framework.Scenes
1726 { 2111 {
1727 if (pa.IsPhysical) // implies UsePhysics==false for this block 2112 if (pa.IsPhysical) // implies UsePhysics==false for this block
1728 { 2113 {
1729 if (!isNew) 2114 if (!isNew) // implies UsePhysics==false for this block
2115 {
1730 ParentGroup.Scene.RemovePhysicalPrim(1); 2116 ParentGroup.Scene.RemovePhysicalPrim(1);
1731 2117
1732 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2118 Velocity = new Vector3(0, 0, 0);
1733 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2119 Acceleration = new Vector3(0, 0, 0);
1734 pa.delink(); 2120 if (ParentGroup.RootPart == this)
2121 AngularVelocity = new Vector3(0, 0, 0);
1735 2122
1736 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2123 if (pa.Phantom && !VolumeDetectActive)
1737 { 2124 {
1738 // destroy all joints connected to this now deactivated body 2125 RemoveFromPhysics();
1739 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2126 return;
1740 } 2127 }
1741 2128
1742 // stop client-side interpolation of all joint proxy objects that have just been deleted 2129 pa.IsPhysical = UsePhysics;
1743 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2130 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1744 // which stops client-side interpolation of deactivated joint proxy objects. 2131 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2132 pa.delink();
2133 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2134 {
2135 // destroy all joints connected to this now deactivated body
2136 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2137 }
2138 }
1745 } 2139 }
1746 2140
1747 if (!UsePhysics && !isNew) 2141 if (pa.IsPhysical != UsePhysics)
1748 { 2142 pa.IsPhysical = UsePhysics;
1749 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1750 // prim still has velocity and continues to interpolate its position along the old
1751 // velocity-vector.
1752 Velocity = new Vector3(0, 0, 0);
1753 Acceleration = new Vector3(0, 0, 0);
1754 AngularVelocity = new Vector3(0, 0, 0);
1755 //RotationalVelocity = new Vector3(0, 0, 0);
1756 }
1757 2143
1758 pa.IsPhysical = UsePhysics; 2144 if (UsePhysics)
2145 {
2146 if (ParentGroup.RootPart.KeyframeMotion != null)
2147 ParentGroup.RootPart.KeyframeMotion.Stop();
2148 ParentGroup.RootPart.KeyframeMotion = null;
2149 ParentGroup.Scene.AddPhysicalPrim(1);
1759 2150
1760 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2151 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1761 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2152 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1762 /// that's not wholesome. Had to make Scene public
1763 //PhysActor = null;
1764 2153
1765 if ((Flags & PrimFlags.Phantom) == 0) 2154 if (ParentID != 0 && ParentID != LocalId)
1766 {
1767 if (UsePhysics)
1768 { 2155 {
1769 ParentGroup.Scene.AddPhysicalPrim(1); 2156 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1770 2157
1771 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2158 if (parentPa != null)
1772 pa.OnOutOfBounds += PhysicsOutOfBounds;
1773 if (ParentID != 0 && ParentID != LocalId)
1774 { 2159 {
1775 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2160 pa.link(parentPa);
1776
1777 if (parentPa != null)
1778 {
1779 pa.link(parentPa);
1780 }
1781 } 2161 }
1782 } 2162 }
1783 } 2163 }
2164 }
2165
2166 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2167 if (pa.Phantom != phan)
2168 pa.Phantom = phan;
2169
2170// some engines dont' have this check still
2171// if (VolumeDetectActive != pa.IsVolumeDtc)
2172 {
2173 if (VolumeDetectActive)
2174 pa.SetVolumeDetect(1);
2175 else
2176 pa.SetVolumeDetect(0);
1784 } 2177 }
1785 2178
1786 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2179 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1899,12 +2292,26 @@ namespace OpenSim.Region.Framework.Scenes
1899 2292
1900 public Vector3 GetGeometricCenter() 2293 public Vector3 GetGeometricCenter()
1901 { 2294 {
1902 PhysicsActor pa = PhysActor; 2295 // this is not real geometric center but a average of positions relative to root prim acording to
1903 2296 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1904 if (pa != null) 2297 // ignoring tortured prims details since sl also seems to ignore
1905 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2298 // so no real use in doing it on physics
1906 else 2299 if (ParentGroup.IsDeleted)
1907 return new Vector3(0, 0, 0); 2300 return new Vector3(0, 0, 0);
2301
2302 return ParentGroup.GetGeometricCenter();
2303
2304 /*
2305 PhysicsActor pa = PhysActor;
2306
2307 if (pa != null)
2308 {
2309 Vector3 vtmp = pa.CenterOfMass;
2310 return vtmp;
2311 }
2312 else
2313 return new Vector3(0, 0, 0);
2314 */
1908 } 2315 }
1909 2316
1910 public float GetMass() 2317 public float GetMass()
@@ -1917,14 +2324,43 @@ namespace OpenSim.Region.Framework.Scenes
1917 return 0; 2324 return 0;
1918 } 2325 }
1919 2326
1920 public Vector3 GetForce() 2327 public Vector3 GetCenterOfMass()
1921 { 2328 {
2329 if (ParentGroup.RootPart == this)
2330 {
2331 if (ParentGroup.IsDeleted)
2332 return AbsolutePosition;
2333 return ParentGroup.GetCenterOfMass();
2334 }
2335
1922 PhysicsActor pa = PhysActor; 2336 PhysicsActor pa = PhysActor;
1923 2337
1924 if (pa != null) 2338 if (pa != null)
1925 return pa.Force; 2339 {
2340 Vector3 tmp = pa.CenterOfMass;
2341 return tmp;
2342 }
1926 else 2343 else
1927 return Vector3.Zero; 2344 return AbsolutePosition;
2345 }
2346
2347 public Vector3 GetPartCenterOfMass()
2348 {
2349 PhysicsActor pa = PhysActor;
2350
2351 if (pa != null)
2352 {
2353 Vector3 tmp = pa.CenterOfMass;
2354 return tmp;
2355 }
2356 else
2357 return AbsolutePosition;
2358 }
2359
2360
2361 public Vector3 GetForce()
2362 {
2363 return Force;
1928 } 2364 }
1929 2365
1930 /// <summary> 2366 /// <summary>
@@ -2560,9 +2996,9 @@ namespace OpenSim.Region.Framework.Scenes
2560 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2996 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2561 2997
2562 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2998 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2563 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2999 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2564 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 3000 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2565 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 3001 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2566 { 3002 {
2567 ParentGroup.AbsolutePosition = newpos; 3003 ParentGroup.AbsolutePosition = newpos;
2568 return; 3004 return;
@@ -2584,17 +3020,18 @@ namespace OpenSim.Region.Framework.Scenes
2584 //Trys to fetch sound id from prim's inventory. 3020 //Trys to fetch sound id from prim's inventory.
2585 //Prim's inventory doesn't support non script items yet 3021 //Prim's inventory doesn't support non script items yet
2586 3022
2587 lock (TaskInventory) 3023 TaskInventory.LockItemsForRead(true);
3024
3025 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2588 { 3026 {
2589 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3027 if (item.Value.Name == sound)
2590 { 3028 {
2591 if (item.Value.Name == sound) 3029 soundID = item.Value.ItemID;
2592 { 3030 break;
2593 soundID = item.Value.ItemID;
2594 break;
2595 }
2596 } 3031 }
2597 } 3032 }
3033
3034 TaskInventory.LockItemsForRead(false);
2598 } 3035 }
2599 3036
2600 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 3037 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2717,6 +3154,19 @@ namespace OpenSim.Region.Framework.Scenes
2717 APIDTarget = Quaternion.Identity; 3154 APIDTarget = Quaternion.Identity;
2718 } 3155 }
2719 3156
3157
3158
3159 public void ScheduleFullUpdateIfNone()
3160 {
3161 if (ParentGroup == null)
3162 return;
3163
3164// ??? ParentGroup.HasGroupChanged = true;
3165
3166 if (UpdateFlag != UpdateRequired.FULL)
3167 ScheduleFullUpdate();
3168 }
3169
2720 /// <summary> 3170 /// <summary>
2721 /// Schedules this prim for a full update 3171 /// Schedules this prim for a full update
2722 /// </summary> 3172 /// </summary>
@@ -2918,8 +3368,8 @@ namespace OpenSim.Region.Framework.Scenes
2918 { 3368 {
2919 const float ROTATION_TOLERANCE = 0.01f; 3369 const float ROTATION_TOLERANCE = 0.01f;
2920 const float VELOCITY_TOLERANCE = 0.001f; 3370 const float VELOCITY_TOLERANCE = 0.001f;
2921 const float POSITION_TOLERANCE = 0.05f; 3371 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2922 const int TIME_MS_TOLERANCE = 3000; 3372 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2923 3373
2924 switch (UpdateFlag) 3374 switch (UpdateFlag)
2925 { 3375 {
@@ -2981,17 +3431,16 @@ namespace OpenSim.Region.Framework.Scenes
2981 if (!UUID.TryParse(sound, out soundID)) 3431 if (!UUID.TryParse(sound, out soundID))
2982 { 3432 {
2983 // search sound file from inventory 3433 // search sound file from inventory
2984 lock (TaskInventory) 3434 TaskInventory.LockItemsForRead(true);
3435 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2985 { 3436 {
2986 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3437 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2987 { 3438 {
2988 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3439 soundID = item.Value.ItemID;
2989 { 3440 break;
2990 soundID = item.Value.ItemID;
2991 break;
2992 }
2993 } 3441 }
2994 } 3442 }
3443 TaskInventory.LockItemsForRead(false);
2995 } 3444 }
2996 3445
2997 if (soundID == UUID.Zero) 3446 if (soundID == UUID.Zero)
@@ -3076,10 +3525,13 @@ namespace OpenSim.Region.Framework.Scenes
3076 3525
3077 public void SetBuoyancy(float fvalue) 3526 public void SetBuoyancy(float fvalue)
3078 { 3527 {
3079 PhysicsActor pa = PhysActor; 3528 Buoyancy = fvalue;
3080 3529/*
3081 if (pa != null) 3530 if (PhysActor != null)
3082 pa.Buoyancy = fvalue; 3531 {
3532 PhysActor.Buoyancy = fvalue;
3533 }
3534 */
3083 } 3535 }
3084 3536
3085 public void SetDieAtEdge(bool p) 3537 public void SetDieAtEdge(bool p)
@@ -3095,47 +3547,111 @@ namespace OpenSim.Region.Framework.Scenes
3095 PhysicsActor pa = PhysActor; 3547 PhysicsActor pa = PhysActor;
3096 3548
3097 if (pa != null) 3549 if (pa != null)
3098 pa.FloatOnWater = floatYN == 1; 3550 pa.FloatOnWater = (floatYN == 1);
3099 } 3551 }
3100 3552
3101 public void SetForce(Vector3 force) 3553 public void SetForce(Vector3 force)
3102 { 3554 {
3103 PhysicsActor pa = PhysActor; 3555 Force = force;
3556 }
3104 3557
3105 if (pa != null) 3558 public SOPVehicle sopVehicle
3106 pa.Force = force; 3559 {
3560 get
3561 {
3562 return m_vehicle;
3563 }
3564 set
3565 {
3566 m_vehicle = value;
3567 }
3568 }
3569
3570
3571 public int VehicleType
3572 {
3573 get
3574 {
3575 if (m_vehicle == null)
3576 return (int)Vehicle.TYPE_NONE;
3577 else
3578 return (int)m_vehicle.Type;
3579 }
3580 set
3581 {
3582 SetVehicleType(value);
3583 }
3107 } 3584 }
3108 3585
3109 public void SetVehicleType(int type) 3586 public void SetVehicleType(int type)
3110 { 3587 {
3111 PhysicsActor pa = PhysActor; 3588 m_vehicle = null;
3589
3590 if (type == (int)Vehicle.TYPE_NONE)
3591 {
3592 if (_parentID ==0 && PhysActor != null)
3593 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3594 return;
3595 }
3596 m_vehicle = new SOPVehicle();
3597 m_vehicle.ProcessTypeChange((Vehicle)type);
3598 {
3599 if (_parentID ==0 && PhysActor != null)
3600 PhysActor.VehicleType = type;
3601 return;
3602 }
3603 }
3112 3604
3113 if (pa != null) 3605 public void SetVehicleFlags(int param, bool remove)
3114 pa.VehicleType = type; 3606 {
3607 if (m_vehicle == null)
3608 return;
3609
3610 m_vehicle.ProcessVehicleFlags(param, remove);
3611
3612 if (_parentID ==0 && PhysActor != null)
3613 {
3614 PhysActor.VehicleFlags(param, remove);
3615 }
3115 } 3616 }
3116 3617
3117 public void SetVehicleFloatParam(int param, float value) 3618 public void SetVehicleFloatParam(int param, float value)
3118 { 3619 {
3119 PhysicsActor pa = PhysActor; 3620 if (m_vehicle == null)
3621 return;
3120 3622
3121 if (pa != null) 3623 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3122 pa.VehicleFloatParam(param, value); 3624
3625 if (_parentID == 0 && PhysActor != null)
3626 {
3627 PhysActor.VehicleFloatParam(param, value);
3628 }
3123 } 3629 }
3124 3630
3125 public void SetVehicleVectorParam(int param, Vector3 value) 3631 public void SetVehicleVectorParam(int param, Vector3 value)
3126 { 3632 {
3127 PhysicsActor pa = PhysActor; 3633 if (m_vehicle == null)
3634 return;
3128 3635
3129 if (pa != null) 3636 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3130 pa.VehicleVectorParam(param, value); 3637
3638 if (_parentID == 0 && PhysActor != null)
3639 {
3640 PhysActor.VehicleVectorParam(param, value);
3641 }
3131 } 3642 }
3132 3643
3133 public void SetVehicleRotationParam(int param, Quaternion rotation) 3644 public void SetVehicleRotationParam(int param, Quaternion rotation)
3134 { 3645 {
3135 PhysicsActor pa = PhysActor; 3646 if (m_vehicle == null)
3647 return;
3136 3648
3137 if (pa != null) 3649 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3138 pa.VehicleRotationParam(param, rotation); 3650
3651 if (_parentID == 0 && PhysActor != null)
3652 {
3653 PhysActor.VehicleRotationParam(param, rotation);
3654 }
3139 } 3655 }
3140 3656
3141 /// <summary> 3657 /// <summary>
@@ -3319,14 +3835,6 @@ namespace OpenSim.Region.Framework.Scenes
3319 hasProfileCut = hasDimple; // is it the same thing? 3835 hasProfileCut = hasDimple; // is it the same thing?
3320 } 3836 }
3321 3837
3322 public void SetVehicleFlags(int param, bool remove)
3323 {
3324 PhysicsActor pa = PhysActor;
3325
3326 if (pa != null)
3327 pa.VehicleFlags(param, remove);
3328 }
3329
3330 public void SetGroup(UUID groupID, IClientAPI client) 3838 public void SetGroup(UUID groupID, IClientAPI client)
3331 { 3839 {
3332 // Scene.AddNewPrims() calls with client == null so can't use this. 3840 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3430,68 +3938,18 @@ namespace OpenSim.Region.Framework.Scenes
3430 //ParentGroup.ScheduleGroupForFullUpdate(); 3938 //ParentGroup.ScheduleGroupForFullUpdate();
3431 } 3939 }
3432 3940
3433 public void StoreUndoState() 3941 public void StoreUndoState(ObjectChangeType change)
3434 { 3942 {
3435 StoreUndoState(false); 3943 if (m_UndoRedo == null)
3436 } 3944 m_UndoRedo = new UndoRedoState(5);
3437 3945
3438 public void StoreUndoState(bool forGroup) 3946 lock (m_UndoRedo)
3439 {
3440 if (!Undoing)
3441 { 3947 {
3442 if (!IgnoreUndoUpdate) 3948 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3443 { 3949 {
3444 if (ParentGroup != null) 3950 m_UndoRedo.StoreUndo(this, change);
3445 {
3446 lock (m_undo)
3447 {
3448 if (m_undo.Count > 0)
3449 {
3450 UndoState last = m_undo.Peek();
3451 if (last != null)
3452 {
3453 // TODO: May need to fix for group comparison
3454 if (last.Compare(this))
3455 {
3456 // m_log.DebugFormat(
3457 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3458 // Name, LocalId, m_undo.Count);
3459
3460 return;
3461 }
3462 }
3463 }
3464
3465 // m_log.DebugFormat(
3466 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3467 // Name, LocalId, forGroup, m_undo.Count);
3468
3469 if (ParentGroup.GetSceneMaxUndo() > 0)
3470 {
3471 UndoState nUndo = new UndoState(this, forGroup);
3472
3473 m_undo.Push(nUndo);
3474
3475 if (m_redo.Count > 0)
3476 m_redo.Clear();
3477
3478 // m_log.DebugFormat(
3479 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3480 // Name, LocalId, forGroup, m_undo.Count);
3481 }
3482 }
3483 }
3484 } 3951 }
3485// else
3486// {
3487// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3488// }
3489 } 3952 }
3490// else
3491// {
3492// m_log.DebugFormat(
3493// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3494// }
3495 } 3953 }
3496 3954
3497 /// <summary> 3955 /// <summary>
@@ -3501,84 +3959,46 @@ namespace OpenSim.Region.Framework.Scenes
3501 { 3959 {
3502 get 3960 get
3503 { 3961 {
3504 lock (m_undo) 3962 if (m_UndoRedo == null)
3505 return m_undo.Count; 3963 return 0;
3964 return m_UndoRedo.Count;
3506 } 3965 }
3507 } 3966 }
3508 3967
3509 public void Undo() 3968 public void Undo()
3510 { 3969 {
3511 lock (m_undo) 3970 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3512 { 3971 return;
3513// m_log.DebugFormat(
3514// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3515// Name, LocalId, m_undo.Count);
3516
3517 if (m_undo.Count > 0)
3518 {
3519 UndoState goback = m_undo.Pop();
3520
3521 if (goback != null)
3522 {
3523 UndoState nUndo = null;
3524
3525 if (ParentGroup.GetSceneMaxUndo() > 0)
3526 {
3527 nUndo = new UndoState(this, goback.ForGroup);
3528 }
3529
3530 goback.PlaybackState(this);
3531
3532 if (nUndo != null)
3533 m_redo.Push(nUndo);
3534 }
3535 }
3536 3972
3537// m_log.DebugFormat( 3973 lock (m_UndoRedo)
3538// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3974 {
3539// Name, LocalId, m_undo.Count); 3975 Undoing = true;
3976 m_UndoRedo.Undo(this);
3977 Undoing = false;
3540 } 3978 }
3541 } 3979 }
3542 3980
3543 public void Redo() 3981 public void Redo()
3544 { 3982 {
3545 lock (m_undo) 3983 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3546 { 3984 return;
3547// m_log.DebugFormat(
3548// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3549// Name, LocalId, m_redo.Count);
3550
3551 if (m_redo.Count > 0)
3552 {
3553 UndoState gofwd = m_redo.Pop();
3554
3555 if (gofwd != null)
3556 {
3557 if (ParentGroup.GetSceneMaxUndo() > 0)
3558 {
3559 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3560
3561 m_undo.Push(nUndo);
3562 }
3563
3564 gofwd.PlayfwdState(this);
3565 }
3566 3985
3567// m_log.DebugFormat( 3986 lock (m_UndoRedo)
3568// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3987 {
3569// Name, LocalId, m_redo.Count); 3988 Undoing = true;
3570 } 3989 m_UndoRedo.Redo(this);
3990 Undoing = false;
3571 } 3991 }
3572 } 3992 }
3573 3993
3574 public void ClearUndoState() 3994 public void ClearUndoState()
3575 { 3995 {
3576// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3996 if (m_UndoRedo == null || Undoing)
3997 return;
3577 3998
3578 lock (m_undo) 3999 lock (m_UndoRedo)
3579 { 4000 {
3580 m_undo.Clear(); 4001 m_UndoRedo.Clear();
3581 m_redo.Clear();
3582 } 4002 }
3583 } 4003 }
3584 4004
@@ -4208,6 +4628,27 @@ namespace OpenSim.Region.Framework.Scenes
4208 } 4628 }
4209 } 4629 }
4210 4630
4631
4632 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4633 {
4634 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4635 return;
4636
4637 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4638 {
4639 PhysicsShapeType = (byte)physdata.PhysShapeType;
4640
4641 }
4642
4643 if(Density != physdata.Density)
4644 Density = physdata.Density;
4645 if(GravityModifier != physdata.GravitationModifier)
4646 GravityModifier = physdata.GravitationModifier;
4647 if(Friction != physdata.Friction)
4648 Friction = physdata.Friction;
4649 if(Bounciness != physdata.Bounce)
4650 Bounciness = physdata.Bounce;
4651 }
4211 /// <summary> 4652 /// <summary>
4212 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4653 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
4213 /// </summary> 4654 /// </summary>
@@ -4215,7 +4656,7 @@ namespace OpenSim.Region.Framework.Scenes
4215 /// <param name="SetTemporary"></param> 4656 /// <param name="SetTemporary"></param>
4216 /// <param name="SetPhantom"></param> 4657 /// <param name="SetPhantom"></param>
4217 /// <param name="SetVD"></param> 4658 /// <param name="SetVD"></param>
4218 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4659 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4219 { 4660 {
4220 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4661 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4221 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4662 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4225,219 +4666,205 @@ namespace OpenSim.Region.Framework.Scenes
4225 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4666 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4226 return; 4667 return;
4227 4668
4228 PhysicsActor pa = PhysActor; 4669 VolumeDetectActive = SetVD;
4229
4230 // Special cases for VD. VD can only be called from a script
4231 // and can't be combined with changes to other states. So we can rely
4232 // that...
4233 // ... if VD is changed, all others are not.
4234 // ... if one of the others is changed, VD is not.
4235 if (SetVD) // VD is active, special logic applies
4236 {
4237 // State machine logic for VolumeDetect
4238 // More logic below
4239 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4240
4241 if (phanReset) // Phantom changes from on to off switch VD off too
4242 {
4243 SetVD = false; // Switch it of for the course of this routine
4244 VolumeDetectActive = false; // and also permanently
4245
4246 if (pa != null)
4247 pa.SetVolumeDetect(0); // Let physics know about it too
4248 }
4249 else
4250 {
4251 // If volumedetect is active we don't want phantom to be applied.
4252 // If this is a new call to VD out of the state "phantom"
4253 // this will also cause the prim to be visible to physics
4254 SetPhantom = false;
4255 }
4256 }
4257 4670
4258 if (UsePhysics && IsJoint()) 4671 // volume detector implies phantom
4259 { 4672 if (VolumeDetectActive)
4260 SetPhantom = true; 4673 SetPhantom = true;
4261 }
4262 4674
4263 if (UsePhysics) 4675 if (UsePhysics)
4264 {
4265 AddFlag(PrimFlags.Physics); 4676 AddFlag(PrimFlags.Physics);
4266 if (!wasUsingPhysics)
4267 {
4268 DoPhysicsPropertyUpdate(UsePhysics, false);
4269
4270 if (!ParentGroup.IsDeleted)
4271 {
4272 if (LocalId == ParentGroup.RootPart.LocalId)
4273 {
4274 ParentGroup.CheckSculptAndLoad();
4275 }
4276 }
4277 }
4278 }
4279 else 4677 else
4280 {
4281 RemFlag(PrimFlags.Physics); 4678 RemFlag(PrimFlags.Physics);
4282 if (wasUsingPhysics)
4283 {
4284 DoPhysicsPropertyUpdate(UsePhysics, false);
4285 }
4286 }
4287 4679
4288 if (SetPhantom 4680 if (SetPhantom)
4289 || ParentGroup.IsAttachment
4290 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4291 {
4292 AddFlag(PrimFlags.Phantom); 4681 AddFlag(PrimFlags.Phantom);
4682 else
4683 RemFlag(PrimFlags.Phantom);
4293 4684
4294 if (PhysActor != null) 4685 if (SetTemporary)
4686 AddFlag(PrimFlags.TemporaryOnRez);
4687 else
4688 RemFlag(PrimFlags.TemporaryOnRez);
4689
4690
4691 if (ParentGroup.Scene == null)
4692 return;
4693
4694 PhysicsActor pa = PhysActor;
4695
4696 if (pa != null && building && pa.Building != building)
4697 pa.Building = building;
4698
4699 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4700 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4701 {
4702 if (pa != null)
4295 { 4703 {
4704 ParentGroup.Scene.RemovePhysicalPrim(1);
4296 RemoveFromPhysics(); 4705 RemoveFromPhysics();
4297 pa = null;
4298 } 4706 }
4707
4708 Velocity = new Vector3(0, 0, 0);
4709 Acceleration = new Vector3(0, 0, 0);
4710 if (ParentGroup.RootPart == this)
4711 AngularVelocity = new Vector3(0, 0, 0);
4299 } 4712 }
4300 else // Not phantom 4713 else
4301 { 4714 {
4302 RemFlag(PrimFlags.Phantom); 4715 if (ParentGroup.Scene.CollidablePrims)
4303
4304 if (ParentGroup.Scene == null)
4305 return;
4306
4307 if (ParentGroup.Scene.CollidablePrims && pa == null)
4308 { 4716 {
4309 pa = AddToPhysics(UsePhysics); 4717 if (pa == null)
4310
4311 if (pa != null)
4312 { 4718 {
4313 pa.SetMaterial(Material); 4719 AddToPhysics(UsePhysics, SetPhantom, building , false);
4314 DoPhysicsPropertyUpdate(UsePhysics, true); 4720 pa = PhysActor;
4315 4721
4316 if (!ParentGroup.IsDeleted) 4722 if (pa != null)
4317 { 4723 {
4318 if (LocalId == ParentGroup.RootPart.LocalId) 4724 if (
4725// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4726// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4727// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4728// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4729// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4730// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4731 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
4732// (CollisionSound != UUID.Zero)
4733 )
4319 { 4734 {
4320 ParentGroup.CheckSculptAndLoad(); 4735 pa.OnCollisionUpdate += PhysicsCollision;
4736 pa.SubscribeEvents(1000);
4321 } 4737 }
4322 } 4738 }
4323
4324 if (
4325 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4326 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4327 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4328 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4329 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4330 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4331 (CollisionSound != UUID.Zero)
4332 )
4333 {
4334 pa.OnCollisionUpdate += PhysicsCollision;
4335 pa.SubscribeEvents(1000);
4336 }
4337 } 4739 }
4338 } 4740 else // it already has a physical representation
4339 else // it already has a physical representation
4340 {
4341 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4342
4343 if (!ParentGroup.IsDeleted)
4344 { 4741 {
4345 if (LocalId == ParentGroup.RootPart.LocalId) 4742 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4346 { 4743 /* moved into DoPhysicsPropertyUpdate
4347 ParentGroup.CheckSculptAndLoad(); 4744 if(VolumeDetectActive)
4348 } 4745 pa.SetVolumeDetect(1);
4746 else
4747 pa.SetVolumeDetect(0);
4748 */
4749 if (pa.Building != building)
4750 pa.Building = building;
4349 } 4751 }
4350 } 4752 }
4351 } 4753 }
4352
4353 if (SetVD)
4354 {
4355 // If the above logic worked (this is urgent candidate to unit tests!)
4356 // we now have a physicsactor.
4357 // Defensive programming calls for a check here.
4358 // Better would be throwing an exception that could be catched by a unit test as the internal
4359 // logic should make sure, this Physactor is always here.
4360 if (pa != null)
4361 {
4362 pa.SetVolumeDetect(1);
4363 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4364 VolumeDetectActive = true;
4365 }
4366 }
4367 else
4368 {
4369 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4370 // (mumbles, well, at least if you have infinte CPU powers :-))
4371 if (pa != null)
4372 pa.SetVolumeDetect(0);
4373
4374 VolumeDetectActive = false;
4375 }
4376
4377 if (SetTemporary)
4378 {
4379 AddFlag(PrimFlags.TemporaryOnRez);
4380 }
4381 else
4382 {
4383 RemFlag(PrimFlags.TemporaryOnRez);
4384 }
4385 4754
4386 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4755 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4387 4756
4757 // and last in case we have a new actor and not building
4758
4388 if (ParentGroup != null) 4759 if (ParentGroup != null)
4389 { 4760 {
4390 ParentGroup.HasGroupChanged = true; 4761 ParentGroup.HasGroupChanged = true;
4391 ScheduleFullUpdate(); 4762 ScheduleFullUpdate();
4392 } 4763 }
4393 4764
4394// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4765// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4395 } 4766 }
4396 4767
4397 /// <summary> 4768 /// <summary>
4398 /// Adds this part to the physics scene. 4769 /// Adds this part to the physics scene.
4770 /// and sets the PhysActor property
4399 /// </summary> 4771 /// </summary>
4400 /// <remarks>This method also sets the PhysActor property.</remarks> 4772 /// <param name="isPhysical">Add this prim as physical.</param>
4401 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4773 /// <param name="isPhantom">Add this prim as phantom.</param>
4402 /// <returns> 4774 /// <param name="building">tells physics to delay full construction of object</param>
4403 /// The physics actor. null if there was a failure. 4775 /// <param name="applyDynamics">applies velocities, force and torque</param>
4404 /// </returns> 4776 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4405 private PhysicsActor AddToPhysics(bool rigidBody) 4777 {
4406 {
4407 PhysicsActor pa; 4778 PhysicsActor pa;
4408 4779
4780 Vector3 velocity = Velocity;
4781 Vector3 rotationalVelocity = AngularVelocity;;
4782
4409 try 4783 try
4410 { 4784 {
4411 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4785 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4412 string.Format("{0}/{1}", Name, UUID), 4786 string.Format("{0}/{1}", Name, UUID),
4413 Shape, 4787 Shape,
4414 AbsolutePosition, 4788 AbsolutePosition,
4415 Scale, 4789 Scale,
4416 RotationOffset, 4790 GetWorldRotation(),
4417 rigidBody, 4791 isPhysical,
4418 m_localId); 4792 isPhantom,
4793 PhysicsShapeType,
4794 m_localId);
4419 } 4795 }
4420 catch 4796 catch (Exception ex)
4421 { 4797 {
4422 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4798 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4423 pa = null; 4799 pa = null;
4424 } 4800 }
4425 4801
4426 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4427 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4428 // being set.
4429 PhysActor = pa;
4430
4431 // Basic Physics can also return null as well as an exception catch.
4432 if (pa != null) 4802 if (pa != null)
4433 { 4803 {
4434 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4804 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4435 pa.SetMaterial(Material); 4805 pa.SetMaterial(Material);
4436 DoPhysicsPropertyUpdate(rigidBody, true); 4806
4807 if (VolumeDetectActive) // change if not the default only
4808 pa.SetVolumeDetect(1);
4809
4810 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4811 m_vehicle.SetVehicle(pa);
4812
4813 // we are going to tell rest of code about physics so better have this here
4814 PhysActor = pa;
4815
4816 // DoPhysicsPropertyUpdate(isPhysical, true);
4817 // lets expand it here just with what it really needs to do
4818
4819 if (isPhysical)
4820 {
4821 if (ParentGroup.RootPart.KeyframeMotion != null)
4822 ParentGroup.RootPart.KeyframeMotion.Stop();
4823 ParentGroup.RootPart.KeyframeMotion = null;
4824 ParentGroup.Scene.AddPhysicalPrim(1);
4825
4826 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4827 pa.OnOutOfBounds += PhysicsOutOfBounds;
4828
4829 if (ParentID != 0 && ParentID != LocalId)
4830 {
4831 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4832
4833 if (parentPa != null)
4834 {
4835 pa.link(parentPa);
4836 }
4837 }
4838 }
4839
4840 if (applyDynamics)
4841 // do independent of isphysical so parameters get setted (at least some)
4842 {
4843 Velocity = velocity;
4844 AngularVelocity = rotationalVelocity;
4845// pa.Velocity = velocity;
4846 pa.RotationalVelocity = rotationalVelocity;
4847
4848 // if not vehicle and root part apply force and torque
4849 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
4850 && LocalId == ParentGroup.RootPart.LocalId)
4851 {
4852 pa.Force = Force;
4853 pa.Torque = Torque;
4854 }
4855 }
4856
4857 if (Shape.SculptEntry)
4858 CheckSculptAndLoad();
4859 else
4860 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4861
4862 if (!building)
4863 pa.Building = false;
4437 } 4864 }
4438 4865
4439 return pa; 4866 PhysActor = pa;
4440 } 4867 }
4441 4868
4442 /// <summary> 4869 /// <summary>
4443 /// This removes the part from the physics scene. 4870 /// This removes the part from the physics scene.
@@ -4644,33 +5071,28 @@ namespace OpenSim.Region.Framework.Scenes
4644 } 5071 }
4645 5072
4646 PhysicsActor pa = PhysActor; 5073 PhysicsActor pa = PhysActor;
4647 5074 if (pa != null)
4648 if (
4649 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4650 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4651 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4652 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4653 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4654 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4655 (CollisionSound != UUID.Zero)
4656 )
4657 { 5075 {
4658 // subscribe to physics updates. 5076 if (
4659 if (pa != null) 5077// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5078// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5079// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5080// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5081// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5082// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5083 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5084 )
4660 { 5085 {
5086 // subscribe to physics updates.
4661 pa.OnCollisionUpdate += PhysicsCollision; 5087 pa.OnCollisionUpdate += PhysicsCollision;
4662 pa.SubscribeEvents(1000); 5088 pa.SubscribeEvents(1000);
4663 } 5089 }
4664 } 5090 else
4665 else
4666 {
4667 if (pa != null)
4668 { 5091 {
4669 pa.UnSubscribeEvents(); 5092 pa.UnSubscribeEvents();
4670 pa.OnCollisionUpdate -= PhysicsCollision; 5093 pa.OnCollisionUpdate -= PhysicsCollision;
4671 } 5094 }
4672 } 5095 }
4673
4674 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5096 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4675 //{ 5097 //{
4676 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; 5098 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
@@ -4797,5 +5219,17 @@ namespace OpenSim.Region.Framework.Scenes
4797 Color color = Color; 5219 Color color = Color;
4798 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5220 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4799 } 5221 }
5222
5223 public void ResetOwnerChangeFlag()
5224 {
5225 List<UUID> inv = Inventory.GetInventoryList();
5226
5227 foreach (UUID itemID in inv)
5228 {
5229 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5230 item.OwnerChanged = false;
5231 Inventory.UpdateInventoryItem(item, false, false);
5232 }
5233 }
4800 } 5234 }
4801} 5235}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 3734e03..141cf66 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -257,7 +302,10 @@ namespace OpenSim.Region.Framework.Scenes
257 { 302 {
258 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 303 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
259 foreach (TaskInventoryItem item in scripts) 304 foreach (TaskInventoryItem item in scripts)
305 {
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 306 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
307 m_part.RemoveScriptEvents(item.ItemID);
308 }
261 } 309 }
262 310
263 /// <summary> 311 /// <summary>
@@ -271,7 +319,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 319// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 320
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 321 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
322 {
323 StoreScriptError(item.ItemID, "no permission");
274 return; 324 return;
325 }
275 326
276 m_part.AddFlag(PrimFlags.Scripted); 327 m_part.AddFlag(PrimFlags.Scripted);
277 328
@@ -280,14 +331,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 331 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 332 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 333 {
283 lock (m_items) 334 m_items.LockItemsForWrite(true);
284 { 335 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 336 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 337 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 338 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 339 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
340 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 341 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 342 m_part.ScheduleFullUpdate();
293 return; 343 return;
@@ -296,6 +346,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 346 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 347 if (null == asset)
298 { 348 {
349 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
350 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 351 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 352 "[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, 353 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +358,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 358 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 359 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 360
309 lock (m_items) 361 m_items.LockItemsForWrite(true);
310 { 362
311 m_items[item.ItemID].OldItemID = item.OldItemID; 363 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0; 364 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero; 365 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 366
367 m_items.LockItemsForWrite(false);
368
316 string script = Utils.BytesToString(asset.Data); 369 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 370 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 371 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
372 StoreScriptErrors(item.ItemID, null);
373 if (!item.ScriptRunning)
374 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
375 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 376 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 377 m_part.ScheduleFullUpdate();
321 } 378 }
@@ -386,20 +443,146 @@ namespace OpenSim.Region.Framework.Scenes
386 443
387 /// <summary> 444 /// <summary>
388 /// Start a script which is in this prim's inventory. 445 /// Start a script which is in this prim's inventory.
446 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 447 /// </summary>
390 /// <param name="itemId"> 448 /// <param name="itemId">
391 /// A <see cref="UUID"/> 449 /// A <see cref="UUID"/>
392 /// </param> 450 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 451 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 452 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 453 lock (m_scriptErrors)
396 if (item != null) 454 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 455 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
456 m_scriptErrors.Remove(itemId);
457 }
458 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
459 }
460
461 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
462 {
463 m_items.LockItemsForRead(true);
464 if (m_items.ContainsKey(itemId))
465 {
466 if (m_items.ContainsKey(itemId))
467 {
468 m_items.LockItemsForRead(false);
469 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
470 }
471 else
472 {
473 m_items.LockItemsForRead(false);
474 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
475 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
476 StoreScriptError(itemId, msg);
477 m_log.ErrorFormat(
478 "[PRIM INVENTORY]: " +
479 "Couldn't start script with ID {0} since it {1}", itemId, msg);
480 }
481 }
398 else 482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
486 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 487 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}", 488 "[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, 489 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 490 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
491 }
492
493 }
494
495 /// <summary>
496 /// Start a script which is in this prim's inventory and return any compilation error messages.
497 /// </summary>
498 /// <param name="itemId">
499 /// A <see cref="UUID"/>
500 /// </param>
501 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
502 {
503 ArrayList errors;
504
505 // Indicate to CreateScriptInstanceInternal() we want it to
506 // post any compilation/loading error messages
507 lock (m_scriptErrors)
508 {
509 m_scriptErrors[itemId] = null;
510 }
511
512 // Perform compilation/loading
513 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
514
515 // Wait for and retrieve any errors
516 lock (m_scriptErrors)
517 {
518 while ((errors = m_scriptErrors[itemId]) == null)
519 {
520 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
521 {
522 m_log.ErrorFormat(
523 "[PRIM INVENTORY]: " +
524 "timedout waiting for script {0} errors", itemId);
525 errors = m_scriptErrors[itemId];
526 if (errors == null)
527 {
528 errors = new ArrayList(1);
529 errors.Add("timedout waiting for errors");
530 }
531 break;
532 }
533 }
534 m_scriptErrors.Remove(itemId);
535 }
536 return errors;
537 }
538
539 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
540 private void StoreScriptErrors(UUID itemId, ArrayList errors)
541 {
542 lock (m_scriptErrors)
543 {
544 // If compilation/loading initiated via CreateScriptInstance(),
545 // it does not want the errors, so just get out
546 if (!m_scriptErrors.ContainsKey(itemId))
547 {
548 return;
549 }
550
551 // Initiated via CreateScriptInstanceEr(), if we know what the
552 // errors are, save them and wake CreateScriptInstanceEr().
553 if (errors != null)
554 {
555 m_scriptErrors[itemId] = errors;
556 System.Threading.Monitor.PulseAll(m_scriptErrors);
557 return;
558 }
559 }
560
561 // Initiated via CreateScriptInstanceEr() but we don't know what
562 // the errors are yet, so retrieve them from the script engine.
563 // This may involve some waiting internal to GetScriptErrors().
564 errors = GetScriptErrors(itemId);
565
566 // Get a default non-null value to indicate success.
567 if (errors == null)
568 {
569 errors = new ArrayList();
570 }
571
572 // Post to CreateScriptInstanceEr() and wake it up
573 lock (m_scriptErrors)
574 {
575 m_scriptErrors[itemId] = errors;
576 System.Threading.Monitor.PulseAll(m_scriptErrors);
577 }
578 }
579
580 // Like StoreScriptErrors(), but just posts a single string message
581 private void StoreScriptError(UUID itemId, string message)
582 {
583 ArrayList errors = new ArrayList(1);
584 errors.Add(message);
585 StoreScriptErrors(itemId, errors);
403 } 586 }
404 587
405 /// <summary> 588 /// <summary>
@@ -412,15 +595,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 595 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 596 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 597 {
415 bool scriptPresent = false; 598 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 { 599 {
425 if (!sceneObjectBeingDeleted) 600 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 601 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +620,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 620 /// <returns></returns>
446 private bool InventoryContainsName(string name) 621 private bool InventoryContainsName(string name)
447 { 622 {
448 lock (m_items) 623 m_items.LockItemsForRead(true);
624 foreach (TaskInventoryItem item in m_items.Values)
449 { 625 {
450 foreach (TaskInventoryItem item in m_items.Values) 626 if (item.Name == name)
451 { 627 {
452 if (item.Name == name) 628 m_items.LockItemsForRead(false);
453 return true; 629 return true;
454 } 630 }
455 } 631 }
632 m_items.LockItemsForRead(false);
456 return false; 633 return false;
457 } 634 }
458 635
@@ -494,8 +671,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 671 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 672 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 673 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 674 m_items.LockItemsForRead(true);
498 675 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
676 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 677 foreach (TaskInventoryItem i in il)
500 { 678 {
501 if (i.Name == item.Name) 679 if (i.Name == item.Name)
@@ -533,14 +711,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 711 item.Name = name;
534 item.GroupID = m_part.GroupID; 712 item.GroupID = m_part.GroupID;
535 713
536 lock (m_items) 714 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 715 m_items.Add(item.ItemID, item);
538 716 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 717 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 718 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 719 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 720 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 721
544 m_inventorySerial++; 722 m_inventorySerial++;
545 //m_inventorySerial += 2; 723 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 724 HasInventoryChanged = true;
@@ -556,15 +734,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 734 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 735 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 736 {
559 lock (m_items) 737 m_items.LockItemsForWrite(true);
738 foreach (TaskInventoryItem item in items)
560 { 739 {
561 foreach (TaskInventoryItem item in items) 740 m_items.Add(item.ItemID, item);
562 { 741// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 742 }
743 m_items.LockItemsForWrite(false);
744
745 m_inventorySerial++;
568 } 746 }
569 747
570 /// <summary> 748 /// <summary>
@@ -575,10 +753,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 753 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 754 {
577 TaskInventoryItem item; 755 TaskInventoryItem item;
578 756 m_items.LockItemsForRead(true);
579 lock (m_items) 757 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 758 m_items.LockItemsForRead(false);
581
582 return item; 759 return item;
583 } 760 }
584 761
@@ -594,15 +771,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 771 {
595 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 772 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 773
597 lock (m_items) 774 m_items.LockItemsForRead(true);
775
776 foreach (TaskInventoryItem item in m_items.Values)
598 { 777 {
599 foreach (TaskInventoryItem item in m_items.Values) 778 if (item.Name == name)
600 { 779 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 780 }
605 781
782 m_items.LockItemsForRead(false);
783
606 return items; 784 return items;
607 } 785 }
608 786
@@ -621,6 +799,10 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 799 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 800 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 801
802 group.RootPart.AttachPoint = group.RootPart.Shape.State;
803 group.RootPart.AttachOffset = group.AbsolutePosition;
804 group.RootPart.AttachRotation = group.GroupRotation;
805
624 group.ResetIDs(); 806 group.ResetIDs();
625 807
626 SceneObjectPart rootPart = group.GetPart(group.UUID); 808 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -695,8 +877,9 @@ namespace OpenSim.Region.Framework.Scenes
695 877
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 878 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 879 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 880 m_items.LockItemsForWrite(true);
699 if (it != null) 881
882 if (m_items.ContainsKey(item.ItemID))
700 { 883 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 884// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 885
@@ -709,14 +892,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 892 item.GroupID = m_part.GroupID;
710 893
711 if (item.AssetID == UUID.Zero) 894 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 895 item.AssetID = m_items[item.ItemID].AssetID;
713 896
714 lock (m_items) 897 m_items[item.ItemID] = item;
715 { 898 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 899 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 900 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 901
@@ -725,7 +904,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 904 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 905 m_part.ParentGroup.HasGroupChanged = true;
727 } 906 }
728 907 m_items.LockItemsForWrite(false);
729 return true; 908 return true;
730 } 909 }
731 else 910 else
@@ -736,8 +915,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 915 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 916 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 917 }
739 return false; 918 m_items.LockItemsForWrite(false);
740 919
920 return false;
741 } 921 }
742 922
743 /// <summary> 923 /// <summary>
@@ -748,43 +928,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 928 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 929 public int RemoveInventoryItem(UUID itemID)
750 { 930 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 931 m_items.LockItemsForRead(true);
752 if (item != null) 932
933 if (m_items.ContainsKey(itemID))
753 { 934 {
754 int type = m_items[itemID].InvType; 935 int type = m_items[itemID].InvType;
936 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 937 if (type == 10) // Script
756 { 938 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 939 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 940 }
941 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 942 m_items.Remove(itemID);
943 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 944 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 945 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 946
764 HasInventoryChanged = true; 947 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 948 m_part.ParentGroup.HasGroupChanged = true;
766 949
767 if (!ContainsScripts()) 950 int scriptcount = 0;
951 m_items.LockItemsForRead(true);
952 foreach (TaskInventoryItem item in m_items.Values)
953 {
954 if (item.Type == 10)
955 {
956 scriptcount++;
957 }
958 }
959 m_items.LockItemsForRead(false);
960
961
962 if (scriptcount <= 0)
963 {
768 m_part.RemFlag(PrimFlags.Scripted); 964 m_part.RemFlag(PrimFlags.Scripted);
965 }
769 966
770 m_part.ScheduleFullUpdate(); 967 m_part.ScheduleFullUpdate();
771 968
772 return type; 969 return type;
773
774 } 970 }
775 else 971 else
776 { 972 {
973 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 974 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 975 "[PRIM INVENTORY]: " +
779 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 976 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
780 itemID, m_part.Name, m_part.UUID, 977 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 978 }
783 979
784 return -1; 980 return -1;
785 } 981 }
786 982
787 private bool CreateInventoryFile() 983 private bool CreateInventoryFileName()
788 { 984 {
789// m_log.DebugFormat( 985// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 986// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +989,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 989 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 990 m_inventoryFileNameSerial < m_inventorySerial)
795 { 991 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 992 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 993 m_inventoryFileNameSerial = m_inventorySerial;
799 994
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 995 return true;
996 }
997
998 return false;
999 }
1000
1001 /// <summary>
1002 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1003 /// </summary>
1004 /// <param name="xferManager"></param>
1005 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1006 {
1007 bool changed = CreateInventoryFileName();
1008
1009 bool includeAssets = false;
1010 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1011 includeAssets = true;
1012
1013 if (m_inventoryPrivileged != includeAssets)
1014 changed = true;
1015
1016 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1017
1018 Items.LockItemsForRead(true);
1019
1020 if (m_inventorySerial == 0) // No inventory
1021 {
1022 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1023 Items.LockItemsForRead(false);
1024 return;
1025 }
801 1026
802 lock (m_items) 1027 if (m_items.Count == 0) // No inventory
1028 {
1029 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1030 Items.LockItemsForRead(false);
1031 return;
1032 }
1033
1034 if (!changed)
1035 {
1036 if (m_inventoryFileData.Length > 2)
803 { 1037 {
804 foreach (TaskInventoryItem item in m_items.Values) 1038 xferManager.AddNewFile(m_inventoryFileName,
805 { 1039 m_inventoryFileData);
806// m_log.DebugFormat( 1040 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1041 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1042
810 UUID ownerID = item.OwnerID; 1043 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1044 return;
812 uint baseMask = item.BasePermissions; 1045 }
813 uint ownerMask = item.CurrentPermissions; 1046 }
814 uint groupMask = item.GroupPermissions;
815 1047
816 invString.AddItemStart(); 1048 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1049
820 invString.AddPermissionsStart(); 1050 foreach (TaskInventoryItem item in m_items.Values)
1051 {
1052 UUID ownerID = item.OwnerID;
1053 uint everyoneMask = 0;
1054 uint baseMask = item.BasePermissions;
1055 uint ownerMask = item.CurrentPermissions;
1056 uint groupMask = item.GroupPermissions;
821 1057
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1058 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1059 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1060 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
826 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
827 1061
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1062 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1063
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1064 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1065 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1066 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1067 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1068 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1069
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1070 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1071 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1072
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1073 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
837 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
838 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
839 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
840 1074
841 invString.AddSaleStart(); 1075 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1076 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1077
846 invString.AddNameValueLine("name", item.Name + "|"); 1078 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1079 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1080 else
1081 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1082 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1083 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1084 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1085
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1086 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1087 invString.AddNameValueLine("sale_type", "not");
851 } 1088 invString.AddNameValueLine("sale_price", "0");
852 } 1089 invString.AddSectionEnd();
853 1090
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1091 invString.AddNameValueLine("name", item.Name + "|");
1092 invString.AddNameValueLine("desc", item.Description + "|");
855 1093
856 return true; 1094 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1095 invString.AddSectionEnd();
857 } 1096 }
858 1097
859 // No need to recreate, the existing file is fine 1098 Items.LockItemsForRead(false);
860 return false;
861 }
862 1099
863 /// <summary> 1100 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
864 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
865 /// </summary>
866 /// <param name="xferManager"></param>
867 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
868 {
869 lock (m_items)
870 {
871 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
872 // a new script if any previous deletion has left the prim inventory empty.
873 if (m_items.Count == 0) // No inventory
874 {
875// m_log.DebugFormat(
876// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
877// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
878
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
880 return;
881 }
882 1101
883 CreateInventoryFile(); 1102 if (m_inventoryFileData.Length > 2)
884 1103 {
885 // In principle, we should only do the rest if the inventory changed; 1104 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1105 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1106 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1107 return;
889 // the client seems to always come back and request the Xfer,
890 // no matter what value m_inventorySerial has.
891 // FIXME: Could probably be > 0 here rather than > 2
892 if (m_inventoryFileData.Length > 2)
893 {
894 // Add the file for Xfer
895 // m_log.DebugFormat(
896 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
897 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
898
899 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
900 }
901
902 // Tell the client we're ready to Xfer the file
903 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
904 Util.StringToBytes256(m_inventoryFileName));
905 } 1108 }
1109
1110 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1111 }
907 1112
908 /// <summary> 1113 /// <summary>
@@ -911,13 +1116,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1116 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1117 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1118 {
914 if (HasInventoryChanged) 1119// Removed this because linking will cause an immediate delete of the new
915 { 1120// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1121// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1122// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1123// of prim inventory loss.
1124// if (HasInventoryChanged)
1125// {
1126 Items.LockItemsForRead(true);
1127 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1128 Items.LockItemsForRead(false);
919 1129
920 } 1130 HasInventoryChanged = false;
1131// }
921 } 1132 }
922 1133
923 public class InventoryStringBuilder 1134 public class InventoryStringBuilder
@@ -983,82 +1194,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1194 {
984 uint mask=0x7fffffff; 1195 uint mask=0x7fffffff;
985 1196
986 lock (m_items) 1197 foreach (TaskInventoryItem item in m_items.Values)
987 { 1198 {
988 foreach (TaskInventoryItem item in m_items.Values) 1199 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1200 mask &= ~((uint)PermissionMask.Copy >> 13);
1201 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1202 mask &= ~((uint)PermissionMask.Transfer >> 13);
1203 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1204 mask &= ~((uint)PermissionMask.Modify >> 13);
1205
1206 if (item.InvType == (int)InventoryType.Object)
989 { 1207 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1208 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1209 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1210 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1211 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1212 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1213 mask &= ~((uint)PermissionMask.Modify >> 13);
996
997 if (item.InvType != (int)InventoryType.Object)
998 {
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1000 mask &= ~((uint)PermissionMask.Copy >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1002 mask &= ~((uint)PermissionMask.Transfer >> 13);
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1004 mask &= ~((uint)PermissionMask.Modify >> 13);
1005 }
1006 else
1007 {
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Copy >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Transfer >> 13);
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Modify >> 13);
1014 }
1015
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1017 mask &= ~(uint)PermissionMask.Copy;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1019 mask &= ~(uint)PermissionMask.Transfer;
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1021 mask &= ~(uint)PermissionMask.Modify;
1022 } 1214 }
1215
1216 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1217 mask &= ~(uint)PermissionMask.Copy;
1218 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1219 mask &= ~(uint)PermissionMask.Transfer;
1220 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1221 mask &= ~(uint)PermissionMask.Modify;
1023 } 1222 }
1024
1025 return mask; 1223 return mask;
1026 } 1224 }
1027 1225
1028 public void ApplyNextOwnerPermissions() 1226 public void ApplyNextOwnerPermissions()
1029 { 1227 {
1030 lock (m_items) 1228 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1229 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1230 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1231 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1232 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1233 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1234 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1235 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1236 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1237 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1042 }
1043 item.CurrentPermissions &= item.NextPermissions;
1044 item.BasePermissions &= item.NextPermissions;
1045 item.EveryonePermissions &= item.NextPermissions;
1046 item.OwnerChanged = true;
1047 item.PermsMask = 0;
1048 item.PermsGranter = UUID.Zero;
1049 } 1238 }
1239 item.OwnerChanged = true;
1240 item.CurrentPermissions &= item.NextPermissions;
1241 item.BasePermissions &= item.NextPermissions;
1242 item.EveryonePermissions &= item.NextPermissions;
1243 item.PermsMask = 0;
1244 item.PermsGranter = UUID.Zero;
1050 } 1245 }
1051 } 1246 }
1052 1247
1053 public void ApplyGodPermissions(uint perms) 1248 public void ApplyGodPermissions(uint perms)
1054 { 1249 {
1055 lock (m_items) 1250 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1251 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1252 item.CurrentPermissions = perms;
1058 { 1253 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1254 }
1063 1255
1064 m_inventorySerial++; 1256 m_inventorySerial++;
@@ -1071,14 +1263,11 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1263 /// <returns></returns>
1072 public bool ContainsScripts() 1264 public bool ContainsScripts()
1073 { 1265 {
1074 lock (m_items) 1266 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1267 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1268 if (item.InvType == (int)InventoryType.LSL)
1077 { 1269 {
1078 if (item.InvType == (int)InventoryType.LSL) 1270 return true;
1079 {
1080 return true;
1081 }
1082 } 1271 }
1083 } 1272 }
1084 1273
@@ -1092,17 +1281,15 @@ namespace OpenSim.Region.Framework.Scenes
1092 public int ScriptCount() 1281 public int ScriptCount()
1093 { 1282 {
1094 int count = 0; 1283 int count = 0;
1095 lock (m_items) 1284 Items.LockItemsForRead(true);
1285 foreach (TaskInventoryItem item in m_items.Values)
1096 { 1286 {
1097 foreach (TaskInventoryItem item in m_items.Values) 1287 if (item.InvType == (int)InventoryType.LSL)
1098 { 1288 {
1099 if (item.InvType == (int)InventoryType.LSL) 1289 count++;
1100 {
1101 count++;
1102 }
1103 } 1290 }
1104 } 1291 }
1105 1292 Items.LockItemsForRead(false);
1106 return count; 1293 return count;
1107 } 1294 }
1108 /// <summary> 1295 /// <summary>
@@ -1138,11 +1325,8 @@ namespace OpenSim.Region.Framework.Scenes
1138 { 1325 {
1139 List<UUID> ret = new List<UUID>(); 1326 List<UUID> ret = new List<UUID>();
1140 1327
1141 lock (m_items) 1328 foreach (TaskInventoryItem item in m_items.Values)
1142 { 1329 ret.Add(item.ItemID);
1143 foreach (TaskInventoryItem item in m_items.Values)
1144 ret.Add(item.ItemID);
1145 }
1146 1330
1147 return ret; 1331 return ret;
1148 } 1332 }
@@ -1151,8 +1335,9 @@ namespace OpenSim.Region.Framework.Scenes
1151 { 1335 {
1152 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1336 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1153 1337
1154 lock (m_items) 1338 Items.LockItemsForRead(true);
1155 ret = new List<TaskInventoryItem>(m_items.Values); 1339 ret = new List<TaskInventoryItem>(m_items.Values);
1340 Items.LockItemsForRead(false);
1156 1341
1157 return ret; 1342 return ret;
1158 } 1343 }
@@ -1161,18 +1346,24 @@ namespace OpenSim.Region.Framework.Scenes
1161 { 1346 {
1162 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1347 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1163 1348
1164 lock (m_items) 1349 Items.LockItemsForRead(true);
1165 { 1350
1166 foreach (TaskInventoryItem item in m_items.Values) 1351 foreach (TaskInventoryItem item in m_items.Values)
1167 if (item.InvType == (int)type) 1352 if (item.InvType == (int)type)
1168 ret.Add(item); 1353 ret.Add(item);
1169 } 1354
1355 Items.LockItemsForRead(false);
1170 1356
1171 return ret; 1357 return ret;
1172 } 1358 }
1173 1359
1174 public Dictionary<UUID, string> GetScriptStates() 1360 public Dictionary<UUID, string> GetScriptStates()
1175 { 1361 {
1362 return GetScriptStates(false);
1363 }
1364
1365 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1366 {
1176 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1367 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1177 1368
1178 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1369 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1194,14 +1385,21 @@ namespace OpenSim.Region.Framework.Scenes
1194 string n = e.GetXMLState(item.ItemID); 1385 string n = e.GetXMLState(item.ItemID);
1195 if (n != String.Empty) 1386 if (n != String.Empty)
1196 { 1387 {
1197 if (!ret.ContainsKey(item.ItemID)) 1388 if (oldIDs)
1198 ret[item.ItemID] = n; 1389 {
1390 if (!ret.ContainsKey(item.OldItemID))
1391 ret[item.OldItemID] = n;
1392 }
1393 else
1394 {
1395 if (!ret.ContainsKey(item.ItemID))
1396 ret[item.ItemID] = n;
1397 }
1199 break; 1398 break;
1200 } 1399 }
1201 } 1400 }
1202 } 1401 }
1203 } 1402 }
1204
1205 return ret; 1403 return ret;
1206 } 1404 }
1207 1405
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b737f91..99ad685 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;
@@ -806,10 +849,38 @@ namespace OpenSim.Region.Framework.Scenes
806 "[SCENE]: Upgrading child to root agent for {0} in {1}", 849 "[SCENE]: Upgrading child to root agent for {0} in {1}",
807 Name, m_scene.RegionInfo.RegionName); 850 Name, m_scene.RegionInfo.RegionName);
808 851
809 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
810
811 bool wasChild = IsChildAgent; 852 bool wasChild = IsChildAgent;
812 IsChildAgent = false; 853
854 if (ParentUUID != UUID.Zero)
855 {
856 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
857 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
858 if (part == null)
859 {
860 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
861 }
862 else
863 {
864 part.ParentGroup.AddAvatar(UUID);
865 if (part.SitTargetPosition != Vector3.Zero)
866 part.SitTargetAvatar = UUID;
867 ParentPosition = part.GetWorldPosition();
868 ParentID = part.LocalId;
869 ParentPart = part;
870 m_pos = m_prevSitOffset;
871 pos = ParentPosition;
872 }
873 ParentUUID = UUID.Zero;
874
875 IsChildAgent = false;
876
877 Animator.TrySetMovementAnimation("SIT");
878 }
879 else
880 {
881 IsChildAgent = false;
882 }
883
813 884
814 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 885 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
815 if (gm != null) 886 if (gm != null)
@@ -819,62 +890,72 @@ namespace OpenSim.Region.Framework.Scenes
819 890
820 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 891 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
821 892
822 // Moved this from SendInitialData to ensure that Appearance is initialized 893 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 { 894 {
828 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 895 // Moved this from SendInitialData to ensure that Appearance is initialized
829 pos.X = crossedBorder.BorderLine.Z - 1; 896 // before the inventory is processed in MakeRootAgent. This fixes a race condition
830 } 897 // related to the handling of attachments
898 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
899 if (m_scene.TestBorderCross(pos, Cardinals.E))
900 {
901 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
902 pos.X = crossedBorder.BorderLine.Z - 1;
903 }
831 904
832 if (m_scene.TestBorderCross(pos, Cardinals.N)) 905 if (m_scene.TestBorderCross(pos, Cardinals.N))
833 { 906 {
834 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 907 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
835 pos.Y = crossedBorder.BorderLine.Z - 1; 908 pos.Y = crossedBorder.BorderLine.Z - 1;
836 } 909 }
837 910
838 CheckAndAdjustLandingPoint(ref pos); 911 CheckAndAdjustLandingPoint(ref pos);
839 912
840 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 913 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
841 { 914 {
842 m_log.WarnFormat( 915 m_log.WarnFormat(
843 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 916 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
844 pos, Name, UUID); 917 pos, Name, UUID);
845 918
846 if (pos.X < 0f) pos.X = 0f; 919 if (pos.X < 0f) pos.X = 0f;
847 if (pos.Y < 0f) pos.Y = 0f; 920 if (pos.Y < 0f) pos.Y = 0f;
848 if (pos.Z < 0f) pos.Z = 0f; 921 if (pos.Z < 0f) pos.Z = 0f;
849 } 922 }
850 923
851 float localAVHeight = 1.56f; 924 float localAVHeight = 1.56f;
852 if (Appearance.AvatarHeight > 0) 925 if (Appearance.AvatarHeight > 0)
853 localAVHeight = Appearance.AvatarHeight; 926 localAVHeight = Appearance.AvatarHeight;
854 927
855 float posZLimit = 0; 928 float posZLimit = 0;
856 929
857 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 930 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
858 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 931 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
859 932
860 float newPosZ = posZLimit + localAVHeight / 2; 933 float newPosZ = posZLimit + localAVHeight / 2;
861 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 934 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
862 { 935 {
863 pos.Z = newPosZ; 936 pos.Z = newPosZ;
864 } 937 }
865 AbsolutePosition = pos; 938 AbsolutePosition = pos;
866 939
867 AddToPhysicalScene(isFlying); 940 if (m_teleportFlags == TeleportFlags.Default)
941 {
942 Vector3 vel = Velocity;
943 AddToPhysicalScene(isFlying);
944 if (PhysicsActor != null)
945 PhysicsActor.SetMomentum(vel);
946 }
947 else
948 AddToPhysicalScene(isFlying);
868 949
869 if (ForceFly) 950 if (ForceFly)
870 { 951 {
871 Flying = true; 952 Flying = true;
872 } 953 }
873 else if (FlyDisabled) 954 else if (FlyDisabled)
874 { 955 {
875 Flying = false; 956 Flying = false;
957 }
876 } 958 }
877
878 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 959 // 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 960 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
880 // elsewhere anyway 961 // elsewhere anyway
@@ -892,14 +973,19 @@ namespace OpenSim.Region.Framework.Scenes
892 { 973 {
893 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 974 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
894 // Resume scripts 975 // Resume scripts
895 foreach (SceneObjectGroup sog in m_attachments) 976 Util.FireAndForget(delegate(object x) {
896 { 977 foreach (SceneObjectGroup sog in m_attachments)
897 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 978 {
898 sog.ResumeScripts(); 979 sog.ScheduleGroupForFullUpdate();
899 } 980 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
981 sog.ResumeScripts();
982 }
983 });
900 } 984 }
901 } 985 }
902 986
987 SendAvatarDataToAllAgents();
988
903 // send the animations of the other presences to me 989 // send the animations of the other presences to me
904 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 990 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
905 { 991 {
@@ -910,9 +996,12 @@ 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 996 // 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 997 // 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. 998 // recorded, which stops the input from being processed.
999
913 MovementFlag = 0; 1000 MovementFlag = 0;
914 1001
915 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1002 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1003
1004 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
916 } 1005 }
917 1006
918 public int GetStateSource() 1007 public int GetStateSource()
@@ -940,12 +1029,16 @@ namespace OpenSim.Region.Framework.Scenes
940 /// </remarks> 1029 /// </remarks>
941 public void MakeChildAgent() 1030 public void MakeChildAgent()
942 { 1031 {
1032 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1033
943 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1034 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
944 1035
945 // Reset these so that teleporting in and walking out isn't seen 1036 // Reset these so that teleporting in and walking out isn't seen
946 // as teleporting back 1037 // as teleporting back
947 TeleportFlags = TeleportFlags.Default; 1038 TeleportFlags = TeleportFlags.Default;
948 1039
1040 MovementFlag = 0;
1041
949 // It looks like Animator is set to null somewhere, and MakeChild 1042 // It looks like Animator is set to null somewhere, and MakeChild
950 // is called after that. Probably in aborted teleports. 1043 // is called after that. Probably in aborted teleports.
951 if (Animator == null) 1044 if (Animator == null)
@@ -953,6 +1046,7 @@ namespace OpenSim.Region.Framework.Scenes
953 else 1046 else
954 Animator.ResetAnimations(); 1047 Animator.ResetAnimations();
955 1048
1049
956// m_log.DebugFormat( 1050// m_log.DebugFormat(
957// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1051// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
958// Name, UUID, m_scene.RegionInfo.RegionName); 1052// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -979,9 +1073,9 @@ namespace OpenSim.Region.Framework.Scenes
979 { 1073 {
980// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1074// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
981 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1075 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
982 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
983 PhysicsActor.UnSubscribeEvents();
984 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1076 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1077 PhysicsActor.UnSubscribeEvents();
1078 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
985 PhysicsActor = null; 1079 PhysicsActor = null;
986 } 1080 }
987// else 1081// else
@@ -998,7 +1092,7 @@ namespace OpenSim.Region.Framework.Scenes
998 /// <param name="pos"></param> 1092 /// <param name="pos"></param>
999 public void Teleport(Vector3 pos) 1093 public void Teleport(Vector3 pos)
1000 { 1094 {
1001 TeleportWithMomentum(pos, null); 1095 TeleportWithMomentum(pos, Vector3.Zero);
1002 } 1096 }
1003 1097
1004 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1098 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1022,6 +1116,41 @@ namespace OpenSim.Region.Framework.Scenes
1022 SendTerseUpdateToAllClients(); 1116 SendTerseUpdateToAllClients();
1023 } 1117 }
1024 1118
1119 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1120 {
1121 CheckLandingPoint(ref newpos);
1122 AbsolutePosition = newpos;
1123
1124 if (newvel.HasValue)
1125 {
1126 if ((Vector3)newvel == Vector3.Zero)
1127 {
1128 if (PhysicsActor != null)
1129 PhysicsActor.SetMomentum(Vector3.Zero);
1130 m_velocity = Vector3.Zero;
1131 }
1132 else
1133 {
1134 if (PhysicsActor != null)
1135 PhysicsActor.SetMomentum((Vector3)newvel);
1136 m_velocity = (Vector3)newvel;
1137
1138 if (rotateToVelXY)
1139 {
1140 Vector3 lookAt = (Vector3)newvel;
1141 lookAt.Z = 0;
1142 lookAt.Normalize();
1143 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1144 return;
1145 }
1146 }
1147 }
1148
1149 SendTerseUpdateToAllClients();
1150 }
1151
1152
1153
1025 public void StopFlying() 1154 public void StopFlying()
1026 { 1155 {
1027 ControllingClient.StopFlying(this); 1156 ControllingClient.StopFlying(this);
@@ -1331,8 +1460,18 @@ namespace OpenSim.Region.Framework.Scenes
1331 { 1460 {
1332 if (m_followCamAuto) 1461 if (m_followCamAuto)
1333 { 1462 {
1334 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1463 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1335 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1464 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1465
1466 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1467 Vector3 distTocam = CameraPosition - posAdjusted;
1468 float distTocamlen = distTocam.Length();
1469 if (distTocamlen > 0)
1470 {
1471 distTocam *= 1.0f / distTocamlen;
1472 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1473 }
1474
1336 } 1475 }
1337 } 1476 }
1338 1477
@@ -1766,12 +1905,17 @@ namespace OpenSim.Region.Framework.Scenes
1766// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1905// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1767 1906
1768 SitGround = false; 1907 SitGround = false;
1908
1909/* move this down so avatar gets physical in the new position and not where it is siting
1769 if (PhysicsActor == null) 1910 if (PhysicsActor == null)
1770 AddToPhysicalScene(false); 1911 AddToPhysicalScene(false);
1912 */
1771 1913
1772 if (ParentID != 0) 1914 if (ParentID != 0)
1773 { 1915 {
1774 SceneObjectPart part = ParentPart; 1916 SceneObjectPart part = ParentPart;
1917 UnRegisterSeatControls(part.ParentGroup.UUID);
1918
1775 TaskInventoryDictionary taskIDict = part.TaskInventory; 1919 TaskInventoryDictionary taskIDict = part.TaskInventory;
1776 if (taskIDict != null) 1920 if (taskIDict != null)
1777 { 1921 {
@@ -1791,6 +1935,7 @@ namespace OpenSim.Region.Framework.Scenes
1791 if (part.SitTargetAvatar == UUID) 1935 if (part.SitTargetAvatar == UUID)
1792 part.SitTargetAvatar = UUID.Zero; 1936 part.SitTargetAvatar = UUID.Zero;
1793 1937
1938 part.ParentGroup.DeleteAvatar(UUID);
1794 ParentPosition = part.GetWorldPosition(); 1939 ParentPosition = part.GetWorldPosition();
1795 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1940 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1796 1941
@@ -1799,6 +1944,10 @@ namespace OpenSim.Region.Framework.Scenes
1799 1944
1800 ParentID = 0; 1945 ParentID = 0;
1801 ParentPart = null; 1946 ParentPart = null;
1947
1948 if (PhysicsActor == null)
1949 AddToPhysicalScene(false);
1950
1802 SendAvatarDataToAllAgents(); 1951 SendAvatarDataToAllAgents();
1803 m_requestedSitTargetID = 0; 1952 m_requestedSitTargetID = 0;
1804 1953
@@ -1806,6 +1955,9 @@ namespace OpenSim.Region.Framework.Scenes
1806 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1955 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1807 } 1956 }
1808 1957
1958 else if (PhysicsActor == null)
1959 AddToPhysicalScene(false);
1960
1809 Animator.TrySetMovementAnimation("STAND"); 1961 Animator.TrySetMovementAnimation("STAND");
1810 } 1962 }
1811 1963
@@ -1929,7 +2081,7 @@ namespace OpenSim.Region.Framework.Scenes
1929 forceMouselook = part.GetForceMouselook(); 2081 forceMouselook = part.GetForceMouselook();
1930 2082
1931 ControllingClient.SendSitResponse( 2083 ControllingClient.SendSitResponse(
1932 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2084 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1933 2085
1934 m_requestedSitTargetUUID = targetID; 2086 m_requestedSitTargetUUID = targetID;
1935 2087
@@ -2211,14 +2363,36 @@ namespace OpenSim.Region.Framework.Scenes
2211 2363
2212 //Quaternion result = (sitTargetOrient * vq) * nq; 2364 //Quaternion result = (sitTargetOrient * vq) * nq;
2213 2365
2214 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2366 double x, y, z, m;
2367
2368 Quaternion r = sitTargetOrient;
2369 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2370
2371 if (Math.Abs(1.0 - m) > 0.000001)
2372 {
2373 m = 1.0 / Math.Sqrt(m);
2374 r.X *= (float)m;
2375 r.Y *= (float)m;
2376 r.Z *= (float)m;
2377 r.W *= (float)m;
2378 }
2379
2380 x = 2 * (r.X * r.Z + r.Y * r.W);
2381 y = 2 * (-r.X * r.W + r.Y * r.Z);
2382 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2383
2384 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2385 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2386 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2215 Rotation = sitTargetOrient; 2387 Rotation = sitTargetOrient;
2216 ParentPosition = part.AbsolutePosition; 2388 ParentPosition = part.AbsolutePosition;
2389 part.ParentGroup.AddAvatar(UUID);
2217 } 2390 }
2218 else 2391 else
2219 { 2392 {
2220 m_pos -= part.AbsolutePosition; 2393 m_pos -= part.AbsolutePosition;
2221 ParentPosition = part.AbsolutePosition; 2394 ParentPosition = part.AbsolutePosition;
2395 part.ParentGroup.AddAvatar(UUID);
2222 2396
2223// m_log.DebugFormat( 2397// m_log.DebugFormat(
2224// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2398// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2316,14 +2490,15 @@ namespace OpenSim.Region.Framework.Scenes
2316 direc.Z *= 2.6f; 2490 direc.Z *= 2.6f;
2317 2491
2318 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2492 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2319 Animator.TrySetMovementAnimation("PREJUMP"); 2493// Animator.TrySetMovementAnimation("PREJUMP");
2320 Animator.TrySetMovementAnimation("JUMP"); 2494// Animator.TrySetMovementAnimation("JUMP");
2321 } 2495 }
2322 } 2496 }
2323 } 2497 }
2324 2498
2325 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2499 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2326 m_forceToApply = direc; 2500 m_forceToApply = direc;
2501 Animator.UpdateMovementAnimations();
2327 } 2502 }
2328 2503
2329 #endregion 2504 #endregion
@@ -3058,6 +3233,9 @@ namespace OpenSim.Region.Framework.Scenes
3058 cAgent.AlwaysRun = SetAlwaysRun; 3233 cAgent.AlwaysRun = SetAlwaysRun;
3059 3234
3060 cAgent.Appearance = new AvatarAppearance(Appearance); 3235 cAgent.Appearance = new AvatarAppearance(Appearance);
3236
3237 cAgent.ParentPart = ParentUUID;
3238 cAgent.SitOffset = m_pos;
3061 3239
3062 lock (scriptedcontrols) 3240 lock (scriptedcontrols)
3063 { 3241 {
@@ -3066,7 +3244,7 @@ namespace OpenSim.Region.Framework.Scenes
3066 3244
3067 foreach (ScriptControllers c in scriptedcontrols.Values) 3245 foreach (ScriptControllers c in scriptedcontrols.Values)
3068 { 3246 {
3069 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3247 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3070 } 3248 }
3071 cAgent.Controllers = controls; 3249 cAgent.Controllers = controls;
3072 } 3250 }
@@ -3077,6 +3255,7 @@ namespace OpenSim.Region.Framework.Scenes
3077 cAgent.Anims = Animator.Animations.ToArray(); 3255 cAgent.Anims = Animator.Animations.ToArray();
3078 } 3256 }
3079 catch { } 3257 catch { }
3258 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3080 3259
3081 // Attachment objects 3260 // Attachment objects
3082 List<SceneObjectGroup> attachments = GetAttachments(); 3261 List<SceneObjectGroup> attachments = GetAttachments();
@@ -3117,6 +3296,8 @@ namespace OpenSim.Region.Framework.Scenes
3117 CameraAtAxis = cAgent.AtAxis; 3296 CameraAtAxis = cAgent.AtAxis;
3118 CameraLeftAxis = cAgent.LeftAxis; 3297 CameraLeftAxis = cAgent.LeftAxis;
3119 CameraUpAxis = cAgent.UpAxis; 3298 CameraUpAxis = cAgent.UpAxis;
3299 ParentUUID = cAgent.ParentPart;
3300 m_prevSitOffset = cAgent.SitOffset;
3120 3301
3121 // When we get to the point of re-computing neighbors everytime this 3302 // When we get to the point of re-computing neighbors everytime this
3122 // changes, then start using the agent's drawdistance rather than the 3303 // changes, then start using the agent's drawdistance rather than the
@@ -3154,6 +3335,7 @@ namespace OpenSim.Region.Framework.Scenes
3154 foreach (ControllerData c in cAgent.Controllers) 3335 foreach (ControllerData c in cAgent.Controllers)
3155 { 3336 {
3156 ScriptControllers sc = new ScriptControllers(); 3337 ScriptControllers sc = new ScriptControllers();
3338 sc.objectID = c.ObjectID;
3157 sc.itemID = c.ItemID; 3339 sc.itemID = c.ItemID;
3158 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3340 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3159 sc.eventControls = (ScriptControlled)c.EventControls; 3341 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3168,6 +3350,8 @@ namespace OpenSim.Region.Framework.Scenes
3168 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3350 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3169 if (cAgent.Anims != null) 3351 if (cAgent.Anims != null)
3170 Animator.Animations.FromArray(cAgent.Anims); 3352 Animator.Animations.FromArray(cAgent.Anims);
3353 if (cAgent.DefaultAnim != null)
3354 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3171 3355
3172 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) 3356 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
3173 { 3357 {
@@ -3270,18 +3454,6 @@ namespace OpenSim.Region.Framework.Scenes
3270 if (IsChildAgent) 3454 if (IsChildAgent)
3271 return; 3455 return;
3272 3456
3273 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3274 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3275 // as of this comment the interval is set in AddToPhysicalScene
3276 if (Animator != null)
3277 {
3278// if (m_updateCount > 0)
3279// {
3280 Animator.UpdateMovementAnimations();
3281// m_updateCount--;
3282// }
3283 }
3284
3285 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3457 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3286 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3458 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3287 3459
@@ -3656,10 +3828,15 @@ namespace OpenSim.Region.Framework.Scenes
3656 3828
3657 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3829 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3658 { 3830 {
3831 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3832 if (p == null)
3833 return;
3834
3659 ScriptControllers obj = new ScriptControllers(); 3835 ScriptControllers obj = new ScriptControllers();
3660 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3836 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3661 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3837 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3662 3838
3839 obj.objectID = p.ParentGroup.UUID;
3663 obj.itemID = Script_item_UUID; 3840 obj.itemID = Script_item_UUID;
3664 if (pass_on == 0 && accept == 0) 3841 if (pass_on == 0 && accept == 0)
3665 { 3842 {
@@ -3708,6 +3885,21 @@ namespace OpenSim.Region.Framework.Scenes
3708 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3885 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3709 } 3886 }
3710 3887
3888 private void UnRegisterSeatControls(UUID obj)
3889 {
3890 List<UUID> takers = new List<UUID>();
3891
3892 foreach (ScriptControllers c in scriptedcontrols.Values)
3893 {
3894 if (c.objectID == obj)
3895 takers.Add(c.itemID);
3896 }
3897 foreach (UUID t in takers)
3898 {
3899 UnRegisterControlEventsToScript(0, t);
3900 }
3901 }
3902
3711 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3903 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3712 { 3904 {
3713 ScriptControllers takecontrols; 3905 ScriptControllers takecontrols;
@@ -3962,6 +4154,12 @@ namespace OpenSim.Region.Framework.Scenes
3962 4154
3963 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4155 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3964 { 4156 {
4157 string reason;
4158
4159 // Honor bans
4160 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4161 return;
4162
3965 SceneObjectGroup telehub = null; 4163 SceneObjectGroup telehub = null;
3966 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4164 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3967 { 4165 {
@@ -4001,11 +4199,173 @@ namespace OpenSim.Region.Framework.Scenes
4001 pos = land.LandData.UserLocation; 4199 pos = land.LandData.UserLocation;
4002 } 4200 }
4003 } 4201 }
4004 4202
4005 land.SendLandUpdateToClient(ControllingClient); 4203 land.SendLandUpdateToClient(ControllingClient);
4006 } 4204 }
4007 } 4205 }
4008 4206
4207 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4208 {
4209 lock(m_collisionEventLock)
4210 {
4211 if (m_collisionEventFlag)
4212 return;
4213 m_collisionEventFlag = true;
4214 }
4215
4216 Util.FireAndForget(delegate(object x)
4217 {
4218 try
4219 {
4220 List<uint> thisHitColliders = new List<uint>();
4221 List<uint> endedColliders = new List<uint>();
4222 List<uint> startedColliders = new List<uint>();
4223
4224 foreach (uint localid in coldata.Keys)
4225 {
4226 thisHitColliders.Add(localid);
4227 if (!m_lastColliders.Contains(localid))
4228 {
4229 startedColliders.Add(localid);
4230 }
4231 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4232 }
4233
4234 // calculate things that ended colliding
4235 foreach (uint localID in m_lastColliders)
4236 {
4237 if (!thisHitColliders.Contains(localID))
4238 {
4239 endedColliders.Add(localID);
4240 }
4241 }
4242 //add the items that started colliding this time to the last colliders list.
4243 foreach (uint localID in startedColliders)
4244 {
4245 m_lastColliders.Add(localID);
4246 }
4247 // remove things that ended colliding from the last colliders list
4248 foreach (uint localID in endedColliders)
4249 {
4250 m_lastColliders.Remove(localID);
4251 }
4252
4253 // do event notification
4254 if (startedColliders.Count > 0)
4255 {
4256 ColliderArgs StartCollidingMessage = new ColliderArgs();
4257 List<DetectedObject> colliding = new List<DetectedObject>();
4258 foreach (uint localId in startedColliders)
4259 {
4260 if (localId == 0)
4261 continue;
4262
4263 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4264 string data = "";
4265 if (obj != null)
4266 {
4267 DetectedObject detobj = new DetectedObject();
4268 detobj.keyUUID = obj.UUID;
4269 detobj.nameStr = obj.Name;
4270 detobj.ownerUUID = obj.OwnerID;
4271 detobj.posVector = obj.AbsolutePosition;
4272 detobj.rotQuat = obj.GetWorldRotation();
4273 detobj.velVector = obj.Velocity;
4274 detobj.colliderType = 0;
4275 detobj.groupUUID = obj.GroupID;
4276 colliding.Add(detobj);
4277 }
4278 }
4279
4280 if (colliding.Count > 0)
4281 {
4282 StartCollidingMessage.Colliders = colliding;
4283
4284 foreach (SceneObjectGroup att in GetAttachments())
4285 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4286 }
4287 }
4288
4289 if (endedColliders.Count > 0)
4290 {
4291 ColliderArgs EndCollidingMessage = new ColliderArgs();
4292 List<DetectedObject> colliding = new List<DetectedObject>();
4293 foreach (uint localId in endedColliders)
4294 {
4295 if (localId == 0)
4296 continue;
4297
4298 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4299 string data = "";
4300 if (obj != null)
4301 {
4302 DetectedObject detobj = new DetectedObject();
4303 detobj.keyUUID = obj.UUID;
4304 detobj.nameStr = obj.Name;
4305 detobj.ownerUUID = obj.OwnerID;
4306 detobj.posVector = obj.AbsolutePosition;
4307 detobj.rotQuat = obj.GetWorldRotation();
4308 detobj.velVector = obj.Velocity;
4309 detobj.colliderType = 0;
4310 detobj.groupUUID = obj.GroupID;
4311 colliding.Add(detobj);
4312 }
4313 }
4314
4315 if (colliding.Count > 0)
4316 {
4317 EndCollidingMessage.Colliders = colliding;
4318
4319 foreach (SceneObjectGroup att in GetAttachments())
4320 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4321 }
4322 }
4323
4324 if (thisHitColliders.Count > 0)
4325 {
4326 ColliderArgs CollidingMessage = new ColliderArgs();
4327 List<DetectedObject> colliding = new List<DetectedObject>();
4328 foreach (uint localId in thisHitColliders)
4329 {
4330 if (localId == 0)
4331 continue;
4332
4333 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4334 string data = "";
4335 if (obj != null)
4336 {
4337 DetectedObject detobj = new DetectedObject();
4338 detobj.keyUUID = obj.UUID;
4339 detobj.nameStr = obj.Name;
4340 detobj.ownerUUID = obj.OwnerID;
4341 detobj.posVector = obj.AbsolutePosition;
4342 detobj.rotQuat = obj.GetWorldRotation();
4343 detobj.velVector = obj.Velocity;
4344 detobj.colliderType = 0;
4345 detobj.groupUUID = obj.GroupID;
4346 colliding.Add(detobj);
4347 }
4348 }
4349
4350 if (colliding.Count > 0)
4351 {
4352 CollidingMessage.Colliders = colliding;
4353
4354 lock (m_attachments)
4355 {
4356 foreach (SceneObjectGroup att in m_attachments)
4357 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4358 }
4359 }
4360 }
4361 }
4362 finally
4363 {
4364 m_collisionEventFlag = false;
4365 }
4366 });
4367 }
4368
4009 private void TeleportFlagsDebug() { 4369 private void TeleportFlagsDebug() {
4010 4370
4011 // Some temporary debugging help to show all the TeleportFlags we have... 4371 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4030,6 +4390,5 @@ namespace OpenSim.Region.Framework.Scenes
4030 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4390 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4031 4391
4032 } 4392 }
4033
4034 } 4393 }
4035} 4394}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..1cd8189 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -347,6 +353,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 353 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 354 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 355 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
356
357 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
358 m_SOPXmlProcessors.Add("Force", ProcessForce);
359 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
360 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
361
362
363 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
364
365 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
366 m_SOPXmlProcessors.Add("Density", ProcessDensity);
367 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
368 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
369 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
370
350 #endregion 371 #endregion
351 372
352 #region TaskInventoryXmlProcessors initialization 373 #region TaskInventoryXmlProcessors initialization
@@ -374,7 +395,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
374 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 395 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
375 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 396 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
376 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 397 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
377 398
378 #endregion 399 #endregion
379 400
380 #region ShapeXmlProcessors initialization 401 #region ShapeXmlProcessors initialization
@@ -569,6 +590,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 590 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 591 }
571 592
593 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
594 {
595 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
596 }
597
598 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
599 {
600 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
601 }
602
603 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
604 {
605 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
606 }
607
608 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
609 {
610 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
611 }
612
613 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
614 {
615 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
616 }
617
618 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
619 {
620 bool errors = false;
621 SOPVehicle _vehicle = new SOPVehicle();
622
623 _vehicle.FromXml2(reader, out errors);
624
625 if (errors)
626 {
627 obj.sopVehicle = null;
628 m_log.DebugFormat(
629 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
630 obj.Name, obj.UUID);
631 }
632 else
633 obj.sopVehicle = _vehicle;
634 }
635
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 636 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 637 {
574 List<string> errorNodeNames; 638 List<string> errorNodeNames;
@@ -733,6 +797,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 797 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 798 }
735 799
800 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
801 {
802 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
803 }
804
805 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
806 {
807 obj.Force = Util.ReadVector(reader, "Force");
808 }
809 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
810 {
811 obj.Torque = Util.ReadVector(reader, "Torque");
812 }
813
814 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
815 {
816 obj.VolumeDetectActive = Util.ReadBoolean(reader);
817 }
818
736 #endregion 819 #endregion
737 820
738 #region TaskInventoryXmlProcessors 821 #region TaskInventoryXmlProcessors
@@ -1120,6 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1120 }); 1203 });
1121 1204
1122 writer.WriteEndElement(); 1205 writer.WriteEndElement();
1206
1207 if (sog.RootPart.KeyframeMotion != null)
1208 {
1209 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1210
1211 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1212 writer.WriteBase64(data, 0, data.Length);
1213 writer.WriteEndElement();
1214 }
1215
1123 writer.WriteEndElement(); 1216 writer.WriteEndElement();
1124 } 1217 }
1125 1218
@@ -1218,6 +1311,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1311 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1312 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1313
1314 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1315
1316 WriteVector(writer, "Force", sop.Force);
1317 WriteVector(writer, "Torque", sop.Torque);
1318
1319 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1320
1321 if (sop.sopVehicle != null)
1322 sop.sopVehicle.ToXml2(writer);
1323
1324 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1325 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1326 if (sop.Density != 1000.0f)
1327 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1328 if (sop.Friction != 0.6f)
1329 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1330 if (sop.Bounciness != 0.5f)
1331 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1332 if (sop.GravityModifier != 1.0f)
1333 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1334
1221 writer.WriteEndElement(); 1335 writer.WriteEndElement();
1222 } 1336 }
1223 1337
@@ -1487,12 +1601,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1601 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1602 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1603
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1604 reader.ReadStartElement(name, String.Empty);
1497 1605
1498 while (reader.Name == "TaskInventoryItem") 1606 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 5c56264..94f1b15 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -75,7 +75,20 @@ namespace OpenSim.Region.Framework.Scenes
75 OutPacketsPerSecond = 18, 75 OutPacketsPerSecond = 18,
76 PendingDownloads = 19, 76 PendingDownloads = 19,
77 PendingUploads = 20, 77 PendingUploads = 20,
78 VirtualSizeKB = 21,
79 ResidentSizeKB = 22,
80 PendingLocalUploads = 23,
78 UnAckedBytes = 24, 81 UnAckedBytes = 24,
82 PhysicsPinnedTasks = 25,
83 PhysicsLODTasks = 26,
84 PhysicsStepMS = 27,
85 PhysicsShapeMS = 28,
86 PhysicsOtherMS = 29,
87 PhysicsMemory = 30,
88 ScriptEPS = 31,
89 SimSpareTime = 32,
90 SimSleepTime = 33,
91 IOPumpTime = 34
79 } 92 }
80 93
81 /// <summary> 94 /// <summary>
@@ -123,7 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
123 136
124 // saved last reported value so there is something available for llGetRegionFPS 137 // saved last reported value so there is something available for llGetRegionFPS
125 private float lastReportedSimFPS = 0; 138 private float lastReportedSimFPS = 0;
126 private float[] lastReportedSimStats = new float[21]; 139 private float[] lastReportedSimStats = new float[23];
127 private float m_pfps = 0; 140 private float m_pfps = 0;
128 141
129 /// <summary> 142 /// <summary>
@@ -142,6 +155,8 @@ namespace OpenSim.Region.Framework.Scenes
142 private int m_physicsMS = 0; 155 private int m_physicsMS = 0;
143 private int m_imageMS = 0; 156 private int m_imageMS = 0;
144 private int m_otherMS = 0; 157 private int m_otherMS = 0;
158 private int m_sleeptimeMS = 0;
159
145 160
146//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 161//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
147//Ckrinke private int m_scriptMS = 0; 162//Ckrinke private int m_scriptMS = 0;
@@ -200,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
200 215
201 private void statsHeartBeat(object sender, EventArgs e) 216 private void statsHeartBeat(object sender, EventArgs e)
202 { 217 {
203 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21]; 218 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
204 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 219 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
205 220
206 // Know what's not thread safe in Mono... modifying timers. 221 // Know what's not thread safe in Mono... modifying timers.
@@ -238,18 +253,38 @@ namespace OpenSim.Region.Framework.Scenes
238 physfps = 0; 253 physfps = 0;
239 254
240#endregion 255#endregion
256 float factor = 1 / statsUpdateFactor;
257 if (reportedFPS <= 0)
258 reportedFPS = 1;
259
260 float perframe = 1.0f / (float)reportedFPS;
261
262 float TotalFrameTime = m_frameMS * perframe;
263
264 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
265
266 float sparetime;
267 if (TotalFrameTime > targetframetime )
268 sparetime = 0;
269 else
270 {
271 sparetime = m_frameMS - m_physicsMS - m_agentMS;
272 sparetime *= perframe;
273 if (sparetime < 0)
274 sparetime = 0;
275 else if (sparetime > TotalFrameTime)
276 sparetime = TotalFrameTime;
277 }
241 278
242 //Our time dilation is 0.91 when we're running a full speed, 279 // other MS is actually simulation time
243 // therefore to make sure we get an appropriate range, 280 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
244 // we have to factor in our error. (0.10f * statsUpdateFactor) 281 // m_imageMS m_netMS are not included in m_frameMS
245 // multiplies the fix for the error times the amount of times it'll occur a second
246 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
247 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
248 282
249 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change 283 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
250 // values to X-per-second values. 284 if (m_otherMS < 0)
285 m_otherMS = 0;
251 286
252 for (int i = 0; i < 21; i++) 287 for (int i = 0; i < 23; i++)
253 { 288 {
254 sb[i] = new SimStatsPacket.StatBlock(); 289 sb[i] = new SimStatsPacket.StatBlock();
255 } 290 }
@@ -279,19 +314,25 @@ namespace OpenSim.Region.Framework.Scenes
279 sb[7].StatValue = m_activePrim; 314 sb[7].StatValue = m_activePrim;
280 315
281 sb[8].StatID = (uint)Stats.FrameMS; 316 sb[8].StatID = (uint)Stats.FrameMS;
282 sb[8].StatValue = m_frameMS / statsUpdateFactor; 317 // sb[8].StatValue = m_frameMS / statsUpdateFactor;
318 sb[8].StatValue = TotalFrameTime;
283 319
284 sb[9].StatID = (uint)Stats.NetMS; 320 sb[9].StatID = (uint)Stats.NetMS;
285 sb[9].StatValue = m_netMS / statsUpdateFactor; 321 // sb[9].StatValue = m_netMS / statsUpdateFactor;
322 sb[9].StatValue = m_netMS * perframe;
286 323
287 sb[10].StatID = (uint)Stats.PhysicsMS; 324 sb[10].StatID = (uint)Stats.PhysicsMS;
288 sb[10].StatValue = m_physicsMS / statsUpdateFactor; 325 // sb[10].StatValue = m_physicsMS / statsUpdateFactor;
326 sb[10].StatValue = m_physicsMS * perframe;
289 327
290 sb[11].StatID = (uint)Stats.ImageMS ; 328 sb[11].StatID = (uint)Stats.ImageMS ;
291 sb[11].StatValue = m_imageMS / statsUpdateFactor; 329 // sb[11].StatValue = m_imageMS / statsUpdateFactor;
330 sb[11].StatValue = m_imageMS * perframe;
292 331
293 sb[12].StatID = (uint)Stats.OtherMS; 332 sb[12].StatID = (uint)Stats.OtherMS;
294 sb[12].StatValue = m_otherMS / statsUpdateFactor; 333 // sb[12].StatValue = m_otherMS / statsUpdateFactor;
334 sb[12].StatValue = m_otherMS * perframe;
335
295 336
296 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 337 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
297 sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor); 338 sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor);
@@ -303,7 +344,8 @@ namespace OpenSim.Region.Framework.Scenes
303 sb[15].StatValue = m_unAckedBytes; 344 sb[15].StatValue = m_unAckedBytes;
304 345
305 sb[16].StatID = (uint)Stats.AgentMS; 346 sb[16].StatID = (uint)Stats.AgentMS;
306 sb[16].StatValue = m_agentMS / statsUpdateFactor; 347// sb[16].StatValue = m_agentMS / statsUpdateFactor;
348 sb[16].StatValue = m_agentMS * perframe;
307 349
308 sb[17].StatID = (uint)Stats.PendingDownloads; 350 sb[17].StatID = (uint)Stats.PendingDownloads;
309 sb[17].StatValue = m_pendingDownloads; 351 sb[17].StatValue = m_pendingDownloads;
@@ -316,8 +358,14 @@ namespace OpenSim.Region.Framework.Scenes
316 358
317 sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; 359 sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
318 sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor; 360 sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
319 361
320 for (int i = 0; i < 21; i++) 362 sb[21].StatID = (uint)Stats.SimSpareTime;
363 sb[21].StatValue = sparetime;
364
365 sb[22].StatID = (uint)Stats.SimSleepTime;
366 sb[22].StatValue = m_sleeptimeMS * perframe;
367
368 for (int i = 0; i < 23; i++)
321 { 369 {
322 lastReportedSimStats[i] = sb[i].StatValue; 370 lastReportedSimStats[i] = sb[i].StatValue;
323 } 371 }
@@ -358,6 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
358 m_physicsMS = 0; 406 m_physicsMS = 0;
359 m_imageMS = 0; 407 m_imageMS = 0;
360 m_otherMS = 0; 408 m_otherMS = 0;
409 m_sleeptimeMS = 0;
361 410
362//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 411//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
363//Ckrinke m_scriptMS = 0; 412//Ckrinke m_scriptMS = 0;
@@ -484,6 +533,11 @@ namespace OpenSim.Region.Framework.Scenes
484 m_otherMS += ms; 533 m_otherMS += ms;
485 } 534 }
486 535
536 public void addSleepMS(int ms)
537 {
538 m_sleeptimeMS += ms;
539 }
540
487 public void AddPendingDownloads(int count) 541 public void AddPendingDownloads(int count)
488 { 542 {
489 m_pendingDownloads += count; 543 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 43548e6..a37e997 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -714,6 +714,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
715 public event UpdatePrimFlags OnUpdatePrimFlags; 715 public event UpdatePrimFlags OnUpdatePrimFlags;
716 public event UpdatePrimTexture OnUpdatePrimTexture; 716 public event UpdatePrimTexture OnUpdatePrimTexture;
717 public event ClientChangeObject onClientChangeObject;
717 public event UpdateVector OnUpdatePrimGroupPosition; 718 public event UpdateVector OnUpdatePrimGroupPosition;
718 public event UpdateVector OnUpdatePrimSinglePosition; 719 public event UpdateVector OnUpdatePrimSinglePosition;
719 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 720 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -818,6 +819,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
818 public event ObjectOwner OnObjectOwner; 819 public event ObjectOwner OnObjectOwner;
819 public event DirPlacesQuery OnDirPlacesQuery; 820 public event DirPlacesQuery OnDirPlacesQuery;
820 public event DirFindQuery OnDirFindQuery; 821 public event DirFindQuery OnDirFindQuery;
822 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
821 public event DirLandQuery OnDirLandQuery; 823 public event DirLandQuery OnDirLandQuery;
822 public event DirPopularQuery OnDirPopularQuery; 824 public event DirPopularQuery OnDirPopularQuery;
823 public event DirClassifiedQuery OnDirClassifiedQuery; 825 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -834,7 +836,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
834 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 836 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 837 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
836 public event ClassifiedDelete OnClassifiedDelete; 838 public event ClassifiedDelete OnClassifiedDelete;
837 public event ClassifiedDelete OnClassifiedGodDelete; 839 public event ClassifiedGodDelete OnClassifiedGodDelete;
838 public event EventNotificationAddRequest OnEventNotificationAddRequest; 840 public event EventNotificationAddRequest OnEventNotificationAddRequest;
839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 841 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
840 public event EventGodDelete OnEventGodDelete; 842 public event EventGodDelete OnEventGodDelete;
@@ -864,6 +866,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 866 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
865 public event SimWideDeletesDelegate OnSimWideDeletes; 867 public event SimWideDeletesDelegate OnSimWideDeletes;
866 public event SendPostcard OnSendPostcard; 868 public event SendPostcard OnSendPostcard;
869 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
867 public event MuteListEntryUpdate OnUpdateMuteListEntry; 870 public event MuteListEntryUpdate OnUpdateMuteListEntry;
868 public event MuteListEntryRemove OnRemoveMuteListEntry; 871 public event MuteListEntryRemove OnRemoveMuteListEntry;
869 public event GodlikeMessage onGodlikeMessage; 872 public event GodlikeMessage onGodlikeMessage;
@@ -885,6 +888,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 888
886 public void Close() 889 public void Close()
887 { 890 {
891 Close(true);
892 }
893
894 public void Close(bool sendStop)
895 {
888 Disconnect(); 896 Disconnect();
889 } 897 }
890 898
@@ -1690,5 +1698,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1690 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1698 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1691 { 1699 {
1692 } 1700 }
1701
1702 public void SendPartPhysicsProprieties(ISceneEntity entity)
1703 {
1704 }
1705
1693 } 1706 }
1694} 1707}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 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..c9c12c6 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;
@@ -243,6 +243,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
243 public event UpdatePrimTexture OnUpdatePrimTexture; 243 public event UpdatePrimTexture OnUpdatePrimTexture;
244 public event UpdateVector OnUpdatePrimGroupPosition; 244 public event UpdateVector OnUpdatePrimGroupPosition;
245 public event UpdateVector OnUpdatePrimSinglePosition; 245 public event UpdateVector OnUpdatePrimSinglePosition;
246 public event ClientChangeObject onClientChangeObject;
246 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 247 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
247 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; 248 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
248 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; 249 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
@@ -380,7 +381,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
380 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 381 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
381 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 382 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
382 public event ClassifiedDelete OnClassifiedDelete; 383 public event ClassifiedDelete OnClassifiedDelete;
383 public event ClassifiedDelete OnClassifiedGodDelete; 384 public event ClassifiedGodDelete OnClassifiedGodDelete;
384 385
385 public event EventNotificationAddRequest OnEventNotificationAddRequest; 386 public event EventNotificationAddRequest OnEventNotificationAddRequest;
386 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 387 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -419,6 +420,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
419 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 420 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
420 public event SimWideDeletesDelegate OnSimWideDeletes; 421 public event SimWideDeletesDelegate OnSimWideDeletes;
421 public event SendPostcard OnSendPostcard; 422 public event SendPostcard OnSendPostcard;
423 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
422 public event MuteListEntryUpdate OnUpdateMuteListEntry; 424 public event MuteListEntryUpdate OnUpdateMuteListEntry;
423 public event MuteListEntryRemove OnRemoveMuteListEntry; 425 public event MuteListEntryRemove OnRemoveMuteListEntry;
424 public event GodlikeMessage onGodlikeMessage; 426 public event GodlikeMessage onGodlikeMessage;
@@ -446,6 +448,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
446 public virtual UUID AgentId 448 public virtual UUID AgentId
447 { 449 {
448 get { return m_uuid; } 450 get { return m_uuid; }
451 set { m_uuid = value; }
449 } 452 }
450 453
451 public UUID SessionId 454 public UUID SessionId
@@ -854,8 +857,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
854 857
855 public void Close() 858 public void Close()
856 { 859 {
857 // Remove ourselves from the scene 860 Close(true);
858 m_scene.RemoveClient(AgentId, false); 861 }
862
863 public void Close(bool sendStop)
864 {
859 } 865 }
860 866
861 public void Start() 867 public void Start()
@@ -1189,5 +1195,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1189 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1195 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1190 { 1196 {
1191 } 1197 }
1198
1199 public void SendPartPhysicsProprieties(ISceneEntity entity)
1200 {
1201 }
1202
1192 } 1203 }
1193} 1204}
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..b66d7f1 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -68,6 +68,19 @@ namespace OpenSim.Region.Physics.Manager
68 } 68 }
69 } 69 }
70 70
71 public struct ContactData
72 {
73 public float mu;
74 public float bounce;
75 public bool softcolide;
76
77 public ContactData(float _mu, float _bounce, bool _softcolide)
78 {
79 mu = _mu;
80 bounce = _bounce;
81 softcolide = _softcolide;
82 }
83 }
71 /// <summary> 84 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 85 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 86 /// </summary>
@@ -135,6 +148,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 148 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 149 public event CollisionUpdate OnCollisionUpdate;
137 150
151 public virtual void SetVehicle(object vdata) { }
152
138 public event OutOfBounds OnOutOfBounds; 153 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 154#pragma warning restore 67
140 155
@@ -142,11 +157,29 @@ namespace OpenSim.Region.Physics.Manager
142 { 157 {
143 get { return new NullPhysicsActor(); } 158 get { return new NullPhysicsActor(); }
144 } 159 }
160
161 public virtual bool Building { get; set; }
162
163 public virtual void getContactData(ref ContactData cdata)
164 {
165 cdata.mu = 0;
166 cdata.bounce = 0;
167 }
145 168
146 public abstract bool Stopped { get; } 169 public abstract bool Stopped { get; }
147 170
148 public abstract Vector3 Size { get; set; } 171 public abstract Vector3 Size { get; set; }
149 172
173 public virtual bool Phantom { get; set; }
174
175 public virtual bool IsVolumeDtc
176 {
177 get { return false; }
178 set { return; }
179 }
180
181 public virtual byte PhysicsShapeType { get; set; }
182
150 public abstract PrimitiveBaseShape Shape { set; } 183 public abstract PrimitiveBaseShape Shape { set; }
151 184
152 uint m_baseLocalID; 185 uint m_baseLocalID;
@@ -195,6 +228,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 228 }
196 } 229 }
197 230
231 public virtual byte[] Serialize(bool PhysIsRunning)
232 {
233 return new byte[0];
234 }
235
198 public virtual void RaiseOutOfBounds(Vector3 pos) 236 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 237 {
200 // Make a temporary copy of the event to avoid possibility of 238 // Make a temporary copy of the event to avoid possibility of
@@ -222,6 +260,11 @@ namespace OpenSim.Region.Physics.Manager
222 { 260 {
223 } 261 }
224 262
263 public virtual float Density { get; set; }
264 public virtual float GravModifier { get; set; }
265 public virtual float Friction { get; set; }
266 public virtual float Bounce { get; set; }
267
225 /// <summary> 268 /// <summary>
226 /// Position of this actor. 269 /// Position of this actor.
227 /// </summary> 270 /// </summary>
@@ -554,5 +597,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 597 {
555 return false; 598 return false;
556 } 599 }
600
557 } 601 }
558} 602}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..d10a2aa 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; }
@@ -222,7 +271,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 271 }
223 272
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 273 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 274 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 275 public virtual void UnCombine(PhysicsScene pScene) {}
227 276
228 /// <summary> 277 /// <summary>
@@ -260,5 +309,23 @@ namespace OpenSim.Region.Physics.Manager
260 { 309 {
261 return new List<ContactResult>(); 310 return new List<ContactResult>();
262 } 311 }
312
313 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
314 {
315 return null;
316 }
317
318 public virtual bool SuportsRaycastWorldFiltered()
319 {
320 return false;
321 }
322
323 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
324 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
325 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
326 {
327 return new List<ContactResult>();
328 }
329
263 } 330 }
264} 331}
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..b884b62
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1476 @@
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 private bool m_haseventsubscription = false;
132 public int m_eventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
134
135 // unique UUID of this character object
136 public UUID m_uuid;
137 public bool bad = false;
138
139 float mu;
140
141 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)
142 {
143 m_uuid = UUID.Random();
144
145 if (pos.IsFinite())
146 {
147 if (pos.Z > 99999f)
148 {
149 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
150 }
151 if (pos.Z < -100f) // shouldn't this be 0 ?
152 {
153 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
154 }
155 _position = pos;
156 }
157 else
158 {
159 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
160 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
161 }
162
163 _parent_scene = parent_scene;
164
165 PID_D = pid_d;
166 PID_P = pid_p;
167 CAPSULE_RADIUS = capsule_radius;
168 m_density = density;
169 m_mass = 80f; // sure we have a default
170
171 // force lower density for testing
172 m_density = 3.0f;
173
174
175 mu = parent_scene.AvatarFriction;
176
177 walkDivisor = walk_divisor;
178 runDivisor = rundivisor;
179
180 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
181 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
182
183 m_isPhysical = false; // current status: no ODE information exists
184
185 m_name = avName;
186
187 AddChange(changes.Add, null);
188 }
189
190 public override int PhysicsActorType
191 {
192 get { return (int)ActorTypes.Agent; }
193 set { return; }
194 }
195
196 public override void getContactData(ref ContactData cdata)
197 {
198 cdata.mu = mu;
199 cdata.bounce = 0;
200 cdata.softcolide = false;
201 }
202
203 public override bool Building { get; set; }
204
205 /// <summary>
206 /// If this is set, the avatar will move faster
207 /// </summary>
208 public override bool SetAlwaysRun
209 {
210 get { return m_alwaysRun; }
211 set { m_alwaysRun = value; }
212 }
213
214 public override uint LocalID
215 {
216 set { m_localID = value; }
217 }
218
219 public override bool Grabbed
220 {
221 set { return; }
222 }
223
224 public override bool Selected
225 {
226 set { return; }
227 }
228
229 public override float Buoyancy
230 {
231 get { return m_buoyancy; }
232 set { m_buoyancy = value; }
233 }
234
235 public override bool FloatOnWater
236 {
237 set { return; }
238 }
239
240 public override bool IsPhysical
241 {
242 get { return false; }
243 set { return; }
244 }
245
246 public override bool ThrottleUpdates
247 {
248 get { return false; }
249 set { return; }
250 }
251
252 public override bool Flying
253 {
254 get { return flying; }
255 set
256 {
257 flying = value;
258 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
259 }
260 }
261
262 /// <summary>
263 /// Returns if the avatar is colliding in general.
264 /// This includes the ground and objects and avatar.
265 /// </summary>
266 public override bool IsColliding
267 {
268 get { return (m_iscolliding || m_iscollidingGround); }
269 set
270 {
271 if (value)
272 {
273 m_colliderfilter += 2;
274 if (m_colliderfilter > 2)
275 m_colliderfilter = 2;
276 }
277 else
278 {
279 m_colliderfilter--;
280 if (m_colliderfilter < 0)
281 m_colliderfilter = 0;
282 }
283
284 if (m_colliderfilter == 0)
285 m_iscolliding = false;
286 else
287 {
288 m_pidControllerActive = true;
289 m_iscolliding = true;
290 }
291 }
292 }
293
294 /// <summary>
295 /// Returns if an avatar is colliding with the ground
296 /// </summary>
297 public override bool CollidingGround
298 {
299 get { return m_iscollidingGround; }
300 set
301 {
302 /* we now control this
303 if (value)
304 {
305 m_colliderGroundfilter += 2;
306 if (m_colliderGroundfilter > 2)
307 m_colliderGroundfilter = 2;
308 }
309 else
310 {
311 m_colliderGroundfilter--;
312 if (m_colliderGroundfilter < 0)
313 m_colliderGroundfilter = 0;
314 }
315
316 if (m_colliderGroundfilter == 0)
317 m_iscollidingGround = false;
318 else
319 m_iscollidingGround = true;
320 */
321 }
322
323 }
324
325 /// <summary>
326 /// Returns if the avatar is colliding with an object
327 /// </summary>
328 public override bool CollidingObj
329 {
330 get { return m_iscollidingObj; }
331 set
332 {
333 // Ubit filter this also
334 if (value)
335 {
336 m_colliderObjectfilter += 2;
337 if (m_colliderObjectfilter > 2)
338 m_colliderObjectfilter = 2;
339 }
340 else
341 {
342 m_colliderObjectfilter--;
343 if (m_colliderObjectfilter < 0)
344 m_colliderObjectfilter = 0;
345 }
346
347 if (m_colliderObjectfilter == 0)
348 m_iscollidingObj = false;
349 else
350 m_iscollidingObj = true;
351
352 // m_iscollidingObj = value;
353
354 if (m_iscollidingObj)
355 m_pidControllerActive = false;
356 else
357 m_pidControllerActive = true;
358 }
359 }
360
361 /// <summary>
362 /// turn the PID controller on or off.
363 /// The PID Controller will turn on all by itself in many situations
364 /// </summary>
365 /// <param name="status"></param>
366 public void SetPidStatus(bool status)
367 {
368 m_pidControllerActive = status;
369 }
370
371 public override bool Stopped
372 {
373 get { return _zeroFlag; }
374 }
375
376 /// <summary>
377 /// This 'puts' an avatar somewhere in the physics space.
378 /// Not really a good choice unless you 'know' it's a good
379 /// spot otherwise you're likely to orbit the avatar.
380 /// </summary>
381 public override Vector3 Position
382 {
383 get { return _position; }
384 set
385 {
386 if (value.IsFinite())
387 {
388 if (value.Z > 9999999f)
389 {
390 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
391 }
392 if (value.Z < -100f)
393 {
394 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
395 }
396 AddChange(changes.Position, value);
397 }
398 else
399 {
400 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
401 }
402 }
403 }
404
405 public override Vector3 RotationalVelocity
406 {
407 get { return m_rotationalVelocity; }
408 set { m_rotationalVelocity = value; }
409 }
410
411 /// <summary>
412 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
413 /// and use it to offset landings properly
414 /// </summary>
415 public override Vector3 Size
416 {
417 get {
418 float d = CAPSULE_RADIUS * 2;
419 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
420 set
421 {
422 if (value.IsFinite())
423 {
424 AddChange(changes.Size, value);
425 }
426 else
427 {
428 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
429 }
430 }
431 }
432
433 /// <summary>
434 /// This creates the Avatar's physical Surrogate at the position supplied
435 /// </summary>
436 /// <param name="npositionX"></param>
437 /// <param name="npositionY"></param>
438 /// <param name="npositionZ"></param>
439
440 //
441 /// <summary>
442 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
443 /// This may be used in calculations in the scene/scenepresence
444 /// </summary>
445 public override float Mass
446 {
447 get
448 {
449 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
450 return m_density * AVvolume;
451 }
452 }
453 public override void link(PhysicsActor obj)
454 {
455
456 }
457
458 public override void delink()
459 {
460
461 }
462
463 public override void LockAngularMotion(Vector3 axis)
464 {
465
466 }
467
468
469 public override Vector3 Force
470 {
471 get { return _target_velocity; }
472 set { return; }
473 }
474
475 public override int VehicleType
476 {
477 get { return 0; }
478 set { return; }
479 }
480
481 public override void VehicleFloatParam(int param, float value)
482 {
483
484 }
485
486 public override void VehicleVectorParam(int param, Vector3 value)
487 {
488
489 }
490
491 public override void VehicleRotationParam(int param, Quaternion rotation)
492 {
493
494 }
495
496 public override void VehicleFlags(int param, bool remove)
497 {
498
499 }
500
501 public override void SetVolumeDetect(int param)
502 {
503
504 }
505
506 public override Vector3 CenterOfMass
507 {
508 get
509 {
510 Vector3 pos = _position;
511 return pos;
512 }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get
518 {
519 Vector3 pos = _position;
520 return pos;
521 }
522 }
523
524 //UBit mess
525 /* for later use
526 public override Vector3 PrimOOBsize
527 {
528 get
529 {
530 Vector3 s=Size;
531 s.X *=0.5f;
532 s.Y *=0.5f;
533 s.Z *=0.5f;
534 return s;
535 }
536 }
537
538 public override Vector3 PrimOOBoffset
539 {
540 get
541 {
542 return Vector3.Zero;
543 }
544 }
545 */
546
547 public override PrimitiveBaseShape Shape
548 {
549 set { return; }
550 }
551
552 public override Vector3 Velocity
553 {
554 get
555 {
556 return _velocity;
557 }
558 set
559 {
560 if (value.IsFinite())
561 {
562 AddChange(changes.Velocity, value);
563 }
564 else
565 {
566 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
567 }
568 }
569 }
570
571 public override Vector3 Torque
572 {
573 get { return Vector3.Zero; }
574 set { return; }
575 }
576
577 public override float CollisionScore
578 {
579 get { return 0f; }
580 set { }
581 }
582
583 public override bool Kinematic
584 {
585 get { return false; }
586 set { }
587 }
588
589 public override Quaternion Orientation
590 {
591 get { return Quaternion.Identity; }
592 set
593 {
594 }
595 }
596
597 public override Vector3 Acceleration
598 {
599 get { return _acceleration; }
600 set { }
601 }
602
603 public void SetAcceleration(Vector3 accel)
604 {
605 m_pidControllerActive = true;
606 _acceleration = accel;
607 }
608
609 /// <summary>
610 /// Adds the force supplied to the Target Velocity
611 /// The PID controller takes this target velocity and tries to make it a reality
612 /// </summary>
613 /// <param name="force"></param>
614 public override void AddForce(Vector3 force, bool pushforce)
615 {
616 if (force.IsFinite())
617 {
618 if (pushforce)
619 {
620 AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
621 }
622 else
623 {
624 AddChange(changes.Velocity, force);
625 }
626 }
627 else
628 {
629 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
630 }
631 //m_lastUpdateSent = false;
632 }
633
634 public override void AddAngularForce(Vector3 force, bool pushforce)
635 {
636
637 }
638
639 public override void SetMomentum(Vector3 momentum)
640 {
641 if (momentum.IsFinite())
642 AddChange(changes.Momentum, momentum);
643 }
644
645
646 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
647 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
648 // place that is safe to call this routine AvatarGeomAndBodyCreation.
649 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
650 {
651 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
652 if (CAPSULE_LENGTH <= 0)
653 {
654 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
655 CAPSULE_LENGTH = 0.01f;
656
657 }
658
659 if (CAPSULE_RADIUS <= 0)
660 {
661 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
662 CAPSULE_RADIUS = 0.01f;
663
664 }
665 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
666
667 d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories);
668 d.GeomSetCollideBits(Shell, (uint)m_collisionFlags);
669
670 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
671
672 m_mass = ShellMass.mass; // update mass
673
674 // rescale PID parameters
675 PID_D = _parent_scene.avPIDD;
676 PID_P = _parent_scene.avPIDP;
677
678 // rescale PID parameters so that this aren't affected by mass
679 // and so don't get unstable for some masses
680 // also scale by ode time step so you don't need to refix them
681
682 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
683 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
684 PID_P /= 50 * 80;
685 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
686
687 Body = d.BodyCreate(_parent_scene.world);
688
689 _zeroFlag = false;
690 m_pidControllerActive = true;
691 m_freemove = false;
692
693 d.BodySetAutoDisableFlag(Body, false);
694 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
695
696 _position.X = npositionX;
697 _position.Y = npositionY;
698 _position.Z = npositionZ;
699
700 d.BodySetMass(Body, ref ShellMass);
701 d.GeomSetBody(Shell, Body);
702
703 // The purpose of the AMotor here is to keep the avatar's physical
704 // surrogate from rotating while moving
705 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
706 d.JointAttach(Amotor, Body, IntPtr.Zero);
707
708 d.JointSetAMotorMode(Amotor, 0);
709 d.JointSetAMotorNumAxes(Amotor, 3);
710 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
711 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
712 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
713
714 d.JointSetAMotorAngle(Amotor, 0, 0);
715 d.JointSetAMotorAngle(Amotor, 1, 0);
716 d.JointSetAMotorAngle(Amotor, 2, 0);
717
718 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
719 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
720 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
721 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
722 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
723 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
724
725 // These lowstops and high stops are effectively (no wiggle room)
726 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
727 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
728 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
729 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
730 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
731 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
732
733 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
734 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
735 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
736
737 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
738 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
739 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
740 }
741
742 /// <summary>
743 /// Destroys the avatar body and geom
744
745 private void AvatarGeomAndBodyDestroy()
746 {
747 // Kill the Amotor
748 if (Amotor != IntPtr.Zero)
749 {
750 d.JointDestroy(Amotor);
751 Amotor = IntPtr.Zero;
752 }
753
754 if (Body != IntPtr.Zero)
755 {
756 //kill the body
757 d.BodyDestroy(Body);
758 Body = IntPtr.Zero;
759 }
760
761 //kill the Geometry
762 if (Shell != IntPtr.Zero)
763 {
764 _parent_scene.geom_name_map.Remove(Shell);
765 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
766 d.GeomDestroy(Shell);
767 Shell = IntPtr.Zero;
768 }
769 }
770
771 /// <summary>
772 /// Called from Simulate
773 /// This is the avatar's movement control + PID Controller
774 /// </summary>
775 /// <param name="timeStep"></param>
776 public void Move(float timeStep, List<OdeCharacter> defects)
777 {
778 if (Body == IntPtr.Zero)
779 return;
780
781 d.Vector3 dtmp = d.BodyGetPosition(Body);
782 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
783
784 // the Amotor still lets avatar rotation to drift during colisions
785 // so force it back to identity
786
787 d.Quaternion qtmp;
788 qtmp.W = 1;
789 qtmp.X = 0;
790 qtmp.Y = 0;
791 qtmp.Z = 0;
792 d.BodySetQuaternion(Body, ref qtmp);
793
794 if (m_pidControllerActive == false)
795 {
796 _zeroPosition = localpos;
797 }
798
799 if (!localpos.IsFinite())
800 {
801 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
802 defects.Add(this);
803 // _parent_scene.RemoveCharacter(this);
804
805 // destroy avatar capsule and related ODE data
806 AvatarGeomAndBodyDestroy();
807 return;
808 }
809
810 // check outbounds forcing to be in world
811 bool fixbody = false;
812 if (localpos.X < 0.0f)
813 {
814 fixbody = true;
815 localpos.X = 0.1f;
816 }
817 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
818 {
819 fixbody = true;
820 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
821 }
822 if (localpos.Y < 0.0f)
823 {
824 fixbody = true;
825 localpos.Y = 0.1f;
826 }
827 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
828 {
829 fixbody = true;
830 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
831 }
832 if (fixbody)
833 {
834 m_freemove = false;
835 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
836 }
837
838 float breakfactor;
839
840 Vector3 vec = Vector3.Zero;
841 dtmp = d.BodyGetLinearVel(Body);
842 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
843 float velLengthSquared = vel.LengthSquared();
844
845 float movementdivisor = 1f;
846 //Ubit change divisions into multiplications below
847 if (!m_alwaysRun)
848 movementdivisor = 1 / walkDivisor;
849 else
850 movementdivisor = 1 / runDivisor;
851
852 //******************************************
853 // colide with land
854 d.AABB aabb;
855 d.GeomGetAABB(Shell, out aabb);
856 float chrminZ = aabb.MinZ;
857
858 Vector3 posch = localpos;
859
860 float ftmp;
861
862 if (flying)
863 {
864 ftmp = timeStep;
865 posch.X += vel.X * ftmp;
866 posch.Y += vel.Y * ftmp;
867 }
868
869 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
870 if (chrminZ < terrainheight)
871 {
872 float depth = terrainheight - chrminZ;
873 if (!flying)
874 {
875 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
876 }
877 else
878 vec.Z = depth * PID_P * 50;
879
880 if (depth < 0.1f)
881 {
882 m_colliderGroundfilter++;
883 if (m_colliderGroundfilter > 2)
884 {
885 m_iscolliding = true;
886 m_colliderfilter = 2;
887
888 if (m_colliderGroundfilter > 10)
889 {
890 m_colliderGroundfilter = 10;
891 m_freemove = false;
892 }
893
894 m_iscollidingGround = true;
895
896 ContactPoint contact = new ContactPoint();
897 contact.PenetrationDepth = depth;
898 contact.Position.X = localpos.X;
899 contact.Position.Y = localpos.Y;
900 contact.Position.Z = chrminZ;
901 contact.SurfaceNormal.X = 0f;
902 contact.SurfaceNormal.Y = 0f;
903 contact.SurfaceNormal.Z = -1f;
904 AddCollisionEvent(0, contact);
905
906 vec.Z *= 0.5f;
907 }
908 }
909
910 else
911 {
912 m_colliderGroundfilter = 0;
913 m_iscollidingGround = false;
914 }
915 }
916 else
917 {
918 m_colliderGroundfilter = 0;
919 m_iscollidingGround = false;
920 }
921
922 //******************************************
923
924 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
925
926 // if (!tviszero || m_iscolliding || velLengthSquared <0.01)
927 if (!tviszero)
928 m_freemove = false;
929
930 if (!m_freemove)
931 {
932
933 // if velocity is zero, use position control; otherwise, velocity control
934 if (tviszero && m_iscolliding)
935 {
936 // keep track of where we stopped. No more slippin' & slidin'
937 if (!_zeroFlag)
938 {
939 _zeroFlag = true;
940 _zeroPosition = localpos;
941 }
942 if (m_pidControllerActive)
943 {
944 // We only want to deactivate the PID Controller if we think we want to have our surrogate
945 // react to the physics scene by moving it's position.
946 // Avatar to Avatar collisions
947 // Prim to avatar collisions
948
949 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
950 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
951 if (flying)
952 {
953 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
954 }
955 }
956 //PidStatus = true;
957 }
958 else
959 {
960 m_pidControllerActive = true;
961 _zeroFlag = false;
962
963 if (m_iscolliding)
964 {
965 if (!flying)
966 {
967 if (_target_velocity.Z > 0.0f)
968 {
969 // We're colliding with something and we're not flying but we're moving
970 // This means we're walking or running. JUMPING
971 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
972 }
973 // We're standing on something
974 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
975 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
976 }
977 else
978 {
979 // We're flying and colliding with something
980 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
981 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
982 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
983 }
984 }
985 else // ie not colliding
986 {
987 if (flying) //(!m_iscolliding && flying)
988 {
989 // we're in mid air suspended
990 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
991 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
992 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
993 }
994
995 else
996 {
997 // we're not colliding and we're not flying so that means we're falling!
998 // m_iscolliding includes collisions with the ground.
999
1000 // d.Vector3 pos = d.BodyGetPosition(Body);
1001 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
1002 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
1003 }
1004 }
1005 }
1006
1007 if (velLengthSquared > 2500.0f) // 50m/s apply breaks
1008 {
1009 breakfactor = 0.16f * m_mass;
1010 vec.X -= breakfactor * vel.X;
1011 vec.Y -= breakfactor * vel.Y;
1012 vec.Z -= breakfactor * vel.Z;
1013 }
1014 }
1015 else
1016 {
1017 breakfactor = m_mass;
1018 vec.X -= breakfactor * vel.X;
1019 vec.Y -= breakfactor * vel.Y;
1020 if (flying)
1021 vec.Z -= breakfactor * vel.Z;
1022 else
1023 vec.Z -= .5f* m_mass * vel.Z;
1024 }
1025
1026 if (flying)
1027 {
1028 vec.Z -= _parent_scene.gravityz * m_mass;
1029
1030 //Added for auto fly height. Kitto Flora
1031 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
1032
1033 if (localpos.Z < target_altitude)
1034 {
1035 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
1036 }
1037 // end add Kitto Flora
1038 }
1039
1040 if (vec.IsFinite())
1041 {
1042 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1043 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1044 }
1045 else
1046 {
1047 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1048 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1049 defects.Add(this);
1050 // _parent_scene.RemoveCharacter(this);
1051 // destroy avatar capsule and related ODE data
1052 AvatarGeomAndBodyDestroy();
1053 return;
1054 }
1055
1056 // update our local ideia of position velocity and aceleration
1057 _position = localpos;
1058 if (_zeroFlag)
1059 {
1060 _velocity = Vector3.Zero;
1061 _acceleration = Vector3.Zero;
1062 }
1063 else
1064 {
1065 _acceleration = _velocity; // previus velocity
1066 _velocity = vel;
1067 _acceleration = (vel - _acceleration) / timeStep;
1068 }
1069
1070 }
1071
1072 /// <summary>
1073 /// Updates the reported position and velocity.
1074 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1075 /// also outbounds checking
1076 /// copy and outbounds now done in move(..) at ode rate
1077 ///
1078 /// </summary>
1079 public void UpdatePositionAndVelocity()
1080 {
1081 return;
1082
1083// if (Body == IntPtr.Zero)
1084// return;
1085
1086 }
1087
1088 /// <summary>
1089 /// Cleanup the things we use in the scene.
1090 /// </summary>
1091 public void Destroy()
1092 {
1093 AddChange(changes.Remove, null);
1094 }
1095
1096 public override void CrossingFailure()
1097 {
1098 }
1099
1100 public override Vector3 PIDTarget { set { return; } }
1101 public override bool PIDActive { set { return; } }
1102 public override float PIDTau { set { return; } }
1103
1104 public override float PIDHoverHeight { set { return; } }
1105 public override bool PIDHoverActive { set { return; } }
1106 public override PIDHoverType PIDHoverType { set { return; } }
1107 public override float PIDHoverTau { set { return; } }
1108
1109 public override Quaternion APIDTarget { set { return; } }
1110
1111 public override bool APIDActive { set { return; } }
1112
1113 public override float APIDStrength { set { return; } }
1114
1115 public override float APIDDamping { set { return; } }
1116
1117
1118 public override void SubscribeEvents(int ms)
1119 {
1120 m_requestedUpdateFrequency = ms;
1121 m_eventsubscription = ms;
1122 _parent_scene.AddCollisionEventReporting(this);
1123 m_haseventsubscription = true;
1124 }
1125
1126 public override void UnSubscribeEvents()
1127 {
1128 m_haseventsubscription = false;
1129 _parent_scene.RemoveCollisionEventReporting(this);
1130 m_requestedUpdateFrequency = 0;
1131 m_eventsubscription = 0;
1132 }
1133
1134 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1135 {
1136 if (m_haseventsubscription)
1137 {
1138 // m_log.DebugFormat(
1139 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1140
1141 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1142 }
1143 }
1144
1145 public void SendCollisions()
1146 {
1147 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1148 {
1149 if (CollisionEventsThisFrame != null)
1150 {
1151 base.SendCollisionUpdate(CollisionEventsThisFrame);
1152 }
1153 CollisionEventsThisFrame = new CollisionEventUpdate();
1154 m_eventsubscription = 0;
1155 }
1156 }
1157
1158 public override bool SubscribedEvents()
1159 {
1160 return m_haseventsubscription;
1161 }
1162
1163 private void changePhysicsStatus(bool NewStatus)
1164 {
1165 if (NewStatus != m_isPhysical)
1166 {
1167 if (NewStatus)
1168 {
1169 // Create avatar capsule and related ODE data
1170 if ((Shell != IntPtr.Zero))
1171 {
1172 // a lost shell ?
1173 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1174 + (Shell != IntPtr.Zero ? "Shell " : "")
1175 + (Body != IntPtr.Zero ? "Body " : "")
1176 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1177 AvatarGeomAndBodyDestroy();
1178 }
1179
1180 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1181 _parent_scene.geom_name_map[Shell] = m_name;
1182 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1183 _parent_scene.AddCharacter(this);
1184 }
1185 else
1186 {
1187 _parent_scene.RemoveCharacter(this);
1188 // destroy avatar capsule and related ODE data
1189 AvatarGeomAndBodyDestroy();
1190 }
1191 m_freemove = false;
1192 m_isPhysical = NewStatus;
1193 }
1194 }
1195
1196 private void changeAdd()
1197 {
1198 changePhysicsStatus(true);
1199 }
1200
1201 private void changeRemove()
1202 {
1203 changePhysicsStatus(false);
1204 }
1205
1206 private void changeShape(PrimitiveBaseShape arg)
1207 {
1208 }
1209
1210 private void changeSize(Vector3 Size)
1211 {
1212 if (Size.IsFinite())
1213 {
1214 float caplen = Size.Z;
1215
1216 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1217
1218 if (caplen != CAPSULE_LENGTH)
1219 {
1220 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1221 {
1222 AvatarGeomAndBodyDestroy();
1223
1224 float prevCapsule = CAPSULE_LENGTH;
1225 CAPSULE_LENGTH = caplen;
1226
1227 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1228 _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
1229
1230 Velocity = Vector3.Zero;
1231
1232 _parent_scene.geom_name_map[Shell] = m_name;
1233 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1234 }
1235 else
1236 {
1237 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1238 + (Shell == IntPtr.Zero ? "Shell " : "")
1239 + (Body == IntPtr.Zero ? "Body " : "")
1240 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1241 }
1242 }
1243 m_freemove = false;
1244 m_pidControllerActive = true;
1245 }
1246 else
1247 {
1248 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1249 }
1250 }
1251
1252 private void changePosition( Vector3 newPos)
1253 {
1254 if (Body != IntPtr.Zero)
1255 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1256 _position = newPos;
1257 m_freemove = false;
1258 m_pidControllerActive = true;
1259 }
1260
1261 private void changeOrientation(Quaternion newOri)
1262 {
1263 }
1264
1265 private void changeVelocity(Vector3 newVel)
1266 {
1267 m_pidControllerActive = true;
1268 m_freemove = false;
1269 _target_velocity = newVel;
1270 }
1271
1272 private void changeSetTorque(Vector3 newTorque)
1273 {
1274 }
1275
1276 private void changeAddForce(Vector3 newForce)
1277 {
1278 }
1279
1280 private void changeAddAngularForce(Vector3 arg)
1281 {
1282 }
1283
1284 private void changeAngularLock(Vector3 arg)
1285 {
1286 }
1287
1288 private void changeFloatOnWater(bool arg)
1289 {
1290 }
1291
1292 private void changeVolumedetetion(bool arg)
1293 {
1294 }
1295
1296 private void changeSelectedStatus(bool arg)
1297 {
1298 }
1299
1300 private void changeDisable(bool arg)
1301 {
1302 }
1303
1304 private void changeBuilding(bool arg)
1305 {
1306 }
1307
1308 private void setFreeMove()
1309 {
1310 m_pidControllerActive = true;
1311 _zeroFlag = false;
1312 _target_velocity = Vector3.Zero;
1313 m_freemove = true;
1314 m_colliderfilter = -2;
1315 m_colliderObjectfilter = -2;
1316 m_colliderGroundfilter = -2;
1317
1318 m_iscolliding = false;
1319 m_iscollidingGround = false;
1320 m_iscollidingObj = false;
1321
1322 CollisionEventsThisFrame = new CollisionEventUpdate();
1323 m_eventsubscription = 0;
1324 }
1325
1326 private void changeForce(Vector3 newForce)
1327 {
1328 setFreeMove();
1329
1330 if (Body != IntPtr.Zero)
1331 {
1332 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1333 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1334 }
1335 }
1336
1337 // for now momentum is actually velocity
1338 private void changeMomentum(Vector3 newmomentum)
1339 {
1340 _velocity = newmomentum;
1341 setFreeMove();
1342
1343 if (Body != IntPtr.Zero)
1344 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1345 }
1346
1347 private void donullchange()
1348 {
1349 }
1350
1351 public bool DoAChange(changes what, object arg)
1352 {
1353 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1354 {
1355 return false;
1356 }
1357
1358 // nasty switch
1359 switch (what)
1360 {
1361 case changes.Add:
1362 changeAdd();
1363 break;
1364 case changes.Remove:
1365 changeRemove();
1366 break;
1367
1368 case changes.Position:
1369 changePosition((Vector3)arg);
1370 break;
1371
1372 case changes.Orientation:
1373 changeOrientation((Quaternion)arg);
1374 break;
1375
1376 case changes.PosOffset:
1377 donullchange();
1378 break;
1379
1380 case changes.OriOffset:
1381 donullchange();
1382 break;
1383
1384 case changes.Velocity:
1385 changeVelocity((Vector3)arg);
1386 break;
1387
1388 // case changes.Acceleration:
1389 // changeacceleration((Vector3)arg);
1390 // break;
1391 // case changes.AngVelocity:
1392 // changeangvelocity((Vector3)arg);
1393 // break;
1394
1395 case changes.Force:
1396 changeForce((Vector3)arg);
1397 break;
1398
1399 case changes.Torque:
1400 changeSetTorque((Vector3)arg);
1401 break;
1402
1403 case changes.AddForce:
1404 changeAddForce((Vector3)arg);
1405 break;
1406
1407 case changes.AddAngForce:
1408 changeAddAngularForce((Vector3)arg);
1409 break;
1410
1411 case changes.AngLock:
1412 changeAngularLock((Vector3)arg);
1413 break;
1414
1415 case changes.Size:
1416 changeSize((Vector3)arg);
1417 break;
1418
1419 case changes.Momentum:
1420 changeMomentum((Vector3)arg);
1421 break;
1422/* not in use for now
1423 case changes.Shape:
1424 changeShape((PrimitiveBaseShape)arg);
1425 break;
1426
1427 case changes.CollidesWater:
1428 changeFloatOnWater((bool)arg);
1429 break;
1430
1431 case changes.VolumeDtc:
1432 changeVolumedetetion((bool)arg);
1433 break;
1434
1435 case changes.Physical:
1436 changePhysicsStatus((bool)arg);
1437 break;
1438
1439 case changes.Selected:
1440 changeSelectedStatus((bool)arg);
1441 break;
1442
1443 case changes.disabled:
1444 changeDisable((bool)arg);
1445 break;
1446
1447 case changes.building:
1448 changeBuilding((bool)arg);
1449 break;
1450*/
1451 case changes.Null:
1452 donullchange();
1453 break;
1454
1455 default:
1456 donullchange();
1457 break;
1458 }
1459 return false;
1460 }
1461
1462 public void AddChange(changes what, object arg)
1463 {
1464 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1465 }
1466
1467
1468 internal void AddCollisionFrameTime(int p)
1469 {
1470 // protect it from overflow crashing
1471 if (m_eventsubscription + p >= int.MaxValue)
1472 m_eventsubscription = 0;
1473 m_eventsubscription += p;
1474 }
1475 }
1476}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..8f2feba
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,1027 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Extensive change Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
67 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
68
69 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
70
71 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
72 // HOVER_TERRAIN_ONLY
73 // HOVER_GLOBAL_HEIGHT
74 // NO_DEFLECTION_UP
75 // HOVER_WATER_ONLY
76 // HOVER_UP_ONLY
77 // LIMIT_MOTOR_UP
78 // LIMIT_ROLL_ONLY
79 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
80
81 // Linear properties
82 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
83 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
84 private float m_linearMotorDecayTimescale = 120;
85 private float m_linearMotorTimescale = 1000;
86 private Vector3 m_linearMotorOffset = Vector3.Zero;
87
88 //Angular properties
89 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
90 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
91 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
92 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
93
94 //Deflection properties
95 private float m_angularDeflectionEfficiency = 0;
96 private float m_angularDeflectionTimescale = 1000;
97 private float m_linearDeflectionEfficiency = 0;
98 private float m_linearDeflectionTimescale = 1000;
99
100 //Banking properties
101 private float m_bankingEfficiency = 0;
102 private float m_bankingMix = 0;
103 private float m_bankingTimescale = 1000;
104
105 //Hover and Buoyancy properties
106 private float m_VhoverHeight = 0f;
107 private float m_VhoverEfficiency = 0f;
108 private float m_VhoverTimescale = 1000f;
109 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
110 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
111 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
112 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
113
114 //Attractor properties
115 private float m_verticalAttractionEfficiency = 1.0f; // damped
116 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
117
118
119 // auxiliar
120 private float m_lmEfect = 0; // current linear motor eficiency
121 private float m_lmDecay = 1.0f;
122 private float m_amEfect = 0; // current angular motor eficiency
123 private float m_ffactor = 1.0f;
124
125 private float m_timestep = 0.02f;
126 private float m_invtimestep = 50;
127
128 public float FrictionFactor
129 {
130 get
131 {
132 return m_ffactor;
133 }
134 }
135
136 public ODEDynamics(OdePrim rootp)
137 {
138 rootPrim = rootp;
139 _pParentScene = rootPrim._parent_scene;
140 m_timestep = _pParentScene.ODE_STEPSIZE;
141 m_invtimestep = 1.0f / m_timestep;
142 }
143
144 public void DoSetVehicle(VehicleData vd)
145 {
146 m_type = vd.m_type;
147 m_flags = vd.m_flags;
148
149 // Linear properties
150 m_linearMotorDirection = vd.m_linearMotorDirection;
151
152 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
153 if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
154 if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
155 if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
156
157 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
158 if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
159 m_linearMotorDecayTimescale += 0.2f;
160 m_linearMotorDecayTimescale *= m_invtimestep;
161
162 m_linearMotorTimescale = vd.m_linearMotorTimescale;
163 if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
164
165 m_linearMotorOffset = vd.m_linearMotorOffset;
166
167 //Angular properties
168 m_angularMotorDirection = vd.m_angularMotorDirection;
169 m_angularMotorTimescale = vd.m_angularMotorTimescale;
170 if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
171
172 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
173 if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
174 m_angularMotorDecayTimescale *= m_invtimestep;
175
176 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
177 if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
178 if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
179 if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
180
181 //Deflection properties
182 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
183 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
184 if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
185
186 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
187 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
188 if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
189
190 //Banking properties
191 m_bankingEfficiency = vd.m_bankingEfficiency;
192 m_bankingMix = vd.m_bankingMix;
193 m_bankingTimescale = vd.m_bankingTimescale;
194 if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
195
196 //Hover and Buoyancy properties
197 m_VhoverHeight = vd.m_VhoverHeight;
198 m_VhoverEfficiency = vd.m_VhoverEfficiency;
199 m_VhoverTimescale = vd.m_VhoverTimescale;
200 if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
201
202 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
203
204 //Attractor properties
205 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
206 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
207 if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
208
209 // Axis
210 m_referenceFrame = vd.m_referenceFrame;
211
212 m_lmEfect = 0;
213 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
214 m_amEfect = 0;
215 m_ffactor = 1.0f;
216 }
217
218 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
219 {
220 float len;
221
222 switch (pParam)
223 {
224 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
225 if (pValue < 0f) pValue = 0f;
226 if (pValue > 1f) pValue = 1f;
227 m_angularDeflectionEfficiency = pValue;
228 break;
229 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
230 if (pValue < m_timestep) pValue = m_timestep;
231 m_angularDeflectionTimescale = pValue;
232 break;
233 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
234 if (pValue < m_timestep) pValue = m_timestep;
235 else if (pValue > 120) pValue = 120;
236 m_angularMotorDecayTimescale = pValue * m_invtimestep;
237 break;
238 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
239 if (pValue < m_timestep) pValue = m_timestep;
240 m_angularMotorTimescale = pValue;
241 break;
242 case Vehicle.BANKING_EFFICIENCY:
243 if (pValue < -1f) pValue = -1f;
244 if (pValue > 1f) pValue = 1f;
245 m_bankingEfficiency = pValue;
246 break;
247 case Vehicle.BANKING_MIX:
248 if (pValue < 0f) pValue = 0f;
249 if (pValue > 1f) pValue = 1f;
250 m_bankingMix = pValue;
251 break;
252 case Vehicle.BANKING_TIMESCALE:
253 if (pValue < m_timestep) pValue = m_timestep;
254 m_bankingTimescale = pValue;
255 break;
256 case Vehicle.BUOYANCY:
257 if (pValue < -1f) pValue = -1f;
258 if (pValue > 1f) pValue = 1f;
259 m_VehicleBuoyancy = pValue;
260 break;
261 case Vehicle.HOVER_EFFICIENCY:
262 if (pValue < 0f) pValue = 0f;
263 if (pValue > 1f) pValue = 1f;
264 m_VhoverEfficiency = pValue;
265 break;
266 case Vehicle.HOVER_HEIGHT:
267 m_VhoverHeight = pValue;
268 break;
269 case Vehicle.HOVER_TIMESCALE:
270 if (pValue < m_timestep) pValue = m_timestep;
271 m_VhoverTimescale = pValue;
272 break;
273 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
274 if (pValue < 0f) pValue = 0f;
275 if (pValue > 1f) pValue = 1f;
276 m_linearDeflectionEfficiency = pValue;
277 break;
278 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
279 if (pValue < m_timestep) pValue = m_timestep;
280 m_linearDeflectionTimescale = pValue;
281 break;
282 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
283 if (pValue < m_timestep) pValue = m_timestep;
284 else if (pValue > 120) pValue = 120;
285 m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
286 break;
287 case Vehicle.LINEAR_MOTOR_TIMESCALE:
288 if (pValue < m_timestep) pValue = m_timestep;
289 m_linearMotorTimescale = pValue;
290 break;
291 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
292 if (pValue < 0f) pValue = 0f;
293 if (pValue > 1f) pValue = 1f;
294 m_verticalAttractionEfficiency = pValue;
295 break;
296 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
297 if (pValue < m_timestep) pValue = m_timestep;
298 m_verticalAttractionTimescale = pValue;
299 break;
300
301 // These are vector properties but the engine lets you use a single float value to
302 // set all of the components to the same value
303 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
304 if (pValue < m_timestep) pValue = m_timestep;
305 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
306 break;
307 case Vehicle.ANGULAR_MOTOR_DIRECTION:
308 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
309 len = m_angularMotorDirection.Length();
310 if (len > 12.566f)
311 m_angularMotorDirection *= (12.566f / len);
312 m_amEfect = 1.0f; // turn it on
313 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
314 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
315 d.BodyEnable(rootPrim.Body);
316 break;
317 case Vehicle.LINEAR_FRICTION_TIMESCALE:
318 if (pValue < m_timestep) pValue = m_timestep;
319 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
320 break;
321 case Vehicle.LINEAR_MOTOR_DIRECTION:
322 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
323 len = m_linearMotorDirection.Length();
324 if (len > 100.0f)
325 m_linearMotorDirection *= (100.0f / len);
326 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
327 m_lmEfect = 1.0f / m_linearMotorTimescale; // turn it on
328 m_ffactor = 0.01f;
329 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
330 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
331 d.BodyEnable(rootPrim.Body);
332 break;
333 case Vehicle.LINEAR_MOTOR_OFFSET:
334 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
335 len = m_linearMotorOffset.Length();
336 if (len > 100.0f)
337 m_linearMotorOffset *= (100.0f / len);
338 break;
339 }
340 }//end ProcessFloatVehicleParam
341
342 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
343 {
344 float len;
345
346 switch (pParam)
347 {
348 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
349 if (pValue.X < m_timestep) pValue.X = m_timestep;
350 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
351 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
352
353 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
354 break;
355 case Vehicle.ANGULAR_MOTOR_DIRECTION:
356 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
357 // Limit requested angular speed to 2 rps= 4 pi rads/sec
358 len = m_angularMotorDirection.Length();
359 if (len > 12.566f)
360 m_angularMotorDirection *= (12.566f / len);
361 m_amEfect = 1.0f; // turn it on
362 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
363 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
364 d.BodyEnable(rootPrim.Body);
365 break;
366 case Vehicle.LINEAR_FRICTION_TIMESCALE:
367 if (pValue.X < m_timestep) pValue.X = m_timestep;
368 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
369 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
370 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
371 break;
372 case Vehicle.LINEAR_MOTOR_DIRECTION:
373 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
374 len = m_linearMotorDirection.Length();
375 if (len > 100.0f)
376 m_linearMotorDirection *= (100.0f / len);
377 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
378 m_lmEfect = 1.0f / m_linearMotorTimescale; // turn it on
379 m_ffactor = 0.01f;
380 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
381 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
382 d.BodyEnable(rootPrim.Body);
383 break;
384 case Vehicle.LINEAR_MOTOR_OFFSET:
385 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
386 len = m_linearMotorOffset.Length();
387 if (len > 100.0f)
388 m_linearMotorOffset *= (100.0f / len);
389 break;
390 case Vehicle.BLOCK_EXIT:
391 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
392 break;
393 }
394 }//end ProcessVectorVehicleParam
395
396 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
397 {
398 switch (pParam)
399 {
400 case Vehicle.REFERENCE_FRAME:
401 m_referenceFrame = Quaternion.Inverse(pValue);
402 break;
403 case Vehicle.ROLL_FRAME:
404 m_RollreferenceFrame = pValue;
405 break;
406 }
407 }//end ProcessRotationVehicleParam
408
409 internal void ProcessVehicleFlags(int pParam, bool remove)
410 {
411 if (remove)
412 {
413 m_flags &= ~((VehicleFlag)pParam);
414 }
415 else
416 {
417 m_flags |= (VehicleFlag)pParam;
418 }
419 }//end ProcessVehicleFlags
420
421 internal void ProcessTypeChange(Vehicle pType)
422 {
423 m_lmEfect = 0;
424 m_amEfect = 0;
425 m_ffactor = 1f;
426
427 m_linearMotorDirection = Vector3.Zero;
428 m_angularMotorDirection = Vector3.Zero;
429
430 m_BlockingEndPoint = Vector3.Zero;
431 m_RollreferenceFrame = Quaternion.Identity;
432 m_linearMotorOffset = Vector3.Zero;
433
434 m_referenceFrame = Quaternion.Identity;
435
436 // Set Defaults For Type
437 m_type = pType;
438 switch (pType)
439 {
440 case Vehicle.TYPE_NONE:
441 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
442 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
443 m_linearMotorTimescale = 1000;
444 m_linearMotorDecayTimescale = 120 * m_invtimestep;
445 m_angularMotorTimescale = 1000;
446 m_angularMotorDecayTimescale = 1000 * m_invtimestep;
447 m_VhoverHeight = 0;
448 m_VhoverEfficiency = 1;
449 m_VhoverTimescale = 1000;
450 m_VehicleBuoyancy = 0;
451 m_linearDeflectionEfficiency = 0;
452 m_linearDeflectionTimescale = 1000;
453 m_angularDeflectionEfficiency = 0;
454 m_angularDeflectionTimescale = 1000;
455 m_bankingEfficiency = 0;
456 m_bankingMix = 1;
457 m_bankingTimescale = 1000;
458 m_verticalAttractionEfficiency = 0;
459 m_verticalAttractionTimescale = 1000;
460
461 m_flags = (VehicleFlag)0;
462 break;
463
464 case Vehicle.TYPE_SLED:
465 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
466 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
467 m_linearMotorTimescale = 1000;
468 m_linearMotorDecayTimescale = 120 * m_invtimestep;
469 m_angularMotorTimescale = 1000;
470 m_angularMotorDecayTimescale = 120 * m_invtimestep;
471 m_VhoverHeight = 0;
472 m_VhoverEfficiency = 1;
473 m_VhoverTimescale = 10;
474 m_VehicleBuoyancy = 0;
475 m_linearDeflectionEfficiency = 1;
476 m_linearDeflectionTimescale = 1;
477 m_angularDeflectionEfficiency = 0;
478 m_angularDeflectionTimescale = 10;
479 m_verticalAttractionEfficiency = 1;
480 m_verticalAttractionTimescale = 1000;
481 m_bankingEfficiency = 0;
482 m_bankingMix = 1;
483 m_bankingTimescale = 10;
484 m_flags &=
485 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
486 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
487 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
488 VehicleFlag.LIMIT_ROLL_ONLY |
489 VehicleFlag.LIMIT_MOTOR_UP);
490 break;
491
492 case Vehicle.TYPE_CAR:
493 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
494 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
495 m_linearMotorTimescale = 1;
496 m_linearMotorDecayTimescale = 60 * m_invtimestep;
497 m_angularMotorTimescale = 1;
498 m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
499 m_VhoverHeight = 0;
500 m_VhoverEfficiency = 0;
501 m_VhoverTimescale = 1000;
502 m_VehicleBuoyancy = 0;
503 m_linearDeflectionEfficiency = 1;
504 m_linearDeflectionTimescale = 2;
505 m_angularDeflectionEfficiency = 0;
506 m_angularDeflectionTimescale = 10;
507 m_verticalAttractionEfficiency = 1f;
508 m_verticalAttractionTimescale = 10f;
509 m_bankingEfficiency = -0.2f;
510 m_bankingMix = 1;
511 m_bankingTimescale = 1;
512 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
513 VehicleFlag.HOVER_TERRAIN_ONLY |
514 VehicleFlag.HOVER_GLOBAL_HEIGHT);
515 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
516 VehicleFlag.LIMIT_ROLL_ONLY |
517 VehicleFlag.LIMIT_MOTOR_UP |
518 VehicleFlag.HOVER_UP_ONLY);
519 break;
520 case Vehicle.TYPE_BOAT:
521 m_linearFrictionTimescale = new Vector3(10, 3, 2);
522 m_angularFrictionTimescale = new Vector3(10, 10, 10);
523 m_linearMotorTimescale = 5;
524 m_linearMotorDecayTimescale = 60 * m_invtimestep;
525 m_angularMotorTimescale = 4;
526 m_angularMotorDecayTimescale = 4 * m_invtimestep;
527 m_VhoverHeight = 0;
528 m_VhoverEfficiency = 0.5f;
529 m_VhoverTimescale = 2;
530 m_VehicleBuoyancy = 1;
531 m_linearDeflectionEfficiency = 0.5f;
532 m_linearDeflectionTimescale = 3;
533 m_angularDeflectionEfficiency = 0.5f;
534 m_angularDeflectionTimescale = 5;
535 m_verticalAttractionEfficiency = 0.5f;
536 m_verticalAttractionTimescale = 5f;
537 m_bankingEfficiency = -0.3f;
538 m_bankingMix = 0.8f;
539 m_bankingTimescale = 1;
540 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
541 VehicleFlag.HOVER_GLOBAL_HEIGHT |
542 VehicleFlag.HOVER_UP_ONLY); // |
543// VehicleFlag.LIMIT_ROLL_ONLY);
544 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
545 VehicleFlag.LIMIT_MOTOR_UP |
546 VehicleFlag.HOVER_UP_ONLY | // new sl
547 VehicleFlag.HOVER_WATER_ONLY);
548 break;
549
550 case Vehicle.TYPE_AIRPLANE:
551 m_linearFrictionTimescale = new Vector3(200, 10, 5);
552 m_angularFrictionTimescale = new Vector3(20, 20, 20);
553 m_linearMotorTimescale = 2;
554 m_linearMotorDecayTimescale = 60 * m_invtimestep;
555 m_angularMotorTimescale = 4;
556 m_angularMotorDecayTimescale = 8 * m_invtimestep;
557 m_VhoverHeight = 0;
558 m_VhoverEfficiency = 0.5f;
559 m_VhoverTimescale = 1000;
560 m_VehicleBuoyancy = 0;
561 m_linearDeflectionEfficiency = 0.5f;
562 m_linearDeflectionTimescale = 0.5f;
563 m_angularDeflectionEfficiency = 1;
564 m_angularDeflectionTimescale = 2;
565 m_verticalAttractionEfficiency = 0.9f;
566 m_verticalAttractionTimescale = 2f;
567 m_bankingEfficiency = 1;
568 m_bankingMix = 0.7f;
569 m_bankingTimescale = 2;
570 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
571 VehicleFlag.HOVER_TERRAIN_ONLY |
572 VehicleFlag.HOVER_GLOBAL_HEIGHT |
573 VehicleFlag.HOVER_UP_ONLY |
574 VehicleFlag.NO_DEFLECTION_UP |
575 VehicleFlag.LIMIT_MOTOR_UP);
576 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
577 break;
578
579 case Vehicle.TYPE_BALLOON:
580 m_linearFrictionTimescale = new Vector3(5, 5, 5);
581 m_angularFrictionTimescale = new Vector3(10, 10, 10);
582 m_linearMotorTimescale = 5;
583 m_linearMotorDecayTimescale = 60 * m_invtimestep;
584 m_angularMotorTimescale = 6;
585 m_angularMotorDecayTimescale = 10 * m_invtimestep;
586 m_VhoverHeight = 5;
587 m_VhoverEfficiency = 0.8f;
588 m_VhoverTimescale = 10;
589 m_VehicleBuoyancy = 1;
590 m_linearDeflectionEfficiency = 0;
591 m_linearDeflectionTimescale = 5 * m_invtimestep;
592 m_angularDeflectionEfficiency = 0;
593 m_angularDeflectionTimescale = 5;
594 m_verticalAttractionEfficiency = 1f;
595 m_verticalAttractionTimescale = 1000f;
596 m_bankingEfficiency = 0;
597 m_bankingMix = 0.7f;
598 m_bankingTimescale = 5;
599 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
600 VehicleFlag.HOVER_TERRAIN_ONLY |
601 VehicleFlag.HOVER_UP_ONLY |
602 VehicleFlag.NO_DEFLECTION_UP |
603 VehicleFlag.LIMIT_MOTOR_UP | //);
604 VehicleFlag.LIMIT_ROLL_ONLY | // new sl
605 VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
606
607// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
608// VehicleFlag.HOVER_GLOBAL_HEIGHT);
609 break;
610 }
611 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
612 }//end SetDefaultsForType
613
614 internal void Stop()
615 {
616 m_lmEfect = 0;
617 m_lmDecay = 1.0f;
618 m_amEfect = 0;
619 m_ffactor = 1f;
620 }
621
622 public static Vector3 Xrot(Quaternion rot)
623 {
624 Vector3 vec;
625 rot.Normalize(); // just in case
626 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
627 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
628 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
629 return vec;
630 }
631
632 public static Vector3 Zrot(Quaternion rot)
633 {
634 Vector3 vec;
635 rot.Normalize(); // just in case
636 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
637 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
638 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
639
640 return vec;
641 }
642
643 private const float pi = (float)Math.PI;
644 private const float halfpi = 0.5f * (float)Math.PI;
645
646 public static Vector3 ubitRot2Euler(Quaternion rot)
647 {
648 // returns roll in X
649 // pitch in Y
650 // yaw in Z
651 Vector3 vec;
652
653 // assuming rot is normalised
654 // rot.Normalize();
655
656 float zX = rot.X * rot.Z + rot.Y * rot.W;
657
658 if (zX < -0.49999f)
659 {
660 vec.X = 0;
661 vec.Y = -halfpi;
662 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
663 }
664 else if (zX > 0.49999f)
665 {
666 vec.X = 0;
667 vec.Y = halfpi;
668 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
669 }
670 else
671 {
672 vec.Y = (float)Math.Asin(2 * zX);
673
674 float sqw = rot.W * rot.W;
675
676 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
677 float zZ = rot.Z * rot.Z + sqw - 0.5f;
678
679 vec.X = (float)Math.Atan2(minuszY, zZ);
680
681 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
682 float yY = rot.X * rot.X + sqw - 0.5f;
683 vec.Z = (float)Math.Atan2(yX, yY);
684 }
685 return vec;
686 }
687
688 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
689 {
690 // assuming rot is normalised
691 // rot.Normalize();
692
693 float zX = rot.X * rot.Z + rot.Y * rot.W;
694
695 if (zX < -0.49999f)
696 {
697 roll = 0;
698 pitch = -halfpi;
699 }
700 else if (zX > 0.49999f)
701 {
702 roll = 0;
703 pitch = halfpi;
704 }
705 else
706 {
707 pitch = (float)Math.Asin(2 * zX);
708
709 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
710 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
711
712 roll = (float)Math.Atan2(minuszY, zZ);
713 }
714 return ;
715 }
716
717 internal void Step()
718 {
719 IntPtr Body = rootPrim.Body;
720
721 d.Quaternion rot = d.BodyGetQuaternion(Body);
722 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
723 Quaternion rotq = objrotq; // rotq = rotation of object
724 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
725 Quaternion irotq = Quaternion.Inverse(rotq);
726
727 d.Vector3 dvtmp;
728 Vector3 tmpV;
729 Vector3 curVel; // velocity in world
730 Vector3 curAngVel; // angular velocity in world
731 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
732 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
733 d.Vector3 dtorque = new d.Vector3();
734
735 dvtmp = d.BodyGetLinearVel(Body);
736 curVel.X = dvtmp.X;
737 curVel.Y = dvtmp.Y;
738 curVel.Z = dvtmp.Z;
739 Vector3 curLocalVel = curVel * irotq; // current velocity in local
740
741 dvtmp = d.BodyGetAngularVel(Body);
742 curAngVel.X = dvtmp.X;
743 curAngVel.Y = dvtmp.Y;
744 curAngVel.Z = dvtmp.Z;
745 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
746
747 // linear motor
748 if (m_lmEfect > 0.001 && m_linearMotorTimescale < 1000)
749 {
750 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
751 tmpV *= m_lmEfect; // error to correct in this timestep
752 tmpV *= rotq; // to world
753
754 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
755 tmpV.Z = 0;
756
757 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
758 {
759 // have offset, do it now
760 tmpV *= rootPrim.Mass;
761 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
762 }
763 else
764 {
765 force.X += tmpV.X;
766 force.Y += tmpV.Y;
767 force.Z += tmpV.Z;
768 }
769 m_lmEfect *= m_lmDecay;
770
771 m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
772 }
773 else
774 {
775 m_lmEfect = 0;
776 m_ffactor = 1f;
777 }
778
779 // friction
780 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
781 {
782 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
783 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
784 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
785 tmpV *= rotq; // to world
786 force.X += tmpV.X;
787 force.Y += tmpV.Y;
788 force.Z += tmpV.Z;
789 }
790
791 // hover
792 if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
793 {
794 // d.Vector3 pos = d.BodyGetPosition(Body);
795 d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
796 pos.Z -= 0.21f; // minor offset that seems to be always there in sl
797
798 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
799 float perr;
800
801 // default to global but don't go underground
802 perr = m_VhoverHeight - pos.Z;
803
804 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
805 {
806 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
807 {
808 perr += _pParentScene.GetWaterLevel();
809 }
810 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
811 {
812 perr += t;
813 }
814 else
815 {
816 float w = _pParentScene.GetWaterLevel();
817 if (t > w)
818 perr += t;
819 else
820 perr += w;
821 }
822 }
823 else if (t > m_VhoverHeight)
824 perr = t - pos.Z; ;
825
826 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
827 {
828 // force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / m_timestep;
829 force.Z += (perr / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency);// * m_invtimestep);
830 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
831 }
832 else // no buoyancy
833 force.Z += _pParentScene.gravityz;
834 }
835 else
836 {
837 // default gravity and Buoyancy
838 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
839 }
840
841 // linear deflection
842 if (m_linearDeflectionEfficiency > 0)
843 {
844 float len = curVel.Length();
845 if (len > 0.01) // if moving
846 {
847
848 Vector3 atAxis;
849 atAxis = Xrot(rotq); // where are we pointing to
850 atAxis *= len; // make it same size as world velocity vector
851
852 tmpV = -atAxis; // oposite direction
853 atAxis -= curVel; // error to one direction
854 len = atAxis.LengthSquared();
855
856 tmpV -= curVel; // error to oposite
857 float lens = tmpV.LengthSquared();
858
859 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
860 {
861 if (len < lens)
862 tmpV = atAxis;
863
864 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
865 force.X += tmpV.X;
866 force.Y += tmpV.Y;
867 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
868 force.Z += tmpV.Z;
869 }
870 }
871 }
872
873 // angular motor
874 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
875 {
876 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
877 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
878 torque.X += tmpV.X;
879 torque.Y += tmpV.Y;
880 torque.Z += tmpV.Z;
881 m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
882 }
883 else
884 m_amEfect = 0;
885
886 // angular friction
887 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
888 {
889 torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
890 torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
891 torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
892 }
893
894 // angular deflection
895 if (m_angularDeflectionEfficiency > 0)
896 {
897 Vector3 dirv;
898
899 if (curLocalVel.X > 0.01f)
900 dirv = curLocalVel;
901 else if (curLocalVel.X < -0.01f)
902 // use oposite
903 dirv = -curLocalVel;
904 else
905 {
906 // make it fall into small positive x case
907 dirv.X = 0.01f;
908 dirv.Y = curLocalVel.Y;
909 dirv.Z = curLocalVel.Z;
910 }
911
912 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
913
914 if (Math.Abs(dirv.Z) > 0.01)
915 {
916 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
917 }
918
919 if (Math.Abs(dirv.Y) > 0.01)
920 {
921 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
922 }
923 }
924
925 // vertical atractor
926 if (m_verticalAttractionTimescale < 300)
927 {
928 float roll;
929 float pitch;
930
931 GetRollPitch(irotq, out roll, out pitch);
932
933 float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale * m_invtimestep;
934 float ftmp2;
935 if (m_bankingEfficiency == 0)
936 ftmp2 = m_verticalAttractionEfficiency * m_invtimestep;
937 else
938 ftmp2 = 0;
939
940 if (roll > halfpi)
941 roll = pi - roll;
942 else if (roll < -halfpi)
943 roll = -pi - roll;
944
945 float effroll = pitch / halfpi;
946 effroll *= effroll;
947 effroll = 1 - effroll;
948 effroll *= roll;
949
950 if (Math.Abs(effroll) > 0.01) // roll
951 {
952 torque.X -= -effroll * ftmp + curLocalAngVel.X * ftmp2;
953 }
954
955 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
956 {
957 float effpitch = roll / halfpi;
958 effpitch *= effpitch;
959 effpitch = 1 - effpitch;
960 effpitch *= pitch;
961
962 if (Math.Abs(effpitch) > 0.01) // pitch
963 {
964 torque.Y -= -effpitch * ftmp + curLocalAngVel.Y * ftmp2;
965 }
966 }
967
968 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
969 {
970
971 float broll = effroll;
972/*
973 if (broll > halfpi)
974 broll = pi - broll;
975 else if (broll < -halfpi)
976 broll = -pi - broll;
977*/
978 broll *= m_bankingEfficiency;
979 if (m_bankingMix != 0)
980 {
981 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
982 if (vfact > 1.0f) vfact = 1.0f;
983
984 if (curLocalVel.X >= 0)
985 broll *= (1 + (vfact - 1) * m_bankingMix);
986 else
987 broll *= -(1 + (vfact - 1) * m_bankingMix);
988 }
989 // make z rot be in world Z not local as seems to be in sl
990
991 broll = broll / m_bankingTimescale;
992
993 ftmp = -Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
994
995 tmpV.X = ftmp * curAngVel.X;
996 tmpV.Y = ftmp * curAngVel.Y;
997 tmpV.Z = broll + ftmp * curAngVel.Z;
998 tmpV *= irotq;
999
1000 torque.X += tmpV.X;
1001 torque.Y += tmpV.Y;
1002 torque.Z += tmpV.Z;
1003 }
1004 }
1005
1006 d.Mass dmass;
1007 d.BodyGetMass(Body,out dmass);
1008
1009 if (force.X != 0 || force.Y != 0 || force.Z != 0)
1010 {
1011 force *= dmass.mass;
1012 d.BodySetForce(Body, force.X, force.Y, force.Z);
1013 }
1014
1015 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
1016 {
1017 torque *= m_referenceFrame; // to object frame
1018 dtorque.X = torque.X ;
1019 dtorque.Y = torque.Y;
1020 dtorque.Z = torque.Z;
1021
1022 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
1023 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
1024 }
1025 }
1026 }
1027}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..87a7e51
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,4039 @@
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 public int m_eventsubscription;
198 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
199
200 public volatile bool childPrim;
201
202 public ODEDynamics m_vehicle;
203
204 internal int m_material = (int)Material.Wood;
205 private float mu;
206 private float bounce;
207
208 /// <summary>
209 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
210 /// </summary>
211 public override bool IsPhysical // this is not reliable for internal use
212 {
213 get { return m_fakeisphysical; }
214 set
215 {
216 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
217 // and also to stop imediatly some updates
218 // but real change will only happen in taintprocessing
219
220 if (!value) // Zero the remembered last velocity
221 m_lastVelocity = Vector3.Zero;
222 AddChange(changes.Physical, value);
223 }
224 }
225
226 public override bool IsVolumeDtc
227 {
228 get { return m_fakeisVolumeDetect; }
229 set
230 {
231 m_fakeisVolumeDetect = value;
232 AddChange(changes.VolumeDtc, value);
233 }
234 }
235
236
237 public override bool Phantom // this is not reliable for internal use
238 {
239 get { return m_fakeisphantom; }
240 set
241 {
242 m_fakeisphantom = value;
243 AddChange(changes.Phantom, value);
244 }
245 }
246
247 public override bool Building // this is not reliable for internal use
248 {
249 get { return m_building; }
250 set
251 {
252 if (value)
253 m_building = true;
254 AddChange(changes.building, value);
255 }
256 }
257
258 public override void getContactData(ref ContactData cdata)
259 {
260 cdata.mu = mu;
261 cdata.bounce = bounce;
262
263 // cdata.softcolide = m_softcolide;
264 cdata.softcolide = false;
265
266 if (m_isphysical)
267 {
268 ODEDynamics veh;
269 if (_parent != null)
270 veh = ((OdePrim)_parent).m_vehicle;
271 else
272 veh = m_vehicle;
273
274 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
275 cdata.mu *= veh.FrictionFactor;
276 }
277 }
278
279 public override int PhysicsActorType
280 {
281 get { return (int)ActorTypes.Prim; }
282 set { return; }
283 }
284
285 public override bool SetAlwaysRun
286 {
287 get { return false; }
288 set { return; }
289 }
290
291 public override uint LocalID
292 {
293 get
294 {
295 return m_localID;
296 }
297 set
298 {
299 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
300 m_localID = value;
301 }
302 }
303
304 public override bool Grabbed
305 {
306 set { return; }
307 }
308
309 public override bool Selected
310 {
311 set
312 {
313 if (value)
314 m_isSelected = value; // if true set imediatly to stop moves etc
315 AddChange(changes.Selected, value);
316 }
317 }
318
319 public override bool Flying
320 {
321 // no flying prims for you
322 get { return false; }
323 set { }
324 }
325
326 public override bool IsColliding
327 {
328 get { return m_iscolliding; }
329 set
330 {
331 if (value)
332 {
333 m_colliderfilter += 2;
334 if (m_colliderfilter > 2)
335 m_colliderfilter = 2;
336 }
337 else
338 {
339 m_colliderfilter--;
340 if (m_colliderfilter < 0)
341 m_colliderfilter = 0;
342 }
343
344 if (m_colliderfilter == 0)
345 m_iscolliding = false;
346 else
347 m_iscolliding = true;
348 }
349 }
350
351 public override bool CollidingGround
352 {
353 get { return false; }
354 set { return; }
355 }
356
357 public override bool CollidingObj
358 {
359 get { return false; }
360 set { return; }
361 }
362
363 public override bool ThrottleUpdates
364 {
365 get { return m_throttleUpdates; }
366 set { m_throttleUpdates = value; }
367 }
368
369 public override bool Stopped
370 {
371 get { return _zeroFlag; }
372 }
373
374 public override Vector3 Position
375 {
376 get
377 {
378 if (givefakepos > 0)
379 return fakepos;
380 else
381 return _position;
382 }
383
384 set
385 {
386 fakepos = value;
387 givefakepos++;
388 AddChange(changes.Position, value);
389 }
390 }
391
392 public override Vector3 Size
393 {
394 get { return _size; }
395 set
396 {
397 if (value.IsFinite())
398 {
399 AddChange(changes.Size, value);
400 }
401 else
402 {
403 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
404 }
405 }
406 }
407
408 public override float Mass
409 {
410 get { return primMass; }
411 }
412
413 public override Vector3 Force
414 {
415 //get { return Vector3.Zero; }
416 get { return m_force; }
417 set
418 {
419 if (value.IsFinite())
420 {
421 AddChange(changes.Force, value);
422 }
423 else
424 {
425 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
426 }
427 }
428 }
429
430 public override void SetVolumeDetect(int param)
431 {
432 m_fakeisVolumeDetect = (param != 0);
433 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
434 }
435
436 public override Vector3 GeometricCenter
437 {
438 // this is not real geometric center but a average of positions relative to root prim acording to
439 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
440 // ignoring tortured prims details since sl also seems to ignore
441 // so no real use in doing it on physics
442 get
443 {
444 return Vector3.Zero;
445 }
446 }
447
448 public override Vector3 CenterOfMass
449 {
450 get
451 {
452 lock (_parent_scene.OdeLock)
453 {
454 d.Vector3 dtmp;
455 if (!childPrim && Body != IntPtr.Zero)
456 {
457 dtmp = d.BodyGetPosition(Body);
458 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
459 }
460 else if (prim_geom != IntPtr.Zero)
461 {
462 d.Quaternion dq;
463 d.GeomCopyQuaternion(prim_geom, out dq);
464 Quaternion q;
465 q.X = dq.X;
466 q.Y = dq.Y;
467 q.Z = dq.Z;
468 q.W = dq.W;
469
470 Vector3 Ptot = primOOBoffset * q;
471 dtmp = d.GeomGetPosition(prim_geom);
472 Ptot.X += dtmp.X;
473 Ptot.Y += dtmp.Y;
474 Ptot.Z += dtmp.Z;
475
476 // if(childPrim) we only know about physical linksets
477 return Ptot;
478 /*
479 float tmass = _mass;
480 Ptot *= tmass;
481
482 float m;
483
484 foreach (OdePrim prm in childrenPrim)
485 {
486 m = prm._mass;
487 Ptot += prm.CenterOfMass * m;
488 tmass += m;
489 }
490
491 if (tmass == 0)
492 tmass = 0;
493 else
494 tmass = 1.0f / tmass;
495
496 Ptot *= tmass;
497 return Ptot;
498 */
499 }
500 else
501 return _position;
502 }
503 }
504 }
505 /*
506 public override Vector3 PrimOOBsize
507 {
508 get
509 {
510 return primOOBsize;
511 }
512 }
513
514 public override Vector3 PrimOOBoffset
515 {
516 get
517 {
518 return primOOBoffset;
519 }
520 }
521
522 public override float PrimOOBRadiusSQ
523 {
524 get
525 {
526 return primOOBradiusSQ;
527 }
528 }
529 */
530 public override PrimitiveBaseShape Shape
531 {
532 set
533 {
534/*
535 IMesh mesh = null;
536 if (_parent_scene.needsMeshing(value))
537 {
538 bool convex;
539 if (m_shapetype == 0)
540 convex = false;
541 else
542 convex = true;
543 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
544 }
545
546 if (mesh != null)
547 {
548 lock (m_meshlock)
549 m_mesh = mesh;
550 }
551*/
552 AddChange(changes.Shape, value);
553 }
554 }
555
556 public override byte PhysicsShapeType
557 {
558 get
559 {
560 return m_shapetype;
561 }
562 set
563 {
564 m_shapetype = value;
565 AddChange(changes.Shape, null);
566 }
567 }
568
569
570 public override Vector3 Velocity
571 {
572 get
573 {
574 if (_zeroFlag)
575 return Vector3.Zero;
576 return _velocity;
577 }
578 set
579 {
580 if (value.IsFinite())
581 {
582 AddChange(changes.Velocity, value);
583 // _velocity = value;
584
585 }
586 else
587 {
588 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
589 }
590
591 }
592 }
593
594 public override Vector3 Torque
595 {
596 get
597 {
598 if (!IsPhysical || Body == IntPtr.Zero)
599 return Vector3.Zero;
600
601 return _torque;
602 }
603
604 set
605 {
606 if (value.IsFinite())
607 {
608 AddChange(changes.Torque, value);
609 }
610 else
611 {
612 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
613 }
614 }
615 }
616
617 public override float CollisionScore
618 {
619 get { return m_collisionscore; }
620 set { m_collisionscore = value; }
621 }
622
623 public override bool Kinematic
624 {
625 get { return false; }
626 set { }
627 }
628
629 public override Quaternion Orientation
630 {
631 get
632 {
633 if (givefakeori > 0)
634 return fakeori;
635 else
636
637 return _orientation;
638 }
639 set
640 {
641 if (QuaternionIsFinite(value))
642 {
643 fakeori = value;
644 givefakeori++;
645 AddChange(changes.Orientation, value);
646 }
647 else
648 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
649
650 }
651 }
652
653 public override Vector3 Acceleration
654 {
655 get { return _acceleration; }
656 set { }
657 }
658
659 public override Vector3 RotationalVelocity
660 {
661 get
662 {
663 Vector3 pv = Vector3.Zero;
664 if (_zeroFlag)
665 return pv;
666
667 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
668 return pv;
669
670 return m_rotationalVelocity;
671 }
672 set
673 {
674 if (value.IsFinite())
675 {
676 m_rotationalVelocity = value;
677 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
678 d.BodyEnable(Body);
679 }
680 else
681 {
682 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
683 }
684 }
685 }
686
687
688 public override float Buoyancy
689 {
690 get { return m_buoyancy; }
691 set
692 {
693 m_buoyancy = value;
694 }
695 }
696
697 public override bool FloatOnWater
698 {
699 set
700 {
701 AddChange(changes.CollidesWater, value);
702 }
703 }
704
705 public override Vector3 PIDTarget
706 {
707 set
708 {
709 if (value.IsFinite())
710 {
711 m_PIDTarget = value;
712 }
713 else
714 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
715 }
716 }
717
718 public override bool PIDActive { set { m_usePID = value; } }
719 public override float PIDTau
720 {
721 set
722 {
723 if (value <= 0)
724 m_PIDTau = 0;
725 else
726 {
727 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
728 if (value < mint)
729 m_PIDTau = mint;
730 else
731 m_PIDTau = value;
732 }
733 }
734 }
735
736 public override float PIDHoverHeight
737 {
738 set
739 {
740 m_PIDHoverHeight = value;
741 if (value == 0)
742 m_useHoverPID = false;
743 }
744 }
745 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
746 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
747 public override float PIDHoverTau
748 {
749 set
750 {
751 if (value <= 0)
752 m_PIDHoverTau = 0;
753 else
754 {
755 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
756 if (value < mint)
757 m_PIDHoverTau = mint;
758 else
759 m_PIDHoverTau = value;
760 }
761 }
762 }
763
764 public override Quaternion APIDTarget { set { return; } }
765
766 public override bool APIDActive { set { return; } }
767
768 public override float APIDStrength { set { return; } }
769
770 public override float APIDDamping { set { return; } }
771
772 public override int VehicleType
773 {
774 // we may need to put a fake on this
775 get
776 {
777 if (m_vehicle == null)
778 return (int)Vehicle.TYPE_NONE;
779 else
780 return (int)m_vehicle.Type;
781 }
782 set
783 {
784 AddChange(changes.VehicleType, value);
785 }
786 }
787
788 public override void VehicleFloatParam(int param, float value)
789 {
790 strVehicleFloatParam fp = new strVehicleFloatParam();
791 fp.param = param;
792 fp.value = value;
793 AddChange(changes.VehicleFloatParam, fp);
794 }
795
796 public override void VehicleVectorParam(int param, Vector3 value)
797 {
798 strVehicleVectorParam fp = new strVehicleVectorParam();
799 fp.param = param;
800 fp.value = value;
801 AddChange(changes.VehicleVectorParam, fp);
802 }
803
804 public override void VehicleRotationParam(int param, Quaternion value)
805 {
806 strVehicleQuatParam fp = new strVehicleQuatParam();
807 fp.param = param;
808 fp.value = value;
809 AddChange(changes.VehicleRotationParam, fp);
810 }
811
812 public override void VehicleFlags(int param, bool value)
813 {
814 strVehicleBoolParam bp = new strVehicleBoolParam();
815 bp.param = param;
816 bp.value = value;
817 AddChange(changes.VehicleFlags, bp);
818 }
819
820 public override void SetVehicle(object vdata)
821 {
822 AddChange(changes.SetVehicle, vdata);
823 }
824 public void SetAcceleration(Vector3 accel)
825 {
826 _acceleration = accel;
827 }
828
829 public override void AddForce(Vector3 force, bool pushforce)
830 {
831 if (force.IsFinite())
832 {
833 if(pushforce)
834 AddChange(changes.AddForce, force);
835 else // a impulse
836 AddChange(changes.AddForce, force * m_invTimeStep);
837 }
838 else
839 {
840 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
841 }
842 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
843 }
844
845 public override void AddAngularForce(Vector3 force, bool pushforce)
846 {
847 if (force.IsFinite())
848 {
849// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
850 AddChange(changes.AddAngForce, force);
851// else // a impulse
852// AddChange(changes.AddAngForce, force * m_invTimeStep);
853 }
854 else
855 {
856 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
857 }
858 }
859
860 public override void CrossingFailure()
861 {
862 if (m_outbounds)
863 {
864 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
865 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
866 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
867
868 m_lastposition = _position;
869 _velocity.X = 0;
870 _velocity.Y = 0;
871 _velocity.Z = 0;
872
873 m_lastVelocity = _velocity;
874 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
875 m_vehicle.Stop();
876
877 if(Body != IntPtr.Zero)
878 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
879 if (prim_geom != IntPtr.Zero)
880 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
881
882 m_outbounds = false;
883 changeDisable(false);
884 base.RequestPhysicsterseUpdate();
885 }
886 }
887
888 public override void SetMomentum(Vector3 momentum)
889 {
890 }
891
892 public override void SetMaterial(int pMaterial)
893 {
894 m_material = pMaterial;
895 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
896 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
897 }
898
899 public void setPrimForRemoval()
900 {
901 AddChange(changes.Remove, null);
902 }
903
904 public override void link(PhysicsActor obj)
905 {
906 AddChange(changes.Link, obj);
907 }
908
909 public override void delink()
910 {
911 AddChange(changes.DeLink, null);
912 }
913
914 public override void LockAngularMotion(Vector3 axis)
915 {
916 // reverse the zero/non zero values for ODE.
917 if (axis.IsFinite())
918 {
919 axis.X = (axis.X > 0) ? 1f : 0f;
920 axis.Y = (axis.Y > 0) ? 1f : 0f;
921 axis.Z = (axis.Z > 0) ? 1f : 0f;
922 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
923 AddChange(changes.AngLock, axis);
924 }
925 else
926 {
927 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
928 }
929 }
930
931 public override void SubscribeEvents(int ms)
932 {
933 m_eventsubscription = ms;
934 _parent_scene.AddCollisionEventReporting(this);
935 }
936
937 public override void UnSubscribeEvents()
938 {
939 _parent_scene.RemoveCollisionEventReporting(this);
940 m_eventsubscription = 0;
941 }
942
943 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
944 {
945 if (CollisionEventsThisFrame == null)
946 CollisionEventsThisFrame = new CollisionEventUpdate();
947
948 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
949 }
950
951 public void SendCollisions()
952 {
953 if (CollisionEventsThisFrame == null)
954 return;
955
956 base.SendCollisionUpdate(CollisionEventsThisFrame);
957
958 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
959 CollisionEventsThisFrame = null;
960 else
961 CollisionEventsThisFrame = new CollisionEventUpdate();
962 }
963
964 public override bool SubscribedEvents()
965 {
966 if (m_eventsubscription > 0)
967 return true;
968 return false;
969 }
970
971
972 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
973 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
974 {
975 Name = primName;
976 LocalID = plocalID;
977
978 m_vehicle = null;
979
980 if (!pos.IsFinite())
981 {
982 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
983 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
984 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
985 }
986 _position = pos;
987 givefakepos = 0;
988
989 m_timeStep = parent_scene.ODE_STEPSIZE;
990 m_invTimeStep = 1f / m_timeStep;
991
992 m_density = parent_scene.geomDefaultDensity;
993 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
994 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
995
996 prim_geom = IntPtr.Zero;
997 collide_geom = IntPtr.Zero;
998 Body = IntPtr.Zero;
999
1000 if (!size.IsFinite())
1001 {
1002 size = new Vector3(0.5f, 0.5f, 0.5f);
1003 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1004 }
1005
1006 if (size.X <= 0) size.X = 0.01f;
1007 if (size.Y <= 0) size.Y = 0.01f;
1008 if (size.Z <= 0) size.Z = 0.01f;
1009
1010 _size = size;
1011
1012 if (!QuaternionIsFinite(rotation))
1013 {
1014 rotation = Quaternion.Identity;
1015 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1016 }
1017
1018 _orientation = rotation;
1019 givefakeori = 0;
1020
1021 _pbs = pbs;
1022
1023 _parent_scene = parent_scene;
1024 m_targetSpace = IntPtr.Zero;
1025
1026 if (pos.Z < 0)
1027 {
1028 m_isphysical = false;
1029 }
1030 else
1031 {
1032 m_isphysical = pisPhysical;
1033 }
1034 m_fakeisphysical = m_isphysical;
1035
1036 m_isVolumeDetect = false;
1037 m_fakeisVolumeDetect = false;
1038
1039 m_force = Vector3.Zero;
1040
1041 m_iscolliding = false;
1042 m_colliderfilter = 0;
1043 m_NoColide = false;
1044
1045 hasOOBoffsetFromMesh = false;
1046 _triMeshData = IntPtr.Zero;
1047
1048 m_shapetype = _shapeType;
1049
1050 m_lastdoneSelected = false;
1051 m_isSelected = false;
1052 m_delaySelect = false;
1053
1054 m_isphantom = pisPhantom;
1055 m_fakeisphantom = pisPhantom;
1056
1057 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1058 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1059
1060 CalcPrimBodyData();
1061
1062 m_mesh = null;
1063 if (_parent_scene.needsMeshing(pbs))
1064 {
1065 bool convex;
1066 if (m_shapetype == 0)
1067 convex = false;
1068 else
1069 convex = true;
1070
1071 m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1072 }
1073
1074
1075 m_building = true; // control must set this to false when done
1076
1077 AddChange(changes.Add, null);
1078 }
1079
1080 private void resetCollisionAccounting()
1081 {
1082 m_collisionscore = 0;
1083 }
1084
1085 private void UpdateCollisionCatFlags()
1086 {
1087 if(m_isphysical && m_disabled)
1088 {
1089 m_collisionCategories = 0;
1090 m_collisionFlags = 0;
1091 }
1092
1093 else if (m_isSelected)
1094 {
1095 m_collisionCategories = CollisionCategories.Selected;
1096 m_collisionFlags = 0;
1097 }
1098
1099 else if (m_isVolumeDetect)
1100 {
1101 m_collisionCategories = CollisionCategories.VolumeDtc;
1102 if (m_isphysical)
1103 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1104 else
1105 m_collisionFlags = 0;
1106 }
1107 else if (m_isphantom)
1108 {
1109 m_collisionCategories = CollisionCategories.Phantom;
1110 if (m_isphysical)
1111 m_collisionFlags = CollisionCategories.Land;
1112 else
1113 m_collisionFlags = 0;
1114 }
1115 else
1116 {
1117 m_collisionCategories = CollisionCategories.Geom;
1118 if (m_isphysical)
1119 m_collisionFlags = m_default_collisionFlagsPhysical;
1120 else
1121 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1122 }
1123 }
1124
1125 private void ApplyCollisionCatFlags()
1126 {
1127 if (prim_geom != IntPtr.Zero)
1128 {
1129 if (!childPrim && childrenPrim.Count > 0)
1130 {
1131 foreach (OdePrim prm in childrenPrim)
1132 {
1133 if (m_isphysical && m_disabled)
1134 {
1135 prm.m_collisionCategories = 0;
1136 prm.m_collisionFlags = 0;
1137 }
1138 else
1139 {
1140 // preserve some
1141 if (prm.m_isSelected)
1142 {
1143 prm.m_collisionCategories = CollisionCategories.Selected;
1144 prm.m_collisionFlags = 0;
1145 }
1146 else if (prm.m_isVolumeDetect)
1147 {
1148 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1149 if (m_isphysical)
1150 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1151 else
1152 prm.m_collisionFlags = 0;
1153 }
1154 else if (prm.m_isphantom)
1155 {
1156 prm.m_collisionCategories = CollisionCategories.Phantom;
1157 if (m_isphysical)
1158 prm.m_collisionFlags = CollisionCategories.Land;
1159 else
1160 prm.m_collisionFlags = 0;
1161 }
1162 else
1163 {
1164 prm.m_collisionCategories = m_collisionCategories;
1165 prm.m_collisionFlags = m_collisionFlags;
1166 }
1167 }
1168
1169 if (prm.prim_geom != IntPtr.Zero)
1170 {
1171 if (prm.m_NoColide)
1172 {
1173 d.GeomSetCategoryBits(prm.prim_geom, 0);
1174 if (m_isphysical)
1175 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1176 else
1177 d.GeomSetCollideBits(prm.prim_geom, 0);
1178 }
1179 else
1180 {
1181 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1182 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1183 }
1184 }
1185 }
1186 }
1187
1188 if (m_NoColide)
1189 {
1190 d.GeomSetCategoryBits(prim_geom, 0);
1191 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1192 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1193 {
1194 d.GeomSetCategoryBits(collide_geom, 0);
1195 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1196 }
1197 }
1198 else
1199 {
1200 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1201 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1202 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1203 {
1204 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1205 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1206 }
1207 }
1208 }
1209 }
1210
1211 private void createAMotor(Vector3 axis)
1212 {
1213 if (Body == IntPtr.Zero)
1214 return;
1215
1216 if (Amotor != IntPtr.Zero)
1217 {
1218 d.JointDestroy(Amotor);
1219 Amotor = IntPtr.Zero;
1220 }
1221
1222 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1223
1224 if (axisnum <= 0)
1225 return;
1226
1227 // stop it
1228 d.BodySetTorque(Body, 0, 0, 0);
1229 d.BodySetAngularVel(Body, 0, 0, 0);
1230
1231 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1232 d.JointAttach(Amotor, Body, IntPtr.Zero);
1233
1234 d.JointSetAMotorMode(Amotor, 0);
1235
1236 d.JointSetAMotorNumAxes(Amotor, axisnum);
1237
1238 // get current orientation to lock
1239
1240 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1241 Quaternion curr; // crap convertion between identical things
1242 curr.X = dcur.X;
1243 curr.Y = dcur.Y;
1244 curr.Z = dcur.Z;
1245 curr.W = dcur.W;
1246 Vector3 ax;
1247
1248 int i = 0;
1249 int j = 0;
1250 if (axis.X == 0)
1251 {
1252 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1253 // ODE should do this with axis relative to body 1 but seems to fail
1254 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1255 d.JointSetAMotorAngle(Amotor, 0, 0);
1256 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1257 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1258 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1259 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1260 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1261 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1262 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1263 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1264 i++;
1265 j = 256; // move to next axis set
1266 }
1267
1268 if (axis.Y == 0)
1269 {
1270 ax = (new Vector3(0, 1, 0)) * curr;
1271 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1272 d.JointSetAMotorAngle(Amotor, i, 0);
1273 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1274 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1275 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1276 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1277 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1278 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1279 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1280 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1281 i++;
1282 j += 256;
1283 }
1284
1285 if (axis.Z == 0)
1286 {
1287 ax = (new Vector3(0, 0, 1)) * curr;
1288 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1289 d.JointSetAMotorAngle(Amotor, i, 0);
1290 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1291 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1292 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1293 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1294 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1295 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1296 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1297 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1298 }
1299 }
1300
1301 private bool setMesh(OdeScene parent_scene)
1302 {
1303 IntPtr vertices, indices;
1304 int vertexCount, indexCount;
1305 int vertexStride, triStride;
1306
1307 if (Body != IntPtr.Zero)
1308 {
1309 if (childPrim)
1310 {
1311 if (_parent != null)
1312 {
1313 OdePrim parent = (OdePrim)_parent;
1314 parent.ChildDelink(this, false);
1315 }
1316 }
1317 else
1318 {
1319 DestroyBody();
1320 }
1321 }
1322
1323 IMesh mesh = null;
1324
1325
1326 lock (m_meshlock)
1327 {
1328 if (m_mesh == null)
1329 {
1330 bool convex;
1331 if (m_shapetype == 0)
1332 convex = false;
1333 else
1334 convex = true;
1335
1336 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1337 }
1338 else
1339 {
1340 mesh = m_mesh;
1341 }
1342
1343 if (mesh == null)
1344 {
1345 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1346 return false;
1347 }
1348
1349
1350 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1351 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1352
1353 if (vertexCount == 0 || indexCount == 0)
1354 {
1355 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1356 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1357 mesh.releaseSourceMeshData();
1358 return false;
1359 }
1360
1361 primOOBoffset = mesh.GetCentroid();
1362 hasOOBoffsetFromMesh = true;
1363
1364 mesh.releaseSourceMeshData();
1365 m_mesh = null;
1366 }
1367
1368 IntPtr geo = IntPtr.Zero;
1369
1370 try
1371 {
1372 _triMeshData = d.GeomTriMeshDataCreate();
1373
1374 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1375 d.GeomTriMeshDataPreprocess(_triMeshData);
1376
1377 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1378 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1379 }
1380
1381 catch (Exception e)
1382 {
1383 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1384 if (_triMeshData != IntPtr.Zero)
1385 {
1386 d.GeomTriMeshDataDestroy(_triMeshData);
1387 _triMeshData = IntPtr.Zero;
1388 }
1389 return false;
1390 }
1391
1392 SetGeom(geo);
1393 return true;
1394 }
1395
1396 private void SetGeom(IntPtr geom)
1397 {
1398 prim_geom = geom;
1399 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1400 if (prim_geom != IntPtr.Zero)
1401 {
1402 if (m_NoColide)
1403 {
1404 d.GeomSetCategoryBits(prim_geom, 0);
1405 if (m_isphysical)
1406 {
1407 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1408 }
1409 else
1410 {
1411 d.GeomSetCollideBits(prim_geom, 0);
1412 d.GeomDisable(prim_geom);
1413 }
1414 }
1415 else
1416 {
1417 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1418 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1419 }
1420
1421 CalcPrimBodyData();
1422
1423 _parent_scene.geom_name_map[prim_geom] = Name;
1424 _parent_scene.actor_name_map[prim_geom] = this;
1425
1426 }
1427 else
1428 m_log.Warn("Setting bad Geom");
1429 }
1430
1431
1432 /// <summary>
1433 /// Create a geometry for the given mesh in the given target space.
1434 /// </summary>
1435 /// <param name="m_targetSpace"></param>
1436 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1437 private void CreateGeom()
1438 {
1439 if (_triMeshData != IntPtr.Zero)
1440 {
1441 d.GeomTriMeshDataDestroy(_triMeshData);
1442 _triMeshData = IntPtr.Zero;
1443 }
1444
1445 bool haveMesh = false;
1446 hasOOBoffsetFromMesh = false;
1447 m_NoColide = false;
1448
1449 if (_parent_scene.needsMeshing(_pbs))
1450 {
1451 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1452 if (!haveMesh)
1453 m_NoColide = true;
1454 }
1455
1456 if (!haveMesh)
1457 {
1458 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1459 && _size.X == _size.Y && _size.Y == _size.Z)
1460 { // it's a sphere
1461 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1462 try
1463 {
1464 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1465 }
1466 catch (Exception e)
1467 {
1468 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1469 return;
1470 }
1471 }
1472 else
1473 {// do it as a box
1474 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1475 try
1476 {
1477 //Console.WriteLine(" CreateGeom 4");
1478 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1479 }
1480 catch (Exception e)
1481 {
1482 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1483 return;
1484 }
1485 }
1486 }
1487 }
1488
1489 /// <summary>
1490 /// Set a new geometry for this prim.
1491 /// </summary>
1492 /// <param name="geom"></param>
1493 private void RemoveGeom()
1494 {
1495 if (prim_geom != IntPtr.Zero)
1496 {
1497 _parent_scene.geom_name_map.Remove(prim_geom);
1498 _parent_scene.actor_name_map.Remove(prim_geom);
1499 try
1500 {
1501 d.GeomDestroy(prim_geom);
1502 if (_triMeshData != IntPtr.Zero)
1503 {
1504 d.GeomTriMeshDataDestroy(_triMeshData);
1505 _triMeshData = IntPtr.Zero;
1506 }
1507 }
1508 // catch (System.AccessViolationException)
1509 catch (Exception e)
1510 {
1511 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1512 }
1513
1514 prim_geom = IntPtr.Zero;
1515 collide_geom = IntPtr.Zero;
1516 }
1517 else
1518 {
1519 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1520 }
1521 Body = IntPtr.Zero;
1522 hasOOBoffsetFromMesh = false;
1523 }
1524/*
1525 private void ChildSetGeom(OdePrim odePrim)
1526 {
1527 // well..
1528 DestroyBody();
1529 MakeBody();
1530 }
1531*/
1532 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1533 // should only be called for non physical prims unless they are becoming non physical
1534 private void SetInStaticSpace(OdePrim prim)
1535 {
1536 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1537 prim.m_targetSpace = targetSpace;
1538 collide_geom = IntPtr.Zero;
1539 }
1540
1541 public void enableBodySoft()
1542 {
1543 m_disabled = false;
1544 if (!childPrim && !m_isSelected)
1545 {
1546 if (m_isphysical && Body != IntPtr.Zero)
1547 {
1548 UpdateCollisionCatFlags();
1549 ApplyCollisionCatFlags();
1550
1551 d.BodyEnable(Body);
1552 }
1553 }
1554 resetCollisionAccounting();
1555 }
1556
1557 private void disableBodySoft()
1558 {
1559 m_disabled = true;
1560 if (!childPrim)
1561 {
1562 if (m_isphysical && Body != IntPtr.Zero)
1563 {
1564 if (m_isSelected)
1565 m_collisionFlags = CollisionCategories.Selected;
1566 else
1567 m_collisionCategories = 0;
1568 m_collisionFlags = 0;
1569 ApplyCollisionCatFlags();
1570 d.BodyDisable(Body);
1571 }
1572 }
1573 }
1574
1575 private void MakeBody()
1576 {
1577 if (!m_isphysical) // only physical get bodies
1578 return;
1579
1580 if (childPrim) // child prims don't get bodies;
1581 return;
1582
1583 if (m_building)
1584 return;
1585
1586 if (prim_geom == IntPtr.Zero)
1587 {
1588 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1589 return;
1590 }
1591
1592 if (Body != IntPtr.Zero)
1593 {
1594 d.BodyDestroy(Body);
1595 Body = IntPtr.Zero;
1596 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1597 }
1598
1599
1600 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1601 {
1602 d.GeomSetBody(prim_geom, IntPtr.Zero);
1603 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1604 }
1605
1606 d.Matrix3 mymat = new d.Matrix3();
1607 d.Quaternion myrot = new d.Quaternion();
1608 d.Mass objdmass = new d.Mass { };
1609
1610 Body = d.BodyCreate(_parent_scene.world);
1611
1612 objdmass = primdMass;
1613
1614 // rotate inertia
1615 myrot.X = _orientation.X;
1616 myrot.Y = _orientation.Y;
1617 myrot.Z = _orientation.Z;
1618 myrot.W = _orientation.W;
1619
1620 d.RfromQ(out mymat, ref myrot);
1621 d.MassRotate(ref objdmass, ref mymat);
1622
1623 // set the body rotation
1624 d.BodySetRotation(Body, ref mymat);
1625
1626 // recompute full object inertia if needed
1627 if (childrenPrim.Count > 0)
1628 {
1629 d.Matrix3 mat = new d.Matrix3();
1630 d.Quaternion quat = new d.Quaternion();
1631 d.Mass tmpdmass = new d.Mass { };
1632 Vector3 rcm;
1633
1634 rcm.X = _position.X;
1635 rcm.Y = _position.Y;
1636 rcm.Z = _position.Z;
1637
1638 lock (childrenPrim)
1639 {
1640 foreach (OdePrim prm in childrenPrim)
1641 {
1642 if (prm.prim_geom == IntPtr.Zero)
1643 {
1644 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1645 continue;
1646 }
1647
1648 tmpdmass = prm.primdMass;
1649
1650 // apply prim current rotation to inertia
1651 quat.X = prm._orientation.X;
1652 quat.Y = prm._orientation.Y;
1653 quat.Z = prm._orientation.Z;
1654 quat.W = prm._orientation.W;
1655 d.RfromQ(out mat, ref quat);
1656 d.MassRotate(ref tmpdmass, ref mat);
1657
1658 Vector3 ppos = prm._position;
1659 ppos.X -= rcm.X;
1660 ppos.Y -= rcm.Y;
1661 ppos.Z -= rcm.Z;
1662 // refer inertia to root prim center of mass position
1663 d.MassTranslate(ref tmpdmass,
1664 ppos.X,
1665 ppos.Y,
1666 ppos.Z);
1667
1668 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1669 // fix prim colision cats
1670
1671 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1672 {
1673 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1674 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1675 }
1676
1677 d.GeomClearOffset(prm.prim_geom);
1678 d.GeomSetBody(prm.prim_geom, Body);
1679 prm.Body = Body;
1680 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1681 }
1682 }
1683 }
1684
1685 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1686 // associate root geom with body
1687 d.GeomSetBody(prim_geom, Body);
1688
1689 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1690 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1691
1692 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1693 myrot.X = -myrot.X;
1694 myrot.Y = -myrot.Y;
1695 myrot.Z = -myrot.Z;
1696
1697 d.RfromQ(out mymat, ref myrot);
1698 d.MassRotate(ref objdmass, ref mymat);
1699
1700 d.BodySetMass(Body, ref objdmass);
1701 _mass = objdmass.mass;
1702
1703 // disconnect from world gravity so we can apply buoyancy
1704 d.BodySetGravityMode(Body, false);
1705
1706 d.BodySetAutoDisableFlag(Body, true);
1707 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1708 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1709 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1710 d.BodySetDamping(Body, .002f, .002f);
1711
1712 if (m_targetSpace != IntPtr.Zero)
1713 {
1714 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1715 if (d.SpaceQuery(m_targetSpace, prim_geom))
1716 d.SpaceRemove(m_targetSpace, prim_geom);
1717 }
1718
1719
1720 if (childrenPrim.Count == 0)
1721 {
1722 collide_geom = prim_geom;
1723 m_targetSpace = _parent_scene.ActiveSpace;
1724 d.SpaceAdd(m_targetSpace, prim_geom);
1725 }
1726 else
1727 {
1728 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1729 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1730 d.SpaceSetSublevel(m_targetSpace, 3);
1731 d.SpaceSetCleanup(m_targetSpace, false);
1732 d.SpaceAdd(m_targetSpace, prim_geom);
1733
1734 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1735 CollisionCategories.Geom |
1736 CollisionCategories.Phantom |
1737 CollisionCategories.VolumeDtc
1738 ));
1739 d.GeomSetCollideBits(m_targetSpace, 0);
1740 collide_geom = m_targetSpace;
1741 }
1742
1743 if (m_delaySelect)
1744 {
1745 m_isSelected = true;
1746 m_delaySelect = false;
1747 }
1748
1749 lock (childrenPrim)
1750 {
1751 foreach (OdePrim prm in childrenPrim)
1752 {
1753 if (prm.prim_geom == IntPtr.Zero)
1754 continue;
1755
1756 Vector3 ppos = prm._position;
1757 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1758
1759 if (prm.m_targetSpace != m_targetSpace)
1760 {
1761 if (prm.m_targetSpace != IntPtr.Zero)
1762 {
1763 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1764 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1765 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1766 }
1767 prm.m_targetSpace = m_targetSpace;
1768 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1769 }
1770
1771 prm.m_collisionscore = 0;
1772
1773 if(!m_disabled)
1774 prm.m_disabled = false;
1775
1776 _parent_scene.addActivePrim(prm);
1777 }
1778 }
1779
1780 // The body doesn't already have a finite rotation mode set here
1781 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1782 {
1783 createAMotor(m_angularlock);
1784 }
1785
1786 m_collisionscore = 0;
1787
1788 UpdateCollisionCatFlags();
1789 ApplyCollisionCatFlags();
1790
1791 if (m_isSelected || m_disabled)
1792 {
1793 d.BodyDisable(Body);
1794 }
1795 else
1796 {
1797 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1798 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1799 }
1800
1801 _parent_scene.addActivePrim(this);
1802 _parent_scene.addActiveGroups(this);
1803 }
1804
1805 private void DestroyBody()
1806 {
1807 if (Body != IntPtr.Zero)
1808 {
1809 _parent_scene.remActivePrim(this);
1810
1811 collide_geom = IntPtr.Zero;
1812
1813 if (m_disabled)
1814 m_collisionCategories = 0;
1815 else if (m_isSelected)
1816 m_collisionCategories = CollisionCategories.Selected;
1817 else if (m_isVolumeDetect)
1818 m_collisionCategories = CollisionCategories.VolumeDtc;
1819 else if (m_isphantom)
1820 m_collisionCategories = CollisionCategories.Phantom;
1821 else
1822 m_collisionCategories = CollisionCategories.Geom;
1823
1824 m_collisionFlags = 0;
1825
1826 if (prim_geom != IntPtr.Zero)
1827 {
1828 if (m_NoColide)
1829 {
1830 d.GeomSetCategoryBits(prim_geom, 0);
1831 d.GeomSetCollideBits(prim_geom, 0);
1832 }
1833 else
1834 {
1835 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1836 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1837 }
1838 UpdateDataFromGeom();
1839 d.GeomSetBody(prim_geom, IntPtr.Zero);
1840 SetInStaticSpace(this);
1841 }
1842
1843 if (!childPrim)
1844 {
1845 lock (childrenPrim)
1846 {
1847 foreach (OdePrim prm in childrenPrim)
1848 {
1849 _parent_scene.remActivePrim(prm);
1850
1851 if (prm.m_isSelected)
1852 prm.m_collisionCategories = CollisionCategories.Selected;
1853 else if (prm.m_isVolumeDetect)
1854 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1855 else if (prm.m_isphantom)
1856 prm.m_collisionCategories = CollisionCategories.Phantom;
1857 else
1858 prm.m_collisionCategories = CollisionCategories.Geom;
1859
1860 prm.m_collisionFlags = 0;
1861
1862 if (prm.prim_geom != IntPtr.Zero)
1863 {
1864 if (prm.m_NoColide)
1865 {
1866 d.GeomSetCategoryBits(prm.prim_geom, 0);
1867 d.GeomSetCollideBits(prm.prim_geom, 0);
1868 }
1869 else
1870 {
1871 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1872 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1873 }
1874 prm.UpdateDataFromGeom();
1875 SetInStaticSpace(prm);
1876 }
1877 prm.Body = IntPtr.Zero;
1878 prm._mass = prm.primMass;
1879 prm.m_collisionscore = 0;
1880 }
1881 }
1882 if (Amotor != IntPtr.Zero)
1883 {
1884 d.JointDestroy(Amotor);
1885 Amotor = IntPtr.Zero;
1886 }
1887 _parent_scene.remActiveGroup(this);
1888 d.BodyDestroy(Body);
1889 }
1890 Body = IntPtr.Zero;
1891 }
1892 _mass = primMass;
1893 m_collisionscore = 0;
1894 }
1895
1896 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1897 {
1898 d.Matrix3 mat = new d.Matrix3();
1899 d.Quaternion quat = new d.Quaternion();
1900
1901 d.Mass tmpdmass = new d.Mass { };
1902 d.Mass objdmass = new d.Mass { };
1903
1904 d.BodyGetMass(Body, out tmpdmass);
1905 objdmass = tmpdmass;
1906
1907 d.Vector3 dobjpos;
1908 d.Vector3 thispos;
1909
1910 // get current object position and rotation
1911 dobjpos = d.BodyGetPosition(Body);
1912
1913 // get prim own inertia in its local frame
1914 tmpdmass = primdMass;
1915
1916 // transform to object frame
1917 mat = d.GeomGetOffsetRotation(prim_geom);
1918 d.MassRotate(ref tmpdmass, ref mat);
1919
1920 thispos = d.GeomGetOffsetPosition(prim_geom);
1921 d.MassTranslate(ref tmpdmass,
1922 thispos.X,
1923 thispos.Y,
1924 thispos.Z);
1925
1926 // subtract current prim inertia from object
1927 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1928
1929 // back prim own inertia
1930 tmpdmass = primdMass;
1931
1932 // update to new position and orientation
1933 _position = NewPos;
1934 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1935 _orientation = newrot;
1936 quat.X = newrot.X;
1937 quat.Y = newrot.Y;
1938 quat.Z = newrot.Z;
1939 quat.W = newrot.W;
1940 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1941
1942 mat = d.GeomGetOffsetRotation(prim_geom);
1943 d.MassRotate(ref tmpdmass, ref mat);
1944
1945 thispos = d.GeomGetOffsetPosition(prim_geom);
1946 d.MassTranslate(ref tmpdmass,
1947 thispos.X,
1948 thispos.Y,
1949 thispos.Z);
1950
1951 d.MassAdd(ref objdmass, ref tmpdmass);
1952
1953 // fix all positions
1954 IntPtr g = d.BodyGetFirstGeom(Body);
1955 while (g != IntPtr.Zero)
1956 {
1957 thispos = d.GeomGetOffsetPosition(g);
1958 thispos.X -= objdmass.c.X;
1959 thispos.Y -= objdmass.c.Y;
1960 thispos.Z -= objdmass.c.Z;
1961 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1962 g = d.dBodyGetNextGeom(g);
1963 }
1964 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1965
1966 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1967 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1968 d.BodySetMass(Body, ref objdmass);
1969 _mass = objdmass.mass;
1970 }
1971
1972
1973
1974 private void FixInertia(Vector3 NewPos)
1975 {
1976 d.Matrix3 primmat = new d.Matrix3();
1977 d.Mass tmpdmass = new d.Mass { };
1978 d.Mass objdmass = new d.Mass { };
1979 d.Mass primmass = new d.Mass { };
1980
1981 d.Vector3 dobjpos;
1982 d.Vector3 thispos;
1983
1984 d.BodyGetMass(Body, out objdmass);
1985
1986 // get prim own inertia in its local frame
1987 primmass = primdMass;
1988 // transform to object frame
1989 primmat = d.GeomGetOffsetRotation(prim_geom);
1990 d.MassRotate(ref primmass, ref primmat);
1991
1992 tmpdmass = primmass;
1993
1994 thispos = d.GeomGetOffsetPosition(prim_geom);
1995 d.MassTranslate(ref tmpdmass,
1996 thispos.X,
1997 thispos.Y,
1998 thispos.Z);
1999
2000 // subtract current prim inertia from object
2001 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2002
2003 // update to new position
2004 _position = NewPos;
2005 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2006
2007 thispos = d.GeomGetOffsetPosition(prim_geom);
2008 d.MassTranslate(ref primmass,
2009 thispos.X,
2010 thispos.Y,
2011 thispos.Z);
2012
2013 d.MassAdd(ref objdmass, ref primmass);
2014
2015 // fix all positions
2016 IntPtr g = d.BodyGetFirstGeom(Body);
2017 while (g != IntPtr.Zero)
2018 {
2019 thispos = d.GeomGetOffsetPosition(g);
2020 thispos.X -= objdmass.c.X;
2021 thispos.Y -= objdmass.c.Y;
2022 thispos.Z -= objdmass.c.Z;
2023 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2024 g = d.dBodyGetNextGeom(g);
2025 }
2026
2027 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2028
2029 // get current object position and rotation
2030 dobjpos = d.BodyGetPosition(Body);
2031
2032 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2033 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2034 d.BodySetMass(Body, ref objdmass);
2035 _mass = objdmass.mass;
2036 }
2037
2038 private void FixInertia(Quaternion newrot)
2039 {
2040 d.Matrix3 mat = new d.Matrix3();
2041 d.Quaternion quat = new d.Quaternion();
2042
2043 d.Mass tmpdmass = new d.Mass { };
2044 d.Mass objdmass = new d.Mass { };
2045 d.Vector3 dobjpos;
2046 d.Vector3 thispos;
2047
2048 d.BodyGetMass(Body, out objdmass);
2049
2050 // get prim own inertia in its local frame
2051 tmpdmass = primdMass;
2052 mat = d.GeomGetOffsetRotation(prim_geom);
2053 d.MassRotate(ref tmpdmass, ref mat);
2054 // transform to object frame
2055 thispos = d.GeomGetOffsetPosition(prim_geom);
2056 d.MassTranslate(ref tmpdmass,
2057 thispos.X,
2058 thispos.Y,
2059 thispos.Z);
2060
2061 // subtract current prim inertia from object
2062 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2063
2064 // update to new orientation
2065 _orientation = newrot;
2066 quat.X = newrot.X;
2067 quat.Y = newrot.Y;
2068 quat.Z = newrot.Z;
2069 quat.W = newrot.W;
2070 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2071
2072 tmpdmass = primdMass;
2073 mat = d.GeomGetOffsetRotation(prim_geom);
2074 d.MassRotate(ref tmpdmass, ref mat);
2075 d.MassTranslate(ref tmpdmass,
2076 thispos.X,
2077 thispos.Y,
2078 thispos.Z);
2079
2080 d.MassAdd(ref objdmass, ref tmpdmass);
2081
2082 // fix all positions
2083 IntPtr g = d.BodyGetFirstGeom(Body);
2084 while (g != IntPtr.Zero)
2085 {
2086 thispos = d.GeomGetOffsetPosition(g);
2087 thispos.X -= objdmass.c.X;
2088 thispos.Y -= objdmass.c.Y;
2089 thispos.Z -= objdmass.c.Z;
2090 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2091 g = d.dBodyGetNextGeom(g);
2092 }
2093
2094 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2095 // get current object position and rotation
2096 dobjpos = d.BodyGetPosition(Body);
2097
2098 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2099 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2100 d.BodySetMass(Body, ref objdmass);
2101 _mass = objdmass.mass;
2102 }
2103
2104
2105 #region Mass Calculation
2106
2107 private float CalculatePrimVolume()
2108 {
2109 float volume = _size.X * _size.Y * _size.Z; // default
2110 float tmp;
2111
2112 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
2113 float hollowVolume = hollowAmount * hollowAmount;
2114
2115 switch (_pbs.ProfileShape)
2116 {
2117 case ProfileShape.Square:
2118 // default box
2119
2120 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2121 {
2122 if (hollowAmount > 0.0)
2123 {
2124 switch (_pbs.HollowShape)
2125 {
2126 case HollowShape.Square:
2127 case HollowShape.Same:
2128 break;
2129
2130 case HollowShape.Circle:
2131
2132 hollowVolume *= 0.78539816339f;
2133 break;
2134
2135 case HollowShape.Triangle:
2136
2137 hollowVolume *= (0.5f * .5f);
2138 break;
2139
2140 default:
2141 hollowVolume = 0;
2142 break;
2143 }
2144 volume *= (1.0f - hollowVolume);
2145 }
2146 }
2147
2148 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2149 {
2150 //a tube
2151
2152 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
2153 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
2154 volume -= volume * tmp * tmp;
2155
2156 if (hollowAmount > 0.0)
2157 {
2158 hollowVolume *= hollowAmount;
2159
2160 switch (_pbs.HollowShape)
2161 {
2162 case HollowShape.Square:
2163 case HollowShape.Same:
2164 break;
2165
2166 case HollowShape.Circle:
2167 hollowVolume *= 0.78539816339f;
2168 break;
2169
2170 case HollowShape.Triangle:
2171 hollowVolume *= 0.5f * 0.5f;
2172 break;
2173 default:
2174 hollowVolume = 0;
2175 break;
2176 }
2177 volume *= (1.0f - hollowVolume);
2178 }
2179 }
2180
2181 break;
2182
2183 case ProfileShape.Circle:
2184
2185 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2186 {
2187 volume *= 0.78539816339f; // elipse base
2188
2189 if (hollowAmount > 0.0)
2190 {
2191 switch (_pbs.HollowShape)
2192 {
2193 case HollowShape.Same:
2194 case HollowShape.Circle:
2195 break;
2196
2197 case HollowShape.Square:
2198 hollowVolume *= 0.5f * 2.5984480504799f;
2199 break;
2200
2201 case HollowShape.Triangle:
2202 hollowVolume *= .5f * 1.27323954473516f;
2203 break;
2204
2205 default:
2206 hollowVolume = 0;
2207 break;
2208 }
2209 volume *= (1.0f - hollowVolume);
2210 }
2211 }
2212
2213 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2214 {
2215 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
2216 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2217 volume *= (1.0f - tmp * tmp);
2218
2219 if (hollowAmount > 0.0)
2220 {
2221
2222 // calculate the hollow volume by it's shape compared to the prim shape
2223 hollowVolume *= hollowAmount;
2224
2225 switch (_pbs.HollowShape)
2226 {
2227 case HollowShape.Same:
2228 case HollowShape.Circle:
2229 break;
2230
2231 case HollowShape.Square:
2232 hollowVolume *= 0.5f * 2.5984480504799f;
2233 break;
2234
2235 case HollowShape.Triangle:
2236 hollowVolume *= .5f * 1.27323954473516f;
2237 break;
2238
2239 default:
2240 hollowVolume = 0;
2241 break;
2242 }
2243 volume *= (1.0f - hollowVolume);
2244 }
2245 }
2246 break;
2247
2248 case ProfileShape.HalfCircle:
2249 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2250 {
2251 volume *= 0.5236f;
2252
2253 if (hollowAmount > 0.0)
2254 {
2255 hollowVolume *= hollowAmount;
2256
2257 switch (_pbs.HollowShape)
2258 {
2259 case HollowShape.Circle:
2260 case HollowShape.Triangle: // diference in sl is minor and odd
2261 case HollowShape.Same:
2262 break;
2263
2264 case HollowShape.Square:
2265 hollowVolume *= 0.909f;
2266 break;
2267
2268 // case HollowShape.Triangle:
2269 // hollowVolume *= .827f;
2270 // break;
2271 default:
2272 hollowVolume = 0;
2273 break;
2274 }
2275 volume *= (1.0f - hollowVolume);
2276 }
2277
2278 }
2279 break;
2280
2281 case ProfileShape.EquilateralTriangle:
2282
2283 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2284 {
2285 volume *= 0.32475953f;
2286
2287 if (hollowAmount > 0.0)
2288 {
2289
2290 // calculate the hollow volume by it's shape compared to the prim shape
2291 switch (_pbs.HollowShape)
2292 {
2293 case HollowShape.Same:
2294 case HollowShape.Triangle:
2295 hollowVolume *= .25f;
2296 break;
2297
2298 case HollowShape.Square:
2299 hollowVolume *= 0.499849f * 3.07920140172638f;
2300 break;
2301
2302 case HollowShape.Circle:
2303 // Hollow shape is a perfect cyllinder in respect to the cube's scale
2304 // Cyllinder hollow volume calculation
2305
2306 hollowVolume *= 0.1963495f * 3.07920140172638f;
2307 break;
2308
2309 default:
2310 hollowVolume = 0;
2311 break;
2312 }
2313 volume *= (1.0f - hollowVolume);
2314 }
2315 }
2316 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2317 {
2318 volume *= 0.32475953f;
2319 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
2320 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2321 volume *= (1.0f - tmp * tmp);
2322
2323 if (hollowAmount > 0.0)
2324 {
2325
2326 hollowVolume *= hollowAmount;
2327
2328 switch (_pbs.HollowShape)
2329 {
2330 case HollowShape.Same:
2331 case HollowShape.Triangle:
2332 hollowVolume *= .25f;
2333 break;
2334
2335 case HollowShape.Square:
2336 hollowVolume *= 0.499849f * 3.07920140172638f;
2337 break;
2338
2339 case HollowShape.Circle:
2340
2341 hollowVolume *= 0.1963495f * 3.07920140172638f;
2342 break;
2343
2344 default:
2345 hollowVolume = 0;
2346 break;
2347 }
2348 volume *= (1.0f - hollowVolume);
2349 }
2350 }
2351 break;
2352
2353 default:
2354 break;
2355 }
2356
2357 float taperX1;
2358 float taperY1;
2359 float taperX;
2360 float taperY;
2361 float pathBegin;
2362 float pathEnd;
2363 float profileBegin;
2364 float profileEnd;
2365
2366 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
2367 {
2368 taperX1 = _pbs.PathScaleX * 0.01f;
2369 if (taperX1 > 1.0f)
2370 taperX1 = 2.0f - taperX1;
2371 taperX = 1.0f - taperX1;
2372
2373 taperY1 = _pbs.PathScaleY * 0.01f;
2374 if (taperY1 > 1.0f)
2375 taperY1 = 2.0f - taperY1;
2376 taperY = 1.0f - taperY1;
2377 }
2378 else
2379 {
2380 taperX = _pbs.PathTaperX * 0.01f;
2381 if (taperX < 0.0f)
2382 taperX = -taperX;
2383 taperX1 = 1.0f - taperX;
2384
2385 taperY = _pbs.PathTaperY * 0.01f;
2386 if (taperY < 0.0f)
2387 taperY = -taperY;
2388 taperY1 = 1.0f - taperY;
2389 }
2390
2391 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
2392
2393 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
2394 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
2395 volume *= (pathEnd - pathBegin);
2396
2397 // this is crude aproximation
2398 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
2399 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
2400 volume *= (profileEnd - profileBegin);
2401
2402 return volume;
2403 }
2404
2405
2406 private void CalcPrimBodyData()
2407 {
2408 float volume;
2409
2410 if (prim_geom == IntPtr.Zero)
2411 {
2412 // Ubit let's have a initial basic OOB
2413 primOOBsize.X = _size.X;
2414 primOOBsize.Y = _size.Y;
2415 primOOBsize.Z = _size.Z;
2416 primOOBoffset = Vector3.Zero;
2417 }
2418 else
2419 {
2420 d.AABB AABB;
2421 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2422
2423 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2424 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2425 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2426 if (!hasOOBoffsetFromMesh)
2427 {
2428 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2429 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2430 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2431 }
2432 }
2433
2434 // also its own inertia and mass
2435 // keep using basic shape mass for now
2436 volume = CalculatePrimVolume();
2437
2438 primVolume = volume;
2439 primMass = m_density * volume;
2440
2441 if (primMass <= 0)
2442 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2443 if (primMass > _parent_scene.maximumMassObject)
2444 primMass = _parent_scene.maximumMassObject;
2445
2446 _mass = primMass; // just in case
2447
2448 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2449
2450 d.MassTranslate(ref primdMass,
2451 primOOBoffset.X,
2452 primOOBoffset.Y,
2453 primOOBoffset.Z);
2454
2455 primOOBsize *= 0.5f; // let obb size be a corner coords
2456 primOOBradiusSQ = primOOBsize.LengthSquared();
2457 }
2458
2459
2460 #endregion
2461
2462
2463 /// <summary>
2464 /// Add a child prim to this parent prim.
2465 /// </summary>
2466 /// <param name="prim">Child prim</param>
2467 // I'm the parent
2468 // prim is the child
2469 public void ParentPrim(OdePrim prim)
2470 {
2471 //Console.WriteLine("ParentPrim " + m_primName);
2472 if (this.m_localID != prim.m_localID)
2473 {
2474 DestroyBody(); // for now we need to rebuil entire object on link change
2475
2476 lock (childrenPrim)
2477 {
2478 // adopt the prim
2479 if (!childrenPrim.Contains(prim))
2480 childrenPrim.Add(prim);
2481
2482 // see if this prim has kids and adopt them also
2483 // should not happen for now
2484 foreach (OdePrim prm in prim.childrenPrim)
2485 {
2486 if (!childrenPrim.Contains(prm))
2487 {
2488 if (prm.Body != IntPtr.Zero)
2489 {
2490 if (prm.prim_geom != IntPtr.Zero)
2491 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2492 if (prm.Body != prim.Body)
2493 prm.DestroyBody(); // don't loose bodies around
2494 prm.Body = IntPtr.Zero;
2495 }
2496
2497 childrenPrim.Add(prm);
2498 prm._parent = this;
2499 }
2500 }
2501 }
2502 //Remove old children from the prim
2503 prim.childrenPrim.Clear();
2504
2505 if (prim.Body != IntPtr.Zero)
2506 {
2507 if (prim.prim_geom != IntPtr.Zero)
2508 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2509 prim.DestroyBody(); // don't loose bodies around
2510 prim.Body = IntPtr.Zero;
2511 }
2512
2513 prim.childPrim = true;
2514 prim._parent = this;
2515
2516 MakeBody(); // full nasty reconstruction
2517 }
2518 }
2519
2520 private void UpdateChildsfromgeom()
2521 {
2522 if (childrenPrim.Count > 0)
2523 {
2524 foreach (OdePrim prm in childrenPrim)
2525 prm.UpdateDataFromGeom();
2526 }
2527 }
2528
2529 private void UpdateDataFromGeom()
2530 {
2531 if (prim_geom != IntPtr.Zero)
2532 {
2533 d.Quaternion qtmp;
2534 d.GeomCopyQuaternion(prim_geom, out qtmp);
2535 _orientation.W = qtmp.W;
2536 _orientation.X = qtmp.X;
2537 _orientation.Y = qtmp.Y;
2538 _orientation.Z = qtmp.Z;
2539
2540 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2541 _position.X = lpos.X;
2542 _position.Y = lpos.Y;
2543 _position.Z = lpos.Z;
2544 }
2545 }
2546
2547 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2548 {
2549 // Okay, we have a delinked child.. destroy all body and remake
2550 if (odePrim != this && !childrenPrim.Contains(odePrim))
2551 return;
2552
2553 DestroyBody();
2554
2555 if (odePrim == this) // delinking the root prim
2556 {
2557 OdePrim newroot = null;
2558 lock (childrenPrim)
2559 {
2560 if (childrenPrim.Count > 0)
2561 {
2562 newroot = childrenPrim[0];
2563 childrenPrim.RemoveAt(0);
2564 foreach (OdePrim prm in childrenPrim)
2565 {
2566 newroot.childrenPrim.Add(prm);
2567 }
2568 childrenPrim.Clear();
2569 }
2570 if (newroot != null)
2571 {
2572 newroot.childPrim = false;
2573 newroot._parent = null;
2574 if (remakebodies)
2575 newroot.MakeBody();
2576 }
2577 }
2578 }
2579
2580 else
2581 {
2582 lock (childrenPrim)
2583 {
2584 childrenPrim.Remove(odePrim);
2585 odePrim.childPrim = false;
2586 odePrim._parent = null;
2587 // odePrim.UpdateDataFromGeom();
2588 if (remakebodies)
2589 odePrim.MakeBody();
2590 }
2591 }
2592 if (remakebodies)
2593 MakeBody();
2594 }
2595
2596 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2597 {
2598 // Okay, we have a delinked child.. destroy all body and remake
2599 if (odePrim != this && !childrenPrim.Contains(odePrim))
2600 return;
2601
2602 DestroyBody();
2603
2604 if (odePrim == this)
2605 {
2606 OdePrim newroot = null;
2607 lock (childrenPrim)
2608 {
2609 if (childrenPrim.Count > 0)
2610 {
2611 newroot = childrenPrim[0];
2612 childrenPrim.RemoveAt(0);
2613 foreach (OdePrim prm in childrenPrim)
2614 {
2615 newroot.childrenPrim.Add(prm);
2616 }
2617 childrenPrim.Clear();
2618 }
2619 if (newroot != null)
2620 {
2621 newroot.childPrim = false;
2622 newroot._parent = null;
2623 newroot.MakeBody();
2624 }
2625 }
2626 if (reMakeBody)
2627 MakeBody();
2628 return;
2629 }
2630 else
2631 {
2632 lock (childrenPrim)
2633 {
2634 childrenPrim.Remove(odePrim);
2635 odePrim.childPrim = false;
2636 odePrim._parent = null;
2637 if (reMakeBody)
2638 odePrim.MakeBody();
2639 }
2640 }
2641 MakeBody();
2642 }
2643
2644 #region changes
2645
2646 private void changeadd()
2647 {
2648 CreateGeom();
2649
2650 if (prim_geom != IntPtr.Zero)
2651 {
2652 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2653 d.Quaternion myrot = new d.Quaternion();
2654 myrot.X = _orientation.X;
2655 myrot.Y = _orientation.Y;
2656 myrot.Z = _orientation.Z;
2657 myrot.W = _orientation.W;
2658 d.GeomSetQuaternion(prim_geom, ref myrot);
2659
2660 if (!m_isphysical)
2661 {
2662 SetInStaticSpace(this);
2663 UpdateCollisionCatFlags();
2664 ApplyCollisionCatFlags();
2665 }
2666 else
2667 MakeBody();
2668 }
2669 }
2670
2671 private void changeAngularLock(Vector3 newLock)
2672 {
2673 // do we have a Physical object?
2674 if (Body != IntPtr.Zero)
2675 {
2676 //Check that we have a Parent
2677 //If we have a parent then we're not authorative here
2678 if (_parent == null)
2679 {
2680 if (!newLock.ApproxEquals(Vector3.One, 0f))
2681 {
2682 createAMotor(newLock);
2683 }
2684 else
2685 {
2686 if (Amotor != IntPtr.Zero)
2687 {
2688 d.JointDestroy(Amotor);
2689 Amotor = IntPtr.Zero;
2690 }
2691 }
2692 }
2693 }
2694 // Store this for later in case we get turned into a separate body
2695 m_angularlock = newLock;
2696 }
2697
2698 private void changeLink(OdePrim NewParent)
2699 {
2700 if (_parent == null && NewParent != null)
2701 {
2702 NewParent.ParentPrim(this);
2703 }
2704 else if (_parent != null)
2705 {
2706 if (_parent is OdePrim)
2707 {
2708 if (NewParent != _parent)
2709 {
2710 (_parent as OdePrim).ChildDelink(this, false); // for now...
2711 childPrim = false;
2712
2713 if (NewParent != null)
2714 {
2715 NewParent.ParentPrim(this);
2716 }
2717 }
2718 }
2719 }
2720 _parent = NewParent;
2721 }
2722
2723
2724 private void Stop()
2725 {
2726 if (!childPrim)
2727 {
2728 m_force = Vector3.Zero;
2729 m_forceacc = Vector3.Zero;
2730 m_angularForceacc = Vector3.Zero;
2731 _torque = Vector3.Zero;
2732 _velocity = Vector3.Zero;
2733 _acceleration = Vector3.Zero;
2734 m_rotationalVelocity = Vector3.Zero;
2735 _target_velocity = Vector3.Zero;
2736 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2737 m_vehicle.Stop();
2738 }
2739
2740 if (Body != IntPtr.Zero)
2741 {
2742 d.BodySetForce(Body, 0f, 0f, 0f);
2743 d.BodySetTorque(Body, 0f, 0f, 0f);
2744 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2745 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2746 }
2747 }
2748
2749 private void changePhantomStatus(bool newval)
2750 {
2751 m_isphantom = newval;
2752
2753 UpdateCollisionCatFlags();
2754 ApplyCollisionCatFlags();
2755 }
2756
2757/* not in use
2758 internal void ChildSelectedChange(bool childSelect)
2759 {
2760 if(childPrim)
2761 return;
2762
2763 if (childSelect == m_isSelected)
2764 return;
2765
2766 if (childSelect)
2767 {
2768 DoSelectedStatus(true);
2769 }
2770
2771 else
2772 {
2773 foreach (OdePrim prm in childrenPrim)
2774 {
2775 if (prm.m_isSelected)
2776 return;
2777 }
2778 DoSelectedStatus(false);
2779 }
2780 }
2781*/
2782 private void changeSelectedStatus(bool newval)
2783 {
2784 if (m_lastdoneSelected == newval)
2785 return;
2786
2787 m_lastdoneSelected = newval;
2788 DoSelectedStatus(newval);
2789 }
2790
2791 private void CheckDelaySelect()
2792 {
2793 if (m_delaySelect)
2794 {
2795 DoSelectedStatus(m_isSelected);
2796 }
2797 }
2798
2799 private void DoSelectedStatus(bool newval)
2800 {
2801 m_isSelected = newval;
2802 Stop();
2803
2804 if (newval)
2805 {
2806 if (!childPrim && Body != IntPtr.Zero)
2807 d.BodyDisable(Body);
2808
2809 if (m_delaySelect || m_isphysical)
2810 {
2811 m_collisionCategories = CollisionCategories.Selected;
2812 m_collisionFlags = 0;
2813
2814 if (!childPrim)
2815 {
2816 foreach (OdePrim prm in childrenPrim)
2817 {
2818 prm.m_collisionCategories = m_collisionCategories;
2819 prm.m_collisionFlags = m_collisionFlags;
2820
2821 if (prm.prim_geom != null)
2822 {
2823
2824 if (prm.m_NoColide)
2825 {
2826 d.GeomSetCategoryBits(prm.prim_geom, 0);
2827 d.GeomSetCollideBits(prm.prim_geom, 0);
2828 }
2829 else
2830 {
2831 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2832 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2833 }
2834 }
2835 prm.m_delaySelect = false;
2836 }
2837 }
2838// else if (_parent != null)
2839// ((OdePrim)_parent).ChildSelectedChange(true);
2840
2841
2842 if (prim_geom != null)
2843 {
2844 if (m_NoColide)
2845 {
2846 d.GeomSetCategoryBits(prim_geom, 0);
2847 d.GeomSetCollideBits(prim_geom, 0);
2848 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2849 {
2850 d.GeomSetCategoryBits(collide_geom, 0);
2851 d.GeomSetCollideBits(collide_geom, 0);
2852 }
2853
2854 }
2855 else
2856 {
2857 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2858 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2859 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2860 {
2861 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2862 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2863 }
2864 }
2865 }
2866
2867 m_delaySelect = false;
2868 }
2869 else if(!m_isphysical)
2870 {
2871 m_delaySelect = true;
2872 }
2873 }
2874 else
2875 {
2876 if (!childPrim)
2877 {
2878 if (Body != IntPtr.Zero && !m_disabled)
2879 d.BodyEnable(Body);
2880 }
2881// else if (_parent != null)
2882// ((OdePrim)_parent).ChildSelectedChange(false);
2883
2884 UpdateCollisionCatFlags();
2885 ApplyCollisionCatFlags();
2886
2887 m_delaySelect = false;
2888 }
2889
2890 resetCollisionAccounting();
2891 }
2892
2893 private void changePosition(Vector3 newPos)
2894 {
2895 CheckDelaySelect();
2896 if (m_isphysical)
2897 {
2898 if (childPrim) // inertia is messed, must rebuild
2899 {
2900 if (m_building)
2901 {
2902 _position = newPos;
2903 }
2904
2905 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2906 {
2907 FixInertia(newPos);
2908 if (!d.BodyIsEnabled(Body))
2909 d.BodyEnable(Body);
2910 }
2911 }
2912 else
2913 {
2914 if (_position != newPos)
2915 {
2916 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2917 _position = newPos;
2918 }
2919 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2920 d.BodyEnable(Body);
2921 }
2922 }
2923 else
2924 {
2925 if (prim_geom != IntPtr.Zero)
2926 {
2927 if (newPos != _position)
2928 {
2929 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2930 _position = newPos;
2931
2932 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2933 }
2934 }
2935 }
2936 givefakepos--;
2937 if (givefakepos < 0)
2938 givefakepos = 0;
2939 // changeSelectedStatus();
2940 resetCollisionAccounting();
2941 }
2942
2943 private void changeOrientation(Quaternion newOri)
2944 {
2945 CheckDelaySelect();
2946 if (m_isphysical)
2947 {
2948 if (childPrim) // inertia is messed, must rebuild
2949 {
2950 if (m_building)
2951 {
2952 _orientation = newOri;
2953 }
2954 /*
2955 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2956 {
2957 FixInertia(_position, newOri);
2958 if (!d.BodyIsEnabled(Body))
2959 d.BodyEnable(Body);
2960 }
2961 */
2962 }
2963 else
2964 {
2965 if (newOri != _orientation)
2966 {
2967 d.Quaternion myrot = new d.Quaternion();
2968 myrot.X = newOri.X;
2969 myrot.Y = newOri.Y;
2970 myrot.Z = newOri.Z;
2971 myrot.W = newOri.W;
2972 d.GeomSetQuaternion(prim_geom, ref myrot);
2973 _orientation = newOri;
2974 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2975 createAMotor(m_angularlock);
2976 }
2977 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2978 d.BodyEnable(Body);
2979 }
2980 }
2981 else
2982 {
2983 if (prim_geom != IntPtr.Zero)
2984 {
2985 if (newOri != _orientation)
2986 {
2987 d.Quaternion myrot = new d.Quaternion();
2988 myrot.X = newOri.X;
2989 myrot.Y = newOri.Y;
2990 myrot.Z = newOri.Z;
2991 myrot.W = newOri.W;
2992 d.GeomSetQuaternion(prim_geom, ref myrot);
2993 _orientation = newOri;
2994 }
2995 }
2996 }
2997 givefakeori--;
2998 if (givefakeori < 0)
2999 givefakeori = 0;
3000 resetCollisionAccounting();
3001 }
3002
3003 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
3004 {
3005 CheckDelaySelect();
3006 if (m_isphysical)
3007 {
3008 if (childPrim && m_building) // inertia is messed, must rebuild
3009 {
3010 _position = newPos;
3011 _orientation = newOri;
3012 }
3013 else
3014 {
3015 if (newOri != _orientation)
3016 {
3017 d.Quaternion myrot = new d.Quaternion();
3018 myrot.X = newOri.X;
3019 myrot.Y = newOri.Y;
3020 myrot.Z = newOri.Z;
3021 myrot.W = newOri.W;
3022 d.GeomSetQuaternion(prim_geom, ref myrot);
3023 _orientation = newOri;
3024 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3025 createAMotor(m_angularlock);
3026 }
3027 if (_position != newPos)
3028 {
3029 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3030 _position = newPos;
3031 }
3032 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3033 d.BodyEnable(Body);
3034 }
3035 }
3036 else
3037 {
3038 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
3039 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
3040
3041 if (prim_geom != IntPtr.Zero)
3042 {
3043 if (newOri != _orientation)
3044 {
3045 d.Quaternion myrot = new d.Quaternion();
3046 myrot.X = newOri.X;
3047 myrot.Y = newOri.Y;
3048 myrot.Z = newOri.Z;
3049 myrot.W = newOri.W;
3050 d.GeomSetQuaternion(prim_geom, ref myrot);
3051 _orientation = newOri;
3052 }
3053
3054 if (newPos != _position)
3055 {
3056 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3057 _position = newPos;
3058
3059 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
3060 }
3061 }
3062 }
3063 givefakepos--;
3064 if (givefakepos < 0)
3065 givefakepos = 0;
3066 givefakeori--;
3067 if (givefakeori < 0)
3068 givefakeori = 0;
3069 resetCollisionAccounting();
3070 }
3071
3072
3073 private void changeDisable(bool disable)
3074 {
3075 if (disable)
3076 {
3077 if (!m_disabled)
3078 disableBodySoft();
3079 }
3080 else
3081 {
3082 if (m_disabled)
3083 enableBodySoft();
3084 }
3085 }
3086
3087 private void changePhysicsStatus(bool NewStatus)
3088 {
3089 CheckDelaySelect();
3090
3091 m_isphysical = NewStatus;
3092
3093 if (!childPrim)
3094 {
3095 if (NewStatus)
3096 {
3097 if (Body == IntPtr.Zero)
3098 MakeBody();
3099 }
3100 else
3101 {
3102 if (Body != IntPtr.Zero)
3103 {
3104 DestroyBody();
3105 }
3106 Stop();
3107 }
3108 }
3109
3110 resetCollisionAccounting();
3111 }
3112
3113 private void changeprimsizeshape()
3114 {
3115 CheckDelaySelect();
3116
3117 OdePrim parent = (OdePrim)_parent;
3118
3119 bool chp = childPrim;
3120
3121 if (chp)
3122 {
3123 if (parent != null)
3124 {
3125 parent.DestroyBody();
3126 }
3127 }
3128 else
3129 {
3130 DestroyBody();
3131 }
3132
3133 RemoveGeom();
3134
3135 // we don't need to do space calculation because the client sends a position update also.
3136 if (_size.X <= 0)
3137 _size.X = 0.01f;
3138 if (_size.Y <= 0)
3139 _size.Y = 0.01f;
3140 if (_size.Z <= 0)
3141 _size.Z = 0.01f;
3142 // Construction of new prim
3143
3144 CreateGeom();
3145
3146 if (prim_geom != IntPtr.Zero)
3147 {
3148 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3149 d.Quaternion myrot = new d.Quaternion();
3150 myrot.X = _orientation.X;
3151 myrot.Y = _orientation.Y;
3152 myrot.Z = _orientation.Z;
3153 myrot.W = _orientation.W;
3154 d.GeomSetQuaternion(prim_geom, ref myrot);
3155 }
3156
3157 if (m_isphysical)
3158 {
3159 if (chp)
3160 {
3161 if (parent != null)
3162 {
3163 parent.MakeBody();
3164 }
3165 }
3166 else
3167 MakeBody();
3168 }
3169
3170 else
3171 {
3172 UpdateCollisionCatFlags();
3173 ApplyCollisionCatFlags();
3174 }
3175
3176 resetCollisionAccounting();
3177 }
3178
3179 private void changeSize(Vector3 newSize)
3180 {
3181 _size = newSize;
3182 changeprimsizeshape();
3183 }
3184
3185 private void changeShape(PrimitiveBaseShape newShape)
3186 {
3187 if(newShape != null)
3188 _pbs = newShape;
3189 changeprimsizeshape();
3190 }
3191
3192 private void changeFloatOnWater(bool newval)
3193 {
3194 m_collidesWater = newval;
3195
3196 UpdateCollisionCatFlags();
3197 ApplyCollisionCatFlags();
3198 }
3199
3200 private void changeSetTorque(Vector3 newtorque)
3201 {
3202 if (!m_isSelected)
3203 {
3204 if (m_isphysical && Body != IntPtr.Zero)
3205 {
3206 if (m_disabled)
3207 enableBodySoft();
3208 else if (!d.BodyIsEnabled(Body))
3209 d.BodyEnable(Body);
3210
3211 }
3212 _torque = newtorque;
3213 }
3214 }
3215
3216 private void changeForce(Vector3 force)
3217 {
3218 m_force = force;
3219 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3220 d.BodyEnable(Body);
3221 }
3222
3223
3224 private void changeAddImpulse(Vector3 impulse)
3225 {
3226 m_forceacc += impulse *m_invTimeStep;
3227 if (!m_isSelected)
3228 {
3229 lock (this)
3230 {
3231 //m_log.Info("[PHYSICS]: dequeing forcelist");
3232 if (m_isphysical && Body != IntPtr.Zero)
3233 {
3234 if (m_disabled)
3235 enableBodySoft();
3236 else if (!d.BodyIsEnabled(Body))
3237 d.BodyEnable(Body);
3238 }
3239 }
3240
3241 m_collisionscore = 0;
3242 }
3243 }
3244
3245 // actually angular impulse
3246 private void changeAddAngularImpulse(Vector3 aimpulse)
3247 {
3248 m_angularForceacc += aimpulse * m_invTimeStep;
3249 if (!m_isSelected)
3250 {
3251 lock (this)
3252 {
3253 if (m_isphysical && Body != IntPtr.Zero)
3254 {
3255 if (m_disabled)
3256 enableBodySoft();
3257 else if (!d.BodyIsEnabled(Body))
3258 d.BodyEnable(Body);
3259 }
3260 }
3261 m_collisionscore = 0;
3262 }
3263 }
3264
3265 private void changevelocity(Vector3 newVel)
3266 {
3267 if (!m_isSelected)
3268 {
3269 if (Body != IntPtr.Zero)
3270 {
3271 if (m_disabled)
3272 enableBodySoft();
3273 else if (!d.BodyIsEnabled(Body))
3274 d.BodyEnable(Body);
3275
3276 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3277 }
3278 //resetCollisionAccounting();
3279 }
3280 _velocity = newVel;
3281 }
3282
3283 private void changeVolumedetetion(bool newVolDtc)
3284 {
3285 m_isVolumeDetect = newVolDtc;
3286 m_fakeisVolumeDetect = newVolDtc;
3287 UpdateCollisionCatFlags();
3288 ApplyCollisionCatFlags();
3289 }
3290
3291 protected void changeBuilding(bool newbuilding)
3292 {
3293 if ((bool)newbuilding)
3294 {
3295 m_building = true;
3296 if (!childPrim)
3297 DestroyBody();
3298 }
3299 else
3300 {
3301 m_building = false;
3302 CheckDelaySelect();
3303 if (!childPrim)
3304 MakeBody();
3305 }
3306 if (!childPrim && childrenPrim.Count > 0)
3307 {
3308 foreach (OdePrim prm in childrenPrim)
3309 prm.changeBuilding(m_building); // call directly
3310 }
3311 }
3312
3313 public void changeSetVehicle(VehicleData vdata)
3314 {
3315 if (m_vehicle == null)
3316 m_vehicle = new ODEDynamics(this);
3317 m_vehicle.DoSetVehicle(vdata);
3318 }
3319 private void changeVehicleType(int value)
3320 {
3321 if (value == (int)Vehicle.TYPE_NONE)
3322 {
3323 if (m_vehicle != null)
3324 m_vehicle = null;
3325 }
3326 else
3327 {
3328 if (m_vehicle == null)
3329 m_vehicle = new ODEDynamics(this);
3330
3331 m_vehicle.ProcessTypeChange((Vehicle)value);
3332 }
3333 }
3334
3335 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3336 {
3337 if (m_vehicle == null)
3338 return;
3339
3340 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3341 }
3342
3343 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3344 {
3345 if (m_vehicle == null)
3346 return;
3347 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3348 }
3349
3350 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3351 {
3352 if (m_vehicle == null)
3353 return;
3354 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3355 }
3356
3357 private void changeVehicleFlags(strVehicleBoolParam bp)
3358 {
3359 if (m_vehicle == null)
3360 return;
3361 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3362 }
3363
3364 #endregion
3365
3366 public void Move()
3367 {
3368 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3369 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3370 {
3371 if (!d.BodyIsEnabled(Body))
3372 {
3373 // let vehicles sleep
3374 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3375 return;
3376
3377 if (++bodydisablecontrol < 20)
3378 return;
3379
3380 bodydisablecontrol = 0;
3381 d.BodyEnable(Body);
3382 }
3383
3384 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3385
3386/* moved down to UpdateMove... where it belongs again
3387
3388 // check outside region
3389
3390 if (lpos.Z < -100 || lpos.Z > 100000f)
3391 {
3392 m_outbounds = true;
3393
3394 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3395 _acceleration.X = 0;
3396 _acceleration.Y = 0;
3397 _acceleration.Z = 0;
3398
3399 _velocity.X = 0;
3400 _velocity.Y = 0;
3401 _velocity.Z = 0;
3402 m_rotationalVelocity.X = 0;
3403 m_rotationalVelocity.Y = 0;
3404 m_rotationalVelocity.Z = 0;
3405
3406 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3407 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3408 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3409 m_lastposition = _position;
3410 m_lastorientation = _orientation;
3411
3412 base.RequestPhysicsterseUpdate();
3413
3414 throttleCounter = 0;
3415 _zeroFlag = true;
3416
3417 disableBodySoft(); // disable it and colisions
3418 base.RaiseOutOfBounds(_position);
3419 return;
3420 }
3421
3422 if (lpos.X < 0f)
3423 {
3424 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3425 m_outbounds = true;
3426 }
3427 else if (lpos.X > _parent_scene.WorldExtents.X)
3428 {
3429 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3430 m_outbounds = true;
3431 }
3432 if (lpos.Y < 0f)
3433 {
3434 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3435 m_outbounds = true;
3436 }
3437 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3438 {
3439 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3440 m_outbounds = true;
3441 }
3442
3443 if (m_outbounds)
3444 {
3445 m_lastposition = _position;
3446 m_lastorientation = _orientation;
3447
3448 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3449 m_rotationalVelocity.X = dtmp.X;
3450 m_rotationalVelocity.Y = dtmp.Y;
3451 m_rotationalVelocity.Z = dtmp.Z;
3452
3453 dtmp = d.BodyGetLinearVel(Body);
3454 _velocity.X = dtmp.X;
3455 _velocity.Y = dtmp.Y;
3456 _velocity.Z = dtmp.Z;
3457
3458 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3459 d.BodySetAngularVel(Body, 0, 0, 0);
3460 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3461 disableBodySoft(); // stop collisions
3462 base.RequestPhysicsterseUpdate();
3463 return;
3464 }
3465*/
3466 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3467 {
3468 // 'VEHICLES' are dealt with in ODEDynamics.cs
3469 m_vehicle.Step();
3470 return;
3471 }
3472
3473 float fx = 0;
3474 float fy = 0;
3475 float fz = 0;
3476
3477 float m_mass = _mass;
3478
3479 if (m_usePID && m_PIDTau > 0)
3480 {
3481 // for now position error
3482 _target_velocity =
3483 new Vector3(
3484 (m_PIDTarget.X - lpos.X),
3485 (m_PIDTarget.Y - lpos.Y),
3486 (m_PIDTarget.Z - lpos.Z)
3487 );
3488
3489 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3490 {
3491 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3492 d.BodySetLinearVel(Body, 0, 0, 0);
3493 return;
3494 }
3495 else
3496 {
3497 _zeroFlag = false;
3498
3499 float tmp = 1 / m_PIDTau;
3500 _target_velocity *= tmp;
3501
3502 // apply limits
3503 tmp = _target_velocity.Length();
3504 if (tmp > 50.0f)
3505 {
3506 tmp = 50 / tmp;
3507 _target_velocity *= tmp;
3508 }
3509 else if (tmp < 0.05f)
3510 {
3511 tmp = 0.05f / tmp;
3512 _target_velocity *= tmp;
3513 }
3514
3515 d.Vector3 vel = d.BodyGetLinearVel(Body);
3516 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3517 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3518 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3519// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3520 }
3521 } // end if (m_usePID)
3522
3523 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3524 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3525 {
3526
3527 // Non-Vehicles have a limited set of Hover options.
3528 // determine what our target height really is based on HoverType
3529
3530 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3531
3532 switch (m_PIDHoverType)
3533 {
3534 case PIDHoverType.Ground:
3535 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3536 break;
3537
3538 case PIDHoverType.GroundAndWater:
3539 m_waterHeight = _parent_scene.GetWaterLevel();
3540 if (m_groundHeight > m_waterHeight)
3541 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3542 else
3543 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3544 break;
3545 } // end switch (m_PIDHoverType)
3546
3547 // don't go underground unless volumedetector
3548
3549 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3550 {
3551 d.Vector3 vel = d.BodyGetLinearVel(Body);
3552
3553 fz = (m_targetHoverHeight - lpos.Z);
3554
3555 // if error is zero, use position control; otherwise, velocity control
3556 if (Math.Abs(fz) < 0.01f)
3557 {
3558 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3559 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3560 }
3561 else
3562 {
3563 _zeroFlag = false;
3564 fz /= m_PIDHoverTau;
3565
3566 float tmp = Math.Abs(fz);
3567 if (tmp > 50)
3568 fz = 50 * Math.Sign(fz);
3569 else if (tmp < 0.1)
3570 fz = 0.1f * Math.Sign(fz);
3571
3572 fz = ((fz - vel.Z) * m_invTimeStep);
3573 }
3574 }
3575 }
3576 else
3577 {
3578 float b = (1.0f - m_buoyancy);
3579 fx = _parent_scene.gravityx * b;
3580 fy = _parent_scene.gravityy * b;
3581 fz = _parent_scene.gravityz * b;
3582 }
3583
3584 fx *= m_mass;
3585 fy *= m_mass;
3586 fz *= m_mass;
3587
3588 // constant force
3589 fx += m_force.X;
3590 fy += m_force.Y;
3591 fz += m_force.Z;
3592
3593 fx += m_forceacc.X;
3594 fy += m_forceacc.Y;
3595 fz += m_forceacc.Z;
3596
3597 m_forceacc = Vector3.Zero;
3598
3599 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3600 if (fx != 0 || fy != 0 || fz != 0)
3601 {
3602 d.BodyAddForce(Body, fx, fy, fz);
3603 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3604 }
3605
3606 Vector3 trq;
3607
3608 trq = _torque;
3609 trq += m_angularForceacc;
3610 m_angularForceacc = Vector3.Zero;
3611 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3612 {
3613 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3614 }
3615 }
3616 else
3617 { // is not physical, or is not a body or is selected
3618 // _zeroPosition = d.BodyGetPosition(Body);
3619 return;
3620 //Console.WriteLine("Nothing " + Name);
3621
3622 }
3623 }
3624
3625 public void UpdatePositionAndVelocity()
3626 {
3627 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3628 {
3629 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3630 {
3631 bool lastZeroFlag = _zeroFlag;
3632
3633 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3634
3635 // check outside region
3636 if (lpos.Z < -100 || lpos.Z > 100000f)
3637 {
3638 m_outbounds = true;
3639
3640 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3641 _acceleration.X = 0;
3642 _acceleration.Y = 0;
3643 _acceleration.Z = 0;
3644
3645 _velocity.X = 0;
3646 _velocity.Y = 0;
3647 _velocity.Z = 0;
3648 m_rotationalVelocity.X = 0;
3649 m_rotationalVelocity.Y = 0;
3650 m_rotationalVelocity.Z = 0;
3651
3652 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3653 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3654 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3655 m_lastposition = _position;
3656 m_lastorientation = _orientation;
3657
3658 base.RequestPhysicsterseUpdate();
3659
3660 throttleCounter = 0;
3661 _zeroFlag = true;
3662
3663 disableBodySoft(); // disable it and colisions
3664 base.RaiseOutOfBounds(_position);
3665 return;
3666 }
3667
3668 if (lpos.X < 0f)
3669 {
3670 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3671 m_outbounds = true;
3672 }
3673 else if (lpos.X > _parent_scene.WorldExtents.X)
3674 {
3675 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3676 m_outbounds = true;
3677 }
3678 if (lpos.Y < 0f)
3679 {
3680 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3681 m_outbounds = true;
3682 }
3683 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3684 {
3685 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3686 m_outbounds = true;
3687 }
3688
3689 if (m_outbounds)
3690 {
3691 m_lastposition = _position;
3692 m_lastorientation = _orientation;
3693
3694 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3695 m_rotationalVelocity.X = dtmp.X;
3696 m_rotationalVelocity.Y = dtmp.Y;
3697 m_rotationalVelocity.Z = dtmp.Z;
3698
3699 dtmp = d.BodyGetLinearVel(Body);
3700 _velocity.X = dtmp.X;
3701 _velocity.Y = dtmp.Y;
3702 _velocity.Z = dtmp.Z;
3703
3704 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3705 d.BodySetAngularVel(Body, 0, 0, 0);
3706 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3707 disableBodySoft(); // stop collisions
3708 base.RequestPhysicsterseUpdate();
3709 return;
3710 }
3711
3712 d.Quaternion ori;
3713 d.GeomCopyQuaternion(prim_geom, out ori);
3714
3715 // decide if moving
3716 // use positions since this are integrated quantities
3717 // tolerance values depende a lot on simulation noise...
3718 // use simple math.abs since we dont need to be exact
3719
3720 if (
3721 (Math.Abs(_position.X - lpos.X) < 0.001f)
3722 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3723 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3724 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3725 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3726 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3727 )
3728 {
3729 _zeroFlag = true;
3730 }
3731 else
3732 _zeroFlag = false;
3733
3734 // update velocities and aceleration
3735 if (!(_zeroFlag && lastZeroFlag))
3736 {
3737 d.Vector3 vel = d.BodyGetLinearVel(Body);
3738
3739 _acceleration = _velocity;
3740
3741 if ((Math.Abs(vel.X) < 0.001f) &&
3742 (Math.Abs(vel.Y) < 0.001f) &&
3743 (Math.Abs(vel.Z) < 0.001f))
3744 {
3745 _velocity = Vector3.Zero;
3746 float t = -m_invTimeStep;
3747 _acceleration = _acceleration * t;
3748 }
3749 else
3750 {
3751 _velocity.X = vel.X;
3752 _velocity.Y = vel.Y;
3753 _velocity.Z = vel.Z;
3754 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3755 }
3756
3757 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3758 (Math.Abs(_acceleration.Y) < 0.01f) &&
3759 (Math.Abs(_acceleration.Z) < 0.01f))
3760 {
3761 _acceleration = Vector3.Zero;
3762 }
3763
3764 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3765 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3766 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3767 )
3768 {
3769 m_rotationalVelocity = Vector3.Zero;
3770 }
3771 else
3772 {
3773 vel = d.BodyGetAngularVel(Body);
3774 m_rotationalVelocity.X = vel.X;
3775 m_rotationalVelocity.Y = vel.Y;
3776 m_rotationalVelocity.Z = vel.Z;
3777 }
3778 }
3779
3780 if (_zeroFlag)
3781 {
3782 if (lastZeroFlag)
3783 {
3784 _velocity = Vector3.Zero;
3785 _acceleration = Vector3.Zero;
3786 m_rotationalVelocity = Vector3.Zero;
3787 }
3788
3789 if (!m_lastUpdateSent)
3790 {
3791 base.RequestPhysicsterseUpdate();
3792 if (lastZeroFlag)
3793 m_lastUpdateSent = true;
3794 }
3795 return;
3796 }
3797
3798 _position.X = lpos.X;
3799 _position.Y = lpos.Y;
3800 _position.Z = lpos.Z;
3801
3802 _orientation.X = ori.X;
3803 _orientation.Y = ori.Y;
3804 _orientation.Z = ori.Z;
3805 _orientation.W = ori.W;
3806 base.RequestPhysicsterseUpdate();
3807 m_lastUpdateSent = false;
3808 }
3809 }
3810 }
3811
3812 internal static bool QuaternionIsFinite(Quaternion q)
3813 {
3814 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3815 return false;
3816 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3817 return false;
3818 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3819 return false;
3820 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3821 return false;
3822 return true;
3823 }
3824
3825 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3826 {
3827 // assumes object center of mass is zero
3828 float smass = part.mass;
3829 theobj.mass -= smass;
3830
3831 smass *= 1.0f / (theobj.mass); ;
3832
3833 theobj.c.X -= part.c.X * smass;
3834 theobj.c.Y -= part.c.Y * smass;
3835 theobj.c.Z -= part.c.Z * smass;
3836
3837 theobj.I.M00 -= part.I.M00;
3838 theobj.I.M01 -= part.I.M01;
3839 theobj.I.M02 -= part.I.M02;
3840 theobj.I.M10 -= part.I.M10;
3841 theobj.I.M11 -= part.I.M11;
3842 theobj.I.M12 -= part.I.M12;
3843 theobj.I.M20 -= part.I.M20;
3844 theobj.I.M21 -= part.I.M21;
3845 theobj.I.M22 -= part.I.M22;
3846 }
3847
3848 private void donullchange()
3849 {
3850 }
3851
3852 public bool DoAChange(changes what, object arg)
3853 {
3854 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3855 {
3856 return false;
3857 }
3858
3859 // nasty switch
3860 switch (what)
3861 {
3862 case changes.Add:
3863 changeadd();
3864 break;
3865 case changes.Remove:
3866 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3867 //When we return true, it destroys all of the prims in the linkset anyway
3868 if (_parent != null)
3869 {
3870 OdePrim parent = (OdePrim)_parent;
3871 parent.ChildRemove(this, false);
3872 }
3873 else
3874 ChildRemove(this, false);
3875
3876 m_vehicle = null;
3877 RemoveGeom();
3878 m_targetSpace = IntPtr.Zero;
3879 if (m_eventsubscription > 0)
3880 UnSubscribeEvents();
3881 return true;
3882
3883 case changes.Link:
3884 OdePrim tmp = (OdePrim)arg;
3885 changeLink(tmp);
3886 break;
3887
3888 case changes.DeLink:
3889 changeLink(null);
3890 break;
3891
3892 case changes.Position:
3893 changePosition((Vector3)arg);
3894 break;
3895
3896 case changes.Orientation:
3897 changeOrientation((Quaternion)arg);
3898 break;
3899
3900 case changes.PosOffset:
3901 donullchange();
3902 break;
3903
3904 case changes.OriOffset:
3905 donullchange();
3906 break;
3907
3908 case changes.Velocity:
3909 changevelocity((Vector3)arg);
3910 break;
3911
3912 // case changes.Acceleration:
3913 // changeacceleration((Vector3)arg);
3914 // break;
3915 // case changes.AngVelocity:
3916 // changeangvelocity((Vector3)arg);
3917 // break;
3918
3919 case changes.Force:
3920 changeForce((Vector3)arg);
3921 break;
3922
3923 case changes.Torque:
3924 changeSetTorque((Vector3)arg);
3925 break;
3926
3927 case changes.AddForce:
3928 changeAddImpulse((Vector3)arg);
3929 break;
3930
3931 case changes.AddAngForce:
3932 changeAddAngularImpulse((Vector3)arg);
3933 break;
3934
3935 case changes.AngLock:
3936 changeAngularLock((Vector3)arg);
3937 break;
3938
3939 case changes.Size:
3940 changeSize((Vector3)arg);
3941 break;
3942
3943 case changes.Shape:
3944 changeShape((PrimitiveBaseShape)arg);
3945 break;
3946
3947 case changes.CollidesWater:
3948 changeFloatOnWater((bool)arg);
3949 break;
3950
3951 case changes.VolumeDtc:
3952 changeVolumedetetion((bool)arg);
3953 break;
3954
3955 case changes.Phantom:
3956 changePhantomStatus((bool)arg);
3957 break;
3958
3959 case changes.Physical:
3960 changePhysicsStatus((bool)arg);
3961 break;
3962
3963 case changes.Selected:
3964 changeSelectedStatus((bool)arg);
3965 break;
3966
3967 case changes.disabled:
3968 changeDisable((bool)arg);
3969 break;
3970
3971 case changes.building:
3972 changeBuilding((bool)arg);
3973 break;
3974
3975 case changes.VehicleType:
3976 changeVehicleType((int)arg);
3977 break;
3978
3979 case changes.VehicleFlags:
3980 changeVehicleFlags((strVehicleBoolParam) arg);
3981 break;
3982
3983 case changes.VehicleFloatParam:
3984 changeVehicleFloatParam((strVehicleFloatParam) arg);
3985 break;
3986
3987 case changes.VehicleVectorParam:
3988 changeVehicleVectorParam((strVehicleVectorParam) arg);
3989 break;
3990
3991 case changes.VehicleRotationParam:
3992 changeVehicleRotationParam((strVehicleQuatParam) arg);
3993 break;
3994
3995 case changes.SetVehicle:
3996 changeSetVehicle((VehicleData) arg);
3997 break;
3998 case changes.Null:
3999 donullchange();
4000 break;
4001
4002 default:
4003 donullchange();
4004 break;
4005 }
4006 return false;
4007 }
4008
4009 public void AddChange(changes what, object arg)
4010 {
4011 _parent_scene.AddChange((PhysicsActor) this, what, arg);
4012 }
4013
4014
4015 private struct strVehicleBoolParam
4016 {
4017 public int param;
4018 public bool value;
4019 }
4020
4021 private struct strVehicleFloatParam
4022 {
4023 public int param;
4024 public float value;
4025 }
4026
4027 private struct strVehicleQuatParam
4028 {
4029 public int param;
4030 public Quaternion value;
4031 }
4032
4033 private struct strVehicleVectorParam
4034 {
4035 public int param;
4036 public Vector3 value;
4037 }
4038 }
4039} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..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..ca83dd7
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2696 @@
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 private float metersInSpace = 25.6f;
194 private float m_timeDilation = 1.0f;
195
196 DateTime m_lastframe;
197
198 public float gravityx = 0f;
199 public float gravityy = 0f;
200 public float gravityz = -9.8f;
201
202 private float waterlevel = 0f;
203 private int framecount = 0;
204
205 private IntPtr WaterGeom = IntPtr.Zero;
206 private IntPtr WaterHeightmapData = IntPtr.Zero;
207 private GCHandle WaterMapHandler = new GCHandle();
208
209 public float avPIDD = 2200f; // make it visible
210 public float avPIDP = 900f; // make it visible
211 private float avCapRadius = 0.37f;
212 private float avDensity = 3f;
213 private float avMovementDivisorWalk = 1.3f;
214 private float avMovementDivisorRun = 0.8f;
215 private float minimumGroundFlightOffset = 3f;
216 public float maximumMassObject = 10000.01f;
217
218 public bool meshSculptedPrim = true;
219 public bool forceSimplePrimMeshing = false;
220
221 public float meshSculptLOD = 32;
222 public float MeshSculptphysicalLOD = 32;
223
224 public float geomDefaultDensity = 10.000006836f;
225
226 public int geomContactPointsStartthrottle = 3;
227 public int geomUpdatesPerThrottledUpdate = 15;
228
229 public float bodyPIDD = 35f;
230 public float bodyPIDG = 25;
231
232// public int geomCrossingFailuresBeforeOutofbounds = 6;
233
234 public int bodyFramesAutoDisable = 5;
235
236
237 private d.NearCallback nearCallback;
238
239 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
240 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
241 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
242 private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
243
244 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
245
246 /// <summary>
247 /// A list of actors that should receive collision events.
248 /// </summary>
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250
251 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
252 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
253 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
254
255 private float contactsurfacelayer = 0.002f;
256
257 private int contactsPerCollision = 80;
258 internal IntPtr ContactgeomsArray = IntPtr.Zero;
259 private IntPtr GlobalContactsArray = IntPtr.Zero;
260
261 const int maxContactsbeforedeath = 4000;
262 private volatile int m_global_contactcount = 0;
263
264
265 private readonly IntPtr contactgroup;
266
267 public ContactData[] m_materialContactsData = new ContactData[8];
268
269 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
270 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
271 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
272
273 private int m_physicsiterations = 10;
274 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
275 private readonly PhysicsActor PANull = new NullPhysicsActor();
276 private float step_time = 0.0f;
277
278 public IntPtr world;
279
280 private uint obj2LocalID = 0;
281 private OdeCharacter cc1;
282 private OdePrim cp1;
283 private OdeCharacter cc2;
284 private OdePrim cp2;
285
286 // split the spaces acording to contents type
287 // ActiveSpace contains characters and active prims
288 // StaticSpace contains land and other that is mostly static in enviroment
289 // this can contain subspaces, like the grid in staticspace
290 // as now space only contains this 2 top spaces
291
292 public IntPtr TopSpace; // the global space
293 public IntPtr ActiveSpace; // space for active prims
294 public IntPtr StaticSpace; // space for the static things around
295
296 // some speedup variables
297 private int spaceGridMaxX;
298 private int spaceGridMaxY;
299 private float spacesPerMeter;
300
301 // split static geometry collision into a grid as before
302 private IntPtr[,] staticPrimspace;
303
304 public Object OdeLock;
305 private static Object SimulationLock;
306
307 public IMesher mesher;
308
309 private IConfigSource m_config;
310
311 public bool physics_logging = false;
312 public int physics_logging_interval = 0;
313 public bool physics_logging_append_existing_logfile = false;
314
315 private Vector3 m_worldOffset = Vector3.Zero;
316 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
317 private PhysicsScene m_parentScene = null;
318
319 private ODERayCastRequestManager m_rayCastManager;
320
321
322/* maybe needed if ode uses tls
323 private void checkThread()
324 {
325
326 int th = Thread.CurrentThread.ManagedThreadId;
327 if(th != threadid)
328 {
329 threadid = th;
330 d.AllocateODEDataForThread(~0U);
331 }
332 }
333 */
334 /// <summary>
335 /// Initiailizes the scene
336 /// Sets many properties that ODE requires to be stable
337 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
338 /// </summary>
339 public OdeScene(string sceneIdentifier)
340 {
341 m_log
342 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
343
344// checkThread();
345 Name = sceneIdentifier;
346
347 OdeLock = new Object();
348 SimulationLock = new Object();
349
350 nearCallback = near;
351
352 m_rayCastManager = new ODERayCastRequestManager(this);
353 lock (OdeLock)
354 {
355 // Create the world and the first space
356 try
357 {
358 world = d.WorldCreate();
359 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
360
361 // now the major subspaces
362 ActiveSpace = d.HashSpaceCreate(TopSpace);
363 StaticSpace = d.HashSpaceCreate(TopSpace);
364 }
365 catch
366 {
367 // i must RtC#FM
368 }
369
370 d.HashSpaceSetLevels(TopSpace, -2, 8);
371 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
372 d.HashSpaceSetLevels(StaticSpace, -2, 8);
373
374 // demote to second level
375 d.SpaceSetSublevel(ActiveSpace, 1);
376 d.SpaceSetSublevel(StaticSpace, 1);
377
378 d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
379 CollisionCategories.Geom |
380 CollisionCategories.Character |
381 CollisionCategories.Phantom |
382 CollisionCategories.VolumeDtc
383 ));
384 d.GeomSetCollideBits(ActiveSpace, 0);
385 d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
386 CollisionCategories.Geom |
387 CollisionCategories.Land |
388 CollisionCategories.Water |
389 CollisionCategories.Phantom |
390 CollisionCategories.VolumeDtc
391 ));
392 d.GeomSetCollideBits(StaticSpace, 0);
393
394 contactgroup = d.JointGroupCreate(0);
395 //contactgroup
396
397 d.WorldSetAutoDisableFlag(world, false);
398 }
399 }
400
401 // Initialize the mesh plugin
402// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
403 public override void Initialise(IMesher meshmerizer, IConfigSource config)
404 {
405// checkThread();
406 mesher = meshmerizer;
407 m_config = config;
408/*
409 string ode_config = d.GetConfiguration("ODE");
410 if (ode_config != null && ode_config != "")
411 {
412 m_log.WarnFormat("ODE configuration: {0}", ode_config);
413
414 if (ode_config.Contains("ODE_Ubit"))
415 {
416 OdeUbitLib = true;
417 }
418 }
419*/
420 /*
421 if (region != null)
422 {
423 WorldExtents.X = region.RegionSizeX;
424 WorldExtents.Y = region.RegionSizeY;
425 }
426 */
427
428 // Defaults
429
430 int contactsPerCollision = 80;
431
432 if (m_config != null)
433 {
434 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
435 if (physicsconfig != null)
436 {
437 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
438 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
439 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
440
441 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
442
443 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
444
445 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
446 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
447
448 avDensity = physicsconfig.GetFloat("av_density", avDensity);
449 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
450 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
451 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
452
453 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
454
455 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
456 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
457// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
458
459 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
460 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
461/*
462 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
463 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
464*/
465 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
466 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
467 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
468 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
469/*
470 if (Environment.OSVersion.Platform == PlatformID.Unix)
471 {
472 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
473 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
474 }
475 else
476 {
477
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
480 }
481*/
482 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
483 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
484 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
485
486 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
487 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
488 }
489 }
490
491 HalfOdeStep = ODE_STEPSIZE * 0.5f;
492
493 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
494 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
495
496 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
497 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
498
499 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
500 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
501
502 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
503 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
504
505 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
506 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
507
508 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
509 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
510
511 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
512 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
513
514 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
515 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
516
517 m_materialContactsData[(int)Material.light].mu = 0.0f;
518 m_materialContactsData[(int)Material.light].bounce = 0.0f;
519
520 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
521
522 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
523 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
524
525 d.WorldSetLinearDamping(world, 0.001f);
526 d.WorldSetAngularDamping(world, 0.001f);
527 d.WorldSetAngularDampingThreshold(world, 0f);
528 d.WorldSetLinearDampingThreshold(world, 0f);
529 d.WorldSetMaxAngularSpeed(world, 100f);
530
531 d.WorldSetCFM(world,1e-6f); // a bit harder than default
532 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
533 d.WorldSetERP(world, 0.6f); // higher than original
534
535 // Set how many steps we go without running collision testing
536 // This is in addition to the step size.
537 // Essentially Steps * m_physicsiterations
538 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
539 d.WorldSetContactMaxCorrectingVel(world, 100.0f);
540
541 spacesPerMeter = 1 / metersInSpace;
542 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
543 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
544
545 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
546
547 // create all spaces now
548 int i, j;
549 IntPtr newspace;
550 for (i = 0; i < spaceGridMaxX; i++)
551 for (j = 0; j < spaceGridMaxY; j++)
552 {
553 newspace = d.HashSpaceCreate(StaticSpace);
554 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
555 waitForSpaceUnlock(newspace);
556 d.SpaceSetSublevel(newspace, 2);
557 d.HashSpaceSetLevels(newspace, -2, 8);
558 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
559 CollisionCategories.Geom |
560 CollisionCategories.Land |
561 CollisionCategories.Water |
562 CollisionCategories.Phantom |
563 CollisionCategories.VolumeDtc
564 ));
565 d.GeomSetCollideBits(newspace, 0);
566
567 staticPrimspace[i, j] = newspace;
568 }
569 // let this now be real maximum values
570 spaceGridMaxX--;
571 spaceGridMaxY--;
572 m_lastframe = DateTime.UtcNow;
573 }
574
575 internal void waitForSpaceUnlock(IntPtr space)
576 {
577 //if (space != IntPtr.Zero)
578 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
579 }
580
581 #region Collision Detection
582
583 // sets a global contact for a joint for contactgeom , and base contact description)
584
585 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
586 {
587 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
588 return IntPtr.Zero;
589
590 float erp = contactGeom.depth;
591 erp *= erpscale;
592 if (erp < minERP)
593 erp = minERP;
594 else if (erp > MaxERP)
595 erp = MaxERP;
596
597 float depth = contactGeom.depth * dscale;
598 if (depth > 0.5f)
599 depth = 0.5f;
600
601 d.Contact newcontact = new d.Contact();
602 newcontact.geom.depth = depth;
603 newcontact.geom.g1 = contactGeom.g1;
604 newcontact.geom.g2 = contactGeom.g2;
605 newcontact.geom.pos = contactGeom.pos;
606 newcontact.geom.normal = contactGeom.normal;
607 newcontact.geom.side1 = contactGeom.side1;
608 newcontact.geom.side2 = contactGeom.side2;
609
610 // this needs bounce also
611 newcontact.surface.mode = comumContactFlags;
612 newcontact.surface.mu = mu;
613 newcontact.surface.bounce = bounce;
614 newcontact.surface.soft_cfm = cfm;
615 newcontact.surface.soft_erp = erp;
616
617 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
618 Marshal.StructureToPtr(newcontact, contact, true);
619 return d.JointCreateContactPtr(world, contactgroup, contact);
620 }
621
622
623
624 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
625 {
626 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
627 return false;
628
629 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
630 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
631 return true;
632 }
633
634 /// <summary>
635 /// This is our near callback. A geometry is near a body
636 /// </summary>
637 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
638 /// <param name="g1">a geometry or space</param>
639 /// <param name="g2">another geometry or space</param>
640 ///
641
642 private void near(IntPtr space, IntPtr g1, IntPtr g2)
643 {
644 // no lock here! It's invoked from within Simulate(), which is thread-locked
645
646 if (m_global_contactcount >= maxContactsbeforedeath)
647 return;
648
649 // Test if we're colliding a geom with a space.
650 // If so we have to drill down into the space recursively
651
652 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
653 return;
654
655 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
656 {
657 // We'll be calling near recursivly if one
658 // of them is a space to find all of the
659 // contact points in the space
660 try
661 {
662 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
663 }
664 catch (AccessViolationException)
665 {
666 m_log.Warn("[PHYSICS]: Unable to collide test a space");
667 return;
668 }
669 //here one should check collisions of geoms inside a space
670 // but on each space we only should have geoms that not colide amoung each other
671 // so we don't dig inside spaces
672 return;
673 }
674
675 // get geom bodies to check if we already a joint contact
676 // guess this shouldn't happen now
677 IntPtr b1 = d.GeomGetBody(g1);
678 IntPtr b2 = d.GeomGetBody(g2);
679
680 // d.GeomClassID id = d.GeomGetClass(g1);
681
682 // Figure out how many contact points we have
683 int count = 0;
684 try
685 {
686 // Colliding Geom To Geom
687 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
688
689 if (g1 == g2)
690 return; // Can't collide with yourself
691
692 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
693 return;
694
695 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
696 }
697 catch (SEHException)
698 {
699 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.");
700// ode.drelease(world);
701 base.TriggerPhysicsBasedRestart();
702 }
703 catch (Exception e)
704 {
705 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
706 return;
707 }
708
709 // id contacts done
710 if (count == 0)
711 return;
712
713 // try get physical actors
714 PhysicsActor p1;
715 PhysicsActor p2;
716
717 if (!actor_name_map.TryGetValue(g1, out p1))
718 {
719 p1 = PANull;
720 }
721
722 if (!actor_name_map.TryGetValue(g2, out p2))
723 {
724 p2 = PANull;
725 }
726
727 // update actors collision score
728 if (p1.CollisionScore >= float.MaxValue - count)
729 p1.CollisionScore = 0;
730 p1.CollisionScore += count;
731
732 if (p2.CollisionScore >= float.MaxValue - count)
733 p2.CollisionScore = 0;
734 p2.CollisionScore += count;
735
736
737 // get first contact
738 d.ContactGeom curContact = new d.ContactGeom();
739 if (!GetCurContactGeom(0, ref curContact))
740 return;
741 // for now it's the one with max depth
742 ContactPoint maxDepthContact = new ContactPoint(
743 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
744 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
745 curContact.depth
746 );
747 // do volume detection case
748 if (
749 (p1.IsVolumeDtc || p2.IsVolumeDtc))
750 {
751 collision_accounting_events(p1, p2, maxDepthContact);
752 return;
753 }
754
755 // big messy collision analises
756 float mu = 0;
757 float bounce = 0;
758 float cfm = 0.0001f;
759 float erp = 0.1f;
760 float erpscale = 1.0f;
761 float dscale = 1.0f;
762 bool IgnoreNegSides = false;
763
764
765 ContactData contactdata1 = new ContactData(0, 0, false);
766 ContactData contactdata2 = new ContactData(0, 0, false);
767
768 String name = null;
769 bool dop1foot = false;
770 bool dop2foot = false;
771 bool ignore = false;
772
773 switch (p1.PhysicsActorType)
774 {
775 case (int)ActorTypes.Agent:
776 {
777 bounce = 0;
778 mu = 0;
779 cfm = 0.0001f;
780
781 switch (p2.PhysicsActorType)
782 {
783 case (int)ActorTypes.Agent:
784/*
785 p1.getContactData(ref contactdata1);
786 p2.getContactData(ref contactdata2);
787
788 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
789
790 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
791 mu *= frictionMovementMult;
792*/
793 p1.CollidingObj = true;
794 p2.CollidingObj = true;
795 break;
796 case (int)ActorTypes.Prim:
797/*
798 p1.getContactData(ref contactdata1);
799 p2.getContactData(ref contactdata2);
800
801
802 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
803
804 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
805 mu *= frictionMovementMult;
806 */
807 if (p2.Velocity.LengthSquared() > 0.0f)
808 p2.CollidingObj = true;
809
810 dop1foot = true;
811 break;
812 default:
813 ignore = true; // avatar to terrain and water ignored
814 break;
815 }
816 break;
817 }
818
819 case (int)ActorTypes.Prim:
820 switch (p2.PhysicsActorType)
821 {
822 case (int)ActorTypes.Agent:
823 // p1.getContactData(ref contactdata1);
824 // p2.getContactData(ref contactdata2);
825
826 bounce = 0;
827 mu = 0;
828 cfm = 0.0001f;
829 /*
830 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
831
832 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
833 mu *= frictionMovementMult;
834 */
835 dop2foot = true;
836 if (p1.Velocity.LengthSquared() > 0.0f)
837 p1.CollidingObj = true;
838 break;
839 case (int)ActorTypes.Prim:
840 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
841 {
842 p1.CollidingObj = true;
843 p2.CollidingObj = true;
844 }
845 p1.getContactData(ref contactdata1);
846 p2.getContactData(ref contactdata2);
847 bounce = contactdata1.bounce * contactdata2.bounce;
848 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
849
850 cfm = p1.Mass;
851 if (cfm > p2.Mass)
852 cfm = p2.Mass;
853 dscale = 10 / cfm;
854 dscale = (float)Math.Sqrt(dscale);
855 if (dscale > 1.0f)
856 dscale = 1.0f;
857 erpscale = cfm * 0.01f;
858 cfm = 0.0001f / cfm;
859 if (cfm > 0.01f)
860 cfm = 0.01f;
861
862 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
863 mu *= frictionMovementMult;
864
865 break;
866 default:
867 if (geom_name_map.TryGetValue(g2, out name))
868 {
869 if (name == "Terrain")
870 {
871 p1.getContactData(ref contactdata1);
872 bounce = contactdata1.bounce * TerrainBounce;
873 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
874 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
875 mu *= frictionMovementMult;
876 p1.CollidingGround = true;
877
878 cfm = p1.Mass;
879 dscale = 10 / cfm;
880 dscale = (float)Math.Sqrt(dscale);
881 if (dscale > 1.0f)
882 dscale = 1.0f;
883 erpscale = cfm * 0.01f;
884 cfm = 0.0001f / cfm;
885 if (cfm > 0.01f)
886 cfm = 0.01f;
887
888 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
889 {
890 if (curContact.side1 > 0)
891 IgnoreNegSides = true;
892 }
893
894 }
895 else if (name == "Water")
896 {
897 ignore = true;
898 }
899 }
900 else
901 ignore = true;
902 break;
903 }
904 break;
905
906 default:
907 if (geom_name_map.TryGetValue(g1, out name))
908 {
909 if (name == "Terrain")
910 {
911 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
912 {
913 p2.CollidingGround = true;
914 p2.getContactData(ref contactdata2);
915 bounce = contactdata2.bounce * TerrainBounce;
916 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
917
918 cfm = p2.Mass;
919 dscale = 10 / cfm;
920 dscale = (float)Math.Sqrt(dscale);
921
922 if (dscale > 1.0f)
923 dscale = 1.0f;
924
925 erpscale = cfm * 0.01f;
926 cfm = 0.0001f / cfm;
927 if (cfm > 0.01f)
928 cfm = 0.01f;
929
930 if (curContact.side1 > 0) // should be 2 ?
931 IgnoreNegSides = true;
932
933 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
934 mu *= frictionMovementMult;
935 }
936 else
937 ignore = true;
938
939 }
940 else if (name == "Water" &&
941 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
942 {
943 ignore = true;
944 }
945 }
946 else
947 ignore = true;
948 break;
949 }
950
951 if (ignore)
952 return;
953
954 IntPtr Joint;
955
956 int i = 0;
957 while(true)
958 {
959
960 if (IgnoreNegSides && curContact.side1 < 0)
961 {
962 if (++i >= count)
963 break;
964
965 if (!GetCurContactGeom(i, ref curContact))
966 break;
967 }
968 else
969
970 {
971 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
972 p1.IsColliding = true;
973 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
974 p2.IsColliding = true;
975
976 Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
977 d.JointAttach(Joint, b1, b2);
978
979 if (++m_global_contactcount >= maxContactsbeforedeath)
980 break;
981
982 if (++i >= count)
983 break;
984
985 if (!GetCurContactGeom(i, ref curContact))
986 break;
987
988 if (curContact.depth > maxDepthContact.PenetrationDepth)
989 {
990 maxDepthContact.Position.X = curContact.pos.X;
991 maxDepthContact.Position.Y = curContact.pos.Y;
992 maxDepthContact.Position.Z = curContact.pos.Z;
993 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
994 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
995 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
996 maxDepthContact.PenetrationDepth = curContact.depth;
997 }
998 }
999 }
1000
1001 collision_accounting_events(p1, p2, maxDepthContact);
1002
1003/*
1004 if (notskipedcount > geomContactPointsStartthrottle)
1005 {
1006 // If there are more then 3 contact points, it's likely
1007 // that we've got a pile of objects, so ...
1008 // We don't want to send out hundreds of terse updates over and over again
1009 // so lets throttle them and send them again after it's somewhat sorted out.
1010 this needs checking so out for now
1011 if (b1 != IntPtr.Zero)
1012 p1.ThrottleUpdates = true;
1013 if (b2 != IntPtr.Zero)
1014 p2.ThrottleUpdates = true;
1015
1016 }
1017 */
1018 }
1019
1020 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1021 {
1022 obj2LocalID = 0;
1023 bool p1events = p1.SubscribedEvents();
1024 bool p2events = p2.SubscribedEvents();
1025
1026 if (p1.IsVolumeDtc)
1027 p2events = false;
1028 if (p2.IsVolumeDtc)
1029 p1events = false;
1030
1031 if (!(p2events || p1events))
1032 return;
1033
1034 switch ((ActorTypes)p1.PhysicsActorType)
1035 {
1036 case ActorTypes.Agent:
1037 cc1 = (OdeCharacter)p1;
1038 switch ((ActorTypes)p2.PhysicsActorType)
1039 {
1040 case ActorTypes.Agent:
1041 cc2 = (OdeCharacter)p2;
1042 obj2LocalID = cc2.m_localID;
1043 if (p2events)
1044 cc2.AddCollisionEvent(cc1.m_localID, contact);
1045 break;
1046
1047 case ActorTypes.Prim:
1048 if (p2 is OdePrim)
1049 {
1050 cp2 = (OdePrim)p2;
1051 obj2LocalID = cp2.m_localID;
1052 if (p2events)
1053 cp2.AddCollisionEvent(cc1.m_localID, contact);
1054 }
1055 break;
1056
1057 case ActorTypes.Ground:
1058 case ActorTypes.Unknown:
1059 default:
1060 obj2LocalID = 0;
1061 break;
1062 }
1063 if (p1events)
1064 {
1065 contact.SurfaceNormal = -contact.SurfaceNormal;
1066 cc1.AddCollisionEvent(obj2LocalID, contact);
1067 }
1068 break;
1069
1070 case ActorTypes.Prim:
1071
1072 if (p1 is OdePrim)
1073 {
1074 cp1 = (OdePrim)p1;
1075
1076 // obj1LocalID = cp2.m_localID;
1077 switch ((ActorTypes)p2.PhysicsActorType)
1078 {
1079 case ActorTypes.Agent:
1080 if (p2 is OdeCharacter)
1081 {
1082 cc2 = (OdeCharacter)p2;
1083 obj2LocalID = cc2.m_localID;
1084 if (p2events)
1085 cc2.AddCollisionEvent(cp1.m_localID, contact);
1086 }
1087 break;
1088 case ActorTypes.Prim:
1089
1090 if (p2 is OdePrim)
1091 {
1092 cp2 = (OdePrim)p2;
1093 obj2LocalID = cp2.m_localID;
1094 if (p2events)
1095 cp2.AddCollisionEvent(cp1.m_localID, contact);
1096 }
1097 break;
1098
1099 case ActorTypes.Ground:
1100 case ActorTypes.Unknown:
1101 default:
1102 obj2LocalID = 0;
1103 break;
1104 }
1105 if (p1events)
1106 {
1107 contact.SurfaceNormal = -contact.SurfaceNormal;
1108 cp1.AddCollisionEvent(obj2LocalID, contact);
1109 }
1110 }
1111 break;
1112 }
1113 }
1114
1115 /// <summary>
1116 /// This is our collision testing routine in ODE
1117 /// </summary>
1118 /// <param name="timeStep"></param>
1119 private void collision_optimized()
1120 {
1121 lock (_characters)
1122 {
1123 try
1124 {
1125 foreach (OdeCharacter chr in _characters)
1126 {
1127 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1128 continue;
1129
1130 chr.IsColliding = false;
1131 // chr.CollidingGround = false; not done here
1132 chr.CollidingObj = false;
1133 // do colisions with static space
1134 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1135 }
1136 }
1137 catch (AccessViolationException)
1138 {
1139 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1140 }
1141
1142 }
1143
1144 lock (_activeprims)
1145 {
1146 foreach (OdePrim aprim in _activeprims)
1147 {
1148 aprim.CollisionScore = 0;
1149 aprim.IsColliding = false;
1150 }
1151 }
1152
1153 // collide active prims with static enviroment
1154 lock (_activegroups)
1155 {
1156 try
1157 {
1158 foreach (OdePrim prm in _activegroups)
1159 {
1160 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1161 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1162 }
1163 }
1164 catch (AccessViolationException)
1165 {
1166 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1167 }
1168 }
1169 // finally colide active things amoung them
1170 try
1171 {
1172 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1173 }
1174 catch (AccessViolationException)
1175 {
1176 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1177 }
1178// _perloopContact.Clear();
1179 }
1180
1181 #endregion
1182
1183
1184
1185 /// <summary>
1186 /// Add actor to the list that should receive collision events in the simulate loop.
1187 /// </summary>
1188 /// <param name="obj"></param>
1189 public void AddCollisionEventReporting(PhysicsActor obj)
1190 {
1191 lock (_collisionEventPrim)
1192 {
1193 if (!_collisionEventPrim.Contains(obj))
1194 _collisionEventPrim.Add(obj);
1195 }
1196 }
1197
1198 /// <summary>
1199 /// Remove actor from the list that should receive collision events in the simulate loop.
1200 /// </summary>
1201 /// <param name="obj"></param>
1202 public void RemoveCollisionEventReporting(PhysicsActor obj)
1203 {
1204 lock (_collisionEventPrim)
1205 {
1206 if (_collisionEventPrim.Contains(obj))
1207 _collisionEventPrim.Remove(obj);
1208 }
1209 }
1210
1211 #region Add/Remove Entities
1212
1213 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1214 {
1215 Vector3 pos;
1216 pos.X = position.X;
1217 pos.Y = position.Y;
1218 pos.Z = position.Z;
1219 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1220 newAv.Flying = isFlying;
1221 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1222
1223 return newAv;
1224 }
1225
1226 public void AddCharacter(OdeCharacter chr)
1227 {
1228 lock (_characters)
1229 {
1230 if (!_characters.Contains(chr))
1231 {
1232 _characters.Add(chr);
1233 if (chr.bad)
1234 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1235 }
1236 }
1237 }
1238
1239 public void RemoveCharacter(OdeCharacter chr)
1240 {
1241 lock (_characters)
1242 {
1243 if (_characters.Contains(chr))
1244 {
1245 _characters.Remove(chr);
1246 }
1247 }
1248 }
1249
1250 public void BadCharacter(OdeCharacter chr)
1251 {
1252 lock (_badCharacter)
1253 {
1254 if (!_badCharacter.Contains(chr))
1255 _badCharacter.Add(chr);
1256 }
1257 }
1258
1259 public override void RemoveAvatar(PhysicsActor actor)
1260 {
1261 //m_log.Debug("[PHYSICS]:ODELOCK");
1262 ((OdeCharacter) actor).Destroy();
1263 }
1264
1265 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1266 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1267 {
1268 Vector3 pos = position;
1269 Vector3 siz = size;
1270 Quaternion rot = rotation;
1271
1272 OdePrim newPrim;
1273 lock (OdeLock)
1274 {
1275 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
1276
1277 lock (_prims)
1278 _prims.Add(newPrim);
1279 }
1280 return newPrim;
1281 }
1282
1283 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1284 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1285 {
1286 Vector3 pos = position;
1287 Vector3 siz = size;
1288 Quaternion rot = rotation;
1289
1290 OdePrim newPrim;
1291 lock (OdeLock)
1292 {
1293 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
1294
1295 lock (_prims)
1296 _prims.Add(newPrim);
1297 }
1298 return newPrim;
1299 }
1300
1301 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1302 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1303 {
1304 Vector3 pos = position;
1305 Vector3 siz = size;
1306 Quaternion rot = rotation;
1307
1308 OdePrim newPrim;
1309 lock (OdeLock)
1310 {
1311 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
1312
1313 lock (_prims)
1314 _prims.Add(newPrim);
1315 }
1316 return newPrim;
1317 }
1318
1319 public void addActivePrim(OdePrim activatePrim)
1320 {
1321 // adds active prim..
1322 lock (_activeprims)
1323 {
1324 if (!_activeprims.Contains(activatePrim))
1325 _activeprims.Add(activatePrim);
1326 }
1327 }
1328
1329 public void addActiveGroups(OdePrim activatePrim)
1330 {
1331 lock (_activegroups)
1332 {
1333 if (!_activegroups.Contains(activatePrim))
1334 _activegroups.Add(activatePrim);
1335 }
1336 }
1337
1338 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1339 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1340 {
1341 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1342 }
1343
1344
1345 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1346 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1347 {
1348#if SPAM
1349 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1350#endif
1351
1352 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1353 }
1354
1355 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1356 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1357 {
1358#if SPAM
1359 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1360#endif
1361
1362 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1363 }
1364
1365 public override float TimeDilation
1366 {
1367 get { return m_timeDilation; }
1368 }
1369
1370 public override bool SupportsNINJAJoints
1371 {
1372 get { return false; }
1373 }
1374
1375
1376 public void remActivePrim(OdePrim deactivatePrim)
1377 {
1378 lock (_activeprims)
1379 {
1380 _activeprims.Remove(deactivatePrim);
1381 }
1382 }
1383 public void remActiveGroup(OdePrim deactivatePrim)
1384 {
1385 lock (_activegroups)
1386 {
1387 _activegroups.Remove(deactivatePrim);
1388 }
1389 }
1390
1391 public override void RemovePrim(PhysicsActor prim)
1392 {
1393 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1394 // removed in the next physics simulate pass.
1395 if (prim is OdePrim)
1396 {
1397// lock (OdeLock)
1398 {
1399 OdePrim p = (OdePrim)prim;
1400 p.setPrimForRemoval();
1401 }
1402 }
1403 }
1404 /// <summary>
1405 /// This is called from within simulate but outside the locked portion
1406 /// We need to do our own locking here
1407 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1408 /// Simulate() -- justincc).
1409 ///
1410 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1411 ///
1412 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1413 /// that the space was using.
1414 /// </summary>
1415 /// <param name="prim"></param>
1416 public void RemovePrimThreadLocked(OdePrim prim)
1417 {
1418 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1419 lock (prim)
1420 {
1421 RemoveCollisionEventReporting(prim);
1422 lock (_prims)
1423 _prims.Remove(prim);
1424 }
1425
1426 }
1427 #endregion
1428
1429 #region Space Separation Calculation
1430
1431 /// <summary>
1432 /// Called when a static prim moves or becomes static
1433 /// Places the prim in a space one the static sub-spaces grid
1434 /// </summary>
1435 /// <param name="geom">the pointer to the geom that moved</param>
1436 /// <param name="pos">the position that the geom moved to</param>
1437 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1438 /// <returns>a pointer to the new space it's in</returns>
1439 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1440 {
1441 // moves a prim into another static sub-space or from another space into a static sub-space
1442
1443 // Called ODEPrim so
1444 // it's already in locked space.
1445
1446 if (geom == IntPtr.Zero) // shouldn't happen
1447 return IntPtr.Zero;
1448
1449 // get the static sub-space for current position
1450 IntPtr newspace = calculateSpaceForGeom(pos);
1451
1452 if (newspace == currentspace) // if we are there all done
1453 return newspace;
1454
1455 // else remove it from its current space
1456 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1457 {
1458 if (d.GeomIsSpace(currentspace))
1459 {
1460 waitForSpaceUnlock(currentspace);
1461 d.SpaceRemove(currentspace, geom);
1462
1463 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1464 {
1465 d.SpaceDestroy(currentspace);
1466 }
1467 }
1468 else
1469 {
1470 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1471 " Geom:" + geom);
1472 }
1473 }
1474 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1475 {
1476 currentspace = d.GeomGetSpace(geom);
1477 if (currentspace != IntPtr.Zero)
1478 {
1479 if (d.GeomIsSpace(currentspace))
1480 {
1481 waitForSpaceUnlock(currentspace);
1482 d.SpaceRemove(currentspace, geom);
1483
1484 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1485 {
1486 d.SpaceDestroy(currentspace);
1487 }
1488
1489 }
1490 }
1491 }
1492
1493 // put the geom in the newspace
1494 waitForSpaceUnlock(newspace);
1495 d.SpaceAdd(newspace, geom);
1496
1497 // let caller know this newspace
1498 return newspace;
1499 }
1500
1501 /// <summary>
1502 /// Calculates the space the prim should be in by its position
1503 /// </summary>
1504 /// <param name="pos"></param>
1505 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1506 public IntPtr calculateSpaceForGeom(Vector3 pos)
1507 {
1508 int x, y;
1509 x = (int)(pos.X * spacesPerMeter);
1510 if (x < 0)
1511 x = 0;
1512 else if (x > spaceGridMaxX)
1513 x = spaceGridMaxX;
1514
1515 y = (int)(pos.Y * spacesPerMeter);
1516 if (y < 0)
1517 y = 0;
1518 else if (y >spaceGridMaxY)
1519 y = spaceGridMaxY;
1520
1521 IntPtr tmpSpace = staticPrimspace[x, y];
1522 return tmpSpace;
1523 }
1524
1525 #endregion
1526
1527 /// <summary>
1528 /// Routine to figure out if we need to mesh this prim with our mesher
1529 /// </summary>
1530 /// <param name="pbs"></param>
1531 /// <returns></returns>
1532 public bool needsMeshing(PrimitiveBaseShape pbs)
1533 {
1534 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1535 // but we still need to check for sculptie meshing being enabled so this is the most
1536 // convenient place to do it for now...
1537
1538 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1539 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1540 int iPropertiesNotSupportedDefault = 0;
1541
1542 if (pbs.SculptEntry)
1543 {
1544 if(!meshSculptedPrim)
1545 return false;
1546 }
1547
1548 // 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
1549 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1550 {
1551 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1552 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1553 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1554 {
1555
1556 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1557 && pbs.ProfileHollow == 0
1558 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1559 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1560 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1561 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1562 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1563 {
1564#if SPAM
1565 m_log.Warn("NonMesh");
1566#endif
1567 return false;
1568 }
1569 }
1570 }
1571
1572 // following code doesn't give meshs to boxes and spheres ever
1573 // and it's odd.. so for now just return true if asked to force meshs
1574 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1575
1576 if (forceSimplePrimMeshing)
1577 return true;
1578
1579 if (pbs.ProfileHollow != 0)
1580 iPropertiesNotSupportedDefault++;
1581
1582 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1583 iPropertiesNotSupportedDefault++;
1584
1585 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1586 iPropertiesNotSupportedDefault++;
1587
1588 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1589 iPropertiesNotSupportedDefault++;
1590
1591 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1592 iPropertiesNotSupportedDefault++;
1593
1594 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1595 iPropertiesNotSupportedDefault++;
1596
1597 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1598 iPropertiesNotSupportedDefault++;
1599
1600 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))
1601 iPropertiesNotSupportedDefault++;
1602
1603 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1604 iPropertiesNotSupportedDefault++;
1605
1606 // test for torus
1607 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1608 {
1609 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1610 {
1611 iPropertiesNotSupportedDefault++;
1612 }
1613 }
1614 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1615 {
1616 if (pbs.PathCurve == (byte)Extrusion.Straight)
1617 {
1618 iPropertiesNotSupportedDefault++;
1619 }
1620
1621 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1622 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1623 {
1624 iPropertiesNotSupportedDefault++;
1625 }
1626 }
1627 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1628 {
1629 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1630 {
1631 iPropertiesNotSupportedDefault++;
1632 }
1633 }
1634 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1635 {
1636 if (pbs.PathCurve == (byte)Extrusion.Straight)
1637 {
1638 iPropertiesNotSupportedDefault++;
1639 }
1640 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1641 {
1642 iPropertiesNotSupportedDefault++;
1643 }
1644 }
1645
1646 if (pbs.SculptEntry && meshSculptedPrim)
1647 iPropertiesNotSupportedDefault++;
1648
1649 if (iPropertiesNotSupportedDefault == 0)
1650 {
1651#if SPAM
1652 m_log.Warn("NonMesh");
1653#endif
1654 return false;
1655 }
1656#if SPAM
1657 m_log.Debug("Mesh");
1658#endif
1659 return true;
1660 }
1661
1662 /// <summary>
1663 /// Called to queue a change to a actor
1664 /// to use in place of old taint mechanism so changes do have a time sequence
1665 /// </summary>
1666
1667 public void AddChange(PhysicsActor actor, changes what, Object arg)
1668 {
1669 ODEchangeitem item = new ODEchangeitem();
1670 item.actor = actor;
1671 item.what = what;
1672 item.arg = arg;
1673 ChangesQueue.Enqueue(item);
1674 }
1675
1676 /// <summary>
1677 /// Called after our prim properties are set Scale, position etc.
1678 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1679 /// This assures us that we have no race conditions
1680 /// </summary>
1681 /// <param name="prim"></param>
1682 public override void AddPhysicsActorTaint(PhysicsActor prim)
1683 {
1684 }
1685
1686 /// <summary>
1687 /// This is our main simulate loop
1688 /// It's thread locked by a Mutex in the scene.
1689 /// It holds Collisions, it instructs ODE to step through the physical reactions
1690 /// It moves the objects around in memory
1691 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1692 /// </summary>
1693 /// <param name="timeStep"></param>
1694 /// <returns></returns>
1695 public override float Simulate(float timeStep)
1696 {
1697
1698 DateTime now = DateTime.UtcNow;
1699 TimeSpan SinceLastFrame = now - m_lastframe;
1700 m_lastframe = now;
1701 timeStep = (float)SinceLastFrame.TotalSeconds;
1702
1703 // acumulate time so we can reduce error
1704 step_time += timeStep;
1705
1706 if (step_time < HalfOdeStep)
1707 return 0;
1708
1709 if (framecount < 0)
1710 framecount = 0;
1711
1712 framecount++;
1713
1714 int curphysiteractions;
1715
1716 // if in trouble reduce step resolution
1717 if (step_time >= m_SkipFramesAtms)
1718 curphysiteractions = m_physicsiterations / 2;
1719 else
1720 curphysiteractions = m_physicsiterations;
1721
1722 int nodeframes = 0;
1723
1724// checkThread();
1725
1726 lock (SimulationLock)
1727 lock(OdeLock)
1728 {
1729 // adjust number of iterations per step
1730 try
1731 {
1732 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1733 }
1734 catch (StackOverflowException)
1735 {
1736 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1737// ode.drelease(world);
1738 base.TriggerPhysicsBasedRestart();
1739 }
1740
1741 while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
1742 {
1743 try
1744 {
1745 // clear pointer/counter to contacts to pass into joints
1746 m_global_contactcount = 0;
1747
1748 ODEchangeitem item;
1749
1750 if(ChangesQueue.Count >0)
1751 {
1752 int ttmpstart = Util.EnvironmentTickCount();
1753 int ttmp;
1754 int ttmp2;
1755
1756 while(ChangesQueue.Dequeue(out item))
1757 {
1758 if (item.actor != null)
1759 {
1760 try
1761 {
1762 if (item.actor is OdeCharacter)
1763 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1764 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1765 RemovePrimThreadLocked((OdePrim)item.actor);
1766 }
1767 catch
1768 {
1769 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1770 };
1771 }
1772 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1773 if (ttmp > 20)
1774 break;
1775 }
1776
1777 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1778 if (ttmp2 > 50)
1779 ttmp2 = 0;
1780
1781 }
1782
1783 // Move characters
1784 lock (_characters)
1785 {
1786 List<OdeCharacter> defects = new List<OdeCharacter>();
1787 foreach (OdeCharacter actor in _characters)
1788 {
1789 if (actor != null)
1790 actor.Move(ODE_STEPSIZE, defects);
1791 }
1792 if (defects.Count != 0)
1793 {
1794 foreach (OdeCharacter defect in defects)
1795 {
1796 RemoveCharacter(defect);
1797 }
1798 }
1799 }
1800
1801 // Move other active objects
1802 lock (_activegroups)
1803 {
1804 foreach (OdePrim aprim in _activegroups)
1805 {
1806 aprim.Move();
1807 }
1808 }
1809
1810 //if ((framecount % m_randomizeWater) == 0)
1811 // randomizeWater(waterlevel);
1812
1813 m_rayCastManager.ProcessQueuedRequests();
1814
1815 collision_optimized();
1816
1817 lock (_collisionEventPrim)
1818 {
1819 foreach (PhysicsActor obj in _collisionEventPrim)
1820 {
1821 if (obj == null)
1822 continue;
1823
1824 switch ((ActorTypes)obj.PhysicsActorType)
1825 {
1826 case ActorTypes.Agent:
1827 OdeCharacter cobj = (OdeCharacter)obj;
1828 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f));
1829 cobj.SendCollisions();
1830 break;
1831
1832 case ActorTypes.Prim:
1833 OdePrim pobj = (OdePrim)obj;
1834 pobj.SendCollisions();
1835 break;
1836 }
1837 }
1838 }
1839
1840 // do a ode simulation step
1841 d.WorldQuickStep(world, ODE_STEPSIZE);
1842 d.JointGroupEmpty(contactgroup);
1843
1844 // update managed ideia of physical data and do updates to core
1845 /*
1846 lock (_characters)
1847 {
1848 foreach (OdeCharacter actor in _characters)
1849 {
1850 if (actor != null)
1851 {
1852 if (actor.bad)
1853 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1854
1855 actor.UpdatePositionAndVelocity();
1856 }
1857 }
1858 }
1859 */
1860
1861 lock (_activegroups)
1862 {
1863 {
1864 foreach (OdePrim actor in _activegroups)
1865 {
1866 if (actor.IsPhysical)
1867 {
1868 actor.UpdatePositionAndVelocity();
1869 }
1870 }
1871 }
1872 }
1873 }
1874 catch (Exception e)
1875 {
1876 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1877// ode.dunlock(world);
1878 }
1879
1880
1881 step_time -= ODE_STEPSIZE;
1882 nodeframes++;
1883 }
1884
1885 lock (_badCharacter)
1886 {
1887 if (_badCharacter.Count > 0)
1888 {
1889 foreach (OdeCharacter chr in _badCharacter)
1890 {
1891 RemoveCharacter(chr);
1892 }
1893
1894 _badCharacter.Clear();
1895 }
1896 }
1897
1898 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1899 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1900 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1901 int nbodies = d.NTotalBodies;
1902 int ngeoms = d.NTotalGeoms;
1903
1904 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1905 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1906 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1907 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1908 {
1909 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1910 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1911
1912 if (physics_logging_append_existing_logfile)
1913 {
1914 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1915 TextWriter fwriter = File.AppendText(fname);
1916 fwriter.WriteLine(header);
1917 fwriter.Close();
1918 }
1919
1920 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1921 }
1922
1923 // think time dilation as to do with dinamic step size that we dont' have
1924 // even so tell something to world
1925 if (nodeframes < 10) // we did the requested loops
1926 m_timeDilation = 1.0f;
1927 else if (step_time > 0)
1928 {
1929 m_timeDilation = timeStep / step_time;
1930 if (m_timeDilation > 1)
1931 m_timeDilation = 1;
1932 if (step_time > m_SkipFramesAtms)
1933 step_time = 0;
1934 }
1935 }
1936
1937// return nodeframes * ODE_STEPSIZE; // return real simulated time
1938 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1939 }
1940
1941 /// <summary>
1942 public override void GetResults()
1943 {
1944 }
1945
1946 public override bool IsThreaded
1947 {
1948 // for now we won't be multithreaded
1949 get { return (false); }
1950 }
1951
1952 public float GetTerrainHeightAtXY(float x, float y)
1953 {
1954
1955
1956 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1957 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1958
1959
1960 IntPtr heightFieldGeom = IntPtr.Zero;
1961
1962 // get region map
1963 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1964 return 0f;
1965
1966 if (heightFieldGeom == IntPtr.Zero)
1967 return 0f;
1968
1969 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1970 return 0f;
1971
1972 // TerrainHeightField for ODE as offset 1m
1973 x += 1f - offsetX;
1974 y += 1f - offsetY;
1975
1976 // make position fit into array
1977 if (x < 0)
1978 x = 0;
1979 if (y < 0)
1980 y = 0;
1981
1982 // integer indexs
1983 int ix;
1984 int iy;
1985 // interpolators offset
1986 float dx;
1987 float dy;
1988
1989 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
1990
1991 if (OdeUbitLib)
1992 {
1993 if (x < regsize - 1)
1994 {
1995 ix = (int)x;
1996 dx = x - (float)ix;
1997 }
1998 else // out world use external height
1999 {
2000 ix = regsize - 2;
2001 dx = 0;
2002 }
2003 if (y < regsize - 1)
2004 {
2005 iy = (int)y;
2006 dy = y - (float)iy;
2007 }
2008 else
2009 {
2010 iy = regsize - 2;
2011 dy = 0;
2012 }
2013 }
2014
2015 else
2016 {
2017 // we still have square fixed size regions
2018 // also flip x and y because of how map is done for ODE fliped axis
2019 // so ix,iy,dx and dy are inter exchanged
2020 if (x < regsize - 1)
2021 {
2022 iy = (int)x;
2023 dy = x - (float)iy;
2024 }
2025 else // out world use external height
2026 {
2027 iy = regsize - 2;
2028 dy = 0;
2029 }
2030 if (y < regsize - 1)
2031 {
2032 ix = (int)y;
2033 dx = y - (float)ix;
2034 }
2035 else
2036 {
2037 ix = regsize - 2;
2038 dx = 0;
2039 }
2040 }
2041
2042 float h0;
2043 float h1;
2044 float h2;
2045
2046 iy *= regsize;
2047 iy += ix; // all indexes have iy + ix
2048
2049 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2050 /*
2051 if ((dx + dy) <= 1.0f)
2052 {
2053 h0 = ((float)heights[iy]); // 0,0 vertice
2054 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2055 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2056 }
2057 else
2058 {
2059 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2060 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2061 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2062 }
2063 */
2064 h0 = ((float)heights[iy]); // 0,0 vertice
2065
2066 if ((dy > dx))
2067 {
2068 iy += regsize;
2069 h2 = (float)heights[iy]; // 0,1 vertice
2070 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2071 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2072 }
2073 else
2074 {
2075 iy++;
2076 h2 = (float)heights[iy]; // vertice 1,0
2077 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2078 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2079 }
2080
2081 return h0 + h1 + h2;
2082 }
2083
2084
2085 public override void SetTerrain(float[] heightMap)
2086 {
2087 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2088 {
2089 if (m_parentScene is OdeScene)
2090 {
2091 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2092 }
2093 }
2094 else
2095 {
2096 SetTerrain(heightMap, m_worldOffset);
2097 }
2098 }
2099
2100 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2101 {
2102 SetTerrain(heightMap, pOffset);
2103 }
2104
2105 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2106 {
2107 if (OdeUbitLib)
2108 UbitSetTerrain(heightMap, pOffset);
2109 else
2110 OriSetTerrain(heightMap, pOffset);
2111 }
2112
2113 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2114 {
2115 // assumes 1m size grid and constante size square regions
2116 // needs to know about sims around in future
2117
2118 float[] _heightmap;
2119
2120 uint heightmapWidth = Constants.RegionSize + 2;
2121 uint heightmapHeight = Constants.RegionSize + 2;
2122
2123 uint heightmapWidthSamples = heightmapWidth + 1;
2124 uint heightmapHeightSamples = heightmapHeight + 1;
2125
2126 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2127
2128 const float scale = 1.0f;
2129 const float offset = 0.0f;
2130 const float thickness = 10f;
2131 const int wrap = 0;
2132
2133 uint regionsize = Constants.RegionSize;
2134
2135 float hfmin = float.MaxValue;
2136 float hfmax = float.MinValue;
2137 float val;
2138 uint xx;
2139 uint yy;
2140
2141 uint maxXXYY = regionsize - 1;
2142 // flipping map adding one margin all around so things don't fall in edges
2143
2144 uint xt = 0;
2145 xx = 0;
2146
2147 for (uint x = 0; x < heightmapWidthSamples; x++)
2148 {
2149 if (x > 1 && xx < maxXXYY)
2150 xx++;
2151 yy = 0;
2152 for (uint y = 0; y < heightmapHeightSamples; y++)
2153 {
2154 if (y > 1 && y < maxXXYY)
2155 yy += regionsize;
2156
2157 val = heightMap[yy + xx];
2158 if (val < 0.0f)
2159 val = 0.0f; // no neg terrain as in chode
2160 _heightmap[xt + y] = val;
2161
2162 if (hfmin > val)
2163 hfmin = val;
2164 if (hfmax < val)
2165 hfmax = val;
2166 }
2167 xt += heightmapHeightSamples;
2168 }
2169 lock (OdeLock)
2170 {
2171 IntPtr GroundGeom = IntPtr.Zero;
2172 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2173 {
2174 RegionTerrain.Remove(pOffset);
2175 if (GroundGeom != IntPtr.Zero)
2176 {
2177 d.GeomDestroy(GroundGeom);
2178
2179 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2180 {
2181 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2182 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2183 TerrainHeightFieldHeights.Remove(GroundGeom);
2184 }
2185 }
2186 }
2187 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2188
2189 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2190
2191 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2192 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2193 offset, thickness, wrap);
2194
2195 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2196 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2197 if (GroundGeom != IntPtr.Zero)
2198 {
2199 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2200 d.GeomSetCollideBits(GroundGeom, 0);
2201
2202 }
2203 geom_name_map[GroundGeom] = "Terrain";
2204
2205 d.Matrix3 R = new d.Matrix3();
2206
2207 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2208 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2209
2210
2211 q1 = q1 * q2;
2212
2213 Vector3 v3;
2214 float angle;
2215 q1.GetAxisAngle(out v3, out angle);
2216
2217 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2218 d.GeomSetRotation(GroundGeom, ref R);
2219 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2220 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2221// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2222 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2223 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2224
2225 }
2226 }
2227
2228 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2229 {
2230 // assumes 1m size grid and constante size square regions
2231 // needs to know about sims around in future
2232
2233 float[] _heightmap;
2234
2235 uint heightmapWidth = Constants.RegionSize + 2;
2236 uint heightmapHeight = Constants.RegionSize + 2;
2237
2238 uint heightmapWidthSamples = heightmapWidth + 1;
2239 uint heightmapHeightSamples = heightmapHeight + 1;
2240
2241 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2242
2243
2244 uint regionsize = Constants.RegionSize;
2245
2246 float hfmin = float.MaxValue;
2247// float hfmax = float.MinValue;
2248 float val;
2249
2250
2251 uint maxXXYY = regionsize - 1;
2252 // adding one margin all around so things don't fall in edges
2253
2254 uint xx;
2255 uint yy = 0;
2256 uint yt = 0;
2257
2258 for (uint y = 0; y < heightmapHeightSamples; y++)
2259 {
2260 if (y > 1 && y < maxXXYY)
2261 yy += regionsize;
2262 xx = 0;
2263 for (uint x = 0; x < heightmapWidthSamples; x++)
2264 {
2265 if (x > 1 && x < maxXXYY)
2266 xx++;
2267
2268 val = heightMap[yy + xx];
2269 if (val < 0.0f)
2270 val = 0.0f; // no neg terrain as in chode
2271 _heightmap[yt + x] = val;
2272
2273 if (hfmin > val)
2274 hfmin = val;
2275// if (hfmax < val)
2276// hfmax = val;
2277 }
2278 yt += heightmapWidthSamples;
2279 }
2280 lock (OdeLock)
2281 {
2282 IntPtr GroundGeom = IntPtr.Zero;
2283 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2284 {
2285 RegionTerrain.Remove(pOffset);
2286 if (GroundGeom != IntPtr.Zero)
2287 {
2288 d.GeomDestroy(GroundGeom);
2289
2290 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2291 {
2292 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2293 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2294 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2295 TerrainHeightFieldHeights.Remove(GroundGeom);
2296 }
2297 }
2298 }
2299 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2300
2301 const int wrap = 0;
2302 float thickness = hfmin;
2303 if (thickness < 0)
2304 thickness = 1;
2305
2306 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2307
2308 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2309 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2310 thickness, wrap);
2311
2312// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2313 GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
2314 if (GroundGeom != IntPtr.Zero)
2315 {
2316 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2317 d.GeomSetCollideBits(GroundGeom, 0);
2318
2319 }
2320 geom_name_map[GroundGeom] = "Terrain";
2321
2322 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2323 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2324 // TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2325 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2326 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2327 }
2328 }
2329
2330
2331 public override void DeleteTerrain()
2332 {
2333 }
2334
2335 public float GetWaterLevel()
2336 {
2337 return waterlevel;
2338 }
2339
2340 public override bool SupportsCombining()
2341 {
2342 return true;
2343 }
2344/*
2345 public override void UnCombine(PhysicsScene pScene)
2346 {
2347 IntPtr localGround = IntPtr.Zero;
2348// float[] localHeightfield;
2349 bool proceed = false;
2350 List<IntPtr> geomDestroyList = new List<IntPtr>();
2351
2352 lock (OdeLock)
2353 {
2354 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2355 {
2356 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2357 {
2358 if (geom == localGround)
2359 {
2360// localHeightfield = TerrainHeightFieldHeights[geom];
2361 proceed = true;
2362 }
2363 else
2364 {
2365 geomDestroyList.Add(geom);
2366 }
2367 }
2368
2369 if (proceed)
2370 {
2371 m_worldOffset = Vector3.Zero;
2372 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2373 m_parentScene = null;
2374
2375 foreach (IntPtr g in geomDestroyList)
2376 {
2377 // removingHeightField needs to be done or the garbage collector will
2378 // collect the terrain data before we tell ODE to destroy it causing
2379 // memory corruption
2380 if (TerrainHeightFieldHeights.ContainsKey(g))
2381 {
2382// float[] removingHeightField = TerrainHeightFieldHeights[g];
2383 TerrainHeightFieldHeights.Remove(g);
2384
2385 if (RegionTerrain.ContainsKey(g))
2386 {
2387 RegionTerrain.Remove(g);
2388 }
2389
2390 d.GeomDestroy(g);
2391 //removingHeightField = new float[0];
2392 }
2393 }
2394
2395 }
2396 else
2397 {
2398 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2399 }
2400 }
2401 }
2402 }
2403*/
2404 public override void SetWaterLevel(float baseheight)
2405 {
2406 waterlevel = baseheight;
2407 randomizeWater(waterlevel);
2408 }
2409
2410 public void randomizeWater(float baseheight)
2411 {
2412 const uint heightmapWidth = Constants.RegionSize + 2;
2413 const uint heightmapHeight = Constants.RegionSize + 2;
2414 const uint heightmapWidthSamples = heightmapWidth + 1;
2415 const uint heightmapHeightSamples = heightmapHeight + 1;
2416
2417 const float scale = 1.0f;
2418 const float offset = 0.0f;
2419 const int wrap = 0;
2420
2421 float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples];
2422
2423 float maxheigh = float.MinValue;
2424 float minheigh = float.MaxValue;
2425 float val;
2426 for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++)
2427 {
2428
2429 val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f);
2430 _watermap[i] = val;
2431 if (maxheigh < val)
2432 maxheigh = val;
2433 if (minheigh > val)
2434 minheigh = val;
2435 }
2436
2437 float thickness = minheigh;
2438
2439 lock (OdeLock)
2440 {
2441 if (WaterGeom != IntPtr.Zero)
2442 {
2443 d.GeomDestroy(WaterGeom);
2444 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2445 WaterGeom = IntPtr.Zero;
2446 WaterHeightmapData = IntPtr.Zero;
2447 if(WaterMapHandler.IsAllocated)
2448 WaterMapHandler.Free();
2449 }
2450
2451 WaterHeightmapData = d.GeomHeightfieldDataCreate();
2452
2453 WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned);
2454
2455 d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight,
2456 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2457 offset, thickness, wrap);
2458 d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh);
2459 WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1);
2460 if (WaterGeom != IntPtr.Zero)
2461 {
2462 d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water));
2463 d.GeomSetCollideBits(WaterGeom, 0);
2464
2465 geom_name_map[WaterGeom] = "Water";
2466
2467 d.Matrix3 R = new d.Matrix3();
2468
2469 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2470 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2471
2472 q1 = q1 * q2;
2473 Vector3 v3;
2474 float angle;
2475 q1.GetAxisAngle(out v3, out angle);
2476
2477 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2478 d.GeomSetRotation(WaterGeom, ref R);
2479 d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0);
2480 }
2481 }
2482 }
2483
2484 public override void Dispose()
2485 {
2486 m_rayCastManager.Dispose();
2487 m_rayCastManager = null;
2488
2489 lock (OdeLock)
2490 {
2491 lock (_prims)
2492 {
2493 foreach (OdePrim prm in _prims)
2494 {
2495 RemovePrim(prm);
2496 }
2497 }
2498
2499 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2500 {
2501 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2502 {
2503 if (gch.IsAllocated)
2504 gch.Free();
2505 }
2506 }
2507
2508 if (WaterGeom != IntPtr.Zero)
2509 {
2510 d.GeomDestroy(WaterGeom);
2511 WaterGeom = IntPtr.Zero;
2512 if (WaterHeightmapData != IntPtr.Zero)
2513 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2514 WaterHeightmapData = IntPtr.Zero;
2515
2516 if (WaterMapHandler.IsAllocated)
2517 WaterMapHandler.Free();
2518 }
2519
2520
2521 if (ContactgeomsArray != IntPtr.Zero)
2522 Marshal.FreeHGlobal(ContactgeomsArray);
2523 if (GlobalContactsArray != IntPtr.Zero)
2524 Marshal.FreeHGlobal(GlobalContactsArray);
2525
2526
2527 d.WorldDestroy(world);
2528 //d.CloseODE();
2529 }
2530 }
2531
2532 public override Dictionary<uint, float> GetTopColliders()
2533 {
2534 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2535 int cnt = 0;
2536 lock (_prims)
2537 {
2538 foreach (OdePrim prm in _prims)
2539 {
2540 if (prm.CollisionScore > 0)
2541 {
2542 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2543 cnt++;
2544 prm.CollisionScore = 0f;
2545 if (cnt > 25)
2546 {
2547 break;
2548 }
2549 }
2550 }
2551 }
2552 return returncolliders;
2553 }
2554
2555 public override bool SupportsRayCast()
2556 {
2557 return true;
2558 }
2559
2560 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2561 {
2562 if (retMethod != null)
2563 {
2564 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2565 }
2566 }
2567
2568 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2569 {
2570 if (retMethod != null)
2571 {
2572 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2573 }
2574 }
2575
2576 // don't like this
2577 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2578 {
2579 ContactResult[] ourResults = null;
2580 RayCallback retMethod = delegate(List<ContactResult> results)
2581 {
2582 ourResults = new ContactResult[results.Count];
2583 results.CopyTo(ourResults, 0);
2584 };
2585 int waitTime = 0;
2586 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2587 while (ourResults == null && waitTime < 1000)
2588 {
2589 Thread.Sleep(1);
2590 waitTime++;
2591 }
2592 if (ourResults == null)
2593 return new List<ContactResult>();
2594 return new List<ContactResult>(ourResults);
2595 }
2596
2597 public override bool SuportsRaycastWorldFiltered()
2598 {
2599 return true;
2600 }
2601
2602 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2603 {
2604 object SyncObject = new object();
2605 List<ContactResult> ourresults = new List<ContactResult>();
2606
2607 RayCallback retMethod = delegate(List<ContactResult> results)
2608 {
2609 lock (SyncObject)
2610 {
2611 ourresults = results;
2612 Monitor.PulseAll(SyncObject);
2613 }
2614 };
2615
2616 lock (SyncObject)
2617 {
2618 m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod);
2619 if (!Monitor.Wait(SyncObject, 500))
2620 return null;
2621 else
2622 return ourresults;
2623 }
2624 }
2625
2626 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2627 {
2628 if (retMethod != null && actor !=null)
2629 {
2630 IntPtr geom;
2631 if (actor is OdePrim)
2632 geom = ((OdePrim)actor).prim_geom;
2633 else if (actor is OdeCharacter)
2634 geom = ((OdePrim)actor).prim_geom;
2635 else
2636 return;
2637 if (geom == IntPtr.Zero)
2638 return;
2639 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2640 }
2641 }
2642
2643 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2644 {
2645 if (retMethod != null && actor != null)
2646 {
2647 IntPtr geom;
2648 if (actor is OdePrim)
2649 geom = ((OdePrim)actor).prim_geom;
2650 else if (actor is OdeCharacter)
2651 geom = ((OdePrim)actor).prim_geom;
2652 else
2653 return;
2654 if (geom == IntPtr.Zero)
2655 return;
2656
2657 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2658 }
2659 }
2660
2661 // don't like this
2662 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2663 {
2664 if (actor != null)
2665 {
2666 IntPtr geom;
2667 if (actor is OdePrim)
2668 geom = ((OdePrim)actor).prim_geom;
2669 else if (actor is OdeCharacter)
2670 geom = ((OdePrim)actor).prim_geom;
2671 else
2672 return new List<ContactResult>();
2673 if (geom == IntPtr.Zero)
2674 return new List<ContactResult>();
2675
2676 ContactResult[] ourResults = null;
2677 RayCallback retMethod = delegate(List<ContactResult> results)
2678 {
2679 ourResults = new ContactResult[results.Count];
2680 results.CopyTo(ourResults, 0);
2681 };
2682 int waitTime = 0;
2683 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2684 while (ourResults == null && waitTime < 1000)
2685 {
2686 Thread.Sleep(1);
2687 waitTime++;
2688 }
2689 if (ourResults == null)
2690 return new List<ContactResult>();
2691 return new List<ContactResult>(ourResults);
2692 }
2693 return new List<ContactResult>();
2694 }
2695 }
2696}
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index a142f26..d8d9554 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -89,89 +89,7 @@ namespace OpenSim.Region.RegionCombinerModule
89 public void RegionLoaded(Scene scene) 89 public void RegionLoaded(Scene scene)
90 { 90 {
91 if (enabledYN) 91 if (enabledYN)
92 {
93 RegionLoadedDoWork(scene); 92 RegionLoadedDoWork(scene);
94
95 scene.EventManager.OnNewPresence += NewPresence;
96 }
97 }
98
99 private void NewPresence(ScenePresence presence)
100 {
101 if (presence.IsChildAgent)
102 {
103 byte[] throttleData;
104
105 try
106 {
107 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
108 }
109 catch (NotImplementedException)
110 {
111 return;
112 }
113
114 if (throttleData == null)
115 return;
116
117 if (throttleData.Length == 0)
118 return;
119
120 if (throttleData.Length != 28)
121 return;
122
123 byte[] adjData;
124 int pos = 0;
125
126 if (!BitConverter.IsLittleEndian)
127 {
128 byte[] newData = new byte[7 * 4];
129 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
130
131 for (int i = 0; i < 7; i++)
132 Array.Reverse(newData, i * 4, 4);
133
134 adjData = newData;
135 }
136 else
137 {
138 adjData = throttleData;
139 }
140
141 // 0.125f converts from bits to bytes
142 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
148 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
149 // State is a subcategory of task that we allocate a percentage to
150
151
152 //int total = resend + land + wind + cloud + task + texture + asset;
153
154 byte[] data = new byte[7 * 4];
155 int ii = 0;
156
157 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
163 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
164
165 try
166 {
167 presence.ControllingClient.SetChildAgentThrottle(data);
168 }
169 catch (NotImplementedException)
170 {
171 return;
172 }
173
174 }
175 } 93 }
176 94
177 private void RegionLoadedDoWork(Scene scene) 95 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index 993d10f..3cbdde5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -301,6 +301,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
301 return null; 301 return null;
302 } 302 }
303 303
304 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
305 {
306 // Remove a specific script
307
308 // Remove dataserver events
309 m_Dataserver[engine].RemoveEvents(localID, itemID);
310
311 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
312 if (comms != null)
313 comms.DeleteListener(itemID);
314
315 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
316 xmlrpc.DeleteChannels(itemID);
317 xmlrpc.CancelSRDRequests(itemID);
318
319 // Remove Sensors
320 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
321
322 }
323
304 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 324 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
305 { 325 {
306 List<Object> data = new List<Object>(); 326 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..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 5b5cab8..5bd781c 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 +107,25 @@ 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 = 112 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
108 new Dictionary<UUID, UserInfoCacheEntry>(); 113 new Dictionary<UUID, UserInfoCacheEntry>();
109 114
115 protected Timer m_ShoutSayTimer;
116 protected int m_SayShoutCount = 0;
117
110 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 118 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
111 { 119 {
120 m_ShoutSayTimer = new Timer(1000);
121 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
122 m_ShoutSayTimer.AutoReset = true;
123 m_ShoutSayTimer.Start();
124
112 m_ScriptEngine = ScriptEngine; 125 m_ScriptEngine = ScriptEngine;
113 m_host = host; 126 m_host = host;
114 m_item = item; 127 m_item = item;
128 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
115 129
116 m_ScriptDelayFactor = 130 m_ScriptDelayFactor =
117 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 131 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -159,6 +173,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
159 get { return m_ScriptEngine.World; } 173 get { return m_ScriptEngine.World; }
160 } 174 }
161 175
176 [DebuggerNonUserCode]
162 public void state(string newState) 177 public void state(string newState)
163 { 178 {
164 m_ScriptEngine.SetState(m_item.ItemID, newState); 179 m_ScriptEngine.SetState(m_item.ItemID, newState);
@@ -168,6 +183,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
168 /// Reset the named script. The script must be present 183 /// Reset the named script. The script must be present
169 /// in the same prim. 184 /// in the same prim.
170 /// </summary> 185 /// </summary>
186 [DebuggerNonUserCode]
171 public void llResetScript() 187 public void llResetScript()
172 { 188 {
173 m_host.AddScriptLPS(1); 189 m_host.AddScriptLPS(1);
@@ -224,9 +240,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
224 } 240 }
225 } 241 }
226 242
243 public List<ScenePresence> GetLinkAvatars(int linkType)
244 {
245 List<ScenePresence> ret = new List<ScenePresence>();
246 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
247 return ret;
248
249 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
250
251 switch (linkType)
252 {
253 case ScriptBaseClass.LINK_SET:
254 return avs;
255
256 case ScriptBaseClass.LINK_ROOT:
257 return ret;
258
259 case ScriptBaseClass.LINK_ALL_OTHERS:
260 return avs;
261
262 case ScriptBaseClass.LINK_ALL_CHILDREN:
263 return avs;
264
265 case ScriptBaseClass.LINK_THIS:
266 return ret;
267
268 default:
269 if (linkType < 0)
270 return ret;
271
272 int partCount = m_host.ParentGroup.GetPartCount();
273
274 if (linkType <= partCount)
275 {
276 return ret;
277 }
278 else
279 {
280 linkType = linkType - partCount;
281 if (linkType > avs.Count)
282 {
283 return ret;
284 }
285 else
286 {
287 ret.Add(avs[linkType-1]);
288 return ret;
289 }
290 }
291 }
292 }
293
227 public List<SceneObjectPart> GetLinkParts(int linkType) 294 public List<SceneObjectPart> GetLinkParts(int linkType)
228 { 295 {
229 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 296 List<SceneObjectPart> ret = new List<SceneObjectPart>();
297 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
298 return ret;
230 ret.Add(m_host); 299 ret.Add(m_host);
231 300
232 switch (linkType) 301 switch (linkType)
@@ -273,21 +342,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
273 protected UUID InventoryKey(string name, int type) 342 protected UUID InventoryKey(string name, int type)
274 { 343 {
275 m_host.AddScriptLPS(1); 344 m_host.AddScriptLPS(1);
276 345 m_host.TaskInventory.LockItemsForRead(true);
277 lock (m_host.TaskInventory) 346
347 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
278 { 348 {
279 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 349 if (inv.Value.Name == name)
280 { 350 {
281 if (inv.Value.Name == name) 351 m_host.TaskInventory.LockItemsForRead(false);
352
353 if (inv.Value.Type != type)
282 { 354 {
283 if (inv.Value.Type != type) 355 return UUID.Zero;
284 return UUID.Zero;
285
286 return inv.Value.AssetID;
287 } 356 }
357
358 return inv.Value.AssetID;
288 } 359 }
289 } 360 }
290 361
362 m_host.TaskInventory.LockItemsForRead(false);
291 return UUID.Zero; 363 return UUID.Zero;
292 } 364 }
293 365
@@ -295,17 +367,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
295 { 367 {
296 m_host.AddScriptLPS(1); 368 m_host.AddScriptLPS(1);
297 369
298 lock (m_host.TaskInventory) 370
371 m_host.TaskInventory.LockItemsForRead(true);
372
373 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
299 { 374 {
300 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 375 if (inv.Value.Name == name)
301 { 376 {
302 if (inv.Value.Name == name) 377 m_host.TaskInventory.LockItemsForRead(false);
303 { 378 return inv.Value.AssetID;
304 return inv.Value.AssetID;
305 }
306 } 379 }
307 } 380 }
308 381
382 m_host.TaskInventory.LockItemsForRead(false);
383
384
309 return UUID.Zero; 385 return UUID.Zero;
310 } 386 }
311 387
@@ -447,31 +523,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
447 523
448 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 524 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
449 525
450 /// <summary> 526 // Utility function for llRot2Euler
451 /// Convert an LSL rotation to a Euler vector. 527
452 /// </summary> 528 // normalize an angle between -PI and PI (-180 to +180 degrees)
453 /// <remarks> 529 protected double NormalizeAngle(double angle)
454 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
455 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
456 /// </remarks>
457 /// <param name="r"></param>
458 /// <returns></returns>
459 public LSL_Vector llRot2Euler(LSL_Rotation r)
460 { 530 {
461 m_host.AddScriptLPS(1); 531 if (angle > -Math.PI && angle < Math.PI)
532 return angle;
462 533
463 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 534 int numPis = (int)(Math.PI / angle);
464 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 535 double remainder = angle - Math.PI * numPis;
465 if (m == 0.0) return new LSL_Vector(); 536 if (numPis % 2 == 1)
466 double x = Math.Atan2(-v.y, v.z); 537 return Math.PI - angle;
467 double sin = v.x / m; 538 return remainder;
468 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities. 539 }
469 double y = Math.Asin(sin);
470 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
471 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)));
472 double z = Math.Atan2(v.y, v.x);
473 540
474 return new LSL_Vector(x, y, z); 541 public LSL_Vector llRot2Euler(LSL_Rotation q1)
542 {
543 m_host.AddScriptLPS(1);
544 LSL_Vector eul = new LSL_Vector();
545
546 double sqw = q1.s*q1.s;
547 double sqx = q1.x*q1.x;
548 double sqy = q1.z*q1.z;
549 double sqz = q1.y*q1.y;
550 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
551 double test = q1.x*q1.z + q1.y*q1.s;
552 if (test > 0.4999*unit) { // singularity at north pole
553 eul.z = 2 * Math.Atan2(q1.x,q1.s);
554 eul.y = Math.PI/2;
555 eul.x = 0;
556 return eul;
557 }
558 if (test < -0.4999*unit) { // singularity at south pole
559 eul.z = -2 * Math.Atan2(q1.x,q1.s);
560 eul.y = -Math.PI/2;
561 eul.x = 0;
562 return eul;
563 }
564 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
565 eul.y = Math.Asin(2*test/unit);
566 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
567 return eul;
475 } 568 }
476 569
477 /* From wiki: 570 /* From wiki:
@@ -673,77 +766,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
673 { 766 {
674 //A and B should both be normalized 767 //A and B should both be normalized
675 m_host.AddScriptLPS(1); 768 m_host.AddScriptLPS(1);
676 LSL_Rotation rotBetween; 769 /* This method is more accurate than the SL one, and thus causes problems
677 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 770 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
678 // continue calculation. 771
679 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 772 double dotProduct = LSL_Vector.Dot(a, b);
773 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
774 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
775 double angle = Math.Acos(dotProduct / magProduct);
776 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
777 double s = Math.Sin(angle / 2);
778
779 double x = axis.x * s;
780 double y = axis.y * s;
781 double z = axis.z * s;
782 double w = Math.Cos(angle / 2);
783
784 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
785 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
786
787 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
788 */
789
790 // This method mimics the 180 errors found in SL
791 // See www.euclideanspace.com... angleBetween
792 LSL_Vector vec_a = a;
793 LSL_Vector vec_b = b;
794
795 // Eliminate zero length
796 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
797 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
798 if (vec_a_mag < 0.00001 ||
799 vec_b_mag < 0.00001)
680 { 800 {
681 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 801 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
682 } 802 }
683 else 803
804 // Normalize
805 vec_a = llVecNorm(vec_a);
806 vec_b = llVecNorm(vec_b);
807
808 // Calculate axis and rotation angle
809 LSL_Vector axis = vec_a % vec_b;
810 LSL_Float cos_theta = vec_a * vec_b;
811
812 // Check if parallel
813 if (cos_theta > 0.99999)
684 { 814 {
685 a = LSL_Vector.Norm(a); 815 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
686 b = LSL_Vector.Norm(b); 816 }
687 double dotProduct = LSL_Vector.Dot(a, b); 817
688 // There are two degenerate cases possible. These are for vectors 180 or 818 // Check if anti-parallel
689 // 0 degrees apart. These have to be detected and handled individually. 819 else if (cos_theta < -0.99999)
690 // 820 {
691 // Check for vectors 180 degrees apart. 821 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
692 // A dot product of -1 would mean the angle between vectors is 180 degrees. 822 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
693 if (dotProduct < -0.9999999f) 823 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
694 { 824 }
695 // First assume X axis is orthogonal to the vectors. 825 else // other rotation
696 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 826 {
697 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 827 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
698 // Check for near zero vector. A very small non-zero number here will create 828 axis = llVecNorm(axis);
699 // a rotation in an undesired direction. 829 double x, y, z, s, t;
700 if (LSL_Vector.Mag(orthoVector) > 0.0001) 830 s = Math.Cos(theta);
701 { 831 t = Math.Sin(theta);
702 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 832 x = axis.x * t;
703 } 833 y = axis.y * t;
704 // If the magnitude of the vector was near zero, then assume the X axis is not 834 z = axis.z * t;
705 // orthogonal and use the Z axis instead. 835 return new LSL_Rotation(x,y,z,s);
706 else
707 {
708 // Set 180 z rotation.
709 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
710 }
711 }
712 // Check for parallel vectors.
713 // A dot product of 1 would mean the angle between vectors is 0 degrees.
714 else if (dotProduct > 0.9999999f)
715 {
716 // Set zero rotation.
717 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
718 }
719 else
720 {
721 // All special checks have been performed so get the axis of rotation.
722 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
723 // Quarternion s value is the length of the unit vector + dot product.
724 double qs = 1.0 + dotProduct;
725 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
726 // Normalize the rotation.
727 double mag = LSL_Rotation.Mag(rotBetween);
728 // We shouldn't have to worry about a divide by zero here. The qs value will be
729 // non-zero because we already know if we're here, then the dotProduct is not -1 so
730 // qs will not be zero. Also, we've already handled the input vectors being zero so the
731 // crossProduct vector should also not be zero.
732 rotBetween.x = rotBetween.x / mag;
733 rotBetween.y = rotBetween.y / mag;
734 rotBetween.z = rotBetween.z / mag;
735 rotBetween.s = rotBetween.s / mag;
736 // Check for undefined values and set zero rotation if any found. This code might not actually be required
737 // any longer since zero vectors are checked for at the top.
738 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
739 {
740 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
741 }
742 }
743 } 836 }
744 return rotBetween;
745 } 837 }
746 838
747 public void llWhisper(int channelID, string text) 839 public void llWhisper(int channelID, string text)
748 { 840 {
749 m_host.AddScriptLPS(1); 841 m_host.AddScriptLPS(1);
@@ -763,6 +855,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
763 { 855 {
764 m_host.AddScriptLPS(1); 856 m_host.AddScriptLPS(1);
765 857
858 if (channelID == 0)
859 m_SayShoutCount++;
860
861 if (m_SayShoutCount >= 11)
862 ScriptSleep(2000);
863
766 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 864 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
767 { 865 {
768 Console.WriteLine(text); 866 Console.WriteLine(text);
@@ -785,6 +883,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
785 { 883 {
786 m_host.AddScriptLPS(1); 884 m_host.AddScriptLPS(1);
787 885
886 if (channelID == 0)
887 m_SayShoutCount++;
888
889 if (m_SayShoutCount >= 11)
890 ScriptSleep(2000);
891
788 if (text.Length > 1023) 892 if (text.Length > 1023)
789 text = text.Substring(0, 1023); 893 text = text.Substring(0, 1023);
790 894
@@ -1087,10 +1191,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1087 return detectedParams.TouchUV; 1191 return detectedParams.TouchUV;
1088 } 1192 }
1089 1193
1194 [DebuggerNonUserCode]
1090 public virtual void llDie() 1195 public virtual void llDie()
1091 { 1196 {
1092 m_host.AddScriptLPS(1); 1197 m_host.AddScriptLPS(1);
1093 throw new SelfDeleteException(); 1198 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1094 } 1199 }
1095 1200
1096 public LSL_Float llGround(LSL_Vector offset) 1201 public LSL_Float llGround(LSL_Vector offset)
@@ -1163,6 +1268,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1163 1268
1164 public void llSetStatus(int status, int value) 1269 public void llSetStatus(int status, int value)
1165 { 1270 {
1271 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1272 return;
1166 m_host.AddScriptLPS(1); 1273 m_host.AddScriptLPS(1);
1167 1274
1168 int statusrotationaxis = 0; 1275 int statusrotationaxis = 0;
@@ -1394,6 +1501,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1394 { 1501 {
1395 m_host.AddScriptLPS(1); 1502 m_host.AddScriptLPS(1);
1396 1503
1504 SetColor(m_host, color, face);
1505 }
1506
1507 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1508 {
1509 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1510 return;
1511
1512 Primitive.TextureEntry tex = part.Shape.Textures;
1513 Color4 texcolor;
1514 if (face >= 0 && face < GetNumberOfSides(part))
1515 {
1516 texcolor = tex.CreateFace((uint)face).RGBA;
1517 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1518 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1519 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1520 tex.FaceTextures[face].RGBA = texcolor;
1521 part.UpdateTextureEntry(tex.GetBytes());
1522 return;
1523 }
1524 else if (face == ScriptBaseClass.ALL_SIDES)
1525 {
1526 for (uint i = 0; i < GetNumberOfSides(part); i++)
1527 {
1528 if (tex.FaceTextures[i] != null)
1529 {
1530 texcolor = tex.FaceTextures[i].RGBA;
1531 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1532 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1533 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1534 tex.FaceTextures[i].RGBA = texcolor;
1535 }
1536 texcolor = tex.DefaultTexture.RGBA;
1537 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1538 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1539 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1540 tex.DefaultTexture.RGBA = texcolor;
1541 }
1542 part.UpdateTextureEntry(tex.GetBytes());
1543 return;
1544 }
1545
1397 if (face == ScriptBaseClass.ALL_SIDES) 1546 if (face == ScriptBaseClass.ALL_SIDES)
1398 face = SceneObjectPart.ALL_SIDES; 1547 face = SceneObjectPart.ALL_SIDES;
1399 1548
@@ -1402,6 +1551,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1402 1551
1403 public void SetTexGen(SceneObjectPart part, int face,int style) 1552 public void SetTexGen(SceneObjectPart part, int face,int style)
1404 { 1553 {
1554 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1555 return;
1556
1405 Primitive.TextureEntry tex = part.Shape.Textures; 1557 Primitive.TextureEntry tex = part.Shape.Textures;
1406 MappingType textype; 1558 MappingType textype;
1407 textype = MappingType.Default; 1559 textype = MappingType.Default;
@@ -1432,6 +1584,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1432 1584
1433 public void SetGlow(SceneObjectPart part, int face, float glow) 1585 public void SetGlow(SceneObjectPart part, int face, float glow)
1434 { 1586 {
1587 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1588 return;
1589
1435 Primitive.TextureEntry tex = part.Shape.Textures; 1590 Primitive.TextureEntry tex = part.Shape.Textures;
1436 if (face >= 0 && face < GetNumberOfSides(part)) 1591 if (face >= 0 && face < GetNumberOfSides(part))
1437 { 1592 {
@@ -1457,6 +1612,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1457 1612
1458 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1613 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1459 { 1614 {
1615 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1616 return;
1460 1617
1461 Shininess sval = new Shininess(); 1618 Shininess sval = new Shininess();
1462 1619
@@ -1507,6 +1664,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1507 1664
1508 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1665 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1509 { 1666 {
1667 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1668 return;
1669
1510 Primitive.TextureEntry tex = part.Shape.Textures; 1670 Primitive.TextureEntry tex = part.Shape.Textures;
1511 if (face >= 0 && face < GetNumberOfSides(part)) 1671 if (face >= 0 && face < GetNumberOfSides(part))
1512 { 1672 {
@@ -1567,13 +1727,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1567 m_host.AddScriptLPS(1); 1727 m_host.AddScriptLPS(1);
1568 1728
1569 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1729 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1570 1730 if (parts.Count > 0)
1571 foreach (SceneObjectPart part in parts) 1731 {
1572 SetAlpha(part, alpha, face); 1732 try
1733 {
1734 parts[0].ParentGroup.areUpdatesSuspended = true;
1735 foreach (SceneObjectPart part in parts)
1736 SetAlpha(part, alpha, face);
1737 }
1738 finally
1739 {
1740 parts[0].ParentGroup.areUpdatesSuspended = false;
1741 }
1742 }
1573 } 1743 }
1574 1744
1575 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1745 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1576 { 1746 {
1747 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1748 return;
1749
1577 Primitive.TextureEntry tex = part.Shape.Textures; 1750 Primitive.TextureEntry tex = part.Shape.Textures;
1578 Color4 texcolor; 1751 Color4 texcolor;
1579 if (face >= 0 && face < GetNumberOfSides(part)) 1752 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1626,7 +1799,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1626 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1799 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1627 float wind, float tension, LSL_Vector Force) 1800 float wind, float tension, LSL_Vector Force)
1628 { 1801 {
1629 if (part == null) 1802 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1630 return; 1803 return;
1631 1804
1632 if (flexi) 1805 if (flexi)
@@ -1660,7 +1833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1660 /// <param name="falloff"></param> 1833 /// <param name="falloff"></param>
1661 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1834 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1662 { 1835 {
1663 if (part == null) 1836 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1664 return; 1837 return;
1665 1838
1666 if (light) 1839 if (light)
@@ -1738,15 +1911,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1738 m_host.AddScriptLPS(1); 1911 m_host.AddScriptLPS(1);
1739 1912
1740 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1913 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1741 1914 if (parts.Count > 0)
1742 foreach (SceneObjectPart part in parts) 1915 {
1743 SetTexture(part, texture, face); 1916 try
1744 1917 {
1918 parts[0].ParentGroup.areUpdatesSuspended = true;
1919 foreach (SceneObjectPart part in parts)
1920 SetTexture(part, texture, face);
1921 }
1922 finally
1923 {
1924 parts[0].ParentGroup.areUpdatesSuspended = false;
1925 }
1926 }
1745 ScriptSleep(200); 1927 ScriptSleep(200);
1746 } 1928 }
1747 1929
1748 protected void SetTexture(SceneObjectPart part, string texture, int face) 1930 protected void SetTexture(SceneObjectPart part, string texture, int face)
1749 { 1931 {
1932 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1933 return;
1934
1750 UUID textureID = new UUID(); 1935 UUID textureID = new UUID();
1751 1936
1752 textureID = InventoryKey(texture, (int)AssetType.Texture); 1937 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1791,6 +1976,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1791 1976
1792 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1977 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1793 { 1978 {
1979 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1980 return;
1981
1794 Primitive.TextureEntry tex = part.Shape.Textures; 1982 Primitive.TextureEntry tex = part.Shape.Textures;
1795 if (face >= 0 && face < GetNumberOfSides(part)) 1983 if (face >= 0 && face < GetNumberOfSides(part))
1796 { 1984 {
@@ -1827,6 +2015,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1827 2015
1828 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2016 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1829 { 2017 {
2018 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2019 return;
2020
1830 Primitive.TextureEntry tex = part.Shape.Textures; 2021 Primitive.TextureEntry tex = part.Shape.Textures;
1831 if (face >= 0 && face < GetNumberOfSides(part)) 2022 if (face >= 0 && face < GetNumberOfSides(part))
1832 { 2023 {
@@ -1863,6 +2054,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1863 2054
1864 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2055 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1865 { 2056 {
2057 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2058 return;
2059
1866 Primitive.TextureEntry tex = part.Shape.Textures; 2060 Primitive.TextureEntry tex = part.Shape.Textures;
1867 if (face >= 0 && face < GetNumberOfSides(part)) 2061 if (face >= 0 && face < GetNumberOfSides(part))
1868 { 2062 {
@@ -1967,26 +2161,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1967 return real_vec; 2161 return real_vec;
1968 } 2162 }
1969 2163
2164 public LSL_Integer llSetRegionPos(LSL_Vector pos)
2165 {
2166 return new LSL_Integer(SetRegionPos(m_host, pos));
2167 }
2168
2169 protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
2170 {
2171 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2172 return 0;
2173
2174 SceneObjectGroup grp = part.ParentGroup;
2175
2176 if (grp.IsAttachment)
2177 return 0;
2178
2179 if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
2180 return 0;
2181
2182 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)
2183 return 0;
2184
2185 float constrainedX = (float)targetPos.x;
2186 float constrainedY = (float)targetPos.y;
2187
2188 if (constrainedX < 0.0f)
2189 constrainedX = 0.0f;
2190 if (constrainedY < 0.0f)
2191 constrainedY = 0.0f;
2192 if (constrainedX >= (float)Constants.RegionSize)
2193 constrainedX = (float)Constants.RegionSize - 0.1f;
2194 if (constrainedY >= (float)Constants.RegionSize)
2195 constrainedY = (float)Constants.RegionSize -0.1f;
2196
2197 float ground = World.GetGroundHeight(constrainedX, constrainedY);
2198
2199 if (targetPos.z < ground)
2200 targetPos.z = ground;
2201
2202 Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
2203
2204 if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
2205 return 0;
2206
2207 grp.UpdateGroupPosition(dest);
2208
2209 return 1;
2210 }
2211
1970 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2212 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1971 { 2213 {
1972 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2214 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2215 return;
2216
1973 LSL_Vector currentPos = GetPartLocalPos(part); 2217 LSL_Vector currentPos = GetPartLocalPos(part);
2218 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1974 2219
1975 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1976 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
1977 2220
1978 if (part.ParentGroup.RootPart == part) 2221 if (part.ParentGroup.RootPart == part)
1979 { 2222 {
1980 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1981 targetPos.z = ground;
1982 SceneObjectGroup parent = part.ParentGroup; 2223 SceneObjectGroup parent = part.ParentGroup;
1983 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2224 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1984 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2225 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2226 return;
2227 Util.FireAndForget(delegate(object x) {
2228 parent.UpdateGroupPosition(dest);
2229 });
1985 } 2230 }
1986 else 2231 else
1987 { 2232 {
1988 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2233 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1989 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1990 SceneObjectGroup parent = part.ParentGroup; 2234 SceneObjectGroup parent = part.ParentGroup;
1991 parent.HasGroupChanged = true; 2235 parent.HasGroupChanged = true;
1992 parent.ScheduleGroupForTerseUpdate(); 2236 parent.ScheduleGroupForTerseUpdate();
@@ -2019,17 +2263,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2019 else 2263 else
2020 { 2264 {
2021 if (part.ParentGroup.IsAttachment) 2265 if (part.ParentGroup.IsAttachment)
2022 {
2023 pos = part.AttachedPos; 2266 pos = part.AttachedPos;
2024 }
2025 else 2267 else
2026 {
2027 pos = part.AbsolutePosition; 2268 pos = part.AbsolutePosition;
2028 }
2029 } 2269 }
2030 2270
2031// m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos);
2032
2033 return new LSL_Vector(pos.X, pos.Y, pos.Z); 2271 return new LSL_Vector(pos.X, pos.Y, pos.Z);
2034 } 2272 }
2035 2273
@@ -2038,9 +2276,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2038 m_host.AddScriptLPS(1); 2276 m_host.AddScriptLPS(1);
2039 2277
2040 // try to let this work as in SL... 2278 // try to let this work as in SL...
2041 if (m_host.ParentID == 0) 2279 if (m_host.LinkNum < 2)
2042 { 2280 {
2043 // special case: If we are root, rotate complete SOG to new rotation 2281 // Special case: If we are root, rotate complete SOG to new
2282 // rotation.
2283 // We are root if the link number is 0 (single prim) or 1
2284 // (root prim). ParentID may be nonzero in attachments and
2285 // using it would cause attachments and HUDs to rotate
2286 // to the wrong positions.
2044 SetRot(m_host, Rot2Quaternion(rot)); 2287 SetRot(m_host, Rot2Quaternion(rot));
2045 } 2288 }
2046 else 2289 else
@@ -2065,6 +2308,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2065 2308
2066 protected void SetRot(SceneObjectPart part, Quaternion rot) 2309 protected void SetRot(SceneObjectPart part, Quaternion rot)
2067 { 2310 {
2311 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2312 return;
2313
2068 part.UpdateRotation(rot); 2314 part.UpdateRotation(rot);
2069 // Update rotation does not move the object in the physics scene if it's a linkset. 2315 // Update rotation does not move the object in the physics scene if it's a linkset.
2070 2316
@@ -2219,13 +2465,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2219 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2465 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2220 { 2466 {
2221 m_host.AddScriptLPS(1); 2467 m_host.AddScriptLPS(1);
2222 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2468 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2223 } 2469 }
2224 2470
2225 public void llSetTorque(LSL_Vector torque, int local) 2471 public void llSetTorque(LSL_Vector torque, int local)
2226 { 2472 {
2227 m_host.AddScriptLPS(1); 2473 m_host.AddScriptLPS(1);
2228 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2474 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2229 } 2475 }
2230 2476
2231 public LSL_Vector llGetTorque() 2477 public LSL_Vector llGetTorque()
@@ -2827,35 +3073,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2827 public void llLookAt(LSL_Vector target, double strength, double damping) 3073 public void llLookAt(LSL_Vector target, double strength, double damping)
2828 { 3074 {
2829 m_host.AddScriptLPS(1); 3075 m_host.AddScriptLPS(1);
2830 // Determine where we are looking from
2831 LSL_Vector from = llGetPos();
2832 3076
2833 // Work out the normalised vector from the source to the target 3077 // Get the normalized vector to the target
2834 LSL_Vector delta = llVecNorm(target - from); 3078 LSL_Vector d1 = llVecNorm(target - llGetPos());
2835 LSL_Vector angle = new LSL_Vector(0,0,0);
2836 3079
2837 // Calculate the yaw 3080 // Get the bearing (yaw)
2838 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3081 LSL_Vector a1 = new LSL_Vector(0,0,0);
2839 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3082 a1.z = llAtan2(d1.y, d1.x);
2840 3083
2841 // Calculate pitch 3084 // Get the elevation (pitch)
2842 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3085 LSL_Vector a2 = new LSL_Vector(0,0,0);
3086 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2843 3087
2844 // we need to convert from a vector describing 3088 LSL_Rotation r1 = llEuler2Rot(a1);
2845 // the angles of rotation in radians into rotation value 3089 LSL_Rotation r2 = llEuler2Rot(a2);
2846 LSL_Rotation rot = llEuler2Rot(angle); 3090 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2847
2848 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2849 // set the rotation of the object, copy that behavior
2850 PhysicsActor pa = m_host.PhysActor;
2851 3091
2852 if (strength == 0 || pa == null || !pa.IsPhysical) 3092 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2853 { 3093 {
2854 llSetRot(rot); 3094 // Do nothing if either value is 0 (this has been checked in SL)
3095 if (strength <= 0.0 || damping <= 0.0)
3096 return;
3097
3098 llSetRot(r3 * r2 * r1);
2855 } 3099 }
2856 else 3100 else
2857 { 3101 {
2858 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3102 if (strength == 0)
3103 {
3104 llSetRot(r3 * r2 * r1);
3105 return;
3106 }
3107
3108 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2859 } 3109 }
2860 } 3110 }
2861 3111
@@ -2900,17 +3150,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2900 } 3150 }
2901 else 3151 else
2902 { 3152 {
2903 if (m_host.IsRoot) 3153 // new SL always returns object mass
2904 { 3154// if (m_host.IsRoot)
3155// {
2905 return m_host.ParentGroup.GetMass(); 3156 return m_host.ParentGroup.GetMass();
2906 } 3157// }
2907 else 3158// else
2908 { 3159// {
2909 return m_host.GetMass(); 3160// return m_host.GetMass();
2910 } 3161// }
2911 } 3162 }
2912 } 3163 }
2913 3164
3165
3166 public LSL_Float llGetMassMKS()
3167 {
3168 return 100f * llGetMass();
3169 }
3170
2914 public void llCollisionFilter(string name, string id, int accept) 3171 public void llCollisionFilter(string name, string id, int accept)
2915 { 3172 {
2916 m_host.AddScriptLPS(1); 3173 m_host.AddScriptLPS(1);
@@ -3017,9 +3274,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3017 { 3274 {
3018 m_host.AddScriptLPS(1); 3275 m_host.AddScriptLPS(1);
3019 3276
3020// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
3021// return;
3022
3023 if (m_item.PermsGranter != m_host.OwnerID) 3277 if (m_item.PermsGranter != m_host.OwnerID)
3024 return; 3278 return;
3025 3279
@@ -3062,6 +3316,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3062 3316
3063 public void llInstantMessage(string user, string message) 3317 public void llInstantMessage(string user, string message)
3064 { 3318 {
3319 UUID result;
3320 if (!UUID.TryParse(user, out result))
3321 {
3322 ShoutError("An invalid key was passed to llInstantMessage");
3323 ScriptSleep(2000);
3324 return;
3325 }
3326
3327
3065 m_host.AddScriptLPS(1); 3328 m_host.AddScriptLPS(1);
3066 3329
3067 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3330 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3076,14 +3339,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3076 UUID friendTransactionID = UUID.Random(); 3339 UUID friendTransactionID = UUID.Random();
3077 3340
3078 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3341 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3079 3342
3080 GridInstantMessage msg = new GridInstantMessage(); 3343 GridInstantMessage msg = new GridInstantMessage();
3081 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3344 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3082 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3345 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3083 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3346 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3084// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3347// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3085// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3348// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3086 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3349// DateTime dt = DateTime.UtcNow;
3350//
3351// // Ticks from UtcNow, but make it look like local. Evil, huh?
3352// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3353//
3354// try
3355// {
3356// // Convert that to the PST timezone
3357// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3358// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3359// }
3360// catch
3361// {
3362// // No logging here, as it could be VERY spammy
3363// }
3364//
3365// // And make it look local again to fool the unix time util
3366// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3367
3368 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3369
3087 //if (client != null) 3370 //if (client != null)
3088 //{ 3371 //{
3089 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3372 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3097,12 +3380,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3097 msg.message = message.Substring(0, 1024); 3380 msg.message = message.Substring(0, 1024);
3098 else 3381 else
3099 msg.message = message; 3382 msg.message = message;
3100 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3383 msg.dialog = (byte)19; // MessageFromObject
3101 msg.fromGroup = false;// fromGroup; 3384 msg.fromGroup = false;// fromGroup;
3102 msg.offline = (byte)0; //offline; 3385 msg.offline = (byte)0; //offline;
3103 msg.ParentEstateID = 0; //ParentEstateID; 3386 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3104 msg.Position = new Vector3(m_host.AbsolutePosition); 3387 msg.Position = new Vector3(m_host.AbsolutePosition);
3105 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3388 msg.RegionID = World.RegionInfo.RegionID.Guid;
3106 msg.binaryBucket 3389 msg.binaryBucket
3107 = Util.StringToBytes256( 3390 = Util.StringToBytes256(
3108 "{0}/{1}/{2}/{3}", 3391 "{0}/{1}/{2}/{3}",
@@ -3130,7 +3413,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3130 } 3413 }
3131 3414
3132 emailModule.SendEmail(m_host.UUID, address, subject, message); 3415 emailModule.SendEmail(m_host.UUID, address, subject, message);
3133 ScriptSleep(20000); 3416 ScriptSleep(15000);
3134 } 3417 }
3135 3418
3136 public void llGetNextEmail(string address, string subject) 3419 public void llGetNextEmail(string address, string subject)
@@ -3379,15 +3662,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3379 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3662 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3380 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3663 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3381 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3664 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3665 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3382 ScriptBaseClass.PERMISSION_ATTACH; 3666 ScriptBaseClass.PERMISSION_ATTACH;
3383 3667
3384 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3668 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3385 { 3669 {
3386 lock (m_host.TaskInventory) 3670 m_host.TaskInventory.LockItemsForWrite(true);
3387 { 3671 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3388 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3672 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3389 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3673 m_host.TaskInventory.LockItemsForWrite(false);
3390 }
3391 3674
3392 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3675 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3393 "run_time_permissions", new Object[] { 3676 "run_time_permissions", new Object[] {
@@ -3397,28 +3680,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3397 return; 3680 return;
3398 } 3681 }
3399 } 3682 }
3400 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3683 else
3401 { 3684 {
3402 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3685 bool sitting = false;
3403 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3686 if (m_host.SitTargetAvatar == agentID)
3404 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3687 {
3405 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3688 sitting = true;
3406 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3689 }
3690 else
3691 {
3692 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3693 {
3694 if (p.SitTargetAvatar == agentID)
3695 sitting = true;
3696 }
3697 }
3407 3698
3408 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3699 if (sitting)
3409 { 3700 {
3410 lock (m_host.TaskInventory) 3701 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3702 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3703 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3704 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3705 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3706
3707 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3411 { 3708 {
3709 m_host.TaskInventory.LockItemsForWrite(true);
3412 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3710 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3413 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3711 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3414 } 3712 m_host.TaskInventory.LockItemsForWrite(false);
3415 3713
3416 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3714 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3417 "run_time_permissions", new Object[] { 3715 "run_time_permissions", new Object[] {
3418 new LSL_Integer(perm) }, 3716 new LSL_Integer(perm) },
3419 new DetectParams[0])); 3717 new DetectParams[0]));
3420 3718
3421 return; 3719 return;
3720 }
3422 } 3721 }
3423 } 3722 }
3424 3723
@@ -3432,11 +3731,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3432 3731
3433 if (!m_waitingForScriptAnswer) 3732 if (!m_waitingForScriptAnswer)
3434 { 3733 {
3435 lock (m_host.TaskInventory) 3734 m_host.TaskInventory.LockItemsForWrite(true);
3436 { 3735 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3437 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3736 m_host.TaskInventory[m_item.ItemID].PermsMask = 0;
3438 m_host.TaskInventory[m_item.ItemID].PermsMask = 0; 3737 m_host.TaskInventory.LockItemsForWrite(false);
3439 }
3440 3738
3441 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3739 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3442 m_waitingForScriptAnswer=true; 3740 m_waitingForScriptAnswer=true;
@@ -3466,11 +3764,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3466 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3764 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3467 llReleaseControls(); 3765 llReleaseControls();
3468 3766
3469 lock (m_host.TaskInventory) 3767 m_host.TaskInventory.LockItemsForWrite(true);
3470 { 3768 m_host.TaskInventory[m_item.ItemID].PermsMask = answer;
3471 m_host.TaskInventory[m_item.ItemID].PermsMask = answer; 3769 m_host.TaskInventory.LockItemsForWrite(false);
3472 } 3770
3473
3474 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3771 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3475 "run_time_permissions", new Object[] { 3772 "run_time_permissions", new Object[] {
3476 new LSL_Integer(answer) }, 3773 new LSL_Integer(answer) },
@@ -3513,14 +3810,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3513 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3810 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3514 { 3811 {
3515 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3812 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3516 3813 if (parts.Count > 0)
3517 foreach (SceneObjectPart part in parts) 3814 {
3518 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3815 try
3816 {
3817 parts[0].ParentGroup.areUpdatesSuspended = true;
3818 foreach (SceneObjectPart part in parts)
3819 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3820 }
3821 finally
3822 {
3823 parts[0].ParentGroup.areUpdatesSuspended = false;
3824 }
3825 }
3519 } 3826 }
3520 3827
3521 public void llCreateLink(string target, int parent) 3828 public void llCreateLink(string target, int parent)
3522 { 3829 {
3523 m_host.AddScriptLPS(1); 3830 m_host.AddScriptLPS(1);
3831
3524 UUID targetID; 3832 UUID targetID;
3525 3833
3526 if (!UUID.TryParse(target, out targetID)) 3834 if (!UUID.TryParse(target, out targetID))
@@ -3626,10 +3934,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3626 // Restructuring Multiple Prims. 3934 // Restructuring Multiple Prims.
3627 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 3935 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3628 parts.Remove(parentPrim.RootPart); 3936 parts.Remove(parentPrim.RootPart);
3629 foreach (SceneObjectPart part in parts) 3937 if (parts.Count > 0)
3630 { 3938 {
3631 parentPrim.DelinkFromGroup(part.LocalId, true); 3939 try
3940 {
3941 parts[0].ParentGroup.areUpdatesSuspended = true;
3942 foreach (SceneObjectPart part in parts)
3943 {
3944 parentPrim.DelinkFromGroup(part.LocalId, true);
3945 }
3946 }
3947 finally
3948 {
3949 parts[0].ParentGroup.areUpdatesSuspended = false;
3950 }
3632 } 3951 }
3952
3633 parentPrim.HasGroupChanged = true; 3953 parentPrim.HasGroupChanged = true;
3634 parentPrim.ScheduleGroupForFullUpdate(); 3954 parentPrim.ScheduleGroupForFullUpdate();
3635 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3955 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3638,12 +3958,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3638 { 3958 {
3639 SceneObjectPart newRoot = parts[0]; 3959 SceneObjectPart newRoot = parts[0];
3640 parts.Remove(newRoot); 3960 parts.Remove(newRoot);
3641 foreach (SceneObjectPart part in parts) 3961
3962 try
3642 { 3963 {
3643 // Required for linking 3964 parts[0].ParentGroup.areUpdatesSuspended = true;
3644 part.ClearUpdateSchedule(); 3965 foreach (SceneObjectPart part in parts)
3645 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3966 {
3967 part.ClearUpdateSchedule();
3968 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3969 }
3646 } 3970 }
3971 finally
3972 {
3973 parts[0].ParentGroup.areUpdatesSuspended = false;
3974 }
3975
3976
3647 newRoot.ParentGroup.HasGroupChanged = true; 3977 newRoot.ParentGroup.HasGroupChanged = true;
3648 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 3978 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3649 } 3979 }
@@ -3663,6 +3993,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3663 public void llBreakAllLinks() 3993 public void llBreakAllLinks()
3664 { 3994 {
3665 m_host.AddScriptLPS(1); 3995 m_host.AddScriptLPS(1);
3996
3997 TaskInventoryItem item = m_item;
3998
3999 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4000 && !m_automaticLinkPermission)
4001 {
4002 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4003 return;
4004 }
4005
3666 SceneObjectGroup parentPrim = m_host.ParentGroup; 4006 SceneObjectGroup parentPrim = m_host.ParentGroup;
3667 if (parentPrim.AttachmentPoint != 0) 4007 if (parentPrim.AttachmentPoint != 0)
3668 return; // Fail silently if attached 4008 return; // Fail silently if attached
@@ -3682,25 +4022,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3682 public LSL_String llGetLinkKey(int linknum) 4022 public LSL_String llGetLinkKey(int linknum)
3683 { 4023 {
3684 m_host.AddScriptLPS(1); 4024 m_host.AddScriptLPS(1);
3685 List<UUID> keytable = new List<UUID>();
3686 // parse for sitting avatare-uuids
3687 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3688 {
3689 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
3690 keytable.Add(presence.UUID);
3691 });
3692
3693 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3694 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3695 {
3696 return keytable[totalprims - linknum].ToString();
3697 }
3698
3699 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3700 {
3701 return m_host.UUID.ToString();
3702 }
3703
3704 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4025 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3705 if (part != null) 4026 if (part != null)
3706 { 4027 {
@@ -3708,6 +4029,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3708 } 4029 }
3709 else 4030 else
3710 { 4031 {
4032 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4033 {
4034 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4035
4036 if (linknum < 0)
4037 return UUID.Zero.ToString();
4038
4039 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4040 if (avatars.Count > linknum)
4041 {
4042 return avatars[linknum].UUID.ToString();
4043 }
4044 }
3711 return UUID.Zero.ToString(); 4045 return UUID.Zero.ToString();
3712 } 4046 }
3713 } 4047 }
@@ -3807,17 +4141,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3807 m_host.AddScriptLPS(1); 4141 m_host.AddScriptLPS(1);
3808 int count = 0; 4142 int count = 0;
3809 4143
3810 lock (m_host.TaskInventory) 4144 m_host.TaskInventory.LockItemsForRead(true);
4145 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3811 { 4146 {
3812 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4147 if (inv.Value.Type == type || type == -1)
3813 { 4148 {
3814 if (inv.Value.Type == type || type == -1) 4149 count = count + 1;
3815 {
3816 count = count + 1;
3817 }
3818 } 4150 }
3819 } 4151 }
3820 4152
4153 m_host.TaskInventory.LockItemsForRead(false);
3821 return count; 4154 return count;
3822 } 4155 }
3823 4156
@@ -3826,16 +4159,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3826 m_host.AddScriptLPS(1); 4159 m_host.AddScriptLPS(1);
3827 ArrayList keys = new ArrayList(); 4160 ArrayList keys = new ArrayList();
3828 4161
3829 lock (m_host.TaskInventory) 4162 m_host.TaskInventory.LockItemsForRead(true);
4163 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3830 { 4164 {
3831 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4165 if (inv.Value.Type == type || type == -1)
3832 { 4166 {
3833 if (inv.Value.Type == type || type == -1) 4167 keys.Add(inv.Value.Name);
3834 {
3835 keys.Add(inv.Value.Name);
3836 }
3837 } 4168 }
3838 } 4169 }
4170 m_host.TaskInventory.LockItemsForRead(false);
3839 4171
3840 if (keys.Count == 0) 4172 if (keys.Count == 0)
3841 { 4173 {
@@ -3872,25 +4204,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3872 } 4204 }
3873 4205
3874 // move the first object found with this inventory name 4206 // move the first object found with this inventory name
3875 lock (m_host.TaskInventory) 4207 m_host.TaskInventory.LockItemsForRead(true);
4208 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3876 { 4209 {
3877 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4210 if (inv.Value.Name == inventory)
3878 { 4211 {
3879 if (inv.Value.Name == inventory) 4212 found = true;
3880 { 4213 objId = inv.Key;
3881 found = true; 4214 assetType = inv.Value.Type;
3882 objId = inv.Key; 4215 objName = inv.Value.Name;
3883 assetType = inv.Value.Type; 4216 break;
3884 objName = inv.Value.Name;
3885 break;
3886 }
3887 } 4217 }
3888 } 4218 }
4219 m_host.TaskInventory.LockItemsForRead(false);
3889 4220
3890 if (!found) 4221 if (!found)
3891 { 4222 {
3892 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4223 llSay(0, String.Format("Could not find object '{0}'", inventory));
3893 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4224 return;
4225// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3894 } 4226 }
3895 4227
3896 // check if destination is an object 4228 // check if destination is an object
@@ -3916,48 +4248,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3916 return; 4248 return;
3917 } 4249 }
3918 } 4250 }
4251
3919 // destination is an avatar 4252 // destination is an avatar
3920 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4253 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3921 4254
3922 if (agentItem == null) 4255 if (agentItem == null)
3923 return; 4256 return;
3924 4257
3925 byte[] bucket = new byte[17]; 4258 byte[] bucket = new byte[1];
3926 bucket[0] = (byte)assetType; 4259 bucket[0] = (byte)assetType;
3927 byte[] objBytes = agentItem.ID.GetBytes(); 4260 //byte[] objBytes = agentItem.ID.GetBytes();
3928 Array.Copy(objBytes, 0, bucket, 1, 16); 4261 //Array.Copy(objBytes, 0, bucket, 1, 16);
3929 4262
3930 GridInstantMessage msg = new GridInstantMessage(World, 4263 GridInstantMessage msg = new GridInstantMessage(World,
3931 m_host.UUID, m_host.Name+", an object owned by "+ 4264 m_host.OwnerID, m_host.Name, destId,
3932 resolveName(m_host.OwnerID)+",", destId,
3933 (byte)InstantMessageDialog.TaskInventoryOffered, 4265 (byte)InstantMessageDialog.TaskInventoryOffered,
3934 false, objName+"\n"+m_host.Name+" is located at "+ 4266 false, objName+". "+m_host.Name+" is located at "+
3935 World.RegionInfo.RegionName+" "+ 4267 World.RegionInfo.RegionName+" "+
3936 m_host.AbsolutePosition.ToString(), 4268 m_host.AbsolutePosition.ToString(),
3937 agentItem.ID, true, m_host.AbsolutePosition, 4269 agentItem.ID, true, m_host.AbsolutePosition,
3938 bucket); 4270 bucket);
3939 if (m_TransferModule != null) 4271
3940 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4272 ScenePresence sp;
4273
4274 if (World.TryGetScenePresence(destId, out sp))
4275 {
4276 sp.ControllingClient.SendInstantMessage(msg);
4277 }
4278 else
4279 {
4280 if (m_TransferModule != null)
4281 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4282 }
4283
4284 //This delay should only occur when giving inventory to avatars.
3941 ScriptSleep(3000); 4285 ScriptSleep(3000);
3942 } 4286 }
3943 } 4287 }
3944 4288
4289 [DebuggerNonUserCode]
3945 public void llRemoveInventory(string name) 4290 public void llRemoveInventory(string name)
3946 { 4291 {
3947 m_host.AddScriptLPS(1); 4292 m_host.AddScriptLPS(1);
3948 4293
3949 lock (m_host.TaskInventory) 4294 List<TaskInventoryItem> inv;
4295 try
3950 { 4296 {
3951 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4297 m_host.TaskInventory.LockItemsForRead(true);
4298 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4299 }
4300 finally
4301 {
4302 m_host.TaskInventory.LockItemsForRead(false);
4303 }
4304 foreach (TaskInventoryItem item in inv)
4305 {
4306 if (item.Name == name)
3952 { 4307 {
3953 if (item.Name == name) 4308 if (item.ItemID == m_item.ItemID)
3954 { 4309 throw new ScriptDeleteException();
3955 if (item.ItemID == m_item.ItemID) 4310 else
3956 throw new ScriptDeleteException(); 4311 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3957 else 4312 return;
3958 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3959 return;
3960 }
3961 } 4313 }
3962 } 4314 }
3963 } 4315 }
@@ -3992,115 +4344,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3992 { 4344 {
3993 m_host.AddScriptLPS(1); 4345 m_host.AddScriptLPS(1);
3994 4346
3995 UUID uuid = (UUID)id; 4347 UUID uuid;
3996 PresenceInfo pinfo = null; 4348 if (UUID.TryParse(id, out uuid))
3997 UserAccount account;
3998
3999 UserInfoCacheEntry ce;
4000 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4001 { 4349 {
4002 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4350 PresenceInfo pinfo = null;
4003 if (account == null) 4351 UserAccount account;
4352
4353 UserInfoCacheEntry ce;
4354 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4004 { 4355 {
4005 m_userInfoCache[uuid] = null; // Cache negative 4356 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4006 return UUID.Zero.ToString(); 4357 if (account == null)
4007 } 4358 {
4359 m_userInfoCache[uuid] = null; // Cache negative
4360 return UUID.Zero.ToString();
4361 }
4008 4362
4009 4363
4010 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4364 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4011 if (pinfos != null && pinfos.Length > 0) 4365 if (pinfos != null && pinfos.Length > 0)
4012 {
4013 foreach (PresenceInfo p in pinfos)
4014 { 4366 {
4015 if (p.RegionID != UUID.Zero) 4367 foreach (PresenceInfo p in pinfos)
4016 { 4368 {
4017 pinfo = p; 4369 if (p.RegionID != UUID.Zero)
4370 {
4371 pinfo = p;
4372 }
4018 } 4373 }
4019 } 4374 }
4020 }
4021 4375
4022 ce = new UserInfoCacheEntry(); 4376 ce = new UserInfoCacheEntry();
4023 ce.time = Util.EnvironmentTickCount(); 4377 ce.time = Util.EnvironmentTickCount();
4024 ce.account = account; 4378 ce.account = account;
4025 ce.pinfo = pinfo; 4379 ce.pinfo = pinfo;
4026 } 4380 m_userInfoCache[uuid] = ce;
4027 else 4381 }
4028 { 4382 else
4029 if (ce == null) 4383 {
4030 return UUID.Zero.ToString(); 4384 if (ce == null)
4385 return UUID.Zero.ToString();
4031 4386
4032 account = ce.account; 4387 account = ce.account;
4033 pinfo = ce.pinfo; 4388 pinfo = ce.pinfo;
4034 } 4389 }
4035 4390
4036 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4391 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4037 {
4038 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4039 if (pinfos != null && pinfos.Length > 0)
4040 { 4392 {
4041 foreach (PresenceInfo p in pinfos) 4393 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4394 if (pinfos != null && pinfos.Length > 0)
4042 { 4395 {
4043 if (p.RegionID != UUID.Zero) 4396 foreach (PresenceInfo p in pinfos)
4044 { 4397 {
4045 pinfo = p; 4398 if (p.RegionID != UUID.Zero)
4399 {
4400 pinfo = p;
4401 }
4046 } 4402 }
4047 } 4403 }
4048 } 4404 else
4049 else 4405 pinfo = null;
4050 pinfo = null;
4051 4406
4052 ce.time = Util.EnvironmentTickCount(); 4407 ce.time = Util.EnvironmentTickCount();
4053 ce.pinfo = pinfo; 4408 ce.pinfo = pinfo;
4054 } 4409 }
4055 4410
4056 string reply = String.Empty; 4411 string reply = String.Empty;
4057 4412
4058 switch (data) 4413 switch (data)
4059 { 4414 {
4060 case 1: // DATA_ONLINE (0|1) 4415 case 1: // DATA_ONLINE (0|1)
4061 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4416 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4062 reply = "1"; 4417 reply = "1";
4063 else 4418 else
4064 reply = "0"; 4419 reply = "0";
4065 break; 4420 break;
4066 case 2: // DATA_NAME (First Last) 4421 case 2: // DATA_NAME (First Last)
4067 reply = account.FirstName + " " + account.LastName; 4422 reply = account.FirstName + " " + account.LastName;
4068 break; 4423 break;
4069 case 3: // DATA_BORN (YYYY-MM-DD) 4424 case 3: // DATA_BORN (YYYY-MM-DD)
4070 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4425 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4071 born = born.AddSeconds(account.Created); 4426 born = born.AddSeconds(account.Created);
4072 reply = born.ToString("yyyy-MM-dd"); 4427 reply = born.ToString("yyyy-MM-dd");
4073 break; 4428 break;
4074 case 4: // DATA_RATING (0,0,0,0,0,0) 4429 case 4: // DATA_RATING (0,0,0,0,0,0)
4075 reply = "0,0,0,0,0,0"; 4430 reply = "0,0,0,0,0,0";
4076 break; 4431 break;
4077 case 7: // DATA_USERLEVEL (integer) 4432 case 8: // DATA_PAYINFO (0|1|2|3)
4078 reply = account.UserLevel.ToString(); 4433 reply = "0";
4079 break; 4434 break;
4080 case 8: // DATA_PAYINFO (0|1|2|3) 4435 default:
4081 reply = "0"; 4436 return UUID.Zero.ToString(); // Raise no event
4082 break; 4437 }
4083 default:
4084 return UUID.Zero.ToString(); // Raise no event
4085 }
4086 4438
4087 UUID rq = UUID.Random(); 4439 UUID rq = UUID.Random();
4088 4440
4089 UUID tid = AsyncCommands. 4441 UUID tid = AsyncCommands.
4090 DataserverPlugin.RegisterRequest(m_host.LocalId, 4442 DataserverPlugin.RegisterRequest(m_host.LocalId,
4091 m_item.ItemID, rq.ToString()); 4443 m_item.ItemID, rq.ToString());
4092 4444
4093 AsyncCommands. 4445 AsyncCommands.
4094 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4446 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4095 4447
4096 ScriptSleep(100); 4448 ScriptSleep(100);
4097 return tid.ToString(); 4449 return tid.ToString();
4450 }
4451 else
4452 {
4453 ShoutError("Invalid UUID passed to llRequestAgentData.");
4454 }
4455 return "";
4098 } 4456 }
4099 4457
4100 public LSL_String llRequestInventoryData(string name) 4458 public LSL_String llRequestInventoryData(string name)
4101 { 4459 {
4102 m_host.AddScriptLPS(1); 4460 m_host.AddScriptLPS(1);
4103 4461
4462 //Clone is thread safe
4104 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4463 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4105 4464
4106 foreach (TaskInventoryItem item in itemDictionary.Values) 4465 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4152,19 +4511,64 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4152 if (UUID.TryParse(agent, out agentId)) 4511 if (UUID.TryParse(agent, out agentId))
4153 { 4512 {
4154 ScenePresence presence = World.GetScenePresence(agentId); 4513 ScenePresence presence = World.GetScenePresence(agentId);
4155 if (presence != null) 4514 if (presence != null && presence.PresenceType != PresenceType.Npc)
4156 { 4515 {
4516 // agent must not be a god
4517 if (presence.UserLevel >= 200) return;
4518
4157 // agent must be over the owners land 4519 // agent must be over the owners land
4158 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4520 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4159 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4521 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4160 { 4522 {
4161 World.TeleportClientHome(agentId, presence.ControllingClient); 4523 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4524 {
4525 // They can't be teleported home for some reason
4526 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4527 if (regionInfo != null)
4528 {
4529 World.RequestTeleportLocation(
4530 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4531 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4532 }
4533 }
4162 } 4534 }
4163 } 4535 }
4164 } 4536 }
4165 ScriptSleep(5000); 4537 ScriptSleep(5000);
4166 } 4538 }
4167 4539
4540 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
4541 {
4542 m_host.AddScriptLPS(1);
4543 UUID agentId = new UUID();
4544 if (UUID.TryParse(agent, out agentId))
4545 {
4546 ScenePresence presence = World.GetScenePresence(agentId);
4547 if (presence != null && presence.PresenceType != PresenceType.Npc)
4548 {
4549 // agent must not be a god
4550 if (presence.GodLevel >= 200) return;
4551
4552 if (simname == String.Empty)
4553 simname = World.RegionInfo.RegionName;
4554
4555 // agent must be over the owners land
4556 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4557 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4558 {
4559 World.RequestTeleportLocation(presence.ControllingClient, simname, new Vector3((float)pos.x, (float)pos.y, (float)pos.z), new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z), (uint)TeleportFlags.ViaLocation);
4560 }
4561 else // or must be wearing the prim
4562 {
4563 if (m_host.ParentGroup.AttachmentPoint != 0 && m_host.OwnerID == presence.UUID)
4564 {
4565 World.RequestTeleportLocation(presence.ControllingClient, simname, new Vector3((float)pos.x, (float)pos.y, (float)pos.z), new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z), (uint)TeleportFlags.ViaLocation);
4566 }
4567 }
4568 }
4569 }
4570 }
4571
4168 public void llTextBox(string agent, string message, int chatChannel) 4572 public void llTextBox(string agent, string message, int chatChannel)
4169 { 4573 {
4170 IDialogModule dm = World.RequestModuleInterface<IDialogModule>(); 4574 IDialogModule dm = World.RequestModuleInterface<IDialogModule>();
@@ -4176,7 +4580,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4176 UUID av = new UUID(); 4580 UUID av = new UUID();
4177 if (!UUID.TryParse(agent,out av)) 4581 if (!UUID.TryParse(agent,out av))
4178 { 4582 {
4179 LSLError("First parameter to llDialog needs to be a key"); 4583 //LSLError("First parameter to llDialog needs to be a key");
4180 return; 4584 return;
4181 } 4585 }
4182 4586
@@ -4213,17 +4617,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4213 UUID soundId = UUID.Zero; 4617 UUID soundId = UUID.Zero;
4214 if (!UUID.TryParse(impact_sound, out soundId)) 4618 if (!UUID.TryParse(impact_sound, out soundId))
4215 { 4619 {
4216 lock (m_host.TaskInventory) 4620 m_host.TaskInventory.LockItemsForRead(true);
4621 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4217 { 4622 {
4218 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4623 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4219 { 4624 {
4220 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4625 soundId = item.AssetID;
4221 { 4626 break;
4222 soundId = item.AssetID;
4223 break;
4224 }
4225 } 4627 }
4226 } 4628 }
4629 m_host.TaskInventory.LockItemsForRead(false);
4227 } 4630 }
4228 m_host.CollisionSound = soundId; 4631 m_host.CollisionSound = soundId;
4229 m_host.CollisionSoundVolume = (float)impact_volume; 4632 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4263,6 +4666,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4263 UUID partItemID; 4666 UUID partItemID;
4264 foreach (SceneObjectPart part in parts) 4667 foreach (SceneObjectPart part in parts)
4265 { 4668 {
4669 //Clone is thread safe
4266 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4670 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4267 4671
4268 foreach (TaskInventoryItem item in itemsDictionary.Values) 4672 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4396,7 +4800,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4396 { 4800 {
4397 float distance = (PusheePos - m_host.AbsolutePosition).Length(); 4801 float distance = (PusheePos - m_host.AbsolutePosition).Length();
4398 float distance_term = distance * distance * distance; // Script Energy 4802 float distance_term = distance * distance * distance; // Script Energy
4399 float pusher_mass = m_host.GetMass(); 4803 // use total object mass and not part
4804 float pusher_mass = m_host.ParentGroup.GetMass();
4400 4805
4401 float PUSH_ATTENUATION_DISTANCE = 17f; 4806 float PUSH_ATTENUATION_DISTANCE = 17f;
4402 float PUSH_ATTENUATION_SCALE = 5f; 4807 float PUSH_ATTENUATION_SCALE = 5f;
@@ -4635,23 +5040,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4635 { 5040 {
4636 m_host.AddScriptLPS(1); 5041 m_host.AddScriptLPS(1);
4637 5042
4638 lock (m_host.TaskInventory) 5043 m_host.TaskInventory.LockItemsForRead(true);
5044 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4639 { 5045 {
4640 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5046 if (inv.Value.Name == name)
4641 { 5047 {
4642 if (inv.Value.Name == name) 5048 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4643 { 5049 {
4644 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5050 m_host.TaskInventory.LockItemsForRead(false);
4645 { 5051 return inv.Value.AssetID.ToString();
4646 return inv.Value.AssetID.ToString(); 5052 }
4647 } 5053 else
4648 else 5054 {
4649 { 5055 m_host.TaskInventory.LockItemsForRead(false);
4650 return UUID.Zero.ToString(); 5056 return UUID.Zero.ToString();
4651 }
4652 } 5057 }
4653 } 5058 }
4654 } 5059 }
5060 m_host.TaskInventory.LockItemsForRead(false);
4655 5061
4656 return UUID.Zero.ToString(); 5062 return UUID.Zero.ToString();
4657 } 5063 }
@@ -4785,7 +5191,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4785 public LSL_Vector llGetCenterOfMass() 5191 public LSL_Vector llGetCenterOfMass()
4786 { 5192 {
4787 m_host.AddScriptLPS(1); 5193 m_host.AddScriptLPS(1);
4788 Vector3 center = m_host.GetGeometricCenter(); 5194 Vector3 center = m_host.GetCenterOfMass();
4789 return new LSL_Vector(center.X,center.Y,center.Z); 5195 return new LSL_Vector(center.X,center.Y,center.Z);
4790 } 5196 }
4791 5197
@@ -4804,14 +5210,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4804 { 5210 {
4805 m_host.AddScriptLPS(1); 5211 m_host.AddScriptLPS(1);
4806 5212
4807 if (src == null) 5213 return src.Length;
4808 {
4809 return 0;
4810 }
4811 else
4812 {
4813 return src.Length;
4814 }
4815 } 5214 }
4816 5215
4817 public LSL_Integer llList2Integer(LSL_List src, int index) 5216 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4857,7 +5256,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4857 else if (src.Data[index] is LSL_Float) 5256 else if (src.Data[index] is LSL_Float)
4858 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5257 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4859 else if (src.Data[index] is LSL_String) 5258 else if (src.Data[index] is LSL_String)
4860 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5259 {
5260 string str = ((LSL_String) src.Data[index]).m_string;
5261 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5262 if (m != Match.Empty)
5263 {
5264 str = m.Value;
5265 double d = 0.0;
5266 if (!Double.TryParse(str, out d))
5267 return 0.0;
5268
5269 return d;
5270 }
5271 return 0.0;
5272 }
4861 return Convert.ToDouble(src.Data[index]); 5273 return Convert.ToDouble(src.Data[index]);
4862 } 5274 }
4863 catch (FormatException) 5275 catch (FormatException)
@@ -5130,7 +5542,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5130 } 5542 }
5131 } 5543 }
5132 } 5544 }
5133 else { 5545 else
5546 {
5134 object[] array = new object[src.Length]; 5547 object[] array = new object[src.Length];
5135 Array.Copy(src.Data, 0, array, 0, src.Length); 5548 Array.Copy(src.Data, 0, array, 0, src.Length);
5136 result = new LSL_List(array); 5549 result = new LSL_List(array);
@@ -5237,7 +5650,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5237 public LSL_Integer llGetRegionAgentCount() 5650 public LSL_Integer llGetRegionAgentCount()
5238 { 5651 {
5239 m_host.AddScriptLPS(1); 5652 m_host.AddScriptLPS(1);
5240 return new LSL_Integer(World.GetRootAgentCount()); 5653
5654 int count = 0;
5655 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5656 count++;
5657 });
5658
5659 return new LSL_Integer(count);
5241 } 5660 }
5242 5661
5243 public LSL_Vector llGetRegionCorner() 5662 public LSL_Vector llGetRegionCorner()
@@ -5517,6 +5936,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5517 flags |= ScriptBaseClass.AGENT_SITTING; 5936 flags |= ScriptBaseClass.AGENT_SITTING;
5518 } 5937 }
5519 5938
5939 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
5940 {
5941 flags |= ScriptBaseClass.AGENT_MALE;
5942 }
5943
5520 return flags; 5944 return flags;
5521 } 5945 }
5522 5946
@@ -5664,10 +6088,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5664 m_host.AddScriptLPS(1); 6088 m_host.AddScriptLPS(1);
5665 6089
5666 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6090 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5667 6091 if (parts.Count > 0)
5668 foreach (var part in parts)
5669 { 6092 {
5670 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6093 try
6094 {
6095 parts[0].ParentGroup.areUpdatesSuspended = true;
6096 foreach (var part in parts)
6097 {
6098 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6099 }
6100 }
6101 finally
6102 {
6103 parts[0].ParentGroup.areUpdatesSuspended = false;
6104 }
5671 } 6105 }
5672 } 6106 }
5673 6107
@@ -5719,13 +6153,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5719 6153
5720 if (m_host.OwnerID == land.LandData.OwnerID) 6154 if (m_host.OwnerID == land.LandData.OwnerID)
5721 { 6155 {
5722 World.TeleportClientHome(agentID, presence.ControllingClient); 6156 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6157 presence.TeleportWithMomentum(pos, null);
6158 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5723 } 6159 }
5724 } 6160 }
5725 } 6161 }
5726 ScriptSleep(5000); 6162 ScriptSleep(5000);
5727 } 6163 }
5728 6164
6165 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6166 {
6167 return ParseString2List(str, separators, in_spacers, false);
6168 }
6169
5729 public LSL_Integer llOverMyLand(string id) 6170 public LSL_Integer llOverMyLand(string id)
5730 { 6171 {
5731 m_host.AddScriptLPS(1); 6172 m_host.AddScriptLPS(1);
@@ -5790,8 +6231,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5790 UUID agentId = new UUID(); 6231 UUID agentId = new UUID();
5791 if (!UUID.TryParse(agent, out agentId)) 6232 if (!UUID.TryParse(agent, out agentId))
5792 return new LSL_Integer(0); 6233 return new LSL_Integer(0);
6234 if (agentId == m_host.GroupID)
6235 return new LSL_Integer(1);
5793 ScenePresence presence = World.GetScenePresence(agentId); 6236 ScenePresence presence = World.GetScenePresence(agentId);
5794 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6237 if (presence == null || presence.IsChildAgent) // Return false for child agents
5795 return new LSL_Integer(0); 6238 return new LSL_Integer(0);
5796 IClientAPI client = presence.ControllingClient; 6239 IClientAPI client = presence.ControllingClient;
5797 if (m_host.GroupID == client.ActiveGroupId) 6240 if (m_host.GroupID == client.ActiveGroupId)
@@ -5926,7 +6369,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5926 return m_host.ParentGroup.AttachmentPoint; 6369 return m_host.ParentGroup.AttachmentPoint;
5927 } 6370 }
5928 6371
5929 public LSL_Integer llGetFreeMemory() 6372 public virtual LSL_Integer llGetFreeMemory()
5930 { 6373 {
5931 m_host.AddScriptLPS(1); 6374 m_host.AddScriptLPS(1);
5932 // Make scripts designed for LSO happy 6375 // Make scripts designed for LSO happy
@@ -6043,7 +6486,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6043 SetParticleSystem(m_host, rules); 6486 SetParticleSystem(m_host, rules);
6044 } 6487 }
6045 6488
6046 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6489 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6490 {
6047 6491
6048 6492
6049 if (rules.Length == 0) 6493 if (rules.Length == 0)
@@ -6237,14 +6681,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6237 6681
6238 protected UUID GetTaskInventoryItem(string name) 6682 protected UUID GetTaskInventoryItem(string name)
6239 { 6683 {
6240 lock (m_host.TaskInventory) 6684 m_host.TaskInventory.LockItemsForRead(true);
6685 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6241 { 6686 {
6242 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6687 if (inv.Value.Name == name)
6243 { 6688 {
6244 if (inv.Value.Name == name) 6689 m_host.TaskInventory.LockItemsForRead(false);
6245 return inv.Key; 6690 return inv.Key;
6246 } 6691 }
6247 } 6692 }
6693 m_host.TaskInventory.LockItemsForRead(false);
6248 6694
6249 return UUID.Zero; 6695 return UUID.Zero;
6250 } 6696 }
@@ -6282,16 +6728,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6282 if (folderID == UUID.Zero) 6728 if (folderID == UUID.Zero)
6283 return; 6729 return;
6284 6730
6285 byte[] bucket = new byte[17]; 6731 byte[] bucket = new byte[1];
6286 bucket[0] = (byte)AssetType.Folder; 6732 bucket[0] = (byte)AssetType.Folder;
6287 byte[] objBytes = folderID.GetBytes(); 6733 //byte[] objBytes = folderID.GetBytes();
6288 Array.Copy(objBytes, 0, bucket, 1, 16); 6734 //Array.Copy(objBytes, 0, bucket, 1, 16);
6289 6735
6290 GridInstantMessage msg = new GridInstantMessage(World, 6736 GridInstantMessage msg = new GridInstantMessage(World,
6291 m_host.UUID, m_host.Name+", an object owned by "+ 6737 m_host.OwnerID, m_host.Name, destID,
6292 resolveName(m_host.OwnerID)+",", destID, 6738 (byte)InstantMessageDialog.TaskInventoryOffered,
6293 (byte)InstantMessageDialog.InventoryOffered, 6739 false, category+". "+m_host.Name+" is located at "+
6294 false, category+"\n"+m_host.Name+" is located at "+
6295 World.RegionInfo.RegionName+" "+ 6740 World.RegionInfo.RegionName+" "+
6296 m_host.AbsolutePosition.ToString(), 6741 m_host.AbsolutePosition.ToString(),
6297 folderID, true, m_host.AbsolutePosition, 6742 folderID, true, m_host.AbsolutePosition,
@@ -6529,13 +6974,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6529 UUID av = new UUID(); 6974 UUID av = new UUID();
6530 if (!UUID.TryParse(avatar,out av)) 6975 if (!UUID.TryParse(avatar,out av))
6531 { 6976 {
6532 LSLError("First parameter to llDialog needs to be a key"); 6977 //LSLError("First parameter to llDialog needs to be a key");
6533 return; 6978 return;
6534 } 6979 }
6535 if (buttons.Length < 1) 6980 if (buttons.Length < 1)
6536 { 6981 {
6537 LSLError("No less than 1 button can be shown"); 6982 buttons.Add("OK");
6538 return;
6539 } 6983 }
6540 if (buttons.Length > 12) 6984 if (buttons.Length > 12)
6541 { 6985 {
@@ -6552,7 +6996,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6552 } 6996 }
6553 if (buttons.Data[i].ToString().Length > 24) 6997 if (buttons.Data[i].ToString().Length > 24)
6554 { 6998 {
6555 LSLError("button label cannot be longer than 24 characters"); 6999 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6556 return; 7000 return;
6557 } 7001 }
6558 buts[i] = buttons.Data[i].ToString(); 7002 buts[i] = buttons.Data[i].ToString();
@@ -6611,22 +7055,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6611 } 7055 }
6612 7056
6613 // copy the first script found with this inventory name 7057 // copy the first script found with this inventory name
6614 lock (m_host.TaskInventory) 7058 TaskInventoryItem scriptItem = null;
7059 m_host.TaskInventory.LockItemsForRead(true);
7060 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6615 { 7061 {
6616 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 7062 if (inv.Value.Name == name)
6617 { 7063 {
6618 if (inv.Value.Name == name) 7064 // make sure the object is a script
7065 if (10 == inv.Value.Type)
6619 { 7066 {
6620 // make sure the object is a script 7067 found = true;
6621 if (10 == inv.Value.Type) 7068 srcId = inv.Key;
6622 { 7069 scriptItem = inv.Value;
6623 found = true; 7070 break;
6624 srcId = inv.Key;
6625 break;
6626 }
6627 } 7071 }
6628 } 7072 }
6629 } 7073 }
7074 m_host.TaskInventory.LockItemsForRead(false);
6630 7075
6631 if (!found) 7076 if (!found)
6632 { 7077 {
@@ -6634,9 +7079,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6634 return; 7079 return;
6635 } 7080 }
6636 7081
6637 // the rest of the permission checks are done in RezScript, so check the pin there as well 7082 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6638 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param); 7083 if (dest != null)
7084 {
7085 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7086 {
7087 // the rest of the permission checks are done in RezScript, so check the pin there as well
7088 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param);
6639 7089
7090 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7091 m_host.Inventory.RemoveInventoryItem(srcId);
7092 }
7093 }
6640 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7094 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6641 ScriptSleep(3000); 7095 ScriptSleep(3000);
6642 } 7096 }
@@ -6699,19 +7153,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6699 public LSL_String llMD5String(string src, int nonce) 7153 public LSL_String llMD5String(string src, int nonce)
6700 { 7154 {
6701 m_host.AddScriptLPS(1); 7155 m_host.AddScriptLPS(1);
6702 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7156 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6703 } 7157 }
6704 7158
6705 public LSL_String llSHA1String(string src) 7159 public LSL_String llSHA1String(string src)
6706 { 7160 {
6707 m_host.AddScriptLPS(1); 7161 m_host.AddScriptLPS(1);
6708 return Util.SHA1Hash(src).ToLower(); 7162 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6709 } 7163 }
6710 7164
6711 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7165 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6712 { 7166 {
6713 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7167 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6714 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7168 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7169 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7170 return shapeBlock;
6715 7171
6716 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7172 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6717 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7173 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6816,6 +7272,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6816 // Prim type box, cylinder and prism. 7272 // Prim type box, cylinder and prism.
6817 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) 7273 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)
6818 { 7274 {
7275 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7276 return;
7277
6819 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7278 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6820 ObjectShapePacket.ObjectDataBlock shapeBlock; 7279 ObjectShapePacket.ObjectDataBlock shapeBlock;
6821 7280
@@ -6869,6 +7328,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6869 // Prim type sphere. 7328 // Prim type sphere.
6870 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7329 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6871 { 7330 {
7331 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7332 return;
7333
6872 ObjectShapePacket.ObjectDataBlock shapeBlock; 7334 ObjectShapePacket.ObjectDataBlock shapeBlock;
6873 7335
6874 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7336 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6910,6 +7372,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6910 // Prim type torus, tube and ring. 7372 // Prim type torus, tube and ring.
6911 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) 7373 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)
6912 { 7374 {
7375 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7376 return;
7377
6913 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.
6914 ObjectShapePacket.ObjectDataBlock shapeBlock; 7379 ObjectShapePacket.ObjectDataBlock shapeBlock;
6915 7380
@@ -7045,6 +7510,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7045 // Prim type sculpt. 7510 // Prim type sculpt.
7046 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7511 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7047 { 7512 {
7513 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7514 return;
7515
7048 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7516 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7049 UUID sculptId; 7517 UUID sculptId;
7050 7518
@@ -7069,7 +7537,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7069 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7537 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7070 { 7538 {
7071 // default 7539 // default
7072 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7540 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7073 } 7541 }
7074 7542
7075 part.Shape.SetSculptProperties((byte)type, sculptId); 7543 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7085,32 +7553,149 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7085 ScriptSleep(200); 7553 ScriptSleep(200);
7086 } 7554 }
7087 7555
7088 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7556 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7089 { 7557 {
7090 m_host.AddScriptLPS(1); 7558 m_host.AddScriptLPS(1);
7091 7559
7092 setLinkPrimParams(linknumber, rules); 7560 setLinkPrimParams(linknumber, rules);
7561 }
7093 7562
7094 ScriptSleep(200); 7563 private void setLinkPrimParams(int linknumber, LSL_List rules)
7564 {
7565 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7566 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7567 if (parts.Count>0)
7568 {
7569 try
7570 {
7571 parts[0].ParentGroup.areUpdatesSuspended = true;
7572 foreach (SceneObjectPart part in parts)
7573 SetPrimParams(part, rules);
7574 }
7575 finally
7576 {
7577 parts[0].ParentGroup.areUpdatesSuspended = false;
7578 }
7579 }
7580 if (avatars.Count > 0)
7581 {
7582 foreach (ScenePresence avatar in avatars)
7583 SetPrimParams(avatar, rules);
7584 }
7095 } 7585 }
7096 7586
7097 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7587 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7588 float material_density, float material_friction,
7589 float material_restitution, float material_gravity_modifier)
7098 { 7590 {
7099 m_host.AddScriptLPS(1); 7591 ExtraPhysicsData physdata = new ExtraPhysicsData();
7592 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7593 physdata.Density = part.Density;
7594 physdata.Friction = part.Friction;
7595 physdata.Bounce = part.Bounciness;
7596 physdata.GravitationModifier = part.GravityModifier;
7100 7597
7101 setLinkPrimParams(linknumber, rules); 7598 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7599 physdata.Density = material_density;
7600 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7601 physdata.Friction = material_friction;
7602 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7603 physdata.Bounce = material_restitution;
7604 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7605 physdata.GravitationModifier = material_gravity_modifier;
7606
7607 part.UpdateExtraPhysics(physdata);
7102 } 7608 }
7103 7609
7104 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7610 public void llSetPhysicsMaterial(int material_bits,
7611 float material_gravity_modifier, float material_restitution,
7612 float material_friction, float material_density)
7105 { 7613 {
7106 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7614 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7615 }
7107 7616
7108 foreach (SceneObjectPart part in parts) 7617 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7109 SetPrimParams(part, rules); 7618 {
7619 llSetLinkPrimitiveParamsFast(linknumber, rules);
7620 ScriptSleep(200);
7621 }
7622
7623 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7624 {
7625 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7626 //We only support PRIM_POSITION and PRIM_ROTATION
7627
7628 int idx = 0;
7629
7630 while (idx < rules.Length)
7631 {
7632 int code = rules.GetLSLIntegerItem(idx++);
7633
7634 int remain = rules.Length - idx;
7635
7636 switch (code)
7637 {
7638 case (int)ScriptBaseClass.PRIM_POSITION:
7639 {
7640 if (remain < 1)
7641 return;
7642 LSL_Vector v;
7643 v = rules.GetVector3Item(idx++);
7644
7645 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7646 if (part == null)
7647 break;
7648
7649 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7650 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7651 if (llGetLinkNumber() > 1)
7652 {
7653 localRot = llGetLocalRot();
7654 localPos = llGetLocalPos();
7655 }
7656
7657 v -= localPos;
7658 v /= localRot;
7659
7660 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
7661
7662 v = v + 2 * sitOffset;
7663
7664 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7665 av.SendAvatarDataToAllAgents();
7666
7667 }
7668 break;
7669
7670 case (int)ScriptBaseClass.PRIM_ROTATION:
7671 {
7672 if (remain < 1)
7673 return;
7674
7675 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7676 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7677 if (llGetLinkNumber() > 1)
7678 {
7679 localRot = llGetLocalRot();
7680 localPos = llGetLocalPos();
7681 }
7682
7683 LSL_Rotation r;
7684 r = rules.GetQuaternionItem(idx++);
7685 r = r * llGetRootRotation() / localRot;
7686 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7687 av.SendAvatarDataToAllAgents();
7688 }
7689 break;
7690 }
7691 }
7110 } 7692 }
7111 7693
7112 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7694 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7113 { 7695 {
7696 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7697 return;
7698
7114 int idx = 0; 7699 int idx = 0;
7115 7700
7116 bool positionChanged = false; 7701 bool positionChanged = false;
@@ -7432,6 +8017,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7432 part.ScriptSetPhysicsStatus(physics); 8017 part.ScriptSetPhysicsStatus(physics);
7433 break; 8018 break;
7434 8019
8020 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
8021 if (remain < 1)
8022 return;
8023
8024 int shape_type = rules.GetLSLIntegerItem(idx++);
8025
8026 ExtraPhysicsData physdata = new ExtraPhysicsData();
8027 physdata.Density = part.Density;
8028 physdata.Bounce = part.Bounciness;
8029 physdata.GravitationModifier = part.GravityModifier;
8030 physdata.PhysShapeType = (PhysShapeType)shape_type;
8031
8032 part.UpdateExtraPhysics(physdata);
8033
8034 break;
8035
8036 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8037 if (remain < 5)
8038 return;
8039
8040 int material_bits = rules.GetLSLIntegerItem(idx++);
8041 float material_density = (float)rules.GetLSLFloatItem(idx++);
8042 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8043 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8044 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8045
8046 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8047
8048 break;
8049
7435 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8050 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7436 if (remain < 1) 8051 if (remain < 1)
7437 return; 8052 return;
@@ -7505,7 +8120,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7505 if (part.ParentGroup.RootPart == part) 8120 if (part.ParentGroup.RootPart == part)
7506 { 8121 {
7507 SceneObjectGroup parent = part.ParentGroup; 8122 SceneObjectGroup parent = part.ParentGroup;
7508 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8123 Util.FireAndForget(delegate(object x) {
8124 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8125 });
7509 } 8126 }
7510 else 8127 else
7511 { 8128 {
@@ -7516,6 +8133,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7516 } 8133 }
7517 } 8134 }
7518 } 8135 }
8136
8137 if (positionChanged)
8138 {
8139 if (part.ParentGroup.RootPart == part)
8140 {
8141 SceneObjectGroup parent = part.ParentGroup;
8142 Util.FireAndForget(delegate(object x) {
8143 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8144 });
8145 }
8146 else
8147 {
8148 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8149 SceneObjectGroup parent = part.ParentGroup;
8150 parent.HasGroupChanged = true;
8151 parent.ScheduleGroupForTerseUpdate();
8152 }
8153 }
7519 } 8154 }
7520 8155
7521 public LSL_String llStringToBase64(string str) 8156 public LSL_String llStringToBase64(string str)
@@ -7676,13 +8311,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7676 public LSL_Integer llGetNumberOfPrims() 8311 public LSL_Integer llGetNumberOfPrims()
7677 { 8312 {
7678 m_host.AddScriptLPS(1); 8313 m_host.AddScriptLPS(1);
7679 int avatarCount = 0; 8314 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7680 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8315
7681 {
7682 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
7683 avatarCount++;
7684 });
7685
7686 return m_host.ParentGroup.PrimCount + avatarCount; 8316 return m_host.ParentGroup.PrimCount + avatarCount;
7687 } 8317 }
7688 8318
@@ -7698,55 +8328,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7698 m_host.AddScriptLPS(1); 8328 m_host.AddScriptLPS(1);
7699 UUID objID = UUID.Zero; 8329 UUID objID = UUID.Zero;
7700 LSL_List result = new LSL_List(); 8330 LSL_List result = new LSL_List();
8331
8332 // If the ID is not valid, return null result
7701 if (!UUID.TryParse(obj, out objID)) 8333 if (!UUID.TryParse(obj, out objID))
7702 { 8334 {
7703 result.Add(new LSL_Vector()); 8335 result.Add(new LSL_Vector());
7704 result.Add(new LSL_Vector()); 8336 result.Add(new LSL_Vector());
7705 return result; 8337 return result;
7706 } 8338 }
8339
8340 // Check if this is an attached prim. If so, replace
8341 // the UUID with the avatar UUID and report it's bounding box
8342 SceneObjectPart part = World.GetSceneObjectPart(objID);
8343 if (part != null && part.ParentGroup.IsAttachment)
8344 objID = part.ParentGroup.AttachedAvatar;
8345
8346 // Find out if this is an avatar ID. If so, return it's box
7707 ScenePresence presence = World.GetScenePresence(objID); 8347 ScenePresence presence = World.GetScenePresence(objID);
7708 if (presence != null) 8348 if (presence != null)
7709 { 8349 {
7710 if (presence.ParentID == 0) // not sat on an object 8350 // As per LSL Wiki, there is no difference between sitting
8351 // and standing avatar since server 1.36
8352 LSL_Vector lower;
8353 LSL_Vector upper;
8354 if (presence.Animator.Animations.DefaultAnimation.AnimID
8355 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7711 { 8356 {
7712 LSL_Vector lower; 8357 // This is for ground sitting avatars
7713 LSL_Vector upper; 8358 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7714 if (presence.Animator.Animations.DefaultAnimation.AnimID 8359 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7715 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8360 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7716 {
7717 // This is for ground sitting avatars
7718 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7719 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7720 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7721 }
7722 else
7723 {
7724 // This is for standing/flying avatars
7725 float height = presence.Appearance.AvatarHeight / 2.0f;
7726 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7727 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7728 }
7729 result.Add(lower);
7730 result.Add(upper);
7731 return result;
7732 } 8361 }
7733 else 8362 else
7734 { 8363 {
7735 // sitting on an object so we need the bounding box of that 8364 // This is for standing/flying avatars
7736 // which should include the avatar so set the UUID to the 8365 float height = presence.Appearance.AvatarHeight / 2.0f;
7737 // UUID of the object the avatar is sat on and allow it to fall through 8366 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7738 // to processing an object 8367 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7739 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7740 objID = p.UUID;
7741 } 8368 }
8369
8370 // Adjust to the documented error offsets (see LSL Wiki)
8371 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8372 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8373
8374 if (lower.x > upper.x)
8375 lower.x = upper.x;
8376 if (lower.y > upper.y)
8377 lower.y = upper.y;
8378 if (lower.z > upper.z)
8379 lower.z = upper.z;
8380
8381 result.Add(lower);
8382 result.Add(upper);
8383 return result;
7742 } 8384 }
7743 SceneObjectPart part = World.GetSceneObjectPart(objID); 8385
8386 part = World.GetSceneObjectPart(objID);
7744 // Currently only works for single prims without a sitting avatar 8387 // Currently only works for single prims without a sitting avatar
7745 if (part != null) 8388 if (part != null)
7746 { 8389 {
7747 Vector3 halfSize = part.Scale / 2.0f; 8390 float minX;
7748 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8391 float maxX;
7749 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8392 float minY;
8393 float maxY;
8394 float minZ;
8395 float maxZ;
8396
8397 // This BBox is in sim coordinates, with the offset being
8398 // a contained point.
8399 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8400 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8401
8402 minX -= offsets[0].X;
8403 maxX -= offsets[0].X;
8404 minY -= offsets[0].Y;
8405 maxY -= offsets[0].Y;
8406 minZ -= offsets[0].Z;
8407 maxZ -= offsets[0].Z;
8408
8409 LSL_Vector lower;
8410 LSL_Vector upper;
8411
8412 // Adjust to the documented error offsets (see LSL Wiki)
8413 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8414 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8415
8416 if (lower.x > upper.x)
8417 lower.x = upper.x;
8418 if (lower.y > upper.y)
8419 lower.y = upper.y;
8420 if (lower.z > upper.z)
8421 lower.z = upper.z;
8422
7750 result.Add(lower); 8423 result.Add(lower);
7751 result.Add(upper); 8424 result.Add(upper);
7752 return result; 8425 return result;
@@ -7760,7 +8433,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7760 8433
7761 public LSL_Vector llGetGeometricCenter() 8434 public LSL_Vector llGetGeometricCenter()
7762 { 8435 {
7763 return new LSL_Vector(m_host.GetGeometricCenter().X, m_host.GetGeometricCenter().Y, m_host.GetGeometricCenter().Z); 8436 Vector3 tmp = m_host.GetGeometricCenter();
8437 return new LSL_Vector(tmp.X, tmp.Y, tmp.Z);
7764 } 8438 }
7765 8439
7766 public LSL_List llGetPrimitiveParams(LSL_List rules) 8440 public LSL_List llGetPrimitiveParams(LSL_List rules)
@@ -7826,13 +8500,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7826 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8500 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7827 part.AbsolutePosition.Y, 8501 part.AbsolutePosition.Y,
7828 part.AbsolutePosition.Z); 8502 part.AbsolutePosition.Z);
7829 // For some reason, the part.AbsolutePosition.* values do not change if the
7830 // linkset is rotated; they always reflect the child prim's world position
7831 // as though the linkset is unrotated. This is incompatible behavior with SL's
7832 // implementation, so will break scripts imported from there (not to mention it
7833 // makes it more difficult to determine a child prim's actual inworld position).
7834 if (part.ParentID != 0)
7835 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7836 res.Add(v); 8503 res.Add(v);
7837 break; 8504 break;
7838 8505
@@ -8003,56 +8670,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8003 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8670 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8004 if (remain < 1) 8671 if (remain < 1)
8005 return res; 8672 return res;
8006 8673 face = (int)rules.GetLSLIntegerItem(idx++);
8007 face=(int)rules.GetLSLIntegerItem(idx++);
8008 8674
8009 tex = part.Shape.Textures; 8675 tex = part.Shape.Textures;
8676 int shiny;
8010 if (face == ScriptBaseClass.ALL_SIDES) 8677 if (face == ScriptBaseClass.ALL_SIDES)
8011 { 8678 {
8012 for (face = 0; face < GetNumberOfSides(part); face++) 8679 for (face = 0; face < GetNumberOfSides(part); face++)
8013 { 8680 {
8014 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8681 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8015 // Convert Shininess to PRIM_SHINY_* 8682 if (shinyness == Shininess.High)
8016 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8683 {
8017 // PRIM_BUMP_* 8684 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8018 res.Add(new LSL_Integer((int)texface.Bump)); 8685 }
8686 else if (shinyness == Shininess.Medium)
8687 {
8688 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8689 }
8690 else if (shinyness == Shininess.Low)
8691 {
8692 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8693 }
8694 else
8695 {
8696 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8697 }
8698 res.Add(new LSL_Integer(shiny));
8699 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8019 } 8700 }
8020 } 8701 }
8021 else 8702 else
8022 { 8703 {
8023 if (face >= 0 && face < GetNumberOfSides(part)) 8704 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8705 if (shinyness == Shininess.High)
8024 { 8706 {
8025 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8707 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8026 // Convert Shininess to PRIM_SHINY_* 8708 }
8027 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8709 else if (shinyness == Shininess.Medium)
8028 // PRIM_BUMP_* 8710 {
8029 res.Add(new LSL_Integer((int)texface.Bump)); 8711 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8030 } 8712 }
8713 else if (shinyness == Shininess.Low)
8714 {
8715 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8716 }
8717 else
8718 {
8719 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8720 }
8721 res.Add(new LSL_Integer(shiny));
8722 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8031 } 8723 }
8032 break; 8724 break;
8033 8725
8034 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8726 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8035 if (remain < 1) 8727 if (remain < 1)
8036 return res; 8728 return res;
8037 8729 face = (int)rules.GetLSLIntegerItem(idx++);
8038 face=(int)rules.GetLSLIntegerItem(idx++);
8039 8730
8040 tex = part.Shape.Textures; 8731 tex = part.Shape.Textures;
8732 int fullbright;
8041 if (face == ScriptBaseClass.ALL_SIDES) 8733 if (face == ScriptBaseClass.ALL_SIDES)
8042 { 8734 {
8043 for (face = 0; face < GetNumberOfSides(part); face++) 8735 for (face = 0; face < GetNumberOfSides(part); face++)
8044 { 8736 {
8045 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8737 if (tex.GetFace((uint)face).Fullbright == true)
8046 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8738 {
8739 fullbright = ScriptBaseClass.TRUE;
8740 }
8741 else
8742 {
8743 fullbright = ScriptBaseClass.FALSE;
8744 }
8745 res.Add(new LSL_Integer(fullbright));
8047 } 8746 }
8048 } 8747 }
8049 else 8748 else
8050 { 8749 {
8051 if (face >= 0 && face < GetNumberOfSides(part)) 8750 if (tex.GetFace((uint)face).Fullbright == true)
8052 { 8751 {
8053 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8752 fullbright = ScriptBaseClass.TRUE;
8054 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0));
8055 } 8753 }
8754 else
8755 {
8756 fullbright = ScriptBaseClass.FALSE;
8757 }
8758 res.Add(new LSL_Integer(fullbright));
8056 } 8759 }
8057 break; 8760 break;
8058 8761
@@ -8074,27 +8777,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8074 break; 8777 break;
8075 8778
8076 case (int)ScriptBaseClass.PRIM_TEXGEN: 8779 case (int)ScriptBaseClass.PRIM_TEXGEN:
8780 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8077 if (remain < 1) 8781 if (remain < 1)
8078 return res; 8782 return res;
8079 8783 face = (int)rules.GetLSLIntegerItem(idx++);
8080 face=(int)rules.GetLSLIntegerItem(idx++);
8081 8784
8082 tex = part.Shape.Textures; 8785 tex = part.Shape.Textures;
8083 if (face == ScriptBaseClass.ALL_SIDES) 8786 if (face == ScriptBaseClass.ALL_SIDES)
8084 { 8787 {
8085 for (face = 0; face < GetNumberOfSides(part); face++) 8788 for (face = 0; face < GetNumberOfSides(part); face++)
8086 { 8789 {
8087 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8790 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8088 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8791 {
8089 res.Add(new LSL_Integer((uint)texgen >> 1)); 8792 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8793 }
8794 else
8795 {
8796 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8797 }
8090 } 8798 }
8091 } 8799 }
8092 else 8800 else
8093 { 8801 {
8094 if (face >= 0 && face < GetNumberOfSides(part)) 8802 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8803 {
8804 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8805 }
8806 else
8095 { 8807 {
8096 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8808 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8097 res.Add(new LSL_Integer((uint)texgen >> 1));
8098 } 8809 }
8099 } 8810 }
8100 break; 8811 break;
@@ -8117,28 +8828,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8117 case (int)ScriptBaseClass.PRIM_GLOW: 8828 case (int)ScriptBaseClass.PRIM_GLOW:
8118 if (remain < 1) 8829 if (remain < 1)
8119 return res; 8830 return res;
8120 8831 face = (int)rules.GetLSLIntegerItem(idx++);
8121 face=(int)rules.GetLSLIntegerItem(idx++);
8122 8832
8123 tex = part.Shape.Textures; 8833 tex = part.Shape.Textures;
8834 float primglow;
8124 if (face == ScriptBaseClass.ALL_SIDES) 8835 if (face == ScriptBaseClass.ALL_SIDES)
8125 { 8836 {
8126 for (face = 0; face < GetNumberOfSides(part); face++) 8837 for (face = 0; face < GetNumberOfSides(part); face++)
8127 { 8838 {
8128 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8839 primglow = tex.GetFace((uint)face).Glow;
8129 res.Add(new LSL_Float(texface.Glow)); 8840 res.Add(new LSL_Float(primglow));
8130 } 8841 }
8131 } 8842 }
8132 else 8843 else
8133 { 8844 {
8134 if (face >= 0 && face < GetNumberOfSides(part)) 8845 primglow = tex.GetFace((uint)face).Glow;
8135 { 8846 res.Add(new LSL_Float(primglow));
8136 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8137 res.Add(new LSL_Float(texface.Glow));
8138 }
8139 } 8847 }
8140 break; 8848 break;
8141
8142 case (int)ScriptBaseClass.PRIM_TEXT: 8849 case (int)ScriptBaseClass.PRIM_TEXT:
8143 Color4 textColor = part.GetTextColor(); 8850 Color4 textColor = part.GetTextColor();
8144 res.Add(new LSL_String(part.Text)); 8851 res.Add(new LSL_String(part.Text));
@@ -8750,8 +9457,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8750 // The function returns an ordered list 9457 // The function returns an ordered list
8751 // representing the tokens found in the supplied 9458 // representing the tokens found in the supplied
8752 // sources string. If two successive tokenizers 9459 // sources string. If two successive tokenizers
8753 // are encountered, then a NULL entry is added 9460 // are encountered, then a null-string entry is
8754 // to the list. 9461 // added to the list.
8755 // 9462 //
8756 // It is a precondition that the source and 9463 // It is a precondition that the source and
8757 // toekizer lisst are non-null. If they are null, 9464 // toekizer lisst are non-null. If they are null,
@@ -8759,7 +9466,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8759 // while their lengths are being determined. 9466 // while their lengths are being determined.
8760 // 9467 //
8761 // A small amount of working memoryis required 9468 // A small amount of working memoryis required
8762 // of approximately 8*#tokenizers. 9469 // of approximately 8*#tokenizers + 8*srcstrlen.
8763 // 9470 //
8764 // There are many ways in which this function 9471 // There are many ways in which this function
8765 // can be implemented, this implementation is 9472 // can be implemented, this implementation is
@@ -8775,155 +9482,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8775 // and eliminates redundant tokenizers as soon 9482 // and eliminates redundant tokenizers as soon
8776 // as is possible. 9483 // as is possible.
8777 // 9484 //
8778 // The implementation tries to avoid any copying 9485 // The implementation tries to minimize temporary
8779 // of arrays or other objects. 9486 // garbage generation.
8780 // </remarks> 9487 // </remarks>
8781 9488
8782 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9489 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8783 { 9490 {
8784 int beginning = 0; 9491 return ParseString2List(src, separators, spacers, true);
8785 int srclen = src.Length; 9492 }
8786 int seplen = separators.Length;
8787 object[] separray = separators.Data;
8788 int spclen = spacers.Length;
8789 object[] spcarray = spacers.Data;
8790 int mlen = seplen+spclen;
8791
8792 int[] offset = new int[mlen+1];
8793 bool[] active = new bool[mlen];
8794
8795 int best;
8796 int j;
8797
8798 // Initial capacity reduces resize cost
8799 9493
8800 LSL_List tokens = new LSL_List(); 9494 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9495 {
9496 int srclen = src.Length;
9497 int seplen = separators.Length;
9498 object[] separray = separators.Data;
9499 int spclen = spacers.Length;
9500 object[] spcarray = spacers.Data;
9501 int dellen = 0;
9502 string[] delarray = new string[seplen+spclen];
8801 9503
8802 // All entries are initially valid 9504 int outlen = 0;
9505 string[] outarray = new string[srclen*2+1];
8803 9506
8804 for (int i = 0; i < mlen; i++) 9507 int i, j;
8805 active[i] = true; 9508 string d;
8806 9509
8807 offset[mlen] = srclen; 9510 m_host.AddScriptLPS(1);
8808 9511
8809 while (beginning < srclen) 9512 /*
9513 * Convert separator and spacer lists to C# strings.
9514 * Also filter out null strings so we don't hang.
9515 */
9516 for (i = 0; i < seplen; i ++)
8810 { 9517 {
9518 d = separray[i].ToString();
9519 if (d.Length > 0)
9520 {
9521 delarray[dellen++] = d;
9522 }
9523 }
9524 seplen = dellen;
8811 9525
8812 best = mlen; // as bad as it gets 9526 for (i = 0; i < spclen; i ++)
9527 {
9528 d = spcarray[i].ToString();
9529 if (d.Length > 0)
9530 {
9531 delarray[dellen++] = d;
9532 }
9533 }
8813 9534
8814 // Scan for separators 9535 /*
9536 * Scan through source string from beginning to end.
9537 */
9538 for (i = 0;;)
9539 {
8815 9540
8816 for (j = 0; j < seplen; j++) 9541 /*
9542 * Find earliest delimeter in src starting at i (if any).
9543 */
9544 int earliestDel = -1;
9545 int earliestSrc = srclen;
9546 string earliestStr = null;
9547 for (j = 0; j < dellen; j ++)
8817 { 9548 {
8818 if (separray[j].ToString() == String.Empty) 9549 d = delarray[j];
8819 active[j] = false; 9550 if (d != null)
8820
8821 if (active[j])
8822 { 9551 {
8823 // scan all of the markers 9552 int index = src.IndexOf(d, i);
8824 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9553 if (index < 0)
8825 { 9554 {
8826 // not present at all 9555 delarray[j] = null; // delim nowhere in src, don't check it anymore
8827 active[j] = false;
8828 } 9556 }
8829 else 9557 else if (index < earliestSrc)
8830 { 9558 {
8831 // present and correct 9559 earliestSrc = index; // where delimeter starts in source string
8832 if (offset[j] < offset[best]) 9560 earliestDel = j; // where delimeter is in delarray[]
8833 { 9561 earliestStr = d; // the delimeter string from delarray[]
8834 // closest so far 9562 if (index == i) break; // can't do any better than found at beg of string
8835 best = j;
8836 if (offset[best] == beginning)
8837 break;
8838 }
8839 } 9563 }
8840 } 9564 }
8841 } 9565 }
8842 9566
8843 // Scan for spacers 9567 /*
8844 9568 * Output source string starting at i through start of earliest delimeter.
8845 if (offset[best] != beginning) 9569 */
9570 if (keepNulls || (earliestSrc > i))
8846 { 9571 {
8847 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9572 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8848 {
8849 if (spcarray[j-seplen].ToString() == String.Empty)
8850 active[j] = false;
8851
8852 if (active[j])
8853 {
8854 // scan all of the markers
8855 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8856 {
8857 // not present at all
8858 active[j] = false;
8859 }
8860 else
8861 {
8862 // present and correct
8863 if (offset[j] < offset[best])
8864 {
8865 // closest so far
8866 best = j;
8867 }
8868 }
8869 }
8870 }
8871 } 9573 }
8872 9574
8873 // This is the normal exit from the scanning loop 9575 /*
9576 * If no delimeter found at or after i, we're done scanning.
9577 */
9578 if (earliestDel < 0) break;
8874 9579
8875 if (best == mlen) 9580 /*
9581 * If delimeter was a spacer, output the spacer.
9582 */
9583 if (earliestDel >= seplen)
8876 { 9584 {
8877 // no markers were found on this pass 9585 outarray[outlen++] = earliestStr;
8878 // so we're pretty much done
8879 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8880 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8881 break;
8882 } 9586 }
8883 9587
8884 // Otherwise we just add the newly delimited token 9588 /*
8885 // and recalculate where the search should continue. 9589 * Look at rest of src string following delimeter.
8886 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9590 */
8887 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9591 i = earliestSrc + earliestStr.Length;
8888
8889 if (best < seplen)
8890 {
8891 beginning = offset[best] + (separray[best].ToString()).Length;
8892 }
8893 else
8894 {
8895 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8896 string str = spcarray[best - seplen].ToString();
8897 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8898 tokens.Add(new LSL_String(str));
8899 }
8900 } 9592 }
8901 9593
8902 // This an awkward an not very intuitive boundary case. If the 9594 /*
8903 // last substring is a tokenizer, then there is an implied trailing 9595 * Make up an exact-sized output array suitable for an LSL_List object.
8904 // null list entry. Hopefully the single comparison will not be too 9596 */
8905 // arduous. Alternatively the 'break' could be replced with a return 9597 object[] outlist = new object[outlen];
8906 // but that's shabby programming. 9598 for (i = 0; i < outlen; i ++)
8907
8908 if ((beginning == srclen) && (keepNulls))
8909 { 9599 {
8910 if (srclen != 0) 9600 outlist[i] = new LSL_String(outarray[i]);
8911 tokens.Add(new LSL_String(""));
8912 } 9601 }
8913 9602 return new LSL_List(outlist);
8914 return tokens;
8915 }
8916
8917 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8918 {
8919 m_host.AddScriptLPS(1);
8920 return this.ParseString(src, separators, spacers, false);
8921 }
8922
8923 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8924 {
8925 m_host.AddScriptLPS(1);
8926 return this.ParseString(src, separators, spacers, true);
8927 } 9603 }
8928 9604
8929 public LSL_Integer llGetObjectPermMask(int mask) 9605 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9000,28 +9676,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9000 { 9676 {
9001 m_host.AddScriptLPS(1); 9677 m_host.AddScriptLPS(1);
9002 9678
9003 lock (m_host.TaskInventory) 9679 m_host.TaskInventory.LockItemsForRead(true);
9680 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9004 { 9681 {
9005 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9682 if (inv.Value.Name == item)
9006 { 9683 {
9007 if (inv.Value.Name == item) 9684 m_host.TaskInventory.LockItemsForRead(false);
9685 switch (mask)
9008 { 9686 {
9009 switch (mask) 9687 case 0:
9010 { 9688 return (int)inv.Value.BasePermissions;
9011 case 0: 9689 case 1:
9012 return (int)inv.Value.BasePermissions; 9690 return (int)inv.Value.CurrentPermissions;
9013 case 1: 9691 case 2:
9014 return (int)inv.Value.CurrentPermissions; 9692 return (int)inv.Value.GroupPermissions;
9015 case 2: 9693 case 3:
9016 return (int)inv.Value.GroupPermissions; 9694 return (int)inv.Value.EveryonePermissions;
9017 case 3: 9695 case 4:
9018 return (int)inv.Value.EveryonePermissions; 9696 return (int)inv.Value.NextPermissions;
9019 case 4:
9020 return (int)inv.Value.NextPermissions;
9021 }
9022 } 9697 }
9023 } 9698 }
9024 } 9699 }
9700 m_host.TaskInventory.LockItemsForRead(false);
9025 9701
9026 return -1; 9702 return -1;
9027 } 9703 }
@@ -9068,16 +9744,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9068 { 9744 {
9069 m_host.AddScriptLPS(1); 9745 m_host.AddScriptLPS(1);
9070 9746
9071 lock (m_host.TaskInventory) 9747 m_host.TaskInventory.LockItemsForRead(true);
9748 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9072 { 9749 {
9073 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9750 if (inv.Value.Name == item)
9074 { 9751 {
9075 if (inv.Value.Name == item) 9752 m_host.TaskInventory.LockItemsForRead(false);
9076 { 9753 return inv.Value.CreatorID.ToString();
9077 return inv.Value.CreatorID.ToString();
9078 }
9079 } 9754 }
9080 } 9755 }
9756 m_host.TaskInventory.LockItemsForRead(false);
9081 9757
9082 llSay(0, "No item name '" + item + "'"); 9758 llSay(0, "No item name '" + item + "'");
9083 9759
@@ -9203,9 +9879,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9203 { 9879 {
9204 try 9880 try
9205 { 9881 {
9882 /*
9206 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId); 9883 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
9207 if (obj != null) 9884 if (obj != null)
9208 return (double)obj.GetMass(); 9885 return (double)obj.GetMass();
9886 */
9887 // return total object mass
9888 SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
9889 if (obj != null)
9890 return obj.GetMass();
9891
9209 // the object is null so the key is for an avatar 9892 // the object is null so the key is for an avatar
9210 ScenePresence avatar = World.GetScenePresence(key); 9893 ScenePresence avatar = World.GetScenePresence(key);
9211 if (avatar != null) 9894 if (avatar != null)
@@ -9225,7 +9908,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9225 } 9908 }
9226 9909
9227 /// <summary> 9910 /// <summary>
9228 /// illListReplaceList removes the sub-list defined by the inclusive indices 9911 /// llListReplaceList removes the sub-list defined by the inclusive indices
9229 /// start and end and inserts the src list in its place. The inclusive 9912 /// start and end and inserts the src list in its place. The inclusive
9230 /// nature of the indices means that at least one element must be deleted 9913 /// nature of the indices means that at least one element must be deleted
9231 /// if the indices are within the bounds of the existing list. I.e. 2,2 9914 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9282,16 +9965,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9282 // based upon end. Note that if end exceeds the upper 9965 // based upon end. Note that if end exceeds the upper
9283 // bound in this case, the entire destination list 9966 // bound in this case, the entire destination list
9284 // is removed. 9967 // is removed.
9285 else 9968 else if (start == 0)
9286 { 9969 {
9287 if (end + 1 < dest.Length) 9970 if (end + 1 < dest.Length)
9288 {
9289 return src + dest.GetSublist(end + 1, -1); 9971 return src + dest.GetSublist(end + 1, -1);
9290 }
9291 else 9972 else
9292 {
9293 return src; 9973 return src;
9294 } 9974 }
9975 else // Start < 0
9976 {
9977 if (end + 1 < dest.Length)
9978 return dest.GetSublist(end + 1, -1);
9979 else
9980 return new LSL_List();
9295 } 9981 }
9296 } 9982 }
9297 // Finally, if start > end, we strip away a prefix and 9983 // Finally, if start > end, we strip away a prefix and
@@ -9342,17 +10028,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9342 int width = 0; 10028 int width = 0;
9343 int height = 0; 10029 int height = 0;
9344 10030
9345 ParcelMediaCommandEnum? commandToSend = null; 10031 uint commandToSend = 0;
9346 float time = 0.0f; // default is from start 10032 float time = 0.0f; // default is from start
9347 10033
9348 ScenePresence presence = null; 10034 ScenePresence presence = null;
9349 10035
9350 for (int i = 0; i < commandList.Data.Length; i++) 10036 for (int i = 0; i < commandList.Data.Length; i++)
9351 { 10037 {
9352 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10038 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9353 switch (command) 10039 switch (command)
9354 { 10040 {
9355 case ParcelMediaCommandEnum.Agent: 10041 case (uint)ParcelMediaCommandEnum.Agent:
9356 // we send only to one agent 10042 // we send only to one agent
9357 if ((i + 1) < commandList.Length) 10043 if ((i + 1) < commandList.Length)
9358 { 10044 {
@@ -9369,25 +10055,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9369 } 10055 }
9370 break; 10056 break;
9371 10057
9372 case ParcelMediaCommandEnum.Loop: 10058 case (uint)ParcelMediaCommandEnum.Loop:
9373 loop = 1; 10059 loop = 1;
9374 commandToSend = command; 10060 commandToSend = command;
9375 update = true; //need to send the media update packet to set looping 10061 update = true; //need to send the media update packet to set looping
9376 break; 10062 break;
9377 10063
9378 case ParcelMediaCommandEnum.Play: 10064 case (uint)ParcelMediaCommandEnum.Play:
9379 loop = 0; 10065 loop = 0;
9380 commandToSend = command; 10066 commandToSend = command;
9381 update = true; //need to send the media update packet to make sure it doesn't loop 10067 update = true; //need to send the media update packet to make sure it doesn't loop
9382 break; 10068 break;
9383 10069
9384 case ParcelMediaCommandEnum.Pause: 10070 case (uint)ParcelMediaCommandEnum.Pause:
9385 case ParcelMediaCommandEnum.Stop: 10071 case (uint)ParcelMediaCommandEnum.Stop:
9386 case ParcelMediaCommandEnum.Unload: 10072 case (uint)ParcelMediaCommandEnum.Unload:
9387 commandToSend = command; 10073 commandToSend = command;
9388 break; 10074 break;
9389 10075
9390 case ParcelMediaCommandEnum.Url: 10076 case (uint)ParcelMediaCommandEnum.Url:
9391 if ((i + 1) < commandList.Length) 10077 if ((i + 1) < commandList.Length)
9392 { 10078 {
9393 if (commandList.Data[i + 1] is LSL_String) 10079 if (commandList.Data[i + 1] is LSL_String)
@@ -9400,7 +10086,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9400 } 10086 }
9401 break; 10087 break;
9402 10088
9403 case ParcelMediaCommandEnum.Texture: 10089 case (uint)ParcelMediaCommandEnum.Texture:
9404 if ((i + 1) < commandList.Length) 10090 if ((i + 1) < commandList.Length)
9405 { 10091 {
9406 if (commandList.Data[i + 1] is LSL_String) 10092 if (commandList.Data[i + 1] is LSL_String)
@@ -9413,7 +10099,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9413 } 10099 }
9414 break; 10100 break;
9415 10101
9416 case ParcelMediaCommandEnum.Time: 10102 case (uint)ParcelMediaCommandEnum.Time:
9417 if ((i + 1) < commandList.Length) 10103 if ((i + 1) < commandList.Length)
9418 { 10104 {
9419 if (commandList.Data[i + 1] is LSL_Float) 10105 if (commandList.Data[i + 1] is LSL_Float)
@@ -9425,7 +10111,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9425 } 10111 }
9426 break; 10112 break;
9427 10113
9428 case ParcelMediaCommandEnum.AutoAlign: 10114 case (uint)ParcelMediaCommandEnum.AutoAlign:
9429 if ((i + 1) < commandList.Length) 10115 if ((i + 1) < commandList.Length)
9430 { 10116 {
9431 if (commandList.Data[i + 1] is LSL_Integer) 10117 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9439,7 +10125,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9439 } 10125 }
9440 break; 10126 break;
9441 10127
9442 case ParcelMediaCommandEnum.Type: 10128 case (uint)ParcelMediaCommandEnum.Type:
9443 if ((i + 1) < commandList.Length) 10129 if ((i + 1) < commandList.Length)
9444 { 10130 {
9445 if (commandList.Data[i + 1] is LSL_String) 10131 if (commandList.Data[i + 1] is LSL_String)
@@ -9452,7 +10138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9452 } 10138 }
9453 break; 10139 break;
9454 10140
9455 case ParcelMediaCommandEnum.Desc: 10141 case (uint)ParcelMediaCommandEnum.Desc:
9456 if ((i + 1) < commandList.Length) 10142 if ((i + 1) < commandList.Length)
9457 { 10143 {
9458 if (commandList.Data[i + 1] is LSL_String) 10144 if (commandList.Data[i + 1] is LSL_String)
@@ -9465,7 +10151,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9465 } 10151 }
9466 break; 10152 break;
9467 10153
9468 case ParcelMediaCommandEnum.Size: 10154 case (uint)ParcelMediaCommandEnum.Size:
9469 if ((i + 2) < commandList.Length) 10155 if ((i + 2) < commandList.Length)
9470 { 10156 {
9471 if (commandList.Data[i + 1] is LSL_Integer) 10157 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9535,7 +10221,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9535 } 10221 }
9536 } 10222 }
9537 10223
9538 if (commandToSend != null) 10224 if (commandToSend != 0)
9539 { 10225 {
9540 // the commandList contained a start/stop/... command, too 10226 // the commandList contained a start/stop/... command, too
9541 if (presence == null) 10227 if (presence == null)
@@ -9572,7 +10258,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9572 10258
9573 if (aList.Data[i] != null) 10259 if (aList.Data[i] != null)
9574 { 10260 {
9575 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10261 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9576 { 10262 {
9577 case ParcelMediaCommandEnum.Url: 10263 case ParcelMediaCommandEnum.Url:
9578 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10264 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9615,16 +10301,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9615 { 10301 {
9616 m_host.AddScriptLPS(1); 10302 m_host.AddScriptLPS(1);
9617 10303
9618 lock (m_host.TaskInventory) 10304 m_host.TaskInventory.LockItemsForRead(true);
10305 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9619 { 10306 {
9620 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10307 if (inv.Value.Name == name)
9621 { 10308 {
9622 if (inv.Value.Name == name) 10309 m_host.TaskInventory.LockItemsForRead(false);
9623 { 10310 return inv.Value.Type;
9624 return inv.Value.Type;
9625 }
9626 } 10311 }
9627 } 10312 }
10313 m_host.TaskInventory.LockItemsForRead(false);
9628 10314
9629 return -1; 10315 return -1;
9630 } 10316 }
@@ -9635,15 +10321,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9635 10321
9636 if (quick_pay_buttons.Data.Length < 4) 10322 if (quick_pay_buttons.Data.Length < 4)
9637 { 10323 {
9638 LSLError("List must have at least 4 elements"); 10324 int x;
9639 return; 10325 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10326 {
10327 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10328 }
9640 } 10329 }
9641 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10330 int[] nPrice = new int[5];
9642 10331 nPrice[0] = price;
9643 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10332 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9644 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10333 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9645 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10334 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9646 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10335 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10336 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9647 m_host.ParentGroup.HasGroupChanged = true; 10337 m_host.ParentGroup.HasGroupChanged = true;
9648 } 10338 }
9649 10339
@@ -9659,6 +10349,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9659 ShoutError("No permissions to track the camera"); 10349 ShoutError("No permissions to track the camera");
9660 return new LSL_Vector(); 10350 return new LSL_Vector();
9661 } 10351 }
10352 m_host.TaskInventory.LockItemsForRead(false);
9662 10353
9663 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10354 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9664 if (presence != null) 10355 if (presence != null)
@@ -9681,6 +10372,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9681 ShoutError("No permissions to track the camera"); 10372 ShoutError("No permissions to track the camera");
9682 return new LSL_Rotation(); 10373 return new LSL_Rotation();
9683 } 10374 }
10375 m_host.TaskInventory.LockItemsForRead(false);
9684 10376
9685 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10377 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9686 if (presence != null) 10378 if (presence != null)
@@ -9742,8 +10434,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9742 { 10434 {
9743 m_host.AddScriptLPS(1); 10435 m_host.AddScriptLPS(1);
9744 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0); 10436 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0);
9745 if (detectedParams == null) return; // only works on the first detected avatar 10437 if (detectedParams == null)
9746 10438 {
10439 if (m_host.ParentGroup.IsAttachment == true)
10440 {
10441 detectedParams = new DetectParams();
10442 detectedParams.Key = m_host.OwnerID;
10443 }
10444 else
10445 {
10446 return;
10447 }
10448 }
10449
9747 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10450 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9748 if (avatar != null) 10451 if (avatar != null)
9749 { 10452 {
@@ -9751,6 +10454,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9751 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10454 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9752 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10455 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9753 } 10456 }
10457
9754 ScriptSleep(1000); 10458 ScriptSleep(1000);
9755 } 10459 }
9756 10460
@@ -9874,12 +10578,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9874 10578
9875 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10579 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9876 object[] data = rules.Data; 10580 object[] data = rules.Data;
9877 for (int i = 0; i < data.Length; ++i) { 10581 for (int i = 0; i < data.Length; ++i)
10582 {
9878 int type = Convert.ToInt32(data[i++].ToString()); 10583 int type = Convert.ToInt32(data[i++].ToString());
9879 if (i >= data.Length) break; // odd number of entries => ignore the last 10584 if (i >= data.Length) break; // odd number of entries => ignore the last
9880 10585
9881 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10586 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9882 switch (type) { 10587 switch (type)
10588 {
9883 case ScriptBaseClass.CAMERA_FOCUS: 10589 case ScriptBaseClass.CAMERA_FOCUS:
9884 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10590 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9885 case ScriptBaseClass.CAMERA_POSITION: 10591 case ScriptBaseClass.CAMERA_POSITION:
@@ -9985,19 +10691,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9985 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10691 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9986 { 10692 {
9987 m_host.AddScriptLPS(1); 10693 m_host.AddScriptLPS(1);
9988 string ret = String.Empty; 10694
9989 string src1 = llBase64ToString(str1); 10695 if (str1 == String.Empty)
9990 string src2 = llBase64ToString(str2); 10696 return String.Empty;
9991 int c = 0; 10697 if (str2 == String.Empty)
9992 for (int i = 0; i < src1.Length; i++) 10698 return str1;
10699
10700 int len = str2.Length;
10701 if ((len % 4) != 0) // LL is EVIL!!!!
9993 { 10702 {
9994 ret += (char) (src1[i] ^ src2[c]); 10703 while (str2.EndsWith("="))
10704 str2 = str2.Substring(0, str2.Length - 1);
10705
10706 len = str2.Length;
10707 int mod = len % 4;
9995 10708
9996 c++; 10709 if (mod == 1)
9997 if (c >= src2.Length) 10710 str2 = str2.Substring(0, str2.Length - 1);
9998 c = 0; 10711 else if (mod == 2)
10712 str2 += "==";
10713 else if (mod == 3)
10714 str2 += "=";
9999 } 10715 }
10000 return llStringToBase64(ret); 10716
10717 byte[] data1;
10718 byte[] data2;
10719 try
10720 {
10721 data1 = Convert.FromBase64String(str1);
10722 data2 = Convert.FromBase64String(str2);
10723 }
10724 catch (Exception)
10725 {
10726 return new LSL_String(String.Empty);
10727 }
10728
10729 byte[] d2 = new Byte[data1.Length];
10730 int pos = 0;
10731
10732 if (data1.Length <= data2.Length)
10733 {
10734 Array.Copy(data2, 0, d2, 0, data1.Length);
10735 }
10736 else
10737 {
10738 while (pos < data1.Length)
10739 {
10740 len = data1.Length - pos;
10741 if (len > data2.Length)
10742 len = data2.Length;
10743
10744 Array.Copy(data2, 0, d2, pos, len);
10745 pos += len;
10746 }
10747 }
10748
10749 for (pos = 0 ; pos < data1.Length ; pos++ )
10750 data1[pos] ^= d2[pos];
10751
10752 return Convert.ToBase64String(data1);
10001 } 10753 }
10002 10754
10003 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10755 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10054,12 +10806,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10054 Regex r = new Regex(authregex); 10806 Regex r = new Regex(authregex);
10055 int[] gnums = r.GetGroupNumbers(); 10807 int[] gnums = r.GetGroupNumbers();
10056 Match m = r.Match(url); 10808 Match m = r.Match(url);
10057 if (m.Success) { 10809 if (m.Success)
10058 for (int i = 1; i < gnums.Length; i++) { 10810 {
10811 for (int i = 1; i < gnums.Length; i++)
10812 {
10059 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10813 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10060 //CaptureCollection cc = g.Captures; 10814 //CaptureCollection cc = g.Captures;
10061 } 10815 }
10062 if (m.Groups.Count == 5) { 10816 if (m.Groups.Count == 5)
10817 {
10063 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10818 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10064 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10819 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10065 } 10820 }
@@ -10422,15 +11177,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10422 11177
10423 internal UUID ScriptByName(string name) 11178 internal UUID ScriptByName(string name)
10424 { 11179 {
10425 lock (m_host.TaskInventory) 11180 m_host.TaskInventory.LockItemsForRead(true);
11181
11182 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10426 { 11183 {
10427 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 11184 if (item.Type == 10 && item.Name == name)
10428 { 11185 {
10429 if (item.Type == 10 && item.Name == name) 11186 m_host.TaskInventory.LockItemsForRead(false);
10430 return item.ItemID; 11187 return item.ItemID;
10431 } 11188 }
10432 } 11189 }
10433 11190
11191 m_host.TaskInventory.LockItemsForRead(false);
11192
10434 return UUID.Zero; 11193 return UUID.Zero;
10435 } 11194 }
10436 11195
@@ -10471,6 +11230,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10471 { 11230 {
10472 m_host.AddScriptLPS(1); 11231 m_host.AddScriptLPS(1);
10473 11232
11233 //Clone is thread safe
10474 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11234 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10475 11235
10476 UUID assetID = UUID.Zero; 11236 UUID assetID = UUID.Zero;
@@ -10533,6 +11293,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10533 { 11293 {
10534 m_host.AddScriptLPS(1); 11294 m_host.AddScriptLPS(1);
10535 11295
11296 //Clone is thread safe
10536 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11297 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10537 11298
10538 UUID assetID = UUID.Zero; 11299 UUID assetID = UUID.Zero;
@@ -10613,15 +11374,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10613 return GetLinkPrimitiveParams(obj, rules); 11374 return GetLinkPrimitiveParams(obj, rules);
10614 } 11375 }
10615 11376
10616 public void print(string str) 11377 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10617 { 11378 {
10618 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11379 List<SceneObjectPart> parts = GetLinkParts(link);
10619 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_item.ItemID, "OSSL"); 11380 if (parts.Count < 1)
10620 if (ossl != null) 11381 return 0;
10621 { 11382
10622 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11383 return GetNumberOfSides(parts[0]);
10623 m_log.Info("LSL print():" + str);
10624 }
10625 } 11384 }
10626 11385
10627 private string Name2Username(string name) 11386 private string Name2Username(string name)
@@ -10667,155 +11426,482 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10667 return rq.ToString(); 11426 return rq.ToString();
10668 } 11427 }
10669 11428
11429 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11430 {
11431 m_SayShoutCount = 0;
11432 }
11433
11434 private struct Tri
11435 {
11436 public Vector3 p1;
11437 public Vector3 p2;
11438 public Vector3 p3;
11439 }
11440
11441 private bool InBoundingBox(ScenePresence avatar, Vector3 point)
11442 {
11443 float height = avatar.Appearance.AvatarHeight;
11444 Vector3 b1 = avatar.AbsolutePosition + new Vector3(-0.22f, -0.22f, -height/2);
11445 Vector3 b2 = avatar.AbsolutePosition + new Vector3(0.22f, 0.22f, height/2);
11446
11447 if (point.X > b1.X && point.X < b2.X &&
11448 point.Y > b1.Y && point.Y < b2.Y &&
11449 point.Z > b1.Z && point.Z < b2.Z)
11450 return true;
11451 return false;
11452 }
11453
11454 private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
11455 {
11456 List<ContactResult> contacts = new List<ContactResult>();
11457
11458 Vector3 ab = rayEnd - rayStart;
11459
11460 World.ForEachScenePresence(delegate(ScenePresence sp)
11461 {
11462 Vector3 ac = sp.AbsolutePosition - rayStart;
11463 Vector3 bc = sp.AbsolutePosition - rayEnd;
11464
11465 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11466
11467 if (d > 1.5)
11468 return;
11469
11470 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11471
11472 if (d2 > 0)
11473 return;
11474
11475 double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
11476 Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), (float)Vector3.Mag(ab));
11477
11478 if (!InBoundingBox(sp, p))
11479 return;
11480
11481 ContactResult result = new ContactResult ();
11482 result.ConsumerID = sp.LocalId;
11483 result.Depth = Vector3.Distance(rayStart, p);
11484 result.Normal = Vector3.Zero;
11485 result.Pos = p;
11486
11487 contacts.Add(result);
11488 });
11489
11490 return contacts.ToArray();
11491 }
11492
11493 private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
11494 {
11495 Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
11496 List<ContactResult> contacts = new List<ContactResult>();
11497
11498 Vector3 ab = rayEnd - rayStart;
11499
11500 World.ForEachSOG(delegate(SceneObjectGroup group)
11501 {
11502 if (m_host.ParentGroup == group)
11503 return;
11504
11505 if (group.IsAttachment)
11506 return;
11507
11508 if (group.RootPart.PhysActor == null)
11509 {
11510 if (!includePhantom)
11511 return;
11512 }
11513 else
11514 {
11515 if (group.RootPart.PhysActor.IsPhysical)
11516 {
11517 if (!includePhysical)
11518 return;
11519 }
11520 else
11521 {
11522 if (!includeNonPhysical)
11523 return;
11524 }
11525 }
11526
11527 // Find the radius ouside of which we don't even need to hit test
11528 float minX;
11529 float maxX;
11530 float minY;
11531 float maxY;
11532 float minZ;
11533 float maxZ;
11534
11535 float radius = 0.0f;
11536
11537 group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
11538
11539 if (Math.Abs(minX) > radius)
11540 radius = Math.Abs(minX);
11541 if (Math.Abs(minY) > radius)
11542 radius = Math.Abs(minY);
11543 if (Math.Abs(minZ) > radius)
11544 radius = Math.Abs(minZ);
11545 if (Math.Abs(maxX) > radius)
11546 radius = Math.Abs(maxX);
11547 if (Math.Abs(maxY) > radius)
11548 radius = Math.Abs(maxY);
11549 if (Math.Abs(maxZ) > radius)
11550 radius = Math.Abs(maxZ);
11551
11552 Vector3 ac = group.AbsolutePosition - rayStart;
11553 Vector3 bc = group.AbsolutePosition - rayEnd;
11554
11555 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11556
11557 // Too far off ray, don't bother
11558 if (d > radius)
11559 return;
11560
11561 // Behind ray, drop
11562 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11563 if (d2 > 0)
11564 return;
11565
11566 EntityIntersection intersection = group.TestIntersection(ray, true, false);
11567 // Miss.
11568 if (!intersection.HitTF)
11569 return;
11570
11571 ContactResult result = new ContactResult ();
11572 result.ConsumerID = group.LocalId;
11573 result.Depth = intersection.distance;
11574 result.Normal = intersection.normal;
11575 result.Pos = intersection.ipoint;
11576
11577 contacts.Add(result);
11578 });
11579
11580 return contacts.ToArray();
11581 }
11582
11583 private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
11584 {
11585 double[,] heightfield = World.Heightmap.GetDoubles();
11586 List<ContactResult> contacts = new List<ContactResult>();
11587
11588 double min = 2048.0;
11589 double max = 0.0;
11590
11591 // Find the min and max of the heightfield
11592 for (int x = 0 ; x < World.Heightmap.Width ; x++)
11593 {
11594 for (int y = 0 ; y < World.Heightmap.Height ; y++)
11595 {
11596 if (heightfield[x, y] > max)
11597 max = heightfield[x, y];
11598 if (heightfield[x, y] < min)
11599 min = heightfield[x, y];
11600 }
11601 }
11602
11603
11604 // A ray extends past rayEnd, but doesn't go back before
11605 // rayStart. If the start is above the highest point of the ground
11606 // and the ray goes up, we can't hit the ground. Ever.
11607 if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
11608 return null;
11609
11610 // Same for going down
11611 if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
11612 return null;
11613
11614 List<Tri> trilist = new List<Tri>();
11615
11616 // Create our triangle list
11617 for (int x = 1 ; x < World.Heightmap.Width ; x++)
11618 {
11619 for (int y = 1 ; y < World.Heightmap.Height ; y++)
11620 {
11621 Tri t1 = new Tri();
11622 Tri t2 = new Tri();
11623
11624 Vector3 p1 = new Vector3(x-1, y-1, (float)heightfield[x-1, y-1]);
11625 Vector3 p2 = new Vector3(x, y-1, (float)heightfield[x, y-1]);
11626 Vector3 p3 = new Vector3(x, y, (float)heightfield[x, y]);
11627 Vector3 p4 = new Vector3(x-1, y, (float)heightfield[x-1, y]);
11628
11629 t1.p1 = p1;
11630 t1.p2 = p2;
11631 t1.p3 = p3;
11632
11633 t2.p1 = p3;
11634 t2.p2 = p4;
11635 t2.p3 = p1;
11636
11637 trilist.Add(t1);
11638 trilist.Add(t2);
11639 }
11640 }
11641
11642 // Ray direction
11643 Vector3 rayDirection = rayEnd - rayStart;
11644
11645 foreach (Tri t in trilist)
11646 {
11647 // Compute triangle plane normal and edges
11648 Vector3 u = t.p2 - t.p1;
11649 Vector3 v = t.p3 - t.p1;
11650 Vector3 n = Vector3.Cross(u, v);
11651
11652 if (n == Vector3.Zero)
11653 continue;
11654
11655 Vector3 w0 = rayStart - t.p1;
11656 double a = -Vector3.Dot(n, w0);
11657 double b = Vector3.Dot(n, rayDirection);
11658
11659 // Not intersecting the plane, or in plane (same thing)
11660 // Ignoring this MAY cause the ground to not be detected
11661 // sometimes
11662 if (Math.Abs(b) < 0.000001)
11663 continue;
11664
11665 double r = a / b;
11666
11667 // ray points away from plane
11668 if (r < 0.0)
11669 continue;
11670
11671 Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);
11672
11673 float uu = Vector3.Dot(u, u);
11674 float uv = Vector3.Dot(u, v);
11675 float vv = Vector3.Dot(v, v);
11676 Vector3 w = ip - t.p1;
11677 float wu = Vector3.Dot(w, u);
11678 float wv = Vector3.Dot(w, v);
11679 float d = uv * uv - uu * vv;
11680
11681 float cs = (uv * wv - vv * wu) / d;
11682 if (cs < 0 || cs > 1.0)
11683 continue;
11684 float ct = (uv * wu - uu * wv) / d;
11685 if (ct < 0 || (cs + ct) > 1.0)
11686 continue;
11687
11688 // Add contact point
11689 ContactResult result = new ContactResult ();
11690 result.ConsumerID = 0;
11691 result.Depth = Vector3.Distance(rayStart, ip);
11692 result.Normal = n;
11693 result.Pos = ip;
11694
11695 contacts.Add(result);
11696 }
11697
11698 if (contacts.Count == 0)
11699 return null;
11700
11701 contacts.Sort(delegate(ContactResult a, ContactResult b)
11702 {
11703 return (int)(a.Depth - b.Depth);
11704 });
11705
11706 return contacts[0];
11707 }
11708/*
11709 // not done:
11710 private ContactResult[] testRay2NonPhysicalPhantom(Vector3 rayStart, Vector3 raydir, float raylenght)
11711 {
11712 ContactResult[] contacts = null;
11713 World.ForEachSOG(delegate(SceneObjectGroup group)
11714 {
11715 if (m_host.ParentGroup == group)
11716 return;
11717
11718 if (group.IsAttachment)
11719 return;
11720
11721 if(group.RootPart.PhysActor != null)
11722 return;
11723
11724 contacts = group.RayCastGroupPartsOBBNonPhysicalPhantom(rayStart, raydir, raylenght);
11725 });
11726 return contacts;
11727 }
11728*/
11729
10670 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11730 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10671 { 11731 {
11732 LSL_List list = new LSL_List();
11733
10672 m_host.AddScriptLPS(1); 11734 m_host.AddScriptLPS(1);
10673 11735
10674 Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z); 11736 Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z);
10675 Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z); 11737 Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z);
10676 Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z); 11738 Vector3 dir = rayEnd - rayStart;
10677 11739
10678 int count = 0; 11740 float dist = Vector3.Mag(dir);
10679// int detectPhantom = 0; 11741
11742 int count = 1;
11743 bool detectPhantom = false;
10680 int dataFlags = 0; 11744 int dataFlags = 0;
10681 int rejectTypes = 0; 11745 int rejectTypes = 0;
10682 11746
10683 for (int i = 0; i < options.Length; i += 2) 11747 for (int i = 0; i < options.Length; i += 2)
10684 { 11748 {
10685 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS) 11749 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
10686 {
10687 count = options.GetLSLIntegerItem(i + 1); 11750 count = options.GetLSLIntegerItem(i + 1);
10688 } 11751 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
10689// else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM) 11752 detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
10690// {
10691// detectPhantom = options.GetLSLIntegerItem(i + 1);
10692// }
10693 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS) 11753 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
10694 {
10695 dataFlags = options.GetLSLIntegerItem(i + 1); 11754 dataFlags = options.GetLSLIntegerItem(i + 1);
10696 }
10697 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES) 11755 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
10698 {
10699 rejectTypes = options.GetLSLIntegerItem(i + 1); 11756 rejectTypes = options.GetLSLIntegerItem(i + 1);
10700 }
10701 } 11757 }
10702 11758
10703 LSL_List list = new LSL_List(); 11759 if (count > 16)
10704 List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count); 11760 count = 16;
10705
10706 double distance = Util.GetDistanceTo(startvector, endvector);
10707 11761
10708 if (distance == 0) 11762 List<ContactResult> results = new List<ContactResult>();
10709 distance = 0.001;
10710
10711 Vector3 posToCheck = startvector;
10712 ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();
10713 11763
10714 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND); 11764 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
10715 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS); 11765 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
10716 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL); 11766 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
10717 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11767 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10718 11768
10719 for (float i = 0; i <= distance; i += 0.1f) 11769
11770 if (World.SuportsRayCastFiltered())
10720 { 11771 {
10721 posToCheck = startvector + (dir * (i / (float)distance)); 11772 if (dist == 0)
11773 return list;
11774
11775 RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
11776 if (checkTerrain)
11777 rayfilter |= RayFilterFlags.land;
11778// if (checkAgents)
11779// rayfilter |= RayFilterFlags.agent;
11780 if (checkPhysical)
11781 rayfilter |= RayFilterFlags.physical;
11782 if (checkNonPhysical)
11783 rayfilter |= RayFilterFlags.nonphysical;
11784 if (detectPhantom)
11785 rayfilter |= RayFilterFlags.LSLPhanton;
10722 11786
10723 if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z) 11787 Vector3 direction = dir * ( 1/dist);
11788
11789 if(rayfilter == 0)
10724 { 11790 {
10725 ContactResult result = new ContactResult(); 11791 list.Add(new LSL_Integer(0));
10726 result.ConsumerID = 0; 11792 return list;
10727 result.Depth = 0;
10728 result.Normal = Vector3.Zero;
10729 result.Pos = posToCheck;
10730 results.Add(result);
10731 checkTerrain = false;
10732 } 11793 }
10733 11794
10734 if (checkAgents) 11795 // get some more contacts to sort ???
11796 int physcount = 4 * count;
11797 if (physcount > 20)
11798 physcount = 20;
11799
11800 object physresults;
11801 physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
11802
11803 if (physresults == null)
10735 { 11804 {
10736 World.ForEachRootScenePresence(delegate(ScenePresence sp) 11805 list.Add(new LSL_Integer(-3)); // timeout error
10737 { 11806 return list;
10738 if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X))
10739 {
10740 ContactResult result = new ContactResult ();
10741 result.ConsumerID = sp.LocalId;
10742 result.Depth = 0;
10743 result.Normal = Vector3.Zero;
10744 result.Pos = posToCheck;
10745 results.Add(result);
10746 }
10747 });
10748 } 11807 }
10749 }
10750 11808
10751 int refcount = 0; 11809 results = (List<ContactResult>)physresults;
10752 foreach (ContactResult result in results)
10753 {
10754 if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND)
10755 == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0)
10756 continue;
10757 11810
10758 ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID); 11811 // for now physics doesn't detect sitted avatars so do it outside physics
11812 if (checkAgents)
11813 {
11814 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11815 foreach (ContactResult r in agentHits)
11816 results.Add(r);
11817 }
10759 11818
10760 if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS) 11819 // bug: will not detect phantom unless they are physical
10761 entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents 11820 // don't use ObjectIntersection because its also bad
10762 11821
10763 if (entity == null) 11822 }
11823 else
11824 {
11825 if (checkTerrain)
10764 { 11826 {
10765 list.Add(UUID.Zero); 11827 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11828 if (groundContact != null)
11829 results.Add((ContactResult)groundContact);
11830 }
10766 11831
10767 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11832 if (checkAgents)
10768 list.Add(0); 11833 {
11834 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11835 foreach (ContactResult r in agentHits)
11836 results.Add(r);
11837 }
10769 11838
10770 list.Add(result.Pos); 11839 if (checkPhysical || checkNonPhysical || detectPhantom)
11840 {
11841 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
11842 foreach (ContactResult r in objectHits)
11843 results.Add(r);
11844 }
11845 }
10771 11846
10772 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11847 results.Sort(delegate(ContactResult a, ContactResult b)
10773 list.Add(result.Normal); 11848 {
11849 return a.Depth.CompareTo(b.Depth);
11850 });
11851
11852 int values = 0;
11853 SceneObjectGroup thisgrp = m_host.ParentGroup;
10774 11854
10775 continue; //Can't find it, so add UUID.Zero 11855 foreach (ContactResult result in results)
10776 } 11856 {
11857 if (result.Depth > dist)
11858 continue;
10777 11859
10778 /*if (detectPhantom == 0 && intersection.obj is ISceneChildEntity && 11860 // physics ray can return colisions with host prim
10779 ((ISceneChildEntity)intersection.obj).PhysActor == null) 11861 if (m_host.LocalId == result.ConsumerID)
10780 continue;*/ //Can't do this ATM, physics engine knows only of non phantom objects 11862 continue;
11863
11864 UUID itemID = UUID.Zero;
11865 int linkNum = 0;
10781 11866
10782 if (entity is SceneObjectPart) 11867 SceneObjectPart part = World.GetSceneObjectPart(result.ConsumerID);
11868 // It's a prim!
11869 if (part != null)
10783 { 11870 {
10784 PhysicsActor pa = ((SceneObjectPart)entity).PhysActor; 11871 // dont detect members of same object ???
11872 if (part.ParentGroup == thisgrp)
11873 continue;
10785 11874
10786 if (pa != null && pa.IsPhysical) 11875 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
10787 { 11876 itemID = part.ParentGroup.UUID;
10788 if (!checkPhysical)
10789 continue;
10790 }
10791 else 11877 else
10792 { 11878 itemID = part.UUID;
10793 if (!checkNonPhysical)
10794 continue;
10795 }
10796 }
10797 11879
10798 refcount++; 11880 linkNum = part.LinkNum;
10799 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY && entity is SceneObjectPart) 11881 }
10800 list.Add(((SceneObjectPart)entity).ParentGroup.UUID);
10801 else 11882 else
10802 list.Add(entity.UUID);
10803
10804 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
10805 { 11883 {
10806 if (entity is SceneObjectPart) 11884 ScenePresence sp = World.GetScenePresence(result.ConsumerID);
10807 list.Add(((SceneObjectPart)entity).LinkNum); 11885 /// It it a boy? a girl?
10808 else 11886 if (sp != null)
10809 list.Add(0); 11887 itemID = sp.UUID;
10810 } 11888 }
10811 11889
10812 list.Add(result.Pos); 11890 list.Add(new LSL_String(itemID.ToString()));
11891 list.Add(new LSL_String(result.Pos.ToString()));
11892
11893 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
11894 list.Add(new LSL_Integer(linkNum));
10813 11895
10814 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11896 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10815 list.Add(result.Normal); 11897 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
11898
11899 values++;
11900 if (values >= count)
11901 break;
10816 } 11902 }
10817 11903
10818 list.Add(refcount); //The status code, either the # of contacts, RCERR_SIM_PERF_LOW, or RCERR_CAST_TIME_EXCEEDED 11904 list.Add(new LSL_Integer(values));
10819 11905
10820 return list; 11906 return list;
10821 } 11907 }
@@ -10855,7 +11941,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10855 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 11941 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
10856 if (!isAccount) return 0; 11942 if (!isAccount) return 0;
10857 if (estate.HasAccess(id)) return 1; 11943 if (estate.HasAccess(id)) return 1;
10858 if (estate.IsBanned(id)) 11944 if (estate.IsBanned(id, World.GetUserFlags(id)))
10859 estate.RemoveBan(id); 11945 estate.RemoveBan(id);
10860 estate.AddEstateUser(id); 11946 estate.AddEstateUser(id);
10861 break; 11947 break;
@@ -10874,14 +11960,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10874 break; 11960 break;
10875 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 11961 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
10876 if (!isAccount) return 0; 11962 if (!isAccount) return 0;
10877 if (estate.IsBanned(id)) return 1; 11963 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
10878 EstateBan ban = new EstateBan(); 11964 EstateBan ban = new EstateBan();
10879 ban.EstateID = estate.EstateID; 11965 ban.EstateID = estate.EstateID;
10880 ban.BannedUserID = id; 11966 ban.BannedUserID = id;
10881 estate.AddBan(ban); 11967 estate.AddBan(ban);
10882 break; 11968 break;
10883 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 11969 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
10884 if (!isAccount || !estate.IsBanned(id)) return 0; 11970 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
10885 estate.RemoveBan(id); 11971 estate.RemoveBan(id);
10886 break; 11972 break;
10887 default: return 0; 11973 default: return 0;
@@ -10910,7 +11996,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10910 return 16384; 11996 return 16384;
10911 } 11997 }
10912 11998
10913 public LSL_Integer llGetUsedMemory() 11999 public virtual LSL_Integer llGetUsedMemory()
10914 { 12000 {
10915 m_host.AddScriptLPS(1); 12001 m_host.AddScriptLPS(1);
10916 // The value returned for LSO scripts in SL 12002 // The value returned for LSO scripts in SL
@@ -10938,7 +12024,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10938 public void llSetSoundQueueing(int queue) 12024 public void llSetSoundQueueing(int queue)
10939 { 12025 {
10940 m_host.AddScriptLPS(1); 12026 m_host.AddScriptLPS(1);
10941 NotImplemented("llSetSoundQueueing");
10942 } 12027 }
10943 12028
10944 public void llCollisionSprite(string impact_sprite) 12029 public void llCollisionSprite(string impact_sprite)
@@ -10950,10 +12035,270 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10950 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 12035 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10951 { 12036 {
10952 m_host.AddScriptLPS(1); 12037 m_host.AddScriptLPS(1);
10953 NotImplemented("llGodLikeRezObject"); 12038
12039 if (!World.Permissions.IsGod(m_host.OwnerID))
12040 NotImplemented("llGodLikeRezObject");
12041
12042 AssetBase rezAsset = World.AssetService.Get(inventory);
12043 if (rezAsset == null)
12044 {
12045 llSay(0, "Asset not found");
12046 return;
12047 }
12048
12049 SceneObjectGroup group = null;
12050
12051 try
12052 {
12053 string xmlData = Utils.BytesToString(rezAsset.Data);
12054 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
12055 }
12056 catch
12057 {
12058 llSay(0, "Asset not found");
12059 return;
12060 }
12061
12062 if (group == null)
12063 {
12064 llSay(0, "Asset not found");
12065 return;
12066 }
12067
12068 group.RootPart.AttachPoint = group.RootPart.Shape.State;
12069 group.RootPart.AttachOffset = group.AbsolutePosition;
12070
12071 group.ResetIDs();
12072
12073 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
12074 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
12075 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
12076 group.ScheduleGroupForFullUpdate();
12077
12078 // objects rezzed with this method are die_at_edge by default.
12079 group.RootPart.SetDieAtEdge(true);
12080
12081 group.ResumeScripts();
12082
12083 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
12084 "object_rez", new Object[] {
12085 new LSL_String(
12086 group.RootPart.UUID.ToString()) },
12087 new DetectParams[0]));
12088 }
12089
12090 public LSL_String llTransferLindenDollars(string destination, int amount)
12091 {
12092 UUID txn = UUID.Random();
12093
12094 Util.FireAndForget(delegate(object x)
12095 {
12096 int replycode = 0;
12097 string replydata = destination + "," + amount.ToString();
12098
12099 try
12100 {
12101 TaskInventoryItem item = m_item;
12102 if (item == null)
12103 {
12104 replydata = "SERVICE_ERROR";
12105 return;
12106 }
12107
12108 m_host.AddScriptLPS(1);
12109
12110 if (item.PermsGranter == UUID.Zero)
12111 {
12112 replydata = "MISSING_PERMISSION_DEBIT";
12113 return;
12114 }
12115
12116 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12117 {
12118 replydata = "MISSING_PERMISSION_DEBIT";
12119 return;
12120 }
12121
12122 UUID toID = new UUID();
12123
12124 if (!UUID.TryParse(destination, out toID))
12125 {
12126 replydata = "INVALID_AGENT";
12127 return;
12128 }
12129
12130 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12131
12132 if (money == null)
12133 {
12134 replydata = "TRANSFERS_DISABLED";
12135 return;
12136 }
12137
12138 bool result = money.ObjectGiveMoney(
12139 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
12140
12141 if (result)
12142 {
12143 replycode = 1;
12144 return;
12145 }
12146
12147 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12148 }
12149 finally
12150 {
12151 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
12152 "transaction_result", new Object[] {
12153 new LSL_String(txn.ToString()),
12154 new LSL_Integer(replycode),
12155 new LSL_String(replydata) },
12156 new DetectParams[0]));
12157 }
12158 });
12159
12160 return txn.ToString();
10954 } 12161 }
10955 12162
10956 #endregion 12163 #endregion
12164
12165 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12166 {
12167 SceneObjectGroup group = m_host.ParentGroup;
12168
12169 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12170 return;
12171 if (group.IsAttachment)
12172 return;
12173
12174 if (frames.Data.Length > 0) // We are getting a new motion
12175 {
12176 if (group.RootPart.KeyframeMotion != null)
12177 group.RootPart.KeyframeMotion.Stop();
12178 group.RootPart.KeyframeMotion = null;
12179
12180 int idx = 0;
12181
12182 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12183 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12184
12185 while (idx < options.Data.Length)
12186 {
12187 int option = (int)options.GetLSLIntegerItem(idx++);
12188 int remain = options.Data.Length - idx;
12189
12190 switch (option)
12191 {
12192 case ScriptBaseClass.KFM_MODE:
12193 if (remain < 1)
12194 break;
12195 int modeval = (int)options.GetLSLIntegerItem(idx++);
12196 switch(modeval)
12197 {
12198 case ScriptBaseClass.KFM_FORWARD:
12199 mode = KeyframeMotion.PlayMode.Forward;
12200 break;
12201 case ScriptBaseClass.KFM_REVERSE:
12202 mode = KeyframeMotion.PlayMode.Reverse;
12203 break;
12204 case ScriptBaseClass.KFM_LOOP:
12205 mode = KeyframeMotion.PlayMode.Loop;
12206 break;
12207 case ScriptBaseClass.KFM_PING_PONG:
12208 mode = KeyframeMotion.PlayMode.PingPong;
12209 break;
12210 }
12211 break;
12212 case ScriptBaseClass.KFM_DATA:
12213 if (remain < 1)
12214 break;
12215 int dataval = (int)options.GetLSLIntegerItem(idx++);
12216 data = (KeyframeMotion.DataFormat)dataval;
12217 break;
12218 }
12219 }
12220
12221 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12222
12223 idx = 0;
12224
12225 int elemLength = 2;
12226 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12227 elemLength = 3;
12228
12229 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12230 while (idx < frames.Data.Length)
12231 {
12232 int remain = frames.Data.Length - idx;
12233
12234 if (remain < elemLength)
12235 break;
12236
12237 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12238 frame.Position = null;
12239 frame.Rotation = null;
12240
12241 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12242 {
12243 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12244 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12245 }
12246 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12247 {
12248 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12249 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12250 }
12251
12252 float tempf = (float)frames.GetLSLFloatItem(idx++);
12253 frame.TimeMS = (int)(tempf * 1000.0f);
12254
12255 keyframes.Add(frame);
12256 }
12257
12258 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12259 group.RootPart.KeyframeMotion.Start();
12260 }
12261 else
12262 {
12263 if (group.RootPart.KeyframeMotion == null)
12264 return;
12265
12266 if (options.Data.Length == 0)
12267 {
12268 group.RootPart.KeyframeMotion.Stop();
12269 return;
12270 }
12271
12272 int code = (int)options.GetLSLIntegerItem(0);
12273
12274 int idx = 0;
12275
12276 while (idx < options.Data.Length)
12277 {
12278 int option = (int)options.GetLSLIntegerItem(idx++);
12279 int remain = options.Data.Length - idx;
12280
12281 switch (option)
12282 {
12283 case ScriptBaseClass.KFM_COMMAND:
12284 int cmd = (int)options.GetLSLIntegerItem(idx++);
12285 switch (cmd)
12286 {
12287 case ScriptBaseClass.KFM_CMD_PLAY:
12288 group.RootPart.KeyframeMotion.Start();
12289 break;
12290 case ScriptBaseClass.KFM_CMD_STOP:
12291 group.RootPart.KeyframeMotion.Stop();
12292 break;
12293 case ScriptBaseClass.KFM_CMD_PAUSE:
12294 group.RootPart.KeyframeMotion.Pause();
12295 break;
12296 }
12297 break;
12298 }
12299 }
12300 }
12301 }
10957 } 12302 }
10958 12303
10959 public class NotecardCache 12304 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 ad1a358..51ace1a 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
@@ -958,18 +966,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
958 if (target != null) 966 if (target != null)
959 { 967 {
960 UUID animID = UUID.Zero; 968 UUID animID = UUID.Zero;
961 lock (m_host.TaskInventory) 969 m_host.TaskInventory.LockItemsForRead(true);
970 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
962 { 971 {
963 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 972 if (inv.Value.Name == animation)
964 { 973 {
965 if (inv.Value.Name == animation) 974 if (inv.Value.Type == (int)AssetType.Animation)
966 { 975 animID = inv.Value.AssetID;
967 if (inv.Value.Type == (int)AssetType.Animation) 976 continue;
968 animID = inv.Value.AssetID;
969 continue;
970 }
971 } 977 }
972 } 978 }
979 m_host.TaskInventory.LockItemsForRead(false);
973 980
974 if (animID == UUID.Zero) 981 if (animID == UUID.Zero)
975 target.Animator.RemoveAnimation(animation); 982 target.Animator.RemoveAnimation(animation);
@@ -1790,6 +1797,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1790 1797
1791 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1798 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1792 { 1799 {
1800 m_host.TaskInventory.LockItemsForRead(true);
1793 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1801 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1794 { 1802 {
1795 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1803 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1797,6 +1805,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1797 assetID = item.AssetID; 1805 assetID = item.AssetID;
1798 } 1806 }
1799 } 1807 }
1808 m_host.TaskInventory.LockItemsForRead(false);
1800 } 1809 }
1801 1810
1802 if (assetID == UUID.Zero) 1811 if (assetID == UUID.Zero)
@@ -2264,7 +2273,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2264 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2273 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2265 m_host.AddScriptLPS(1); 2274 m_host.AddScriptLPS(1);
2266 2275
2267 return NpcCreate(firstname, lastname, position, notecard, false, false); 2276 return NpcCreate(firstname, lastname, position, notecard, true, false);
2268 } 2277 }
2269 2278
2270 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2279 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2275,24 +2284,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2275 return NpcCreate( 2284 return NpcCreate(
2276 firstname, lastname, position, notecard, 2285 firstname, lastname, position, notecard,
2277 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2286 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2278 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2287 false);
2288// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2279 } 2289 }
2280 2290
2281 private LSL_Key NpcCreate( 2291 private LSL_Key NpcCreate(
2282 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2292 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2283 { 2293 {
2294 if (!owned)
2295 OSSLError("Unowned NPCs are unsupported");
2296
2297 string groupTitle = String.Empty;
2298
2299 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2300 return new LSL_Key(UUID.Zero.ToString());
2301
2302 if (firstname != String.Empty || lastname != String.Empty)
2303 {
2304 if (firstname != "Shown outfit:")
2305 groupTitle = "- NPC -";
2306 }
2307
2284 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2308 INPCModule module = World.RequestModuleInterface<INPCModule>();
2285 if (module != null) 2309 if (module != null)
2286 { 2310 {
2287 AvatarAppearance appearance = null; 2311 AvatarAppearance appearance = null;
2288 2312
2289 UUID id; 2313// UUID id;
2290 if (UUID.TryParse(notecard, out id)) 2314// if (UUID.TryParse(notecard, out id))
2291 { 2315// {
2292 ScenePresence clonePresence = World.GetScenePresence(id); 2316// ScenePresence clonePresence = World.GetScenePresence(id);
2293 if (clonePresence != null) 2317// if (clonePresence != null)
2294 appearance = clonePresence.Appearance; 2318// appearance = clonePresence.Appearance;
2295 } 2319// }
2296 2320
2297 if (appearance == null) 2321 if (appearance == null)
2298 { 2322 {
@@ -2320,6 +2344,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2320 World, 2344 World,
2321 appearance); 2345 appearance);
2322 2346
2347 ScenePresence sp;
2348 if (World.TryGetScenePresence(x, out sp))
2349 {
2350 sp.Grouptitle = groupTitle;
2351 sp.SendAvatarDataToAllAgents();
2352 }
2323 return new LSL_Key(x.ToString()); 2353 return new LSL_Key(x.ToString());
2324 } 2354 }
2325 2355
@@ -2611,16 +2641,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2611 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2641 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2612 m_host.AddScriptLPS(1); 2642 m_host.AddScriptLPS(1);
2613 2643
2614 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2644 ManualResetEvent ev = new ManualResetEvent(false);
2615 if (module != null)
2616 {
2617 UUID npcId = new UUID(npc.m_string);
2618 2645
2619 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2646 Util.FireAndForget(delegate(object x) {
2620 return; 2647 try
2648 {
2649 INPCModule module = World.RequestModuleInterface<INPCModule>();
2650 if (module != null)
2651 {
2652 UUID npcId = new UUID(npc.m_string);
2621 2653
2622 module.DeleteNPC(npcId, World); 2654 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2623 } 2655 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2656 {
2657 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2658 return;
2659 }
2660
2661 module.DeleteNPC(npcId, World);
2662 }
2663 }
2664 finally
2665 {
2666 ev.Set();
2667 }
2668 });
2669 ev.WaitOne();
2624 } 2670 }
2625 2671
2626 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2672 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -3154,4 +3200,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3154 ((LSL_Api)m_LSL_Api).DetachFromAvatar(); 3200 ((LSL_Api)m_LSL_Api).DetachFromAvatar();
3155 } 3201 }
3156 } 3202 }
3157} \ No newline at end of file 3203}
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 7f5d1fe..048124d 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);
@@ -403,6 +406,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
403 void llTargetOmega(LSL_Vector axis, double spinrate, double gain); 406 void llTargetOmega(LSL_Vector axis, double spinrate, double gain);
404 void llTargetRemove(int number); 407 void llTargetRemove(int number);
405 void llTeleportAgentHome(string agent); 408 void llTeleportAgentHome(string agent);
409 void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt);
406 void llTextBox(string avatar, string message, int chat_channel); 410 void llTextBox(string avatar, string message, int chat_channel);
407 LSL_String llToLower(string source); 411 LSL_String llToLower(string source);
408 LSL_String llToUpper(string source); 412 LSL_String llToUpper(string source);
@@ -419,9 +423,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
419 LSL_Vector llWind(LSL_Vector offset); 423 LSL_Vector llWind(LSL_Vector offset);
420 LSL_String llXorBase64Strings(string str1, string str2); 424 LSL_String llXorBase64Strings(string str1, string str2);
421 LSL_String llXorBase64StringsCorrect(string str1, string str2); 425 LSL_String llXorBase64StringsCorrect(string str1, string str2);
422 void print(string str); 426 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
427 void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density);
423 428
424 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 429 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
425 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 430 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
431 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
426 } 432 }
427} 433}
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 c0bf29c..2d23d30 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);
@@ -1833,6 +1855,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1833 m_LSL_Functions.llTargetRemove(number); 1855 m_LSL_Functions.llTargetRemove(number);
1834 } 1856 }
1835 1857
1858 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
1859 {
1860 m_LSL_Functions.llTeleportAgent(agent, simname, pos, lookAt);
1861 }
1862
1836 public void llTeleportAgentHome(string agent) 1863 public void llTeleportAgentHome(string agent)
1837 { 1864 {
1838 m_LSL_Functions.llTeleportAgentHome(agent); 1865 m_LSL_Functions.llTeleportAgentHome(agent);
@@ -1948,9 +1975,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1948 return m_LSL_Functions.llClearLinkMedia(link, face); 1975 return m_LSL_Functions.llClearLinkMedia(link, face);
1949 } 1976 }
1950 1977
1951 public void print(string str) 1978 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1979 {
1980 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1981 }
1982
1983 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
1984 {
1985 m_LSL_Functions.llSetKeyframedMotion(frames, options);
1986 }
1987
1988 public void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density)
1952 { 1989 {
1953 m_LSL_Functions.print(str); 1990 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1954 } 1991 }
1955 } 1992 }
1956} 1993}
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..5cad883 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -218,13 +219,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
218 219
219 if (part != null) 220 if (part != null)
220 { 221 {
221 lock (part.TaskInventory) 222 part.TaskInventory.LockItemsForRead(true);
223 if (part.TaskInventory.ContainsKey(ItemID))
222 { 224 {
223 if (part.TaskInventory.ContainsKey(ItemID)) 225 ScriptTask = part.TaskInventory[ItemID];
224 {
225 ScriptTask = part.TaskInventory[ItemID];
226 }
227 } 226 }
227 part.TaskInventory.LockItemsForRead(false);
228 } 228 }
229 229
230 ApiManager am = new ApiManager(); 230 ApiManager am = new ApiManager();
@@ -416,14 +416,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
416 { 416 {
417 int permsMask; 417 int permsMask;
418 UUID permsGranter; 418 UUID permsGranter;
419 lock (part.TaskInventory) 419 part.TaskInventory.LockItemsForRead(true);
420 if (!part.TaskInventory.ContainsKey(ItemID))
420 { 421 {
421 if (!part.TaskInventory.ContainsKey(ItemID)) 422 part.TaskInventory.LockItemsForRead(false);
422 return; 423 return;
423
424 permsGranter = part.TaskInventory[ItemID].PermsGranter;
425 permsMask = part.TaskInventory[ItemID].PermsMask;
426 } 424 }
425 permsGranter = part.TaskInventory[ItemID].PermsGranter;
426 permsMask = part.TaskInventory[ItemID].PermsMask;
427 part.TaskInventory.LockItemsForRead(false);
427 428
428 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 429 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
429 { 430 {
@@ -551,6 +552,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
551 return true; 552 return true;
552 } 553 }
553 554
555 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
554 public void SetState(string state) 556 public void SetState(string state)
555 { 557 {
556 if (state == State) 558 if (state == State)
@@ -562,7 +564,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
562 new DetectParams[0])); 564 new DetectParams[0]));
563 PostEvent(new EventParams("state_entry", new Object[0], 565 PostEvent(new EventParams("state_entry", new Object[0],
564 new DetectParams[0])); 566 new DetectParams[0]));
565 567
566 throw new EventAbortException(); 568 throw new EventAbortException();
567 } 569 }
568 570
@@ -652,45 +654,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
652 /// <returns></returns> 654 /// <returns></returns>
653 public object EventProcessor() 655 public object EventProcessor()
654 { 656 {
657 EventParams data = null;
655 // We check here as the thread stopping this instance from running may itself hold the m_Script lock. 658 // We check here as the thread stopping this instance from running may itself hold the m_Script lock.
656 if (!Running) 659 if (!Running)
657 return 0; 660 return 0;
658 661
659 lock (m_Script)
660 {
661// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName); 662// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
662 663
663 if (Suspended) 664 if (Suspended)
664 return 0; 665 return 0;
665
666 EventParams data = null;
667 666
668 lock (EventQueue) 667 lock (EventQueue)
668 {
669 data = (EventParams) EventQueue.Dequeue();
670 if (data == null) // Shouldn't happen
669 { 671 {
670 data = (EventParams)EventQueue.Dequeue(); 672 if (EventQueue.Count > 0 && Running && !ShuttingDown)
671 if (data == null) // Shouldn't happen
672 { 673 {
673 if (EventQueue.Count > 0 && Running && !ShuttingDown) 674 m_CurrentWorkItem = Engine.QueueEventHandler(this);
674 {
675 m_CurrentWorkItem = Engine.QueueEventHandler(this);
676 }
677 else
678 {
679 m_CurrentWorkItem = null;
680 }
681 return 0;
682 } 675 }
683 676 else
684 if (data.EventName == "timer")
685 m_TimerQueued = false;
686 if (data.EventName == "control")
687 { 677 {
688 if (m_ControlEventsInQueue > 0) 678 m_CurrentWorkItem = null;
689 m_ControlEventsInQueue--;
690 } 679 }
691 if (data.EventName == "collision") 680 return 0;
692 m_CollisionInQueue = false;
693 } 681 }
682
683 if (data.EventName == "timer")
684 m_TimerQueued = false;
685 if (data.EventName == "control")
686 {
687 if (m_ControlEventsInQueue > 0)
688 m_ControlEventsInQueue--;
689 }
690 if (data.EventName == "collision")
691 m_CollisionInQueue = false;
692 }
693
694 lock(m_Script)
695 {
694 696
695// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 697// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
696 698
@@ -859,6 +861,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
859 new Object[0], new DetectParams[0])); 861 new Object[0], new DetectParams[0]));
860 } 862 }
861 863
864 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
862 public void ApiResetScript() 865 public void ApiResetScript()
863 { 866 {
864 // bool running = Running; 867 // bool running = Running;
@@ -890,10 +893,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
890 893
891 public Dictionary<string, object> GetVars() 894 public Dictionary<string, object> GetVars()
892 { 895 {
893 if (m_Script != null) 896 return m_Script.GetVars();
894 return m_Script.GetVars();
895 else
896 return new Dictionary<string, object>();
897 } 897 }
898 898
899 public void SetVars(Dictionary<string, object> vars) 899 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index d848b2a..8adf4c5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -459,6 +459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
459 size += 64; 459 size += 64;
460 else if (o is int) 460 else if (o is int)
461 size += 4; 461 size += 4;
462 else if (o is uint)
463 size += 4;
462 else if (o is string) 464 else if (o is string)
463 size += ((string)o).Length; 465 size += ((string)o).Length;
464 else if (o is float) 466 else if (o is float)
@@ -613,24 +615,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 615
614 public static bool operator ==(list a, list b) 616 public static bool operator ==(list a, list b)
615 { 617 {
616 int la = -1; 618 int la = a.Length;
617 int lb = -1; 619 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 620
623 return la == lb; 621 return la == lb;
624 } 622 }
625 623
626 public static bool operator !=(list a, list b) 624 public static bool operator !=(list a, list b)
627 { 625 {
628 int la = -1; 626 int la = a.Length;
629 int lb = -1; 627 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 628
635 return la != lb; 629 return la != lb;
636 } 630 }
@@ -864,7 +858,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
864 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r)); 858 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r));
865 } 859 }
866 860
867 if (ascending == 0) 861 if (ascending != 1)
868 { 862 {
869 ret = 0 - ret; 863 ret = 0 - ret;
870 } 864 }
@@ -897,6 +891,9 @@ namespace OpenSim.Region.ScriptEngine.Shared
897 stride = 1; 891 stride = 1;
898 } 892 }
899 893
894 if ((Data.Length % stride) != 0)
895 return new list(ret);
896
900 // we can optimize here in the case where stride == 1 and the list 897 // we can optimize here in the case where stride == 1 and the list
901 // consists of homogeneous types 898 // consists of homogeneous types
902 899
@@ -916,7 +913,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
916 if (homogeneous) 913 if (homogeneous)
917 { 914 {
918 Array.Sort(ret, new HomogeneousComparer()); 915 Array.Sort(ret, new HomogeneousComparer());
919 if (ascending == 0) 916 if (ascending != 1)
920 { 917 {
921 Array.Reverse(ret); 918 Array.Reverse(ret);
922 } 919 }
@@ -1064,7 +1061,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1064 { 1061 {
1065 list ret = new list(); 1062 list ret = new list();
1066 double entry; 1063 double entry;
1067 for (int i = 0; i < src.Data.Length - 1; i++) 1064 for (int i = 0; i < src.Data.Length; i++)
1068 { 1065 {
1069 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry)) 1066 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry))
1070 { 1067 {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 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}