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-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs83
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs158
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs10
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs20
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs1193
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs80
-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/Agent/Xfer/XferModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs93
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs98
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs8
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs158
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs168
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs209
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs23
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs129
-rw-r--r--OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs388
-rw-r--r--OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs75
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Authentication/LocalAuthenticationServiceConnector.cs6
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs83
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs328
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs63
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs115
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs161
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs547
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs10
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs32
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRestartModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/Interfaces/IWorldComm.cs2
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs25
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs320
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs477
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs267
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1346
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1701
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs782
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs590
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs121
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs93
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs18
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs55
-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.cs24
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs61
-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.cs16
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs204
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs69
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Manager/ZeroMesher.cs7
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs30
-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.cs412
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs1187
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs2324
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMap.cs244
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs220
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1477
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs1087
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs4031
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs624
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs2014
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2827
-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.cs3176
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs102
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs16
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs12
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs29
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs56
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs45
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs86
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs39
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs358
155 files changed, 41423 insertions, 4866 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 6bbab35..6255515 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -478,7 +478,7 @@ namespace OpenSim
478 if (alert != null) 478 if (alert != null)
479 presence.ControllingClient.Kick(alert); 479 presence.ControllingClient.Kick(alert);
480 else 480 else
481 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 481 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
482 482
483 presence.Scene.IncomingCloseAgent(presence.UUID); 483 presence.Scene.IncomingCloseAgent(presence.UUID);
484 } 484 }
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index f784398..d107b7a 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();
@@ -387,7 +402,41 @@ namespace OpenSim
387 } 402 }
388 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 403 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
389 404
405 if (m_securePermissionsLoading)
406 {
407 foreach (string s in m_permsModules)
408 {
409 if (!scene.RegionModules.ContainsKey(s))
410 {
411 bool found = false;
412 foreach (IRegionModule m in modules)
413 {
414 if (m.Name == s)
415 {
416 found = true;
417 }
418 }
419 if (!found)
420 {
421 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
422 Environment.Exit(0);
423 }
424 }
425 }
426 }
427
390 scene.SetModuleInterfaces(); 428 scene.SetModuleInterfaces();
429// First Step of bootreport sequence
430 if (scene.SnmpService != null)
431 {
432 scene.SnmpService.ColdStart(1,scene);
433 scene.SnmpService.LinkDown(scene);
434 }
435
436 if (scene.SnmpService != null)
437 {
438 scene.SnmpService.BootInfo("Loading prins", scene);
439 }
391 440
392 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 441 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
393 SetUpEstateOwner(scene); 442 SetUpEstateOwner(scene);
@@ -401,6 +450,11 @@ namespace OpenSim
401 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 450 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
402 scene.EventManager.TriggerParcelPrimCountUpdate(); 451 scene.EventManager.TriggerParcelPrimCountUpdate();
403 452
453 if (scene.SnmpService != null)
454 {
455 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
456 }
457
404 try 458 try
405 { 459 {
406 scene.RegisterRegionWithGrid(); 460 scene.RegisterRegionWithGrid();
@@ -411,15 +465,29 @@ namespace OpenSim
411 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 465 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
412 e.Message, e.StackTrace); 466 e.Message, e.StackTrace);
413 467
468 if (scene.SnmpService != null)
469 {
470 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
471 }
414 // Carrying on now causes a lot of confusion down the 472 // Carrying on now causes a lot of confusion down the
415 // line - we need to get the user's attention 473 // line - we need to get the user's attention
416 Environment.Exit(1); 474 Environment.Exit(1);
417 } 475 }
418 476
477 if (scene.SnmpService != null)
478 {
479 scene.SnmpService.BootInfo("Grid Registration done", scene);
480 }
481
419 // We need to do this after we've initialized the 482 // We need to do this after we've initialized the
420 // scripting engines. 483 // scripting engines.
421 scene.CreateScriptInstances(); 484 scene.CreateScriptInstances();
422 485
486 if (scene.SnmpService != null)
487 {
488 scene.SnmpService.BootInfo("ScriptEngine started", scene);
489 }
490
423 SceneManager.Add(scene); 491 SceneManager.Add(scene);
424 492
425 if (m_autoCreateClientStack) 493 if (m_autoCreateClientStack)
@@ -428,6 +496,10 @@ namespace OpenSim
428 clientServer.Start(); 496 clientServer.Start();
429 } 497 }
430 498
499 if (scene.SnmpService != null)
500 {
501 scene.SnmpService.BootInfo("Initializing region modules", scene);
502 }
431 if (do_post_init) 503 if (do_post_init)
432 { 504 {
433 foreach (IRegionModule module in modules) 505 foreach (IRegionModule module in modules)
@@ -439,6 +511,12 @@ namespace OpenSim
439 511
440 mscene = scene; 512 mscene = scene;
441 513
514 if (scene.SnmpService != null)
515 {
516 scene.SnmpService.BootInfo("The region is operational", scene);
517 scene.SnmpService.LinkUp(scene);
518 }
519
442 scene.Start(); 520 scene.Start();
443 scene.StartScripts(); 521 scene.StartScripts();
444 522
@@ -557,6 +635,11 @@ namespace OpenSim
557 private void ShutdownRegion(Scene scene) 635 private void ShutdownRegion(Scene scene)
558 { 636 {
559 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 637 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
638 if (scene.SnmpService != null)
639 {
640 scene.SnmpService.BootInfo("The region is shutting down", scene);
641 scene.SnmpService.LinkDown(scene);
642 }
560 IRegionModulesController controller; 643 IRegionModulesController controller;
561 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 644 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
562 { 645 {
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 185f9ce..88c4d7f 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
@@ -204,6 +207,14 @@ namespace OpenSim.Region.ClientStack.Linden
204 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req); 207 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req);
205 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req); 208 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req);
206 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req); 209 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req);
210 IRequestHandler getObjectPhysicsDataHandler = new RestStreamHandler("POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData);
211 m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
212 IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
213 m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
214 IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
215 m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
216
217
207 218
208 m_HostCapsObj.RegisterHandler( 219 m_HostCapsObj.RegisterHandler(
209 "CopyInventoryFromNotecard", 220 "CopyInventoryFromNotecard",
@@ -854,6 +865,151 @@ namespace OpenSim.Region.ClientStack.Linden
854 response["int_response_code"] = 200; 865 response["int_response_code"] = 200;
855 return LLSDHelpers.SerialiseLLSDReply(response); 866 return LLSDHelpers.SerialiseLLSDReply(response);
856 } 867 }
868
869 public string GetObjectPhysicsData(string request, string path,
870 string param, IOSHttpRequest httpRequest,
871 IOSHttpResponse httpResponse)
872 {
873 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
874 OSDMap resp = new OSDMap();
875 OSDArray object_ids = (OSDArray)req["object_ids"];
876
877 for (int i = 0 ; i < object_ids.Count ; i++)
878 {
879 UUID uuid = object_ids[i].AsUUID();
880
881 SceneObjectPart obj = m_Scene.GetSceneObjectPart(uuid);
882 if (obj != null)
883 {
884 OSDMap object_data = new OSDMap();
885
886 object_data["PhysicsShapeType"] = obj.PhysicsShapeType;
887 object_data["Density"] = obj.Density;
888 object_data["Friction"] = obj.Friction;
889 object_data["Restitution"] = obj.Bounciness;
890 object_data["GravityMultiplier"] = obj.GravityModifier;
891
892 resp[uuid.ToString()] = object_data;
893 }
894 }
895
896 string response = OSDParser.SerializeLLSDXmlString(resp);
897 return response;
898 }
899
900 public string GetObjectCost(string request, string path,
901 string param, IOSHttpRequest httpRequest,
902 IOSHttpResponse httpResponse)
903 {
904 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
905 OSDMap resp = new OSDMap();
906
907 OSDArray object_ids = (OSDArray)req["object_ids"];
908
909 for (int i = 0; i < object_ids.Count; i++)
910 {
911 UUID uuid = object_ids[i].AsUUID();
912
913 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
914
915 if (part != null)
916 {
917 SceneObjectGroup grp = part.ParentGroup;
918 if (grp != null)
919 {
920 float linksetCost;
921 float linksetPhysCost;
922 float partCost;
923 float partPhysCost;
924
925 grp.GetResourcesCosts(part, out linksetCost, out linksetPhysCost, out partCost, out partPhysCost);
926
927 OSDMap object_data = new OSDMap();
928 object_data["linked_set_resource_cost"] = linksetCost;
929 object_data["resource_cost"] = partCost;
930 object_data["physics_cost"] = partPhysCost;
931 object_data["linked_set_physics_cost"] = linksetPhysCost;
932
933 resp[uuid.ToString()] = object_data;
934 }
935 }
936 }
937
938 string response = OSDParser.SerializeLLSDXmlString(resp);
939 return response;
940 }
941
942 public string ResourceCostSelected(string request, string path,
943 string param, IOSHttpRequest httpRequest,
944 IOSHttpResponse httpResponse)
945 {
946 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
947 OSDMap resp = new OSDMap();
948
949
950 float phys=0;
951 float stream=0;
952 float simul=0;
953
954 if (req.ContainsKey("selected_roots"))
955 {
956 OSDArray object_ids = (OSDArray)req["selected_roots"];
957
958 // should go by SOG suming costs for all parts
959 // ll v3 works ok with several objects select we get the list and adds ok
960 // FS calls per object so results are wrong guess fs bug
961 for (int i = 0; i < object_ids.Count; i++)
962 {
963 UUID uuid = object_ids[i].AsUUID();
964 float Physc;
965 float simulc;
966 float streamc;
967
968 SceneObjectGroup grp = m_Scene.GetGroupByPrim(uuid);
969 if (grp != null)
970 {
971 grp.GetSelectedCosts(out Physc, out streamc, out simulc);
972 phys += Physc;
973 stream += streamc;
974 simul += simulc;
975 }
976 }
977 }
978 else if (req.ContainsKey("selected_prims"))
979 {
980 OSDArray object_ids = (OSDArray)req["selected_prims"];
981
982 // don't see in use in any of the 2 viewers
983 // guess it should be for edit linked but... nothing
984 // should go to SOP per part
985 for (int i = 0; i < object_ids.Count; i++)
986 {
987 UUID uuid = object_ids[i].AsUUID();
988
989 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
990 if (part != null)
991 {
992 phys += part.PhysicsCost;
993 stream += part.StreamingCost;
994 simul += part.SimulationCost;
995 }
996 }
997 }
998
999 if (simul != 0)
1000 {
1001 OSDMap object_data = new OSDMap();
1002
1003 object_data["physics"] = phys;
1004 object_data["streaming"] = stream;
1005 object_data["simulation"] = simul;
1006
1007 resp["selected"] = object_data;
1008 }
1009
1010 string response = OSDParser.SerializeLLSDXmlString(resp);
1011 return response;
1012 }
857 } 1013 }
858 1014
859 public class AssetUploader 1015 public class AssetUploader
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
index 594b229..ebfe687 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
@@ -377,7 +377,7 @@ namespace OpenSim.Region.ClientStack.Linden
377 // TODO: Add EventQueueGet name/description for diagnostics 377 // TODO: Add EventQueueGet name/description for diagnostics
378 MainServer.Instance.AddPollServiceHTTPHandler( 378 MainServer.Instance.AddPollServiceHTTPHandler(
379 eventQueueGetPath, 379 eventQueueGetPath,
380 new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID)); 380 new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID, 1000));
381 381
382// m_log.DebugFormat( 382// m_log.DebugFormat(
383// "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}", 383// "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}",
@@ -831,5 +831,13 @@ namespace OpenSim.Region.ClientStack.Linden
831 { 831 {
832 return EventQueueHelper.BuildEvent(eventName, eventBody); 832 return EventQueueHelper.BuildEvent(eventName, eventBody);
833 } 833 }
834
835 public void partPhysicsProperties(uint localID, byte physhapetype,
836 float density, float friction, float bounce, float gravmod,UUID avatarID)
837 {
838 OSD item = EventQueueHelper.partPhysicsProperties(localID, physhapetype,
839 density, friction, bounce, gravmod);
840 Enqueue(item, avatarID);
841 }
834 } 842 }
835} 843}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
index 3f49aba..b9222e3 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
@@ -395,5 +395,25 @@ namespace OpenSim.Region.ClientStack.Linden
395 return message; 395 return message;
396 } 396 }
397 397
398 public static OSD partPhysicsProperties(uint localID, byte physhapetype,
399 float density, float friction, float bounce, float gravmod)
400 {
401
402 OSDMap physinfo = new OSDMap(6);
403 physinfo["LocalID"] = localID;
404 physinfo["Density"] = density;
405 physinfo["Friction"] = friction;
406 physinfo["GravityMultiplier"] = gravmod;
407 physinfo["Restitution"] = bounce;
408 physinfo["PhysicsShapeType"] = (int)physhapetype;
409
410 OSDArray array = new OSDArray(1);
411 array.Add(physinfo);
412
413 OSDMap llsdBody = new OSDMap(1);
414 llsdBody.Add("ObjectData", array);
415
416 return BuildEvent("ObjectPhysicsProperties", llsdBody);
417 }
398 } 418 }
399} 419}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index afbe56b..3995620 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -234,6 +234,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
234 m_stopPacket = TexturePacketCount(); 234 m_stopPacket = TexturePacketCount();
235 } 235 }
236 236
237 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
238 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
239
237 m_currentPacket = StartPacket; 240 m_currentPacket = StartPacket;
238 } 241 }
239 } 242 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 01ceeed..8cac731 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -98,6 +98,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
98 public event AvatarPickerRequest OnAvatarPickerRequest; 98 public event AvatarPickerRequest OnAvatarPickerRequest;
99 public event StartAnim OnStartAnim; 99 public event StartAnim OnStartAnim;
100 public event StopAnim OnStopAnim; 100 public event StopAnim OnStopAnim;
101 public event ChangeAnim OnChangeAnim;
101 public event Action<IClientAPI> OnRequestAvatarsData; 102 public event Action<IClientAPI> OnRequestAvatarsData;
102 public event LinkObjects OnLinkObjects; 103 public event LinkObjects OnLinkObjects;
103 public event DelinkObjects OnDelinkObjects; 104 public event DelinkObjects OnDelinkObjects;
@@ -125,6 +126,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 126 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
126 public event UpdatePrimFlags OnUpdatePrimFlags; 127 public event UpdatePrimFlags OnUpdatePrimFlags;
127 public event UpdatePrimTexture OnUpdatePrimTexture; 128 public event UpdatePrimTexture OnUpdatePrimTexture;
129 public event ClientChangeObject onClientChangeObject;
128 public event UpdateVector OnUpdatePrimGroupPosition; 130 public event UpdateVector OnUpdatePrimGroupPosition;
129 public event UpdateVector OnUpdatePrimSinglePosition; 131 public event UpdateVector OnUpdatePrimSinglePosition;
130 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 132 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -158,6 +160,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 160 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 161 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 162 public event CopyInventoryItem OnCopyInventoryItem;
163 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 164 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 165 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 166 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +259,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 259 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 260 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 261 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 262 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 263 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 264 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 265 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +290,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 290 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 291 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 292 public event SendPostcard OnSendPostcard;
293 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 294 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 295 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 296 public event GodlikeMessage onGodlikeMessage;
@@ -325,6 +329,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
325 private Prioritizer m_prioritizer; 329 private Prioritizer m_prioritizer;
326 private bool m_disableFacelights = false; 330 private bool m_disableFacelights = false;
327 331
332 private const uint MaxTransferBytesPerPacket = 600;
333
334
328 /// <value> 335 /// <value>
329 /// List used in construction of data blocks for an object update packet. This is to stop us having to 336 /// List used in construction of data blocks for an object update packet. This is to stop us having to
330 /// continually recreate it. 337 /// continually recreate it.
@@ -336,14 +343,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
336 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 343 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
337 /// ownerless phantom. 344 /// ownerless phantom.
338 /// 345 ///
339 /// All manipulation of this set has to occur under a lock 346 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
340 /// 347 ///
341 /// </value> 348 /// </value>
342 protected HashSet<uint> m_killRecord; 349// protected HashSet<uint> m_killRecord;
343 350
344// protected HashSet<uint> m_attachmentsSent; 351// protected HashSet<uint> m_attachmentsSent;
345 352
346 private int m_moneyBalance; 353 private int m_moneyBalance;
354 private bool m_deliverPackets = true;
347 private int m_animationSequenceNumber = 1; 355 private int m_animationSequenceNumber = 1;
348 private bool m_SendLogoutPacketWhenClosing = true; 356 private bool m_SendLogoutPacketWhenClosing = true;
349 private AgentUpdateArgs lastarg; 357 private AgentUpdateArgs lastarg;
@@ -380,6 +388,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
380 get { return m_startpos; } 388 get { return m_startpos; }
381 set { m_startpos = value; } 389 set { m_startpos = value; }
382 } 390 }
391 public bool DeliverPackets
392 {
393 get { return m_deliverPackets; }
394 set {
395 m_deliverPackets = value;
396 m_udpClient.m_deliverPackets = value;
397 }
398 }
383 public UUID AgentId { get { return m_agentId; } } 399 public UUID AgentId { get { return m_agentId; } }
384 public ISceneAgent SceneAgent { get; set; } 400 public ISceneAgent SceneAgent { get; set; }
385 public UUID ActiveGroupId { get { return m_activeGroupID; } } 401 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -457,7 +473,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
457 m_entityUpdates = new PriorityQueue(m_scene.Entities.Count); 473 m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
458 m_entityProps = new PriorityQueue(m_scene.Entities.Count); 474 m_entityProps = new PriorityQueue(m_scene.Entities.Count);
459 m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>(); 475 m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>();
460 m_killRecord = new HashSet<uint>(); 476// m_killRecord = new HashSet<uint>();
461// m_attachmentsSent = new HashSet<uint>(); 477// m_attachmentsSent = new HashSet<uint>();
462 478
463 m_assetService = m_scene.RequestModuleInterface<IAssetService>(); 479 m_assetService = m_scene.RequestModuleInterface<IAssetService>();
@@ -487,11 +503,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
487 503
488 #region Client Methods 504 #region Client Methods
489 505
506
490 /// <summary> 507 /// <summary>
491 /// Close down the client view 508 /// Close down the client view
492 /// </summary> 509 /// </summary>
493 public void Close() 510 public void Close()
494 { 511 {
512 Close(true);
513 }
514
515 /// <summary>
516 /// Shut down the client view
517 /// </summary>
518 public void Close(bool sendStop)
519 {
495 // We lock here to prevent race conditions between two threads calling close simultaneously (e.g. 520 // We lock here to prevent race conditions between two threads calling close simultaneously (e.g.
496 // a simultaneous relog just as a client is being closed out due to no packet ack from the old connection. 521 // a simultaneous relog just as a client is being closed out due to no packet ack from the old connection.
497 lock (CloseSyncLock) 522 lock (CloseSyncLock)
@@ -500,7 +525,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
500 return; 525 return;
501 526
502 IsActive = false; 527 IsActive = false;
503 CloseWithoutChecks(); 528 CloseWithoutChecks(sendStop);
504 } 529 }
505 } 530 }
506 531
@@ -513,12 +538,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
513 /// 538 ///
514 /// Callers must lock ClosingSyncLock before calling. 539 /// Callers must lock ClosingSyncLock before calling.
515 /// </remarks> 540 /// </remarks>
516 public void CloseWithoutChecks() 541 public void CloseWithoutChecks(bool sendStop)
517 { 542 {
518 m_log.DebugFormat( 543 m_log.DebugFormat(
519 "[CLIENT]: Close has been called for {0} attached to scene {1}", 544 "[CLIENT]: Close has been called for {0} attached to scene {1}",
520 Name, m_scene.RegionInfo.RegionName); 545 Name, m_scene.RegionInfo.RegionName);
521 546
547 if (sendStop)
548 {
549 // Send the STOP packet
550 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
551 OutPacket(disable, ThrottleOutPacketType.Unknown);
552 }
553
522 // Shutdown the image manager 554 // Shutdown the image manager
523 ImageManager.Close(); 555 ImageManager.Close();
524 556
@@ -815,7 +847,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
815 reply.ChatData.OwnerID = fromAgentID; 847 reply.ChatData.OwnerID = fromAgentID;
816 reply.ChatData.SourceID = fromAgentID; 848 reply.ChatData.SourceID = fromAgentID;
817 849
818 OutPacket(reply, ThrottleOutPacketType.Task); 850 OutPacket(reply, ThrottleOutPacketType.Unknown);
819 } 851 }
820 852
821 /// <summary> 853 /// <summary>
@@ -1101,6 +1133,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1101 public virtual void SendLayerData(float[] map) 1133 public virtual void SendLayerData(float[] map)
1102 { 1134 {
1103 Util.FireAndForget(DoSendLayerData, map); 1135 Util.FireAndForget(DoSendLayerData, map);
1136
1137 // Send it sync, and async. It's not that much data
1138 // and it improves user experience just so much!
1139 DoSendLayerData(map);
1104 } 1140 }
1105 1141
1106 /// <summary> 1142 /// <summary>
@@ -1113,16 +1149,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1113 1149
1114 try 1150 try
1115 { 1151 {
1116 //for (int y = 0; y < 16; y++) 1152 for (int y = 0; y < 16; y++)
1117 //{ 1153 {
1118 // for (int x = 0; x < 16; x++) 1154 for (int x = 0; x < 16; x+=4)
1119 // { 1155 {
1120 // SendLayerData(x, y, map); 1156 SendLayerPacket(x, y, map);
1121 // } 1157 }
1122 //} 1158 }
1123
1124 // Send LayerData in a spiral pattern. Fun!
1125 SendLayerTopRight(map, 0, 0, 15, 15);
1126 } 1159 }
1127 catch (Exception e) 1160 catch (Exception e)
1128 { 1161 {
@@ -1130,51 +1163,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1130 } 1163 }
1131 } 1164 }
1132 1165
1133 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1134 {
1135 // Row
1136 for (int i = x1; i <= x2; i++)
1137 SendLayerData(i, y1, map);
1138
1139 // Column
1140 for (int j = y1 + 1; j <= y2; j++)
1141 SendLayerData(x2, j, map);
1142
1143 if (x2 - x1 > 0)
1144 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1145 }
1146
1147 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1148 {
1149 // Row in reverse
1150 for (int i = x2; i >= x1; i--)
1151 SendLayerData(i, y2, map);
1152
1153 // Column in reverse
1154 for (int j = y2 - 1; j >= y1; j--)
1155 SendLayerData(x1, j, map);
1156
1157 if (x2 - x1 > 0)
1158 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1159 }
1160
1161 /// <summary> 1166 /// <summary>
1162 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1167 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1163 /// </summary> 1168 /// </summary>
1164 /// <param name="map">heightmap</param> 1169 /// <param name="map">heightmap</param>
1165 /// <param name="px">X coordinate for patches 0..12</param> 1170 /// <param name="px">X coordinate for patches 0..12</param>
1166 /// <param name="py">Y coordinate for patches 0..15</param> 1171 /// <param name="py">Y coordinate for patches 0..15</param>
1167 // private void SendLayerPacket(float[] map, int y, int x) 1172 private void SendLayerPacket(int x, int y, float[] map)
1168 // { 1173 {
1169 // int[] patches = new int[4]; 1174 int[] patches = new int[4];
1170 // patches[0] = x + 0 + y * 16; 1175 patches[0] = x + 0 + y * 16;
1171 // patches[1] = x + 1 + y * 16; 1176 patches[1] = x + 1 + y * 16;
1172 // patches[2] = x + 2 + y * 16; 1177 patches[2] = x + 2 + y * 16;
1173 // patches[3] = x + 3 + y * 16; 1178 patches[3] = x + 3 + y * 16;
1174 1179
1175 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1180 float[] heightmap = (map.Length == 65536) ?
1176 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1181 map :
1177 // } 1182 LLHeightFieldMoronize(map);
1183
1184 try
1185 {
1186 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1187 OutPacket(layerpack, ThrottleOutPacketType.Land);
1188 }
1189 catch
1190 {
1191 for (int px = x ; px < x + 4 ; px++)
1192 SendLayerData(px, y, map);
1193 }
1194 }
1178 1195
1179 /// <summary> 1196 /// <summary>
1180 /// Sends a specified patch to a client 1197 /// Sends a specified patch to a client
@@ -1194,7 +1211,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1194 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1211 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1195 layerpack.Header.Reliable = true; 1212 layerpack.Header.Reliable = true;
1196 1213
1197 OutPacket(layerpack, ThrottleOutPacketType.Land); 1214 OutPacket(layerpack, ThrottleOutPacketType.Task);
1198 } 1215 }
1199 catch (Exception e) 1216 catch (Exception e)
1200 { 1217 {
@@ -1557,7 +1574,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1557 1574
1558 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1575 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1559 { 1576 {
1560// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1577// foreach (uint id in localIDs)
1578// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1561 1579
1562 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1580 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1563 // TODO: don't create new blocks if recycling an old packet 1581 // TODO: don't create new blocks if recycling an old packet
@@ -1579,17 +1597,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1579 // We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race 1597 // We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race
1580 // condition where a kill can be processed before an out-of-date update for the same object. 1598 // condition where a kill can be processed before an out-of-date update for the same object.
1581 // ProcessEntityUpdates() also takes the m_killRecord lock. 1599 // ProcessEntityUpdates() also takes the m_killRecord lock.
1582 lock (m_killRecord) 1600// lock (m_killRecord)
1583 { 1601// {
1584 foreach (uint localID in localIDs) 1602// foreach (uint localID in localIDs)
1585 m_killRecord.Add(localID); 1603// m_killRecord.Add(localID);
1586 1604
1587 // The throttle queue used here must match that being used for updates. Otherwise, there is a 1605 // The throttle queue used here must match that being used for updates. Otherwise, there is a
1588 // chance that a kill packet put on a separate queue will be sent to the client before an existing 1606 // chance that a kill packet put on a separate queue will be sent to the client before an existing
1589 // update packet on another queue. Receiving updates after kills results in unowned and undeletable 1607 // update packet on another queue. Receiving updates after kills results in unowned and undeletable
1590 // scene objects in a viewer until that viewer is relogged in. 1608 // scene objects in a viewer until that viewer is relogged in.
1591 OutPacket(kill, ThrottleOutPacketType.Task); 1609 OutPacket(kill, ThrottleOutPacketType.Task);
1592 } 1610// }
1593 } 1611 }
1594 } 1612 }
1595 1613
@@ -2128,16 +2146,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2128 replytask.InventoryData.TaskID = taskID; 2146 replytask.InventoryData.TaskID = taskID;
2129 replytask.InventoryData.Serial = serial; 2147 replytask.InventoryData.Serial = serial;
2130 replytask.InventoryData.Filename = fileName; 2148 replytask.InventoryData.Filename = fileName;
2131 OutPacket(replytask, ThrottleOutPacketType.Asset); 2149 OutPacket(replytask, ThrottleOutPacketType.Task);
2132 } 2150 }
2133 2151
2134 public void SendXferPacket(ulong xferID, uint packet, byte[] data) 2152 public void SendXferPacket(ulong xferID, uint packet, byte[] data, bool isTaskInventory)
2135 { 2153 {
2154 ThrottleOutPacketType type = ThrottleOutPacketType.Asset;
2155 if (isTaskInventory)
2156 type = ThrottleOutPacketType.Task;
2157
2136 SendXferPacketPacket sendXfer = (SendXferPacketPacket)PacketPool.Instance.GetPacket(PacketType.SendXferPacket); 2158 SendXferPacketPacket sendXfer = (SendXferPacketPacket)PacketPool.Instance.GetPacket(PacketType.SendXferPacket);
2137 sendXfer.XferID.ID = xferID; 2159 sendXfer.XferID.ID = xferID;
2138 sendXfer.XferID.Packet = packet; 2160 sendXfer.XferID.Packet = packet;
2139 sendXfer.DataPacket.Data = data; 2161 sendXfer.DataPacket.Data = data;
2140 OutPacket(sendXfer, ThrottleOutPacketType.Asset); 2162 OutPacket(sendXfer, type);
2141 } 2163 }
2142 2164
2143 public void SendAbortXferPacket(ulong xferID) 2165 public void SendAbortXferPacket(ulong xferID)
@@ -2319,6 +2341,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2319 OutPacket(sound, ThrottleOutPacketType.Task); 2341 OutPacket(sound, ThrottleOutPacketType.Task);
2320 } 2342 }
2321 2343
2344 public void SendTransferAbort(TransferRequestPacket transferRequest)
2345 {
2346 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2347 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2348 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2349 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2350 OutPacket(abort, ThrottleOutPacketType.Task);
2351 }
2352
2322 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2353 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2323 { 2354 {
2324 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2355 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2611,6 +2642,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2611 } 2642 }
2612 } 2643 }
2613 2644
2645 public void SendPartPhysicsProprieties(ISceneEntity entity)
2646 {
2647 SceneObjectPart part = (SceneObjectPart)entity;
2648 if (part != null && AgentId != UUID.Zero)
2649 {
2650 try
2651 {
2652 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
2653 if (eq != null)
2654 {
2655 uint localid = part.LocalId;
2656 byte physshapetype = part.PhysicsShapeType;
2657 float density = part.Density;
2658 float friction = part.Friction;
2659 float bounce = part.Bounciness;
2660 float gravmod = part.GravityModifier;
2661
2662 eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
2663 }
2664 }
2665 catch (Exception ex)
2666 {
2667 m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
2668 }
2669 part.UpdatePhysRequired = false;
2670 }
2671 }
2672
2673
2614 2674
2615 public void SendGroupNameReply(UUID groupLLUID, string GroupName) 2675 public void SendGroupNameReply(UUID groupLLUID, string GroupName)
2616 { 2676 {
@@ -2708,7 +2768,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2708 else 2768 else
2709 { 2769 {
2710 int processedLength = 0; 2770 int processedLength = 0;
2711 int maxChunkSize = Settings.MAX_PACKET_SIZE - 100; 2771// int maxChunkSize = Settings.MAX_PACKET_SIZE - 100;
2772
2773 int maxChunkSize = (int) MaxTransferBytesPerPacket;
2712 int packetNumber = 0; 2774 int packetNumber = 0;
2713 2775
2714 while (processedLength < req.AssetInf.Data.Length) 2776 while (processedLength < req.AssetInf.Data.Length)
@@ -2779,7 +2841,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2779 reply.Data.ParcelID = parcelID; 2841 reply.Data.ParcelID = parcelID;
2780 reply.Data.OwnerID = land.OwnerID; 2842 reply.Data.OwnerID = land.OwnerID;
2781 reply.Data.Name = Utils.StringToBytes(land.Name); 2843 reply.Data.Name = Utils.StringToBytes(land.Name);
2782 reply.Data.Desc = Utils.StringToBytes(land.Description); 2844 if (land != null && land.Description != null && land.Description != String.Empty)
2845 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2846 else
2847 reply.Data.Desc = new Byte[0];
2783 reply.Data.ActualArea = land.Area; 2848 reply.Data.ActualArea = land.Area;
2784 reply.Data.BillableArea = land.Area; // TODO: what is this? 2849 reply.Data.BillableArea = land.Area; // TODO: what is this?
2785 2850
@@ -3514,7 +3579,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3514 3579
3515 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance); 3580 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
3516 // TODO: don't create new blocks if recycling an old packet 3581 // TODO: don't create new blocks if recycling an old packet
3517 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218]; 3582 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length];
3518 avp.ObjectData.TextureEntry = textureEntry; 3583 avp.ObjectData.TextureEntry = textureEntry;
3519 3584
3520 AvatarAppearancePacket.VisualParamBlock avblock = null; 3585 AvatarAppearancePacket.VisualParamBlock avblock = null;
@@ -3644,7 +3709,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3644 /// </summary> 3709 /// </summary>
3645 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3710 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3646 { 3711 {
3647 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3712 if (entity is SceneObjectPart)
3713 {
3714 SceneObjectPart e = (SceneObjectPart)entity;
3715 SceneObjectGroup g = e.ParentGroup;
3716 if (g.RootPart.Shape.State > 30) // HUD
3717 if (g.OwnerID != AgentId)
3718 return; // Don't send updates for other people's HUDs
3719 }
3720
3648 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3721 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3649 3722
3650 lock (m_entityUpdates.SyncRoot) 3723 lock (m_entityUpdates.SyncRoot)
@@ -3711,27 +3784,74 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3711 3784
3712 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3785 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3713 // condition where a kill can be processed before an out-of-date update for the same object. 3786 // condition where a kill can be processed before an out-of-date update for the same object.
3714 lock (m_killRecord) 3787 float avgTimeDilation = 1.0f;
3788 IEntityUpdate iupdate;
3789 Int32 timeinqueue; // this is just debugging code & can be dropped later
3790
3791 while (updatesThisCall < maxUpdates)
3715 { 3792 {
3716 float avgTimeDilation = 1.0f; 3793 lock (m_entityUpdates.SyncRoot)
3717 IEntityUpdate iupdate; 3794 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3718 Int32 timeinqueue; // this is just debugging code & can be dropped later 3795 break;
3796
3797 EntityUpdate update = (EntityUpdate)iupdate;
3798
3799 avgTimeDilation += update.TimeDilation;
3800 avgTimeDilation *= 0.5f;
3719 3801
3720 while (updatesThisCall < maxUpdates) 3802 if (update.Entity is SceneObjectPart)
3721 { 3803 {
3722 lock (m_entityUpdates.SyncRoot) 3804 SceneObjectPart part = (SceneObjectPart)update.Entity;
3723 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3724 break;
3725 3805
3726 EntityUpdate update = (EntityUpdate)iupdate; 3806 if (part.ParentGroup.IsDeleted)
3727 3807 continue;
3728 avgTimeDilation += update.TimeDilation;
3729 avgTimeDilation *= 0.5f;
3730 3808
3731 if (update.Entity is SceneObjectPart) 3809 if (part.ParentGroup.IsAttachment)
3810 { // Someone else's HUD, why are we getting these?
3811 if (part.ParentGroup.OwnerID != AgentId &&
3812 part.ParentGroup.RootPart.Shape.State >= 30)
3813 continue;
3814 ScenePresence sp;
3815 // Owner is not in the sim, don't update it to
3816 // anyone
3817 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3818 continue;
3819
3820 List<SceneObjectGroup> atts = sp.GetAttachments();
3821 bool found = false;
3822 foreach (SceneObjectGroup att in atts)
3823 {
3824 if (att == part.ParentGroup)
3825 {
3826 found = true;
3827 break;
3828 }
3829 }
3830
3831 // It's an attachment of a valid avatar, but
3832 // doesn't seem to be attached, skip
3833 if (!found)
3834 continue;
3835
3836 // On vehicle crossing, the attachments are received
3837 // while the avatar is still a child. Don't send
3838 // updates here because the LocalId has not yet
3839 // been updated and the viewer will derender the
3840 // attachments until the avatar becomes root.
3841 if (sp.IsChildAgent)
3842 continue;
3843
3844 // If the object is an attachment we don't want it to be in the kill
3845 // record. Else attaching from inworld and subsequently dropping
3846 // it will no longer work.
3847// lock (m_killRecord)
3848// {
3849// m_killRecord.Remove(part.LocalId);
3850// m_killRecord.Remove(part.ParentGroup.RootPart.LocalId);
3851// }
3852 }
3853 else
3732 { 3854 {
3733 SceneObjectPart part = (SceneObjectPart)update.Entity;
3734
3735 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client 3855 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3736 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good 3856 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3737 // safety measure. 3857 // safety measure.
@@ -3742,236 +3862,174 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3742 // 3862 //
3743 // This doesn't appear to apply to child prims - a client will happily ignore these updates 3863 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3744 // after the root prim has been deleted. 3864 // after the root prim has been deleted.
3745 if (m_killRecord.Contains(part.LocalId)) 3865 //
3746 { 3866 // We ignore this for attachments because attaching something from inworld breaks unless we do.
3747 // m_log.WarnFormat( 3867// lock (m_killRecord)
3748 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted", 3868// {
3749 // part.LocalId, Name); 3869// if (m_killRecord.Contains(part.LocalId))
3750 continue; 3870// continue;
3751 } 3871// if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3752 3872// continue;
3753 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3873// }
3874 }
3875
3876 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3877 {
3878 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3879 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3754 { 3880 {
3755 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3881 part.Shape.LightEntry = false;
3756 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3757 {
3758 part.Shape.LightEntry = false;
3759 }
3760 } 3882 }
3761 } 3883 }
3762 3884 }
3763 #region UpdateFlags to packet type conversion 3885
3764 3886 ++updatesThisCall;
3765 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags; 3887
3766 3888 #region UpdateFlags to packet type conversion
3767 bool canUseCompressed = true; 3889
3768 bool canUseImproved = true; 3890 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3769 3891
3770 // Compressed object updates only make sense for LL primitives 3892 bool canUseCompressed = true;
3771 if (!(update.Entity is SceneObjectPart)) 3893 bool canUseImproved = true;
3894
3895 // Compressed object updates only make sense for LL primitives
3896 if (!(update.Entity is SceneObjectPart))
3897 {
3898 canUseCompressed = false;
3899 }
3900
3901 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3902 {
3903 canUseCompressed = false;
3904 canUseImproved = false;
3905 }
3906 else
3907 {
3908 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3909 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3910 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3911 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3772 { 3912 {
3773 canUseCompressed = false; 3913 canUseCompressed = false;
3774 } 3914 }
3775 3915
3776 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate)) 3916 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3917 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3918 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3919 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3920 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3921 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3922 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3923 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3924 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3925 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3926 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3927 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3928 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3929 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3777 { 3930 {
3778 canUseCompressed = false;
3779 canUseImproved = false; 3931 canUseImproved = false;
3780 } 3932 }
3781 else 3933 }
3782 {
3783 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3784 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3785 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3786 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3787 {
3788 canUseCompressed = false;
3789 }
3790
3791 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3792 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3793 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3794 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3795 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3796 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3797 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3798 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3799 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3800 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3801 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3802 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3803 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3804 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3805 {
3806 canUseImproved = false;
3807 }
3808 }
3809
3810 #endregion UpdateFlags to packet type conversion
3811
3812 #region Block Construction
3813
3814 // TODO: Remove this once we can build compressed updates
3815 canUseCompressed = false;
3816 3934
3817 if (!canUseImproved && !canUseCompressed) 3935 #endregion UpdateFlags to packet type conversion
3818 {
3819 ObjectUpdatePacket.ObjectDataBlock updateBlock;
3820 3936
3821 if (update.Entity is ScenePresence) 3937 #region Block Construction
3822 {
3823 updateBlock = CreateAvatarUpdateBlock((ScenePresence)update.Entity);
3824 }
3825 else
3826 {
3827 SceneObjectPart part = (SceneObjectPart)update.Entity;
3828 updateBlock = CreatePrimUpdateBlock(part, AgentId);
3829
3830 // If the part has become a private hud since the update was scheduled then we do not
3831 // want to send it to other avatars.
3832 if (part.ParentGroup.IsAttachment
3833 && part.ParentGroup.HasPrivateAttachmentPoint
3834 && part.ParentGroup.AttachedAvatar != AgentId)
3835 continue;
3836
3837 // If the part has since been deleted, then drop the update. In the case of attachments,
3838 // this is to avoid spurious updates to other viewers since post-processing of attachments
3839 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3840 // of the test above).
3841 //
3842 // Actual deletions (kills) happen in another method.
3843 if (part.ParentGroup.IsDeleted)
3844 continue;
3845 }
3846 3938
3847 objectUpdateBlocks.Value.Add(updateBlock); 3939 // TODO: Remove this once we can build compressed updates
3848 objectUpdates.Value.Add(update); 3940 canUseCompressed = false;
3849 }
3850 else if (!canUseImproved)
3851 {
3852 SceneObjectPart part = (SceneObjectPart)update.Entity;
3853 ObjectUpdateCompressedPacket.ObjectDataBlock compressedBlock
3854 = CreateCompressedUpdateBlock(part, updateFlags);
3855
3856 // If the part has since been deleted, then drop the update. In the case of attachments,
3857 // this is to avoid spurious updates to other viewers since post-processing of attachments
3858 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3859 // of the test above).
3860 //
3861 // Actual deletions (kills) happen in another method.
3862 if (part.ParentGroup.IsDeleted)
3863 continue;
3864 3941
3865 compressedUpdateBlocks.Value.Add(compressedBlock); 3942 if (!canUseImproved && !canUseCompressed)
3866 compressedUpdates.Value.Add(update); 3943 {
3944 if (update.Entity is ScenePresence)
3945 {
3946 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3867 } 3947 }
3868 else 3948 else
3869 { 3949 {
3870 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3950 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3871 {
3872 // Self updates go into a special list
3873 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3874 terseAgentUpdates.Value.Add(update);
3875 }
3876 else
3877 {
3878 ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseUpdateBlock
3879 = CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures));
3880
3881 // Everything else goes here
3882 if (update.Entity is SceneObjectPart)
3883 {
3884 SceneObjectPart part = (SceneObjectPart)update.Entity;
3885
3886 // If the part has become a private hud since the update was scheduled then we do not
3887 // want to send it to other avatars.
3888 if (part.ParentGroup.IsAttachment
3889 && part.ParentGroup.HasPrivateAttachmentPoint
3890 && part.ParentGroup.AttachedAvatar != AgentId)
3891 continue;
3892
3893 // If the part has since been deleted, then drop the update. In the case of attachments,
3894 // this is to avoid spurious updates to other viewers since post-processing of attachments
3895 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3896 // of the test above).
3897 //
3898 // Actual deletions (kills) happen in another method.
3899 if (part.ParentGroup.IsDeleted)
3900 continue;
3901 }
3902
3903 terseUpdateBlocks.Value.Add(terseUpdateBlock);
3904 terseUpdates.Value.Add(update);
3905 }
3906 } 3951 }
3952 }
3953 else if (!canUseImproved)
3954 {
3955 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3956 }
3957 else
3958 {
3959 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3960 // Self updates go into a special list
3961 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3962 else
3963 // Everything else goes here
3964 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3965 }
3966
3967 #endregion Block Construction
3968 }
3907 3969
3908 ++updatesThisCall; 3970 #region Packet Sending
3909 3971
3910 #endregion Block Construction 3972 const float TIME_DILATION = 1.0f;
3911 } 3973 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3912 3974
3913 #region Packet Sending 3975 if (terseAgentUpdateBlocks.IsValueCreated)
3914 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f); 3976 {
3977 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3915 3978
3916 if (terseAgentUpdateBlocks.IsValueCreated) 3979 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3917 { 3980 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3918 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value; 3981 packet.RegionData.TimeDilation = timeDilation;
3982 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3919 3983
3920 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3984 for (int i = 0; i < blocks.Count; i++)
3921 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3985 packet.ObjectData[i] = blocks[i];
3922 packet.RegionData.TimeDilation = timeDilation;
3923 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3924 3986
3925 for (int i = 0; i < blocks.Count; i++) 3987 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3926 packet.ObjectData[i] = blocks[i]; 3988 }
3927 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3928 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3929 }
3930 3989
3931 if (objectUpdateBlocks.IsValueCreated) 3990 if (objectUpdateBlocks.IsValueCreated)
3932 { 3991 {
3933 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3992 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3934 3993
3935 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3994 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3936 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3995 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3937 packet.RegionData.TimeDilation = timeDilation; 3996 packet.RegionData.TimeDilation = timeDilation;
3938 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3997 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3939 3998
3940 for (int i = 0; i < blocks.Count; i++) 3999 for (int i = 0; i < blocks.Count; i++)
3941 packet.ObjectData[i] = blocks[i]; 4000 packet.ObjectData[i] = blocks[i];
3942 // If any of the packets created from this call go unacknowledged, all of the updates will be resent 4001
3943 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); }); 4002 OutPacket(packet, ThrottleOutPacketType.Task, true);
3944 } 4003 }
3945 4004
3946 if (compressedUpdateBlocks.IsValueCreated) 4005 if (compressedUpdateBlocks.IsValueCreated)
3947 { 4006 {
3948 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 4007 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3949 4008
3950 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed); 4009 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3951 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 4010 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3952 packet.RegionData.TimeDilation = timeDilation; 4011 packet.RegionData.TimeDilation = timeDilation;
3953 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count]; 4012 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3954
3955 for (int i = 0; i < blocks.Count; i++)
3956 packet.ObjectData[i] = blocks[i];
3957 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3958 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3959 }
3960 4013
3961 if (terseUpdateBlocks.IsValueCreated) 4014 for (int i = 0; i < blocks.Count; i++)
3962 { 4015 packet.ObjectData[i] = blocks[i];
3963 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 4016
3964 4017 OutPacket(packet, ThrottleOutPacketType.Task, true);
3965 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 4018 }
3966 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 4019
3967 packet.RegionData.TimeDilation = timeDilation; 4020 if (terseUpdateBlocks.IsValueCreated)
3968 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 4021 {
3969 4022 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3970 for (int i = 0; i < blocks.Count; i++) 4023
3971 packet.ObjectData[i] = blocks[i]; 4024 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3972 // If any of the packets created from this call go unacknowledged, all of the updates will be resent 4025 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3973 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); }); 4026 packet.RegionData.TimeDilation = timeDilation;
3974 } 4027 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
4028
4029 for (int i = 0; i < blocks.Count; i++)
4030 packet.ObjectData[i] = blocks[i];
4031
4032 OutPacket(packet, ThrottleOutPacketType.Task, true);
3975 } 4033 }
3976 4034
3977 #endregion Packet Sending 4035 #endregion Packet Sending
@@ -4264,11 +4322,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4264 4322
4265 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4323 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4266 // of the object rather than the properties when the packet was created 4324 // of the object rather than the properties when the packet was created
4267 OutPacket(packet, ThrottleOutPacketType.Task, true, 4325 // HACK : Remove intelligent resending until it's fixed in core
4268 delegate(OutgoingPacket oPacket) 4326 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4269 { 4327 // delegate(OutgoingPacket oPacket)
4270 ResendPropertyUpdates(updates, oPacket); 4328 // {
4271 }); 4329 // ResendPropertyUpdates(updates, oPacket);
4330 // });
4331 OutPacket(packet, ThrottleOutPacketType.Task, true);
4272 4332
4273 // pbcnt += blocks.Count; 4333 // pbcnt += blocks.Count;
4274 // ppcnt++; 4334 // ppcnt++;
@@ -4294,11 +4354,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4294 // of the object rather than the properties when the packet was created 4354 // of the object rather than the properties when the packet was created
4295 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4355 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4296 updates.Add(familyUpdates.Value[i]); 4356 updates.Add(familyUpdates.Value[i]);
4297 OutPacket(packet, ThrottleOutPacketType.Task, true, 4357 // HACK : Remove intelligent resending until it's fixed in core
4298 delegate(OutgoingPacket oPacket) 4358 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4299 { 4359 // delegate(OutgoingPacket oPacket)
4300 ResendPropertyUpdates(updates, oPacket); 4360 // {
4301 }); 4361 // ResendPropertyUpdates(updates, oPacket);
4362 // });
4363 OutPacket(packet, ThrottleOutPacketType.Task, true);
4302 4364
4303 // fpcnt++; 4365 // fpcnt++;
4304 // fbcnt++; 4366 // fbcnt++;
@@ -4447,37 +4509,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4447 if (bl[i].BannedUserID == UUID.Zero) 4509 if (bl[i].BannedUserID == UUID.Zero)
4448 continue; 4510 continue;
4449 BannedUsers.Add(bl[i].BannedUserID); 4511 BannedUsers.Add(bl[i].BannedUserID);
4450 }
4451 4512
4452 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4513 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4453 packet.AgentData.TransactionID = UUID.Random(); 4514 {
4454 packet.AgentData.AgentID = AgentId; 4515 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4455 packet.AgentData.SessionID = SessionId; 4516 packet.AgentData.TransactionID = UUID.Random();
4456 packet.MethodData.Invoice = invoice; 4517 packet.AgentData.AgentID = AgentId;
4457 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4518 packet.AgentData.SessionID = SessionId;
4519 packet.MethodData.Invoice = invoice;
4520 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4458 4521
4459 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4522 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4460 4523
4461 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4524 int j;
4462 { 4525 for (j = 0; j < (6 + BannedUsers.Count); j++)
4463 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4526 {
4464 } 4527 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4465 int j = 0; 4528 }
4529 j = 0;
4466 4530
4467 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4531 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4468 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4532 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4469 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4533 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4470 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4534 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4471 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4535 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4472 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4536 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4473 4537
4474 foreach (UUID banned in BannedUsers) 4538 foreach (UUID banned in BannedUsers)
4475 { 4539 {
4476 returnblock[j].Parameter = banned.GetBytes(); j++; 4540 returnblock[j].Parameter = banned.GetBytes(); j++;
4541 }
4542 packet.ParamList = returnblock;
4543 packet.Header.Reliable = true;
4544 OutPacket(packet, ThrottleOutPacketType.Task);
4545
4546 BannedUsers.Clear();
4547 }
4477 } 4548 }
4478 packet.ParamList = returnblock; 4549
4479 packet.Header.Reliable = false;
4480 OutPacket(packet, ThrottleOutPacketType.Task);
4481 } 4550 }
4482 4551
4483 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4552 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4663,7 +4732,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4663 4732
4664 if (landData.SimwideArea > 0) 4733 if (landData.SimwideArea > 0)
4665 { 4734 {
4666 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4735 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4736 // Never report more than sim total capacity
4737 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4738 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4667 updateMessage.SimWideMaxPrims = simulatorCapacity; 4739 updateMessage.SimWideMaxPrims = simulatorCapacity;
4668 } 4740 }
4669 else 4741 else
@@ -4792,14 +4864,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4792 4864
4793 if (notifyCount > 0) 4865 if (notifyCount > 0)
4794 { 4866 {
4795 if (notifyCount > 32) 4867// if (notifyCount > 32)
4796 { 4868// {
4797 m_log.InfoFormat( 4869// m_log.InfoFormat(
4798 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4870// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4799 + " - a developer might want to investigate whether this is a hard limit", 32); 4871// + " - a developer might want to investigate whether this is a hard limit", 32);
4800 4872//
4801 notifyCount = 32; 4873// notifyCount = 32;
4802 } 4874// }
4803 4875
4804 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4876 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4805 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4877 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4854,9 +4926,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4854 { 4926 {
4855 ScenePresence presence = (ScenePresence)entity; 4927 ScenePresence presence = (ScenePresence)entity;
4856 4928
4929 position = presence.OffsetPosition;
4930 rotation = presence.Rotation;
4931
4932 if (presence.ParentID != 0)
4933 {
4934 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4935 if (part != null && part != part.ParentGroup.RootPart)
4936 {
4937 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4938 rotation = part.RotationOffset * presence.Rotation;
4939 }
4940 }
4941
4857 attachPoint = 0; 4942 attachPoint = 0;
4858 collisionPlane = presence.CollisionPlane; 4943 collisionPlane = presence.CollisionPlane;
4859 position = presence.OffsetPosition;
4860 velocity = presence.Velocity; 4944 velocity = presence.Velocity;
4861 acceleration = Vector3.Zero; 4945 acceleration = Vector3.Zero;
4862 4946
@@ -4866,7 +4950,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4866// acceleration = new Vector3(1, 0, 0); 4950// acceleration = new Vector3(1, 0, 0);
4867 4951
4868 angularVelocity = Vector3.Zero; 4952 angularVelocity = Vector3.Zero;
4869 rotation = presence.Rotation;
4870 4953
4871 if (sendTexture) 4954 if (sendTexture)
4872 textureEntry = presence.Appearance.Texture.GetBytes(); 4955 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4971,13 +5054,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4971 5054
4972 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 5055 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4973 { 5056 {
5057 Vector3 offsetPosition = data.OffsetPosition;
5058 Quaternion rotation = data.Rotation;
5059 uint parentID = data.ParentID;
5060
5061 if (parentID != 0)
5062 {
5063 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
5064 if (part != null && part != part.ParentGroup.RootPart)
5065 {
5066 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
5067 rotation = part.RotationOffset * data.Rotation;
5068 parentID = part.ParentGroup.RootPart.LocalId;
5069 }
5070 }
5071
4974 byte[] objectData = new byte[76]; 5072 byte[] objectData = new byte[76];
4975 5073
4976 data.CollisionPlane.ToBytes(objectData, 0); 5074 data.CollisionPlane.ToBytes(objectData, 0);
4977 data.OffsetPosition.ToBytes(objectData, 16); 5075 offsetPosition.ToBytes(objectData, 16);
4978// data.Velocity.ToBytes(objectData, 28); 5076// data.Velocity.ToBytes(objectData, 28);
4979// data.Acceleration.ToBytes(objectData, 40); 5077// data.Acceleration.ToBytes(objectData, 40);
4980 data.Rotation.ToBytes(objectData, 52); 5078 rotation.ToBytes(objectData, 52);
4981 //data.AngularVelocity.ToBytes(objectData, 64); 5079 //data.AngularVelocity.ToBytes(objectData, 64);
4982 5080
4983 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5081 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4991,7 +5089,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4991 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 5089 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4992 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5090 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4993 update.ObjectData = objectData; 5091 update.ObjectData = objectData;
4994 update.ParentID = data.ParentID; 5092 update.ParentID = parentID;
4995 update.PathCurve = 16; 5093 update.PathCurve = 16;
4996 update.PathScaleX = 100; 5094 update.PathScaleX = 100;
4997 update.PathScaleY = 100; 5095 update.PathScaleY = 100;
@@ -5009,10 +5107,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5009 update.TextureEntry = Utils.EmptyBytes; 5107 update.TextureEntry = Utils.EmptyBytes;
5010// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes; 5108// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes;
5011 5109
5110/* all this flags seem related to prims and not avatars. This allow for wrong viewer side move of a avatar in prim edition mode (anv mantis 854)
5012 update.UpdateFlags = (uint)( 5111 update.UpdateFlags = (uint)(
5013 PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner | 5112 PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner |
5014 PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer | 5113 PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer |
5015 PrimFlags.ObjectOwnerModify); 5114 PrimFlags.ObjectOwnerModify);
5115*/
5116 update.UpdateFlags = 0;
5016 5117
5017 return update; 5118 return update;
5018 } 5119 }
@@ -5332,6 +5433,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5332 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5433 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5333 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5434 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5334 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5435 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5436 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5335 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5437 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5336 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5438 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5337 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5439 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5398,6 +5500,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5398 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5500 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5399 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5501 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5400 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5502 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5503 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5401 5504
5402 AddGenericPacketHandler("autopilot", HandleAutopilot); 5505 AddGenericPacketHandler("autopilot", HandleAutopilot);
5403 } 5506 }
@@ -5433,6 +5536,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5433 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5536 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5434 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5537 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5435 (x.ControlFlags != lastarg.ControlFlags) || 5538 (x.ControlFlags != lastarg.ControlFlags) ||
5539 (x.ControlFlags != 0) ||
5436 (x.Far != lastarg.Far) || 5540 (x.Far != lastarg.Far) ||
5437 (x.Flags != lastarg.Flags) || 5541 (x.Flags != lastarg.Flags) ||
5438 (x.State != lastarg.State) || 5542 (x.State != lastarg.State) ||
@@ -5810,7 +5914,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5810 args.Channel = ch; 5914 args.Channel = ch;
5811 args.From = String.Empty; 5915 args.From = String.Empty;
5812 args.Message = Utils.BytesToString(msg); 5916 args.Message = Utils.BytesToString(msg);
5813 args.Type = ChatTypeEnum.Shout; 5917 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5814 args.Position = new Vector3(); 5918 args.Position = new Vector3();
5815 args.Scene = Scene; 5919 args.Scene = Scene;
5816 args.Sender = this; 5920 args.Sender = this;
@@ -6330,6 +6434,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6330 { 6434 {
6331 handlerCompleteMovementToRegion(sender, true); 6435 handlerCompleteMovementToRegion(sender, true);
6332 } 6436 }
6437 else
6438 m_log.Debug("HandleCompleteAgentMovement NULL handler");
6439
6333 handlerCompleteMovementToRegion = null; 6440 handlerCompleteMovementToRegion = null;
6334 6441
6335 return true; 6442 return true;
@@ -6347,7 +6454,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6347 return true; 6454 return true;
6348 } 6455 }
6349 #endregion 6456 #endregion
6350 6457/*
6351 StartAnim handlerStartAnim = null; 6458 StartAnim handlerStartAnim = null;
6352 StopAnim handlerStopAnim = null; 6459 StopAnim handlerStopAnim = null;
6353 6460
@@ -6371,6 +6478,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6371 } 6478 }
6372 } 6479 }
6373 return true; 6480 return true;
6481*/
6482 ChangeAnim handlerChangeAnim = null;
6483
6484 for (int i = 0; i < AgentAni.AnimationList.Length; i++)
6485 {
6486 handlerChangeAnim = OnChangeAnim;
6487 if (handlerChangeAnim != null)
6488 {
6489 handlerChangeAnim(AgentAni.AnimationList[i].AnimID, AgentAni.AnimationList[i].StartAnim, false);
6490 }
6491 }
6492
6493 handlerChangeAnim = OnChangeAnim;
6494 if (handlerChangeAnim != null)
6495 {
6496 handlerChangeAnim(UUID.Zero, false, true);
6497 }
6498
6499 return true;
6374 } 6500 }
6375 6501
6376 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack) 6502 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack)
@@ -6996,10 +7122,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6996 // 46,47,48 are special positions within the packet 7122 // 46,47,48 are special positions within the packet
6997 // This may change so perhaps we need a better way 7123 // This may change so perhaps we need a better way
6998 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) 7124 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
6999 bool UsePhysics = (data[46] != 0) ? true : false; 7125 /*
7000 bool IsTemporary = (data[47] != 0) ? true : false; 7126 bool UsePhysics = (data[46] != 0) ? true : false;
7001 bool IsPhantom = (data[48] != 0) ? true : false; 7127 bool IsTemporary = (data[47] != 0) ? true : false;
7002 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this); 7128 bool IsPhantom = (data[48] != 0) ? true : false;
7129 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
7130 */
7131 bool UsePhysics = flags.AgentData.UsePhysics;
7132 bool IsPhantom = flags.AgentData.IsPhantom;
7133 bool IsTemporary = flags.AgentData.IsTemporary;
7134 ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = flags.ExtraPhysics;
7135 ExtraPhysicsData physdata = new ExtraPhysicsData();
7136
7137 if (blocks == null || blocks.Length == 0)
7138 {
7139 physdata.PhysShapeType = PhysShapeType.invalid;
7140 }
7141 else
7142 {
7143 ObjectFlagUpdatePacket.ExtraPhysicsBlock phsblock = blocks[0];
7144 physdata.PhysShapeType = (PhysShapeType)phsblock.PhysicsShapeType;
7145 physdata.Bounce = phsblock.Restitution;
7146 physdata.Density = phsblock.Density;
7147 physdata.Friction = phsblock.Friction;
7148 physdata.GravitationModifier = phsblock.GravityMultiplier;
7149 }
7150
7151 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, physdata, this);
7003 } 7152 }
7004 return true; 7153 return true;
7005 } 7154 }
@@ -9853,7 +10002,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9853 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 10002 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9854 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 10003 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9855 UpdateMuteListEntry.MuteData.MuteType, 10004 UpdateMuteListEntry.MuteData.MuteType,
9856 UpdateMuteListEntry.AgentData.AgentID); 10005 UpdateMuteListEntry.MuteData.MuteFlags);
9857 return true; 10006 return true;
9858 } 10007 }
9859 return false; 10008 return false;
@@ -9868,8 +10017,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9868 { 10017 {
9869 handlerRemoveMuteListEntry(this, 10018 handlerRemoveMuteListEntry(this,
9870 RemoveMuteListEntry.MuteData.MuteID, 10019 RemoveMuteListEntry.MuteData.MuteID,
9871 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 10020 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9872 RemoveMuteListEntry.AgentData.AgentID);
9873 return true; 10021 return true;
9874 } 10022 }
9875 return false; 10023 return false;
@@ -9913,10 +10061,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9913 return false; 10061 return false;
9914 } 10062 }
9915 10063
10064 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
10065 {
10066 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
10067 (ChangeInventoryItemFlagsPacket)packet;
10068 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
10069 if (handlerChangeInventoryItemFlags != null)
10070 {
10071 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
10072 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
10073 return true;
10074 }
10075 return false;
10076 }
10077
9916 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 10078 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9917 { 10079 {
9918 return true; 10080 return true;
9919 } 10081 }
10082
10083 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
10084 {
10085 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
10086
10087 #region Packet Session and User Check
10088 if (m_checkPackets)
10089 {
10090 if (packet.AgentData.SessionID != SessionId ||
10091 packet.AgentData.AgentID != AgentId)
10092 return true;
10093 }
10094 #endregion
10095 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
10096 List<InventoryItemBase> items = new List<InventoryItemBase>();
10097 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
10098 {
10099 InventoryItemBase b = new InventoryItemBase();
10100 b.ID = n.OldItemID;
10101 b.Folder = n.OldFolderID;
10102 items.Add(b);
10103 }
10104
10105 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
10106 if (handlerMoveItemsAndLeaveCopy != null)
10107 {
10108 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
10109 }
10110
10111 return true;
10112 }
9920 10113
9921 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 10114 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9922 { 10115 {
@@ -10343,6 +10536,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10343 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10536 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10344 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10537 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10345 10538
10539 Scene scene = (Scene)m_scene;
10540 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10541 {
10542 ScenePresence p;
10543 if (scene.TryGetScenePresence(sender.AgentId, out p))
10544 {
10545 if (p.GodLevel >= 200)
10546 {
10547 groupProfileReply.GroupData.OpenEnrollment = true;
10548 groupProfileReply.GroupData.MembershipFee = 0;
10549 }
10550 }
10551 }
10552
10346 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10553 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10347 } 10554 }
10348 return true; 10555 return true;
@@ -10916,11 +11123,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10916 11123
10917 StartLure handlerStartLure = OnStartLure; 11124 StartLure handlerStartLure = OnStartLure;
10918 if (handlerStartLure != null) 11125 if (handlerStartLure != null)
10919 handlerStartLure(startLureRequest.Info.LureType, 11126 {
10920 Utils.BytesToString( 11127 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10921 startLureRequest.Info.Message), 11128 {
10922 startLureRequest.TargetData[0].TargetID, 11129 handlerStartLure(startLureRequest.Info.LureType,
10923 this); 11130 Utils.BytesToString(
11131 startLureRequest.Info.Message),
11132 startLureRequest.TargetData[i].TargetID,
11133 this);
11134 }
11135 }
10924 return true; 11136 return true;
10925 } 11137 }
10926 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11138 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -11034,10 +11246,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11034 } 11246 }
11035 #endregion 11247 #endregion
11036 11248
11037 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11249 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
11038 if (handlerClassifiedGodDelete != null) 11250 if (handlerClassifiedGodDelete != null)
11039 handlerClassifiedGodDelete( 11251 handlerClassifiedGodDelete(
11040 classifiedGodDelete.Data.ClassifiedID, 11252 classifiedGodDelete.Data.ClassifiedID,
11253 classifiedGodDelete.Data.QueryID,
11041 this); 11254 this);
11042 return true; 11255 return true;
11043 } 11256 }
@@ -11403,209 +11616,147 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11403 } 11616 }
11404 else 11617 else
11405 { 11618 {
11406// m_log.DebugFormat( 11619 ClientChangeObject updatehandler = onClientChangeObject;
11407// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11408// i, block.Type, part.Name, part.LocalId);
11409 11620
11410// // Do this once since fetch parts creates a new array. 11621 if (updatehandler != null)
11411// SceneObjectPart[] parts = part.ParentGroup.Parts; 11622 {
11412// for (int j = 0; j < parts.Length; j++) 11623 ObjectChangeData udata = new ObjectChangeData();
11413// {
11414// part.StoreUndoState();
11415// parts[j].IgnoreUndoUpdate = true;
11416// }
11417 11624
11418 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11625 /*ubit from ll JIRA:
11626 * 0x01 position
11627 * 0x02 rotation
11628 * 0x04 scale
11629
11630 * 0x08 LINK_SET
11631 * 0x10 UNIFORM for scale
11632 */
11419 11633
11420 switch (block.Type) 11634 // translate to internal changes
11421 { 11635 // not all cases .. just the ones older code did
11422 case 1:
11423 Vector3 pos1 = new Vector3(block.Data, 0);
11424 11636
11425 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11637 switch (block.Type)
11426 if (handlerUpdatePrimSinglePosition != null) 11638 {
11427 { 11639 case 1: //change position sp
11428 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11640 udata.position = new Vector3(block.Data, 0);
11429 handlerUpdatePrimSinglePosition(localId, pos1, this);
11430 }
11431 break;
11432 11641
11433 case 2: 11642 udata.change = ObjectChangeType.primP;
11434 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11643 updatehandler(localId, udata, this);
11644 break;
11435 11645
11436 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11646 case 2: // rotation sp
11437 if (handlerUpdatePrimSingleRotation != null) 11647 udata.rotation = new Quaternion(block.Data, 0, true);
11438 {
11439 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
11440 handlerUpdatePrimSingleRotation(localId, rot1, this);
11441 }
11442 break;
11443 11648
11444 case 3: 11649 udata.change = ObjectChangeType.primR;
11445 Vector3 rotPos = new Vector3(block.Data, 0); 11650 updatehandler(localId, udata, this);
11446 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11651 break;
11447 11652
11448 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11653 case 3: // position plus rotation
11449 if (handlerUpdatePrimSingleRotationPosition != null) 11654 udata.position = new Vector3(block.Data, 0);
11450 { 11655 udata.rotation = new Quaternion(block.Data, 12, true);
11451 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
11452 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
11453 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
11454 }
11455 break;
11456 11656
11457 case 4: 11657 udata.change = ObjectChangeType.primPR;
11458 case 20: 11658 updatehandler(localId, udata, this);
11459 Vector3 scale4 = new Vector3(block.Data, 0); 11659 break;
11460 11660
11461 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11661 case 4: // scale sp
11462 if (handlerUpdatePrimScale != null) 11662 udata.scale = new Vector3(block.Data, 0);
11463 { 11663 udata.change = ObjectChangeType.primS;
11464 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
11465 handlerUpdatePrimScale(localId, scale4, this);
11466 }
11467 break;
11468 11664
11469 case 5: 11665 updatehandler(localId, udata, this);
11470 Vector3 scale1 = new Vector3(block.Data, 12); 11666 break;
11471 Vector3 pos11 = new Vector3(block.Data, 0);
11472 11667
11473 handlerUpdatePrimScale = OnUpdatePrimScale; 11668 case 0x14: // uniform scale sp
11474 if (handlerUpdatePrimScale != null) 11669 udata.scale = new Vector3(block.Data, 0);
11475 {
11476 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11477 handlerUpdatePrimScale(localId, scale1, this);
11478 11670
11479 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11671 udata.change = ObjectChangeType.primUS;
11480 if (handlerUpdatePrimSinglePosition != null) 11672 updatehandler(localId, udata, this);
11481 { 11673 break;
11482 handlerUpdatePrimSinglePosition(localId, pos11, this);
11483 }
11484 }
11485 break;
11486 11674
11487 case 9: 11675 case 5: // scale and position sp
11488 Vector3 pos2 = new Vector3(block.Data, 0); 11676 udata.position = new Vector3(block.Data, 0);
11677 udata.scale = new Vector3(block.Data, 12);
11489 11678
11490 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11679 udata.change = ObjectChangeType.primPS;
11680 updatehandler(localId, udata, this);
11681 break;
11491 11682
11492 if (handlerUpdateVector != null) 11683 case 0x15: //uniform scale and position
11493 { 11684 udata.position = new Vector3(block.Data, 0);
11494 handlerUpdateVector(localId, pos2, this); 11685 udata.scale = new Vector3(block.Data, 12);
11495 }
11496 break;
11497 11686
11498 case 10: 11687 udata.change = ObjectChangeType.primPUS;
11499 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11688 updatehandler(localId, udata, this);
11689 break;
11500 11690
11501 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11691 // now group related (bit 4)
11502 if (handlerUpdatePrimRotation != null) 11692 case 9: //( 8 + 1 )group position
11503 { 11693 udata.position = new Vector3(block.Data, 0);
11504 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11505 handlerUpdatePrimRotation(localId, rot3, this);
11506 }
11507 break;
11508 11694
11509 case 11: 11695 udata.change = ObjectChangeType.groupP;
11510 Vector3 pos3 = new Vector3(block.Data, 0); 11696 updatehandler(localId, udata, this);
11511 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11697 break;
11512 11698
11513 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11699 case 0x0A: // (8 + 2) group rotation
11514 if (handlerUpdatePrimGroupRotation != null) 11700 udata.rotation = new Quaternion(block.Data, 0, true);
11515 {
11516 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11517 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11518 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
11519 }
11520 break;
11521 case 12:
11522 case 28:
11523 Vector3 scale7 = new Vector3(block.Data, 0);
11524 11701
11525 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11702 udata.change = ObjectChangeType.groupR;
11526 if (handlerUpdatePrimGroupScale != null) 11703 updatehandler(localId, udata, this);
11527 { 11704 break;
11528 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11529 handlerUpdatePrimGroupScale(localId, scale7, this);
11530 }
11531 break;
11532 11705
11533 case 13: 11706 case 0x0B: //( 8 + 2 + 1) group rotation and position
11534 Vector3 scale2 = new Vector3(block.Data, 12); 11707 udata.position = new Vector3(block.Data, 0);
11535 Vector3 pos4 = new Vector3(block.Data, 0); 11708 udata.rotation = new Quaternion(block.Data, 12, true);
11536 11709
11537 handlerUpdatePrimScale = OnUpdatePrimScale; 11710 udata.change = ObjectChangeType.groupPR;
11538 if (handlerUpdatePrimScale != null) 11711 updatehandler(localId, udata, this);
11539 { 11712 break;
11540 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11541 handlerUpdatePrimScale(localId, scale2, this);
11542 11713
11543 // Change the position based on scale (for bug number 246) 11714 case 0x0C: // (8 + 4) group scale
11544 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11715 // only afects root prim and only sent by viewer editor object tab scaling
11545 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11716 // mouse edition only allows uniform scaling
11546 if (handlerUpdatePrimSinglePosition != null) 11717 // SL MAY CHANGE THIS in viewers
11547 {
11548 handlerUpdatePrimSinglePosition(localId, pos4, this);
11549 }
11550 }
11551 break;
11552 11718
11553 case 29: 11719 udata.scale = new Vector3(block.Data, 0);
11554 Vector3 scale5 = new Vector3(block.Data, 12);
11555 Vector3 pos5 = new Vector3(block.Data, 0);
11556 11720
11557 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11721 udata.change = ObjectChangeType.groupS;
11558 if (handlerUpdatePrimGroupScale != null) 11722 updatehandler(localId, udata, this);
11559 {
11560 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11561 part.StoreUndoState(true);
11562 part.IgnoreUndoUpdate = true;
11563 handlerUpdatePrimGroupScale(localId, scale5, this);
11564 handlerUpdateVector = OnUpdatePrimGroupPosition;
11565 11723
11566 if (handlerUpdateVector != null) 11724 break;
11567 {
11568 handlerUpdateVector(localId, pos5, this);
11569 }
11570 11725
11571 part.IgnoreUndoUpdate = false; 11726 case 0x0D: //(8 + 4 + 1) group scale and position
11572 } 11727 // exception as above
11573 11728
11574 break; 11729 udata.position = new Vector3(block.Data, 0);
11730 udata.scale = new Vector3(block.Data, 12);
11575 11731
11576 case 21: 11732 udata.change = ObjectChangeType.groupPS;
11577 Vector3 scale6 = new Vector3(block.Data, 12); 11733 updatehandler(localId, udata, this);
11578 Vector3 pos6 = new Vector3(block.Data, 0); 11734 break;
11579 11735
11580 handlerUpdatePrimScale = OnUpdatePrimScale; 11736 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11581 if (handlerUpdatePrimScale != null) 11737 udata.scale = new Vector3(block.Data, 0);
11582 {
11583 part.StoreUndoState(false);
11584 part.IgnoreUndoUpdate = true;
11585 11738
11586 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11739 udata.change = ObjectChangeType.groupUS;
11587 handlerUpdatePrimScale(localId, scale6, this); 11740 updatehandler(localId, udata, this);
11588 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11741 break;
11589 if (handlerUpdatePrimSinglePosition != null)
11590 {
11591 handlerUpdatePrimSinglePosition(localId, pos6, this);
11592 }
11593 11742
11594 part.IgnoreUndoUpdate = false; 11743 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11595 } 11744 udata.position = new Vector3(block.Data, 0);
11596 break; 11745 udata.scale = new Vector3(block.Data, 12);
11597 11746
11598 default: 11747 udata.change = ObjectChangeType.groupPUS;
11599 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); 11748 updatehandler(localId, udata, this);
11600 break; 11749 break;
11750
11751 default:
11752 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
11753 break;
11754 }
11601 } 11755 }
11602 11756
11603// for (int j = 0; j < parts.Length; j++)
11604// parts[j].IgnoreUndoUpdate = false;
11605 } 11757 }
11606 } 11758 }
11607 } 11759 }
11608
11609 return true; 11760 return true;
11610 } 11761 }
11611 11762
@@ -12055,7 +12206,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12055// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}", 12206// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}",
12056// requestID, taskID, (SourceType)sourceType, Name); 12207// requestID, taskID, (SourceType)sourceType, Name);
12057 12208
12209
12210 //Note, the bool returned from the below function is useless since it is always false.
12058 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12211 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12212
12059 } 12213 }
12060 12214
12061 /// <summary> 12215 /// <summary>
@@ -12121,7 +12275,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12121 /// <returns></returns> 12275 /// <returns></returns>
12122 private static int CalculateNumPackets(byte[] data) 12276 private static int CalculateNumPackets(byte[] data)
12123 { 12277 {
12124 const uint m_maxPacketSize = 600; 12278// const uint m_maxPacketSize = 600;
12279 uint m_maxPacketSize = MaxTransferBytesPerPacket;
12125 int numPackets = 1; 12280 int numPackets = 1;
12126 12281
12127 if (data == null) 12282 if (data == null)
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index 8963756..c472176 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
@@ -440,6 +441,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
440 if (category >= 0 && category < m_packetOutboxes.Length) 441 if (category >= 0 && category < m_packetOutboxes.Length)
441 { 442 {
442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 443 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
444
445 if (m_deliverPackets == false)
446 {
447 queue.Enqueue(packet);
448 return true;
449 }
450
443 TokenBucket bucket = m_throttleCategories[category]; 451 TokenBucket bucket = m_throttleCategories[category];
444 452
445 // Don't send this packet if there is already a packet waiting in the queue 453 // Don't send this packet if there is already a packet waiting in the queue
@@ -489,7 +497,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
489 /// <returns>True if any packets were sent, otherwise false</returns> 497 /// <returns>True if any packets were sent, otherwise false</returns>
490 public bool DequeueOutgoing() 498 public bool DequeueOutgoing()
491 { 499 {
492 OutgoingPacket packet; 500 if (m_deliverPackets == false) return false;
501
502 OutgoingPacket packet = null;
493 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 503 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
494 TokenBucket bucket; 504 TokenBucket bucket;
495 bool packetSent = false; 505 bool packetSent = false;
@@ -521,32 +531,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
521 // No dequeued packet waiting to be sent, try to pull one off 531 // No dequeued packet waiting to be sent, try to pull one off
522 // this queue 532 // this queue
523 queue = m_packetOutboxes[i]; 533 queue = m_packetOutboxes[i];
524 if (queue.Dequeue(out packet)) 534 if (queue != null)
525 { 535 {
526 // A packet was pulled off the queue. See if we have 536 bool success = false;
527 // enough tokens in the bucket to send it out 537 try
528 if (bucket.RemoveTokens(packet.Buffer.DataLength))
529 { 538 {
530 // Send the packet 539 success = queue.Dequeue(out packet);
531 m_udpServer.SendPacketFinal(packet);
532 packetSent = true;
533 } 540 }
534 else 541 catch
535 { 542 {
536 // Save the dequeued packet for the next iteration 543 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
537 m_nextPackets[i] = packet;
538 } 544 }
539 545 if (success)
540 // If the queue is empty after this dequeue, fire the queue 546 {
541 // empty callback now so it has a chance to fill before we 547 // A packet was pulled off the queue. See if we have
542 // get back here 548 // enough tokens in the bucket to send it out
543 if (queue.Count == 0) 549 if (bucket.RemoveTokens(packet.Buffer.DataLength))
550 {
551 // Send the packet
552 m_udpServer.SendPacketFinal(packet);
553 packetSent = true;
554 }
555 else
556 {
557 // Save the dequeued packet for the next iteration
558 m_nextPackets[i] = packet;
559 }
560
561 // If the queue is empty after this dequeue, fire the queue
562 // empty callback now so it has a chance to fill before we
563 // get back here
564 if (queue.Count == 0)
565 emptyCategories |= CategoryToFlag(i);
566 }
567 else
568 {
569 // No packets in this queue. Fire the queue empty callback
570 // if it has not been called recently
544 emptyCategories |= CategoryToFlag(i); 571 emptyCategories |= CategoryToFlag(i);
572 }
545 } 573 }
546 else 574 else
547 { 575 {
548 // No packets in this queue. Fire the queue empty callback 576 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
549 // if it has not been called recently
550 emptyCategories |= CategoryToFlag(i); 577 emptyCategories |= CategoryToFlag(i);
551 } 578 }
552 } 579 }
@@ -704,4 +731,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
704 } 731 }
705 } 732 }
706 } 733 }
707} \ No newline at end of file 734}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 55780d6..7042c9a 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -155,6 +155,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
155 /// <summary>Flag to signal when clients should send pings</summary> 155 /// <summary>Flag to signal when clients should send pings</summary>
156 protected bool m_sendPing; 156 protected bool m_sendPing;
157 157
158 private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
159
158 private int m_defaultRTO = 0; 160 private int m_defaultRTO = 0;
159 private int m_maxRTO = 0; 161 private int m_maxRTO = 0;
160 private int m_ackTimeout = 0; 162 private int m_ackTimeout = 0;
@@ -765,19 +767,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
765 767
766 #region Packet to Client Mapping 768 #region Packet to Client Mapping
767 769
768 // UseCircuitCode handling 770 // If there is already a client for this endpoint, don't process UseCircuitCode
769 if (packet.Type == PacketType.UseCircuitCode) 771 IClientAPI client = null;
772 if (!m_scene.TryGetClient(address, out client))
770 { 773 {
771 object[] array = new object[] { buffer, packet }; 774 // UseCircuitCode handling
775 if (packet.Type == PacketType.UseCircuitCode)
776 {
777 // And if there is a UseCircuitCode pending, also drop it
778 lock (m_pendingCache)
779 {
780 if (m_pendingCache.Contains(address))
781 return;
772 782
773 Util.FireAndForget(HandleUseCircuitCode, array); 783 m_pendingCache.AddOrUpdate(address, new Queue<UDPPacketBuffer>(), 60);
784 }
774 785
775 return; 786 object[] array = new object[] { buffer, packet };
787
788 Util.FireAndForget(HandleUseCircuitCode, array);
789
790 return;
791 }
792 }
793
794 // If this is a pending connection, enqueue, don't process yet
795 lock (m_pendingCache)
796 {
797 Queue<UDPPacketBuffer> queue;
798 if (m_pendingCache.TryGetValue(address, out queue))
799 {
800 //m_log.DebugFormat("[LLUDPSERVER]: Enqueued a {0} packet into the pending queue", packet.Type);
801 queue.Enqueue(buffer);
802 return;
803 }
776 } 804 }
777 805
778 // Determine which agent this packet came from 806 // Determine which agent this packet came from
779 IClientAPI client; 807 if (client == null || !(client is LLClientView))
780 if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView))
781 { 808 {
782 //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); 809 //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
783 return; 810 return;
@@ -786,7 +813,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
786 udpClient = ((LLClientView)client).UDPClient; 813 udpClient = ((LLClientView)client).UDPClient;
787 814
788 if (!udpClient.IsConnected) 815 if (!udpClient.IsConnected)
816 {
817// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName);
789 return; 818 return;
819 }
790 820
791 #endregion Packet to Client Mapping 821 #endregion Packet to Client Mapping
792 822
@@ -1011,6 +1041,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1011 // We only want to send initial data to new clients, not ones which are being converted from child to root. 1041 // We only want to send initial data to new clients, not ones which are being converted from child to root.
1012 if (client != null) 1042 if (client != null)
1013 client.SceneAgent.SendInitialDataToMe(); 1043 client.SceneAgent.SendInitialDataToMe();
1044
1045 // Now we know we can handle more data
1046 Thread.Sleep(200);
1047
1048 // Obtain the queue and remove it from the cache
1049 Queue<UDPPacketBuffer> queue = null;
1050
1051 lock (m_pendingCache)
1052 {
1053 if (!m_pendingCache.TryGetValue(remoteEndPoint, out queue))
1054 {
1055 m_log.DebugFormat("[LLUDPSERVER]: Client created but no pending queue present");
1056 return;
1057 }
1058 m_pendingCache.Remove(remoteEndPoint);
1059 }
1060
1061 m_log.DebugFormat("[LLUDPSERVER]: Client created, processing pending queue, {0} entries", queue.Count);
1062
1063 // Reinject queued packets
1064 while(queue.Count > 0)
1065 {
1066 UDPPacketBuffer buf = queue.Dequeue();
1067 PacketReceived(buf);
1068 }
1069 queue = null;
1014 } 1070 }
1015 else 1071 else
1016 { 1072 {
@@ -1018,6 +1074,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1018 m_log.WarnFormat( 1074 m_log.WarnFormat(
1019 "[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}", 1075 "[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}",
1020 uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, remoteEndPoint); 1076 uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, remoteEndPoint);
1077 lock (m_pendingCache)
1078 m_pendingCache.Remove(remoteEndPoint);
1021 } 1079 }
1022 1080
1023 // m_log.DebugFormat( 1081 // m_log.DebugFormat(
@@ -1136,7 +1194,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1136 if (!client.SceneAgent.IsChildAgent) 1194 if (!client.SceneAgent.IsChildAgent)
1137 client.Kick("Simulator logged you out due to connection timeout"); 1195 client.Kick("Simulator logged you out due to connection timeout");
1138 1196
1139 client.CloseWithoutChecks(); 1197 client.CloseWithoutChecks(true);
1140 } 1198 }
1141 } 1199 }
1142 1200
@@ -1148,6 +1206,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1148 1206
1149 while (base.IsRunning) 1207 while (base.IsRunning)
1150 { 1208 {
1209 m_scene.ThreadAlive(1);
1151 try 1210 try
1152 { 1211 {
1153 IncomingPacket incomingPacket = null; 1212 IncomingPacket incomingPacket = null;
@@ -1190,6 +1249,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1190 1249
1191 while (base.IsRunning) 1250 while (base.IsRunning)
1192 { 1251 {
1252 m_scene.ThreadAlive(2);
1193 try 1253 try
1194 { 1254 {
1195 m_packetSent = false; 1255 m_packetSent = false;
@@ -1455,8 +1515,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1455 if (!client.IsLoggingOut) 1515 if (!client.IsLoggingOut)
1456 { 1516 {
1457 client.IsLoggingOut = true; 1517 client.IsLoggingOut = true;
1458 client.Close(); 1518 client.Close(false);
1459 } 1519 }
1460 } 1520 }
1461 } 1521 }
1462} \ No newline at end of file 1522}
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/Agent/Xfer/XferModule.cs b/OpenSim/Region/CoreModules/Agent/Xfer/XferModule.cs
index b8e2820..78d597d 100644
--- a/OpenSim/Region/CoreModules/Agent/Xfer/XferModule.cs
+++ b/OpenSim/Region/CoreModules/Agent/Xfer/XferModule.cs
@@ -145,6 +145,8 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
145 { 145 {
146 byte[] fileData = NewFiles[fileName].Data; 146 byte[] fileData = NewFiles[fileName].Data;
147 XferDownLoad transaction = new XferDownLoad(fileName, fileData, xferID, remoteClient); 147 XferDownLoad transaction = new XferDownLoad(fileName, fileData, xferID, remoteClient);
148 if (fileName.StartsWith("inventory_"))
149 transaction.isTaskInventory = true;
148 150
149 Transfers.Add(xferID, transaction); 151 Transfers.Add(xferID, transaction);
150 152
@@ -228,6 +230,7 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
228 public uint Packet = 0; 230 public uint Packet = 0;
229 public uint Serial = 1; 231 public uint Serial = 1;
230 public ulong XferID = 0; 232 public ulong XferID = 0;
233 public bool isTaskInventory = false;
231 234
232 public XferDownLoad(string fileName, byte[] data, ulong xferID, IClientAPI client) 235 public XferDownLoad(string fileName, byte[] data, ulong xferID, IClientAPI client)
233 { 236 {
@@ -253,7 +256,7 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
253 byte[] transferData = new byte[Data.Length + 4]; 256 byte[] transferData = new byte[Data.Length + 4];
254 Array.Copy(Utils.IntToBytes(Data.Length), 0, transferData, 0, 4); 257 Array.Copy(Utils.IntToBytes(Data.Length), 0, transferData, 0, 4);
255 Array.Copy(Data, 0, transferData, 4, Data.Length); 258 Array.Copy(Data, 0, transferData, 4, Data.Length);
256 Client.SendXferPacket(XferID, 0 + 0x80000000, transferData); 259 Client.SendXferPacket(XferID, 0 + 0x80000000, transferData, isTaskInventory);
257 complete = true; 260 complete = true;
258 } 261 }
259 else 262 else
@@ -261,7 +264,7 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
261 byte[] transferData = new byte[1000 + 4]; 264 byte[] transferData = new byte[1000 + 4];
262 Array.Copy(Utils.IntToBytes(Data.Length), 0, transferData, 0, 4); 265 Array.Copy(Utils.IntToBytes(Data.Length), 0, transferData, 0, 4);
263 Array.Copy(Data, 0, transferData, 4, 1000); 266 Array.Copy(Data, 0, transferData, 4, 1000);
264 Client.SendXferPacket(XferID, 0, transferData); 267 Client.SendXferPacket(XferID, 0, transferData, isTaskInventory);
265 Packet++; 268 Packet++;
266 DataPointer = 1000; 269 DataPointer = 1000;
267 } 270 }
@@ -282,7 +285,7 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
282 { 285 {
283 byte[] transferData = new byte[1000]; 286 byte[] transferData = new byte[1000];
284 Array.Copy(Data, DataPointer, transferData, 0, 1000); 287 Array.Copy(Data, DataPointer, transferData, 0, 1000);
285 Client.SendXferPacket(XferID, Packet, transferData); 288 Client.SendXferPacket(XferID, Packet, transferData, isTaskInventory);
286 Packet++; 289 Packet++;
287 DataPointer += 1000; 290 DataPointer += 1000;
288 } 291 }
@@ -291,7 +294,7 @@ namespace OpenSim.Region.CoreModules.Agent.Xfer
291 byte[] transferData = new byte[Data.Length - DataPointer]; 294 byte[] transferData = new byte[Data.Length - DataPointer];
292 Array.Copy(Data, DataPointer, transferData, 0, Data.Length - DataPointer); 295 Array.Copy(Data, DataPointer, transferData, 0, Data.Length - DataPointer);
293 uint endPacket = Packet |= (uint) 0x80000000; 296 uint endPacket = Packet |= (uint) 0x80000000;
294 Client.SendXferPacket(XferID, endPacket, transferData); 297 Client.SendXferPacket(XferID, endPacket, transferData, isTaskInventory);
295 Packet++; 298 Packet++;
296 DataPointer += (Data.Length - DataPointer); 299 DataPointer += (Data.Length - DataPointer);
297 300
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index fab489d..7d7176f 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,57 +257,70 @@ namespace Flotsam.RegionModules.AssetCache
257 257
258 private void UpdateFileCache(string key, AssetBase asset) 258 private void UpdateFileCache(string key, AssetBase asset)
259 { 259 {
260 string filename = GetFileName(asset.ID); 260 // TODO: Spawn this off to some seperate thread to do the actual writing
261 261 if (asset != null)
262 try
263 { 262 {
264 // If the file is already cached just update access time. 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 lock (m_CurrentlyWriting)
268 {
269 if (!m_CurrentlyWriting.Contains(filename))
270 File.SetLastAccessTime(filename, DateTime.Now);
271 }
272 }
273 else
274 { 266 {
275 // Once we start writing, make sure we flag that we're writing 267 // If the file is already cached, don't cache it, just touch it so access time is updated
276 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
277 // same file multiple times.
278 lock (m_CurrentlyWriting)
279 { 269 {
280#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
281 if (m_CurrentlyWriting.ContainsKey(filename)) 271 // violations here. If the file is locked, then
272 // the other thread has updated the time for us.
273 try
282 { 274 {
283 return; 275 lock (m_CurrentlyWriting)
276 {
277 if (!m_CurrentlyWriting.Contains(filename))
278 File.SetLastAccessTime(filename, DateTime.Now);
279 }
284 } 280 }
285 else 281 catch
286 {
287 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
288 }
289
290#else
291 if (m_CurrentlyWriting.Contains(filename))
292 { 282 {
293 return;
294 } 283 }
295 else 284 } else {
285
286 // Once we start writing, make sure we flag that we're writing
287 // that object to the cache so that we don't try to write the
288 // same file multiple times.
289 lock (m_CurrentlyWriting)
296 { 290 {
297 m_CurrentlyWriting.Add(filename); 291#if WAIT_ON_INPROGRESS_REQUESTS
298 } 292 if (m_CurrentlyWriting.ContainsKey(filename))
293 {
294 return;
295 }
296 else
297 {
298 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
299 }
300
301#else
302 if (m_CurrentlyWriting.Contains(filename))
303 {
304 return;
305 }
306 else
307 {
308 m_CurrentlyWriting.Add(filename);
309 }
299#endif 310#endif
300 }
301 311
302 Util.FireAndForget( 312 }
303 delegate { WriteFileCache(filename, asset); }); 313
314 Util.FireAndForget(
315 delegate { WriteFileCache(filename, asset); });
316 }
317 }
318 catch (Exception e)
319 {
320 m_log.ErrorFormat(
321 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
322 asset.ID, e.Message, e.StackTrace);
304 } 323 }
305 }
306 catch (Exception e)
307 {
308 m_log.ErrorFormat(
309 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
310 asset.ID, e.Message, e.StackTrace);
311 } 324 }
312 } 325 }
313 326
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index f107be1..88ca9db 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -40,6 +40,7 @@ using OpenSim.Region.Framework;
40using OpenSim.Region.Framework.Interfaces; 40using OpenSim.Region.Framework.Interfaces;
41using OpenSim.Region.Framework.Scenes; 41using OpenSim.Region.Framework.Scenes;
42using OpenSim.Region.Framework.Scenes.Serialization; 42using OpenSim.Region.Framework.Scenes.Serialization;
43using OpenSim.Services.Interfaces;
43 44
44namespace OpenSim.Region.CoreModules.Avatar.Attachments 45namespace OpenSim.Region.CoreModules.Avatar.Attachments
45{ 46{
@@ -169,6 +170,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
169 170
170// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); 171// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
171 172
173 XmlDocument doc = new XmlDocument();
174 string stateData = String.Empty;
175
176 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
177 if (attServ != null)
178 {
179 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
180 stateData = attServ.Get(sp.UUID.ToString());
181 if (stateData != String.Empty)
182 {
183 try
184 {
185 doc.LoadXml(stateData);
186 }
187 catch { }
188 }
189 }
190
191 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
192
193 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
194 if (nodes.Count > 0)
195 {
196 foreach (XmlNode n in nodes)
197 {
198 XmlElement elem = (XmlElement)n;
199 string itemID = elem.GetAttribute("ItemID");
200 string xml = elem.InnerXml;
201
202 itemData[new UUID(itemID)] = xml;
203 }
204 }
205
206
172 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); 207 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
173 foreach (AvatarAttachment attach in attachments) 208 foreach (AvatarAttachment attach in attachments)
174 { 209 {
@@ -188,12 +223,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
188 223
189 try 224 try
190 { 225 {
226 string xmlData;
227 XmlDocument d = null;
228 UUID asset;
229 if (itemData.TryGetValue(attach.ItemID, out xmlData))
230 {
231 d = new XmlDocument();
232 d.LoadXml(xmlData);
233 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
234 }
235
191 // If we're an NPC then skip all the item checks and manipulations since we don't have an 236 // If we're an NPC then skip all the item checks and manipulations since we don't have an
192 // inventory right now. 237 // inventory right now.
193 if (sp.PresenceType == PresenceType.Npc) 238 if (sp.PresenceType == PresenceType.Npc)
194 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 239 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
195 else 240 else
196 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 241 RezSingleAttachmentFromInventory(sp, attach.ItemID, p, d);
197 } 242 }
198 catch (Exception e) 243 catch (Exception e)
199 { 244 {
@@ -239,7 +284,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
239 sp.ClearAttachments(); 284 sp.ClearAttachments();
240 } 285 }
241 286
242 public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp) 287 public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp)
243 { 288 {
244 lock (sp.AttachmentsSyncLock) 289 lock (sp.AttachmentsSyncLock)
245 { 290 {
@@ -294,6 +339,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
294 attachPos = Vector3.Zero; 339 attachPos = Vector3.Zero;
295 } 340 }
296 341
342 if (useAttachData)
343 {
344 group.RootPart.RotationOffset = group.RootPart.AttachRotation;
345 attachPos = group.RootPart.AttachOffset;
346 if (attachmentPt == 0)
347 {
348 attachmentPt = group.RootPart.AttachPoint;
349 if (attachmentPt == 0)
350 {
351 attachmentPt = (uint)AttachmentPoint.LeftHand;
352 attachPos = Vector3.Zero;
353 }
354 }
355 else if (group.RootPart.AttachPoint != attachmentPt)
356 {
357 attachPos = Vector3.Zero;
358 }
359 }
297 group.AttachmentPoint = attachmentPt; 360 group.AttachmentPoint = attachmentPt;
298 group.AbsolutePosition = attachPos; 361 group.AbsolutePosition = attachPos;
299 362
@@ -334,7 +397,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
334 } 397 }
335 } 398 }
336 399
337 public SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 400 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
401 {
402 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, null);
403 }
404
405 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, XmlDocument doc)
338 { 406 {
339 if (!Enabled) 407 if (!Enabled)
340 return null; 408 return null;
@@ -373,7 +441,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
373 return null; 441 return null;
374 } 442 }
375 443
376 return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 444 return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
377 } 445 }
378 446
379 public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist) 447 public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
@@ -438,7 +506,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
438 so.AttachedAvatar = UUID.Zero; 506 so.AttachedAvatar = UUID.Zero;
439 rootPart.SetParentLocalId(0); 507 rootPart.SetParentLocalId(0);
440 so.ClearPartAttachmentData(); 508 so.ClearPartAttachmentData();
441 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 509 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
442 so.HasGroupChanged = true; 510 so.HasGroupChanged = true;
443 rootPart.Rezzed = DateTime.Now; 511 rootPart.Rezzed = DateTime.Now;
444 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 512 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -759,8 +827,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
759 UpdateDetachedObject(sp, so); 827 UpdateDetachedObject(sp, so);
760 } 828 }
761 829
762 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 830 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
763 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 831 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
764 { 832 {
765 if (m_invAccessModule == null) 833 if (m_invAccessModule == null)
766 return null; 834 return null;
@@ -798,7 +866,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
798 // This will throw if the attachment fails 866 // This will throw if the attachment fails
799 try 867 try
800 { 868 {
801 AttachObject(sp, objatt, attachmentPt, false, false); 869 AttachObject(sp, objatt, attachmentPt, false, false, false);
802 } 870 }
803 catch (Exception e) 871 catch (Exception e)
804 { 872 {
@@ -811,10 +879,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
811 m_scene.DeleteSceneObject(objatt, false); 879 m_scene.DeleteSceneObject(objatt, false);
812 return null; 880 return null;
813 } 881 }
814 882
815 if (tainted) 883 if (tainted)
816 objatt.HasGroupChanged = true; 884 objatt.HasGroupChanged = true;
817 885
886 if (doc != null)
887 {
888 objatt.LoadScriptState(doc);
889 objatt.ResetOwnerChangeFlag();
890 }
891
818 // Fire after attach, so we don't get messy perms dialogs 892 // Fire after attach, so we don't get messy perms dialogs
819 // 4 == AttachedRez 893 // 4 == AttachedRez
820 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 894 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
@@ -832,7 +906,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
832 itemID, sp.Name, attachmentPt); 906 itemID, sp.Name, attachmentPt);
833 } 907 }
834 } 908 }
835 909
836 return null; 910 return null;
837 } 911 }
838 912
@@ -952,7 +1026,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
952 AttachmentPt &= 0x7f; 1026 AttachmentPt &= 0x7f;
953 1027
954 // Calls attach with a Zero position 1028 // Calls attach with a Zero position
955 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, false)) 1029 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true, false))
956 { 1030 {
957// m_log.Debug( 1031// m_log.Debug(
958// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId 1032// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index 1d13f75..d9a619d 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -189,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
189 189
190 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID); 190 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
191 191
192 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false); 192 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false);
193 193
194 // Check status on scene presence 194 // Check status on scene presence
195 Assert.That(sp.HasAttachments(), Is.True); 195 Assert.That(sp.HasAttachments(), Is.True);
@@ -243,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
243 sp2.AbsolutePosition = new Vector3(0, 0, 0); 243 sp2.AbsolutePosition = new Vector3(0, 0, 0);
244 sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero); 244 sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
245 245
246 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false); 246 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false);
247 247
248 Assert.That(sp.HasAttachments(), Is.False); 248 Assert.That(sp.HasAttachments(), Is.False);
249 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); 249 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
@@ -410,7 +410,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
410 scene.EventManager.OnChatFromWorld += OnChatFromWorld; 410 scene.EventManager.OnChatFromWorld += OnChatFromWorld;
411 411
412 SceneObjectGroup rezzedSo 412 SceneObjectGroup rezzedSo
413 = scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest); 413 = (SceneObjectGroup)(scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest));
414 414
415 // Wait for chat to signal rezzed script has been started. 415 // Wait for chat to signal rezzed script has been started.
416 m_chatEvent.WaitOne(60000); 416 m_chatEvent.WaitOne(60000);
@@ -429,7 +429,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
429 Assert.That(scriptStateNodes.Count, Is.EqualTo(1)); 429 Assert.That(scriptStateNodes.Count, Is.EqualTo(1));
430 430
431 // Re-rez the attachment to check script running state 431 // Re-rez the attachment to check script running state
432 SceneObjectGroup reRezzedSo = scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest); 432 SceneObjectGroup reRezzedSo = (SceneObjectGroup)(scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest));
433 433
434 // Wait for chat to signal rezzed script has been started. 434 // Wait for chat to signal rezzed script has been started.
435 m_chatEvent.WaitOne(60000); 435 m_chatEvent.WaitOne(60000);
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 1d6e522..bd7bd82 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -566,12 +566,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
566 /// <param name="client"></param> 566 /// <param name="client"></param>
567 private void Client_OnRequestWearables(IClientAPI client) 567 private void Client_OnRequestWearables(IClientAPI client)
568 { 568 {
569 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 569 Util.FireAndForget(delegate(object x)
570 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 570 {
571 if (sp != null) 571 Thread.Sleep(4000);
572 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 572
573 else 573 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
574 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 574 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
575 if (sp != null)
576 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
577 else
578 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
579 });
575 } 580 }
576 581
577 /// <summary> 582 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index e4452fb..dbbb0ae 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,10 +195,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 UUID targetID = c.TargetUUID;
190 string message = c.Message; 200 string message = c.Message;
191 IScene scene = c.Scene; 201 IScene scene = c.Scene;
202 UUID destination = c.Destination;
192 Vector3 fromPos = c.Position; 203 Vector3 fromPos = c.Position;
193 Vector3 regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize, 204 Vector3 regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize,
194 scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); 205 scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
@@ -208,7 +219,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
208 fromPos = avatar.AbsolutePosition; 219 fromPos = avatar.AbsolutePosition;
209 fromName = avatar.Name; 220 fromName = avatar.Name;
210 fromID = c.Sender.AgentId; 221 fromID = c.Sender.AgentId;
211 222 if (avatar.GodLevel >= 200)
223 {
224 fromNamePrefix = m_adminPrefix;
225 }
226 destination = UUID.Zero; // Avatars cant "SayTo"
212 break; 227 break;
213 228
214 case ChatSourceType.Object: 229 case ChatSourceType.Object:
@@ -222,38 +237,39 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
222 message = message.Substring(0, 1000); 237 message = message.Substring(0, 1000);
223 238
224// m_log.DebugFormat( 239// m_log.DebugFormat(
225// "[CHAT]: DCTA: fromID {0} fromName {1}, region{2}, cType {3}, sType {4}, targetID {5}", 240// "[CHAT]: DCTA: fromID {0} fromName {1}, region{2}, cType {3}, sType {4}",
226// fromID, fromName, scene.RegionInfo.RegionName, c.Type, sourceType, targetID); 241// fromID, fromName, scene.RegionInfo.RegionName, c.Type, sourceType);
227 242
228 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 243 HashSet<UUID> receiverIDs = new HashSet<UUID>();
229 244
230 foreach (Scene s in m_scenes) 245 foreach (Scene s in m_scenes)
231 { 246 {
232 if (targetID == UUID.Zero) 247 // This should use ForEachClient, but clients don't have a position.
233 { 248 // If camera is moved into client, then camera position can be used
234 // This should use ForEachClient, but clients don't have a position. 249 // MT: No, it can't, as chat is heard from the avatar position, not
235 // If camera is moved into client, then camera position can be used 250 // the camera position.
236 s.ForEachRootScenePresence( 251 s.ForEachRootScenePresence(
237 delegate(ScenePresence presence) 252 delegate(ScenePresence presence)
253 {
254 if (destination != UUID.Zero && presence.UUID != destination)
255 return;
256 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
257 if (Presencecheck != null)
238 { 258 {
239 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType, false)) 259 // This will pass all chat from objects. Not
240 receiverIDs.Add(presence.UUID); 260 // perfect, but it will do. For now. Better
261 // than the prior behavior of muting all
262 // objects on a parcel with access restrictions
263 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
264 {
265 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
266 receiverIDs.Add(presence.UUID);
267 }
241 } 268 }
242 );
243 }
244 else
245 {
246 // This is a send to a specific client eg from llRegionSayTo
247 // no need to check distance etc, jand send is as say
248 ScenePresence presence = s.GetScenePresence(targetID);
249 if (presence != null && !presence.IsChildAgent)
250 {
251 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, ChatTypeEnum.Say, message, sourceType, true))
252 receiverIDs.Add(presence.UUID);
253 } 269 }
254 } 270 );
255 } 271 }
256 272
257 (scene as Scene).EventManager.TriggerOnChatToClients( 273 (scene as Scene).EventManager.TriggerOnChatToClients(
258 fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully); 274 fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully);
259 } 275 }
@@ -293,26 +309,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
293 } 309 }
294 310
295 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 311 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
296
297 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 312 HashSet<UUID> receiverIDs = new HashSet<UUID>();
298 313
299 ((Scene)c.Scene).ForEachRootClient( 314 if (c.Scene != null)
300 delegate(IClientAPI client) 315 {
301 { 316 ((Scene)c.Scene).ForEachRootClient
302 // don't forward SayOwner chat from objects to 317 (
303 // non-owner agents 318 delegate(IClientAPI client)
304 if ((c.Type == ChatTypeEnum.Owner) && 319 {
305 (null != c.SenderObject) && 320 // don't forward SayOwner chat from objects to
306 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 321 // non-owner agents
307 return; 322 if ((c.Type == ChatTypeEnum.Owner) &&
308 323 (null != c.SenderObject) &&
309 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 324 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
310 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 325 return;
311 receiverIDs.Add(client.AgentId); 326
312 }); 327 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
313 328 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
314 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 329 receiverIDs.Add(client.AgentId);
315 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 330 }
331 );
332 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
333 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
334 }
316 } 335 }
317 336
318 /// <summary> 337 /// <summary>
@@ -330,9 +349,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
330 /// precondition</returns> 349 /// precondition</returns>
331 protected virtual bool TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos, 350 protected virtual bool TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
332 UUID fromAgentID, string fromName, ChatTypeEnum type, 351 UUID fromAgentID, string fromName, ChatTypeEnum type,
333 string message, ChatSourceType src, bool ignoreDistance) 352 string message, ChatSourceType src)
334 { 353 {
335 // don't send stuff to child agents 354 // don't send chat to child agents
336 if (presence.IsChildAgent) return false; 355 if (presence.IsChildAgent) return false;
337 356
338 Vector3 fromRegionPos = fromPos + regionPos; 357 Vector3 fromRegionPos = fromPos + regionPos;
@@ -341,15 +360,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
341 presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); 360 presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
342 361
343 int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos); 362 int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos);
344 363
345 if (!ignoreDistance) 364 if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance ||
365 type == ChatTypeEnum.Say && dis > m_saydistance ||
366 type == ChatTypeEnum.Shout && dis > m_shoutdistance)
346 { 367 {
347 if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance || 368 return false;
348 type == ChatTypeEnum.Say && dis > m_saydistance ||
349 type == ChatTypeEnum.Shout && dis > m_shoutdistance)
350 {
351 return false;
352 }
353 } 369 }
354 370
355 // TODO: should change so the message is sent through the avatar rather than direct to the ClientView 371 // TODO: should change so the message is sent through the avatar rather than direct to the ClientView
@@ -358,5 +374,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
358 374
359 return true; 375 return true;
360 } 376 }
377
378 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
379 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
380 {
381 System.Threading.Timer Timer;
382 if (flags == 0)
383 {
384 FreezeCache.Add(target.ToString());
385 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
386 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
387 Timers.Add(target, Timer);
388 }
389 else
390 {
391 FreezeCache.Remove(target.ToString());
392 Timers.TryGetValue(target, out Timer);
393 Timers.Remove(target);
394 Timer.Dispose();
395 }
396 }
397
398 private void OnEndParcelFrozen(object avatar)
399 {
400 UUID target = (UUID)avatar;
401 FreezeCache.Remove(target.ToString());
402 System.Threading.Timer Timer;
403 Timers.TryGetValue(target, out Timer);
404 Timers.Remove(target);
405 Timer.Dispose();
406 }
361 } 407 }
362} 408}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 325067c..3c294bb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -216,4 +216,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
216 return result; 216 return result;
217 } 217 }
218 } 218 }
219} \ No newline at end of file 219}
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 2e3312f..1492302 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, IOSHttpRequest httpRequest,
115 IOSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,69 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootClient(
144 delegate(IClientAPI client)
145 {
146 if (client.AgentId != godID)
147 {
148 client.Close();
149 }
150 }
151 );
152 }
153 else
154 {
155 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
156 214
157 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
158 sp.ControllingClient.Close(); 216 {
159 } 217 case 0:
160 } 218 if (sp != null)
161 219 {
162 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
163 {
164 sp.AllowMovement = false;
165 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
166 m_dialogModule.SendAlertToUser(godID, "User Frozen");
167 }
168
169 if (kickflags == 2)
170 {
171 sp.AllowMovement = true;
172 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
173 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
174 }
175 } 221 }
176 else 222 else if (agentID == ALL_AGENTS)
177 { 223 {
178 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachRootScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
179 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
180 } 272 }
181 } 273 }
182 } 274 }
183} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ca5d485..727f1c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -27,6 +27,7 @@
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using System.Timers;
30using log4net; 31using log4net;
31using Nini.Config; 32using Nini.Config;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -42,6 +43,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
42 private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
43 MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
44 45
46 private Timer m_logTimer = new Timer(10000);
47 private List<GridInstantMessage> m_logData = new List<GridInstantMessage>();
48 private string m_restUrl;
49
45 /// <value> 50 /// <value>
46 /// Is this module enabled? 51 /// Is this module enabled?
47 /// </value> 52 /// </value>
@@ -61,9 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
61 "InstantMessageModule", "InstantMessageModule") != 66 "InstantMessageModule", "InstantMessageModule") !=
62 "InstantMessageModule") 67 "InstantMessageModule")
63 return; 68 return;
69 m_restUrl = config.Configs["Messaging"].GetString("LogURL", String.Empty);
64 } 70 }
65 71
66 m_enabled = true; 72 m_enabled = true;
73 m_logTimer.AutoReset = false;
74 m_logTimer.Elapsed += LogTimerElapsed;
67 } 75 }
68 76
69 public void AddRegion(Scene scene) 77 public void AddRegion(Scene scene)
@@ -148,6 +156,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
148 { 156 {
149 byte dialog = im.dialog; 157 byte dialog = im.dialog;
150 158
159 if (client != null && dialog == (byte)InstantMessageDialog.MessageFromAgent)
160 LogInstantMesssage(im);
161
151 if (dialog != (byte)InstantMessageDialog.MessageFromAgent 162 if (dialog != (byte)InstantMessageDialog.MessageFromAgent
152 && dialog != (byte)InstantMessageDialog.StartTyping 163 && dialog != (byte)InstantMessageDialog.StartTyping
153 && dialog != (byte)InstantMessageDialog.StopTyping 164 && dialog != (byte)InstantMessageDialog.StopTyping
@@ -157,6 +168,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 168 return;
158 } 169 }
159 170
171 //DateTime dt = DateTime.UtcNow;
172
173 // Ticks from UtcNow, but make it look like local. Evil, huh?
174 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
175
176 //try
177 //{
178 // // Convert that to the PST timezone
179 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
180 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
181 //}
182 //catch
183 //{
184 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
185 //}
186
187 //// And make it look local again to fool the unix time util
188 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
189
190 // If client is null, this message comes from storage and IS offline
191 if (client != null)
192 im.offline = 0;
193
194 if (im.offline == 0)
195 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
196
160 if (m_TransferModule != null) 197 if (m_TransferModule != null)
161 { 198 {
162 if (client != null) 199 if (client != null)
@@ -200,5 +237,35 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
200 // 237 //
201 OnInstantMessage(null, msg); 238 OnInstantMessage(null, msg);
202 } 239 }
240
241 private void LogInstantMesssage(GridInstantMessage im)
242 {
243 if (m_logData.Count < 20)
244 {
245 // Restart the log write timer
246 m_logTimer.Stop();
247 }
248 if (!m_logTimer.Enabled)
249 m_logTimer.Start();
250
251 lock (m_logData)
252 {
253 m_logData.Add(im);
254 }
255 }
256
257 private void LogTimerElapsed(object source, ElapsedEventArgs e)
258 {
259 lock (m_logData)
260 {
261 if (m_restUrl != String.Empty && m_logData.Count > 0)
262 {
263 bool success = SynchronousRestObjectRequester.MakeRequest<List<GridInstantMessage>, bool>("POST", m_restUrl + "/LogMessages/", m_logData);
264 if (!success)
265 m_log.ErrorFormat("[INSTANT MESSAGE]: Failed to save log data");
266 }
267 m_logData.Clear();
268 }
269 }
203 } 270 }
204} 271}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 596174b..1406aae 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 49
50 private bool m_Enabled = false; 50 private bool m_Enabled = false;
51 protected string m_MessageKey = String.Empty;
51 protected List<Scene> m_Scenes = new List<Scene>(); 52 protected List<Scene> m_Scenes = new List<Scene>();
52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 53 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
53 54
@@ -67,14 +68,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
67 public virtual void Initialise(IConfigSource config) 68 public virtual void Initialise(IConfigSource config)
68 { 69 {
69 IConfig cnf = config.Configs["Messaging"]; 70 IConfig cnf = config.Configs["Messaging"];
70 if (cnf != null && cnf.GetString( 71 if (cnf != null)
71 "MessageTransferModule", "MessageTransferModule") !=
72 "MessageTransferModule")
73 { 72 {
74 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 73 if (cnf.GetString("MessageTransferModule",
75 return; 74 "MessageTransferModule") != "MessageTransferModule")
76 } 75 {
76 return;
77 }
77 78
79 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
80 }
81 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
78 m_Enabled = true; 82 m_Enabled = true;
79 } 83 }
80 84
@@ -247,6 +251,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
247 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 251 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
248 && requestData.ContainsKey("binary_bucket")) 252 && requestData.ContainsKey("binary_bucket"))
249 { 253 {
254 if (m_MessageKey != String.Empty)
255 {
256 XmlRpcResponse error_resp = new XmlRpcResponse();
257 Hashtable error_respdata = new Hashtable();
258 error_respdata["success"] = "FALSE";
259 error_resp.Value = error_respdata;
260
261 if (!requestData.Contains("message_key"))
262 return error_resp;
263 if (m_MessageKey != (string)requestData["message_key"])
264 return error_resp;
265 }
266
250 // Do the easy way of validating the UUIDs 267 // Do the easy way of validating the UUIDs
251 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 268 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
252 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 269 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -423,24 +440,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
423 return resp; 440 return resp;
424 } 441 }
425 442
426 /// <summary> 443 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
427 /// delegate for sending a grid instant message asynchronously
428 /// </summary>
429 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
430 444
431 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 445 private class GIM {
432 { 446 public GridInstantMessage im;
433 GridInstantMessageDelegate icon = 447 public MessageResultNotification result;
434 (GridInstantMessageDelegate)iar.AsyncState; 448 };
435 icon.EndInvoke(iar);
436 }
437 449
450 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
451 private int numInstantMessageThreads = 0;
438 452
439 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 453 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
440 { 454 {
441 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 455 lock (pendingInstantMessages) {
456 if (numInstantMessageThreads >= 4) {
457 GIM gim = new GIM();
458 gim.im = im;
459 gim.result = result;
460 pendingInstantMessages.Enqueue(gim);
461 } else {
462 ++ numInstantMessageThreads;
463 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
464 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
465 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
466 }
467 }
468 }
442 469
443 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 470 private void GridInstantMessageCompleted(IAsyncResult iar)
471 {
472 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
473 d.EndInvoke(iar);
444 } 474 }
445 475
446 /// <summary> 476 /// <summary>
@@ -455,8 +485,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
455 /// Pass in 0 the first time this method is called. It will be called recursively with the last 485 /// Pass in 0 the first time this method is called. It will be called recursively with the last
456 /// regionhandle tried 486 /// regionhandle tried
457 /// </param> 487 /// </param>
458 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 488 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
459 { 489 {
490 GIM gim;
491 do {
492 try {
493 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
494 } catch (Exception e) {
495 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
496 }
497 lock (pendingInstantMessages) {
498 if (pendingInstantMessages.Count > 0) {
499 gim = pendingInstantMessages.Dequeue();
500 im = gim.im;
501 result = gim.result;
502 } else {
503 gim = null;
504 -- numInstantMessageThreads;
505 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
506 }
507 }
508 } while (gim != null);
509 }
510 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
511 {
512
460 UUID toAgentID = new UUID(im.toAgentID); 513 UUID toAgentID = new UUID(im.toAgentID);
461 514
462 PresenceInfo upd = null; 515 PresenceInfo upd = null;
@@ -523,7 +576,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
523 576
524 if (upd != null) 577 if (upd != null)
525 { 578 {
526 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 579 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
527 upd.RegionID); 580 upd.RegionID);
528 if (reginfo != null) 581 if (reginfo != null)
529 { 582 {
@@ -672,6 +725,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
672 gim["position_z"] = msg.Position.Z.ToString(); 725 gim["position_z"] = msg.Position.Z.ToString();
673 gim["region_id"] = msg.RegionID.ToString(); 726 gim["region_id"] = msg.RegionID.ToString();
674 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 727 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
728 if (m_MessageKey != String.Empty)
729 gim["message_key"] = m_MessageKey;
675 return gim; 730 return gim;
676 } 731 }
677 732
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index de25048..b27b07d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -171,7 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
171 171
172 private void RetrieveInstantMessages(IClientAPI client) 172 private void RetrieveInstantMessages(IClientAPI client)
173 { 173 {
174 if (m_RestURL != "") 174 if (m_RestURL == String.Empty)
175 {
176 return;
177 }
178 else
175 { 179 {
176 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 180 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
177 181
@@ -179,22 +183,25 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
179 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 183 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 184 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 185
182 if (msglist == null) 186 if (msglist != null)
183 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
184
185 foreach (GridInstantMessage im in msglist)
186 { 187 {
187 // client.SendInstantMessage(im); 188 foreach (GridInstantMessage im in msglist)
188 189 {
189 // Send through scene event manager so all modules get a chance 190 // client.SendInstantMessage(im);
190 // to look at this message before it gets delivered. 191
191 // 192 // Send through scene event manager so all modules get a chance
192 // Needed for proper state management for stored group 193 // to look at this message before it gets delivered.
193 // invitations 194 //
194 // 195 // Needed for proper state management for stored group
195 Scene s = FindScene(client.AgentId); 196 // invitations
196 if (s != null) 197 //
197 s.EventManager.TriggerIncomingInstantMessage(im); 198
199 im.offline = 1;
200
201 Scene s = FindScene(client.AgentId);
202 if (s != null)
203 s.EventManager.TriggerIncomingInstantMessage(im);
204 }
198 } 205 }
199 } 206 }
200 } 207 }
@@ -205,24 +212,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 212 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
206 im.dialog != (byte)InstantMessageDialog.GroupNotice && 213 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
207 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 214 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
208 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 215 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
216 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
209 { 217 {
210 return; 218 return;
211 } 219 }
212 220
213 if (!m_ForwardOfflineGroupMessages)
214 {
215 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
216 im.dialog != (byte)InstantMessageDialog.GroupInvitation)
217 return;
218 }
219
220 Scene scene = FindScene(new UUID(im.fromAgentID)); 221 Scene scene = FindScene(new UUID(im.fromAgentID));
221 if (scene == null) 222 if (scene == null)
222 scene = m_SceneList[0]; 223 scene = m_SceneList[0];
223 224
224 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 225 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
225 "POST", m_RestURL+"/SaveMessage/", im); 226 "POST", m_RestURL+"/SaveMessage/?scope=" +
227 scene.RegionInfo.ScopeID.ToString(), im);
226 228
227 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 229 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
228 { 230 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index ee10d04..0833154 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -635,4 +635,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
635 m_assetsLoaded = true; 635 m_assetsLoaded = true;
636 } 636 }
637 } 637 }
638} \ No newline at end of file 638}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
index cf87010..7d1fe68 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
@@ -492,6 +492,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
492 return null; 492 return null;
493 } 493 }
494 494
495 return account;
496 /*
495 try 497 try
496 { 498 {
497 string encpass = Util.Md5Hash(pass); 499 string encpass = Util.Md5Hash(pass);
@@ -512,6 +514,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
512 m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e.Message); 514 m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e.Message);
513 return null; 515 return null;
514 } 516 }
517 */
515 } 518 }
516 519
517 /// <summary> 520 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index f3af59a..81de29c 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 0;
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -263,8 +265,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
263 }); 265 });
264 } 266 }
265 } 267 }
266 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
269 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
267 { 270 {
271 UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
272 IInventoryService invService = scene.InventoryService;
273
274 // Special case: folder redirect.
275 // RLV uses this
276 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
277 {
278 InventoryFolderBase folder = new InventoryFolderBase(inventoryID, client.AgentId);
279 folder = invService.GetFolder(folder);
280
281 if (folder != null)
282 {
283 if (im.binaryBucket.Length >= 16)
284 {
285 UUID destFolderID = new UUID(im.binaryBucket, 0);
286 if (destFolderID != UUID.Zero)
287 {
288 InventoryFolderBase destFolder = new InventoryFolderBase(destFolderID, client.AgentId);
289 destFolder = invService.GetFolder(destFolder);
290 if (destFolder != null)
291 {
292 if (folder.ParentID != destFolder.ID)
293 {
294 folder.ParentID = destFolder.ID;
295 invService.MoveFolder(folder);
296 client.SendBulkUpdateInventory(folder);
297 }
298 }
299 }
300 }
301 }
302 }
303
268 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 304 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
269 305
270 if (user != null) // Local 306 if (user != null) // Local
@@ -274,27 +310,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
274 else 310 else
275 { 311 {
276 if (m_TransferModule != null) 312 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 313 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
278
279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
281 // instead it appears to cause two copies of an accepted folder for the receiving user in
282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
283
284// // Send BulkUpdateInventory
285// IInventoryService invService = scene.InventoryService;
286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
297 });
298 } 314 }
299 } 315 }
300 else if ( 316 else if (
@@ -335,6 +351,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
335 { 351 {
336 folder.ParentID = trashFolder.ID; 352 folder.ParentID = trashFolder.ID;
337 invService.MoveFolder(folder); 353 invService.MoveFolder(folder);
354 client.SendBulkUpdateInventory(folder);
338 } 355 }
339 } 356 }
340 357
@@ -435,22 +452,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
435 /// 452 ///
436 /// </summary> 453 /// </summary>
437 /// <param name="msg"></param> 454 /// <param name="msg"></param>
438 private void OnGridInstantMessage(GridInstantMessage msg) 455 private void OnGridInstantMessage(GridInstantMessage im)
439 { 456 {
440 // Check if this is ours to handle 457 // Check if this is ours to handle
441 // 458 //
442 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 459 Scene scene = FindClientScene(new UUID(im.toAgentID));
443 460
444 if (scene == null) 461 if (scene == null)
445 return; 462 return;
446 463
447 // Find agent to deliver to 464 // Find agent to deliver to
448 // 465 //
449 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 466 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
467 if (user == null)
468 return;
469
470 // This requires a little bit of processing because we have to make the
471 // new item visible in the recipient's inventory here
472 //
473 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
474 {
475 if (im.binaryBucket.Length < 17) // Invalid
476 return;
477
478 UUID recipientID = new UUID(im.toAgentID);
479
480 // First byte is the asset type
481 AssetType assetType = (AssetType)im.binaryBucket[0];
482
483 if (AssetType.Folder == assetType)
484 {
485 UUID folderID = new UUID(im.binaryBucket, 1);
450 486
451 // Just forward to local handling 487 InventoryFolderBase given =
452 OnInstantMessage(user.ControllingClient, msg); 488 new InventoryFolderBase(folderID, recipientID);
489 InventoryFolderBase folder =
490 scene.InventoryService.GetFolder(given);
453 491
492 if (folder != null)
493 user.ControllingClient.SendBulkUpdateInventory(folder);
494 }
495 else
496 {
497 UUID itemID = new UUID(im.binaryBucket, 1);
498
499 InventoryItemBase given =
500 new InventoryItemBase(itemID, recipientID);
501 InventoryItemBase item =
502 scene.InventoryService.GetItem(given);
503
504 if (item != null)
505 {
506 user.ControllingClient.SendBulkUpdateInventory(item);
507 }
508 }
509 user.ControllingClient.SendInstantMessage(im);
510 }
511 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
512 {
513 if (im.binaryBucket.Length < 1) // Invalid
514 return;
515
516 UUID recipientID = new UUID(im.toAgentID);
517
518 // Bucket is the asset type
519 AssetType assetType = (AssetType)im.binaryBucket[0];
520
521 if (AssetType.Folder == assetType)
522 {
523 UUID folderID = new UUID(im.imSessionID);
524
525 InventoryFolderBase given =
526 new InventoryFolderBase(folderID, recipientID);
527 InventoryFolderBase folder =
528 scene.InventoryService.GetFolder(given);
529
530 if (folder != null)
531 user.ControllingClient.SendBulkUpdateInventory(folder);
532 }
533 else
534 {
535 UUID itemID = new UUID(im.imSessionID);
536
537 InventoryItemBase given =
538 new InventoryItemBase(itemID, recipientID);
539 InventoryItemBase item =
540 scene.InventoryService.GetItem(given);
541
542 if (item != null)
543 {
544 user.ControllingClient.SendBulkUpdateInventory(item);
545 }
546 }
547
548 // Fix up binary bucket since this may be 17 chars long here
549 Byte[] bucket = new Byte[1];
550 bucket[0] = im.binaryBucket[0];
551 im.binaryBucket = bucket;
552
553 user.ControllingClient.SendInstantMessage(im);
554 }
555 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
556 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
557 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
558 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
559 {
560 user.ControllingClient.SendInstantMessage(im);
561 }
454 } 562 }
455 } 563 }
456} 564}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index 2d4cffd..a889984 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -161,16 +161,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
161 scene.RegionInfo.RegionHandle, 161 scene.RegionInfo.RegionHandle,
162 (uint)presence.AbsolutePosition.X, 162 (uint)presence.AbsolutePosition.X,
163 (uint)presence.AbsolutePosition.Y, 163 (uint)presence.AbsolutePosition.Y,
164 (uint)Math.Ceiling(presence.AbsolutePosition.Z)); 164 (uint)presence.AbsolutePosition.Z + 2);
165 165
166 m_log.DebugFormat("TP invite with message {0}", message); 166 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
167
168 GridInstantMessage m;
169
170 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
171 {
172 m = new GridInstantMessage(scene, client.AgentId,
173 client.FirstName+" "+client.LastName, targetid,
174 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
175 message, dest, false, presence.AbsolutePosition,
176 new Byte[0]);
177 }
178 else
179 {
180 m = new GridInstantMessage(scene, client.AgentId,
181 client.FirstName+" "+client.LastName, targetid,
182 (byte)InstantMessageDialog.RequestTeleport, false,
183 message, dest, false, presence.AbsolutePosition,
184 new Byte[0]);
185 }
167 186
168 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
169 client.FirstName+" "+client.LastName, targetid,
170 (byte)InstantMessageDialog.RequestTeleport, false,
171 message, dest, false, presence.AbsolutePosition,
172 new Byte[0]);
173
174 if (m_TransferModule != null) 187 if (m_TransferModule != null)
175 { 188 {
176 m_TransferModule.SendInstantMessage(m, 189 m_TransferModule.SendInstantMessage(m,
@@ -205,7 +218,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
205 { 218 {
206 // Forward remote teleport requests 219 // Forward remote teleport requests
207 // 220 //
208 if (msg.dialog != 22) 221 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
222 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
209 return; 223 return;
210 224
211 if (m_TransferModule != null) 225 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 4ea85a8..dbe75b5 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -102,7 +102,8 @@ namespace OpenSim.Region.CoreModules.Framework
102 102
103 public void CreateCaps(UUID agentId) 103 public void CreateCaps(UUID agentId)
104 { 104 {
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 105 int flags = m_scene.GetUserFlags(agentId);
106 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
106 return; 107 return;
107 108
108 String capsObjectPath = GetCapsPath(agentId); 109 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 46738f6..560f807 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -146,7 +146,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
146 146
147 protected virtual void OnNewClient(IClientAPI client) 147 protected virtual void OnNewClient(IClientAPI client)
148 { 148 {
149 client.OnTeleportHomeRequest += TeleportHome; 149 client.OnTeleportHomeRequest += TriggerTeleportHome;
150 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 150 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
151 } 151 }
152 152
@@ -269,6 +269,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
269 sp.ControllingClient.SendTeleportStart(teleportFlags); 269 sp.ControllingClient.SendTeleportStart(teleportFlags);
270 270
271 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 271 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
272 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
272 sp.Velocity = Vector3.Zero; 273 sp.Velocity = Vector3.Zero;
273 sp.Teleport(position); 274 sp.Teleport(position);
274 275
@@ -429,8 +430,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
429 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 430 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
430 // it's actually doing a lot of work. 431 // it's actually doing a lot of work.
431 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 432 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
432 433 if (endPoint == null || endPoint.Address == null)
433 if (endPoint.Address == null)
434 { 434 {
435 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); 435 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
436 m_entityTransferStateMachine.ResetFromTransit(sp.UUID); 436 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
@@ -781,7 +781,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
781 781
782 #region Teleport Home 782 #region Teleport Home
783 783
784 public virtual void TeleportHome(UUID id, IClientAPI client) 784 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
785 {
786 TeleportHome(id, client);
787 }
788
789 public virtual bool TeleportHome(UUID id, IClientAPI client)
785 { 790 {
786 m_log.DebugFormat( 791 m_log.DebugFormat(
787 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 792 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -791,12 +796,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
791 796
792 if (uinfo != null) 797 if (uinfo != null)
793 { 798 {
799 if (uinfo.HomeRegionID == UUID.Zero)
800 {
801 // can't find the Home region: Tell viewer and abort
802 client.SendTeleportFailed("You don't have a home position set.");
803 return false;
804 }
794 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 805 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
795 if (regionInfo == null) 806 if (regionInfo == null)
796 { 807 {
797 // can't find the Home region: Tell viewer and abort 808 // can't find the Home region: Tell viewer and abort
798 client.SendTeleportFailed("Your home region could not be found."); 809 client.SendTeleportFailed("Your home region could not be found.");
799 return; 810 return false;
800 } 811 }
801 812
802 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})", 813 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
@@ -809,10 +820,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
809 } 820 }
810 else 821 else
811 { 822 {
812 m_log.ErrorFormat( 823 // can't find the Home region: Tell viewer and abort
813 "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.", 824 client.SendTeleportFailed("Your home region could not be found.");
814 client.Name, client.AgentId); 825 return false;
815 } 826 }
827 return true;
816 } 828 }
817 829
818 #endregion 830 #endregion
@@ -820,11 +832,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
820 832
821 #region Agent Crossings 833 #region Agent Crossings
822 834
823 public bool Cross(ScenePresence agent, bool isFlying) 835 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
824 { 836 {
825 Scene scene = agent.Scene; 837 version = String.Empty;
826 Vector3 pos = agent.AbsolutePosition; 838 newpos = new Vector3(pos.X, pos.Y, pos.Z);
827 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
828 uint neighbourx = scene.RegionInfo.RegionLocX; 839 uint neighbourx = scene.RegionInfo.RegionLocX;
829 uint neighboury = scene.RegionInfo.RegionLocY; 840 uint neighboury = scene.RegionInfo.RegionLocY;
830 const float boundaryDistance = 1.7f; 841 const float boundaryDistance = 1.7f;
@@ -845,52 +856,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
845 } 856 }
846 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 857 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
847 { 858 {
848 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 859 neighboury--;
849 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 860 newpos.Y = Constants.RegionSize - enterDistance;
850 {
851 neighboury--;
852 newpos.Y = Constants.RegionSize - enterDistance;
853 }
854 else
855 {
856 agent.IsInTransit = true;
857
858 neighboury = b.TriggerRegionY;
859 neighbourx = b.TriggerRegionX;
860
861 Vector3 newposition = pos;
862 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
863 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
864 agent.ControllingClient.SendAgentAlertMessage(
865 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
866 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
867 return true;
868 }
869 }
870
871 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
872 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
873 {
874 neighbourx--;
875 newpos.X = Constants.RegionSize - enterDistance;
876 }
877 else
878 {
879 agent.IsInTransit = true;
880
881 neighboury = ba.TriggerRegionY;
882 neighbourx = ba.TriggerRegionX;
883
884 Vector3 newposition = pos;
885 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
886 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
887 agent.ControllingClient.SendAgentAlertMessage(
888 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
889 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
890
891 return true;
892 } 861 }
893 862
863 neighbourx--;
864 newpos.X = Constants.RegionSize - enterDistance;
894 } 865 }
895 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 866 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
896 { 867 {
@@ -900,26 +871,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
900 871
901 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 872 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
902 { 873 {
903 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 874 neighboury--;
904 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 875 newpos.Y = Constants.RegionSize - enterDistance;
905 {
906 neighboury--;
907 newpos.Y = Constants.RegionSize - enterDistance;
908 }
909 else
910 {
911 agent.IsInTransit = true;
912
913 neighboury = ba.TriggerRegionY;
914 neighbourx = ba.TriggerRegionX;
915 Vector3 newposition = pos;
916 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
917 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
918 agent.ControllingClient.SendAgentAlertMessage(
919 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
920 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
921 return true;
922 }
923 } 876 }
924 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 877 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
925 { 878 {
@@ -931,25 +884,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
931 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 884 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
932 { 885 {
933 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 886 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
934 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 887 neighboury--;
935 { 888 newpos.Y = Constants.RegionSize - enterDistance;
936 neighboury--;
937 newpos.Y = Constants.RegionSize - enterDistance;
938 }
939 else
940 {
941 agent.IsInTransit = true;
942
943 neighboury = b.TriggerRegionY;
944 neighbourx = b.TriggerRegionX;
945 Vector3 newposition = pos;
946 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
947 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
948 agent.ControllingClient.SendAgentAlertMessage(
949 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
950 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
951 return true;
952 }
953 } 889 }
954 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 890 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
955 { 891 {
@@ -983,19 +919,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
983 } 919 }
984 */ 920 */
985 921
986 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 922 xDest = neighbourx;
923 yDest = neighboury;
987 924
988 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 925 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
989 926
927 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
928
990 ExpiringCache<ulong, DateTime> r; 929 ExpiringCache<ulong, DateTime> r;
991 DateTime banUntil; 930 DateTime banUntil;
992 931
993 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 932 if (m_bannedRegions.TryGetValue(agentID, out r))
994 { 933 {
995 if (r.TryGetValue(neighbourHandle, out banUntil)) 934 if (r.TryGetValue(neighbourHandle, out banUntil))
996 { 935 {
997 if (DateTime.Now < banUntil) 936 if (DateTime.Now < banUntil)
998 return false; 937 return null;
999 r.Remove(neighbourHandle); 938 r.Remove(neighbourHandle);
1000 } 939 }
1001 } 940 }
@@ -1007,28 +946,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1007 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 946 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1008 947
1009 string reason; 948 string reason;
1010 string version; 949 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
1011 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
1012 { 950 {
1013 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1014 if (r == null) 951 if (r == null)
1015 { 952 {
1016 r = new ExpiringCache<ulong, DateTime>(); 953 r = new ExpiringCache<ulong, DateTime>();
1017 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 954 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1018 955
1019 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 956 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
1020 } 957 }
1021 else 958 else
1022 { 959 {
1023 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 960 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1024 } 961 }
962 return null;
963 }
964
965 return neighbourRegion;
966 }
967
968 public bool Cross(ScenePresence agent, bool isFlying)
969 {
970 uint x;
971 uint y;
972 Vector3 newpos;
973 string version;
974
975 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
976 if (neighbourRegion == null)
977 {
978 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1025 return false; 979 return false;
1026 } 980 }
1027 981
1028 agent.IsInTransit = true; 982 agent.IsInTransit = true;
1029 983
1030 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 984 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
1031 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 985 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
1032 986
1033 return true; 987 return true;
1034 } 988 }
@@ -1085,13 +1039,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1085 icon.EndInvoke(iar); 1039 icon.EndInvoke(iar);
1086 } 1040 }
1087 1041
1088 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
1089
1090 /// <summary> 1042 /// <summary>
1091 /// This Closes child agents on neighbouring regions 1043 /// This Closes child agents on neighbouring regions
1092 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 1044 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
1093 /// </summary> 1045 /// </summary>
1094 protected ScenePresence CrossAgentToNewRegionAsync( 1046 public ScenePresence CrossAgentToNewRegionAsync(
1095 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 1047 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
1096 bool isFlying, string version) 1048 bool isFlying, string version)
1097 { 1049 {
@@ -1298,10 +1250,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1298 agent.Id0 = currentAgentCircuit.Id0; 1250 agent.Id0 = currentAgentCircuit.Id0;
1299 } 1251 }
1300 1252
1301 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1253 IPEndPoint external = region.ExternalEndPoint;
1302 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1254 if (external != null)
1255 {
1256 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1257 d.BeginInvoke(sp, agent, region, external, true,
1303 InformClientOfNeighbourCompleted, 1258 InformClientOfNeighbourCompleted,
1304 d); 1259 d);
1260 }
1305 } 1261 }
1306 #endregion 1262 #endregion
1307 1263
@@ -1882,27 +1838,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1882 Utils.LongToUInts(newRegionHandle, out x, out y); 1838 Utils.LongToUInts(newRegionHandle, out x, out y);
1883 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1839 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1884 1840
1885 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1841 if (destination != null)
1886 { 1842 {
1887 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1843 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1844 return; // we did it
1845 }
1888 1846
1889 // We are going to move the object back to the old position so long as the old position 1847 // no one or failed lets go back and tell physics to go on
1890 // is in the region 1848 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1891 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1849 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1892 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1850 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1893 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1894 1851
1895 grp.RootPart.GroupPosition = oldGroupPosition; 1852 grp.AbsolutePosition = oldGroupPosition;
1853 grp.Velocity = Vector3.Zero;
1896 1854
1897 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1855 if (grp.RootPart.PhysActor != null)
1898 // move out of the region creating an infinite loop of failed attempts to cross 1856 grp.RootPart.PhysActor.CrossingFailure();
1899 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1900 1857
1901 grp.ScheduleGroupForFullUpdate(); 1858 grp.ScheduleGroupForFullUpdate();
1902 }
1903 } 1859 }
1904 1860
1905 1861
1862
1906 /// <summary> 1863 /// <summary>
1907 /// Move the given scene object into a new region 1864 /// Move the given scene object into a new region
1908 /// </summary> 1865 /// </summary>
@@ -1959,7 +1916,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1959 { 1916 {
1960 PhysicsActor pa = grp.RootPart.PhysActor; 1917 PhysicsActor pa = grp.RootPart.PhysActor;
1961 if (pa != null) 1918 if (pa != null)
1919 {
1962 pa.CrossingFailure(); 1920 pa.CrossingFailure();
1921 if (grp.RootPart.KeyframeMotion != null)
1922 {
1923 grp.RootPart.Velocity = Vector3.Zero;
1924 grp.RootPart.KeyframeMotion.CrossingFailure();
1925 grp.SendGroupRootTerseUpdate();
1926 }
1927 }
1963 } 1928 }
1964 1929
1965 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 1930 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
@@ -2048,4 +2013,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2048 #endregion 2013 #endregion
2049 2014
2050 } 2015 }
2051} \ No newline at end of file 2016}
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 08863c2..3010b59 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -90,7 +90,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
90 90
91 protected override void OnNewClient(IClientAPI client) 91 protected override void OnNewClient(IClientAPI client)
92 { 92 {
93 client.OnTeleportHomeRequest += TeleportHome; 93 client.OnTeleportHomeRequest += TriggerTeleportHome;
94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
96 } 96 }
@@ -195,7 +195,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
195 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout); 195 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout);
196 } 196 }
197 197
198 public override void TeleportHome(UUID id, IClientAPI client) 198 public void TriggerTeleportHome(UUID id, IClientAPI client)
199 {
200 TeleportHome(id, client);
201 }
202
203 public override bool TeleportHome(UUID id, IClientAPI client)
199 { 204 {
200 m_log.DebugFormat( 205 m_log.DebugFormat(
201 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 206 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -206,8 +211,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
206 { 211 {
207 // local grid user 212 // local grid user
208 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 213 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
209 base.TeleportHome(id, client); 214 return base.TeleportHome(id, client);
210 return;
211 } 215 }
212 216
213 // Foreign user wants to go home 217 // Foreign user wants to go home
@@ -217,7 +221,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
217 { 221 {
218 client.SendTeleportFailed("Your information has been lost"); 222 client.SendTeleportFailed("Your information has been lost");
219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 223 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
220 return; 224 return false;
221 } 225 }
222 226
223 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 227 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -227,7 +231,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
227 { 231 {
228 client.SendTeleportFailed("Your home region could not be found"); 232 client.SendTeleportFailed("Your home region could not be found");
229 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 233 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
230 return; 234 return false;
231 } 235 }
232 236
233 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 237 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -235,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
235 { 239 {
236 client.SendTeleportFailed("Internal error"); 240 client.SendTeleportFailed("Internal error");
237 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 241 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
238 return; 242 return false;
239 } 243 }
240 244
241 GridRegion homeGatekeeper = MakeRegion(aCircuit); 245 GridRegion homeGatekeeper = MakeRegion(aCircuit);
@@ -243,9 +247,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
243 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}", 247 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}",
244 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 248 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
245 249
246 DoTeleport( 250 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
247 sp, homeGatekeeper, finalDestination, 251 return true;
248 position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
249 } 252 }
250 253
251 /// <summary> 254 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 8b34c28..9a56f42 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -360,6 +360,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
360 360
361 foreach (SceneObjectGroup objectGroup in objlist) 361 foreach (SceneObjectGroup objectGroup in objlist)
362 { 362 {
363 if (objectGroup.RootPart.KeyframeMotion != null)
364 objectGroup.RootPart.KeyframeMotion.Stop();
365 objectGroup.RootPart.SetForce(Vector3.Zero);
366 objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
367 objectGroup.RootPart.KeyframeMotion = null;
368
363 Vector3 inventoryStoredPosition = new Vector3 369 Vector3 inventoryStoredPosition = new Vector3
364 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) 370 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
365 ? 250 371 ? 250
@@ -370,9 +376,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
370 : objectGroup.AbsolutePosition.Y, 376 : objectGroup.AbsolutePosition.Y,
371 objectGroup.AbsolutePosition.Z); 377 objectGroup.AbsolutePosition.Z);
372 378
379 Quaternion inventoryStoredRotation = objectGroup.GroupRotation;
373 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 380 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
374 381
382 // Restore attachment data after trip through the sim
383 if (objectGroup.RootPart.AttachPoint > 0)
384 {
385 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
386 inventoryStoredRotation = objectGroup.RootPart.AttachRotation;
387 }
388 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
389
375 objectGroup.AbsolutePosition = inventoryStoredPosition; 390 objectGroup.AbsolutePosition = inventoryStoredPosition;
391 objectGroup.RootPart.RotationOffset = inventoryStoredRotation;
376 392
377 // Make sure all bits but the ones we want are clear 393 // Make sure all bits but the ones we want are clear
378 // on take. 394 // on take.
@@ -490,8 +506,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
490 IClientAPI remoteClient) 506 IClientAPI remoteClient)
491 { 507 {
492 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 508 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
509 // For the porposes of inventory, an object is modify if the prims
510 // are modify. This allows renaming an object that contains no
511 // mod items.
493 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 512 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
494 effectivePerms &= grp.GetEffectivePermissions(); 513 {
514 uint groupPerms = grp.GetEffectivePermissions(true);
515 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
516 groupPerms |= (uint)PermissionMask.Modify;
517
518 effectivePerms &= groupPerms;
519 }
495 effectivePerms |= (uint)PermissionMask.Move; 520 effectivePerms |= (uint)PermissionMask.Move;
496 521
497 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 522 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -670,7 +695,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
670 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 695 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
671 { 696 {
672 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); 697 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
673 folder = m_Scene.InventoryService.GetFolder(f); 698 if (f != null)
699 folder = m_Scene.InventoryService.GetFolder(f);
674 } 700 }
675 } 701 }
676 702
@@ -700,16 +726,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
700 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 726 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
701 { 727 {
702// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 728// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
703
704 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 729 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
705 item = m_Scene.InventoryService.GetItem(item); 730 item = m_Scene.InventoryService.GetItem(item);
706 731
707 if (item == null) 732 if (item == null)
708 { 733 {
709 m_log.WarnFormat(
710 "[INVENTORY ACCESS MODULE]: Could not find item {0} for {1} in RezObject()",
711 itemID, remoteClient.Name);
712
713 return null; 734 return null;
714 } 735 }
715 736
@@ -760,6 +781,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
760 if (e == null || attachment) // Single 781 if (e == null || attachment) // Single
761 { 782 {
762 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 783 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
784 if (!attachment)
785 {
786 g.RootPart.AttachPoint = g.RootPart.Shape.State;
787 g.RootPart.AttachOffset = g.AbsolutePosition;
788 g.RootPart.AttachRotation = g.GroupRotation;
789 g.RootPart.Shape.State = 0;
790 }
763 791
764 objlist.Add(g); 792 objlist.Add(g);
765 veclist.Add(new Vector3(0, 0, 0)); 793 veclist.Add(new Vector3(0, 0, 0));
@@ -789,6 +817,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
789 foreach (XmlNode n in groups) 817 foreach (XmlNode n in groups)
790 { 818 {
791 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 819 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
820 g.RootPart.AttachPoint = g.RootPart.Shape.State;
821 g.RootPart.AttachOffset = g.AbsolutePosition;
822 g.RootPart.AttachRotation = g.GroupRotation;
823 g.RootPart.Shape.State = 0;
792 824
793 objlist.Add(g); 825 objlist.Add(g);
794 XmlElement el = (XmlElement)n; 826 XmlElement el = (XmlElement)n;
@@ -808,12 +840,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
808 } 840 }
809 } 841 }
810 842
843 int primcount = 0;
844 foreach (SceneObjectGroup g in objlist)
845 primcount += g.PrimCount;
846
847 if (!m_Scene.Permissions.CanRezObject(
848 primcount, remoteClient.AgentId, pos)
849 && !attachment)
850 {
851 // The client operates in no fail mode. It will
852 // have already removed the item from the folder
853 // if it's no copy.
854 // Put it back if it's not an attachment
855 //
856 if (item != null)
857 {
858 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
859 remoteClient.SendBulkUpdateInventory(item);
860 }
861
862 return null;
863 }
864
811 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 865 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
812 return null; 866 return null;
813 867
814 for (int i = 0; i < objlist.Count; i++) 868 for (int i = 0; i < objlist.Count; i++)
815 { 869 {
816 group = objlist[i]; 870 group = objlist[i];
871 SceneObjectPart rootPart = group.RootPart;
817 872
818// m_log.DebugFormat( 873// m_log.DebugFormat(
819// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 874// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -874,8 +929,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
874 929
875 if (!attachment) 930 if (!attachment)
876 { 931 {
877 SceneObjectPart rootPart = group.RootPart;
878
879 if (rootPart.Shape.PCode == (byte)PCode.Prim) 932 if (rootPart.Shape.PCode == (byte)PCode.Prim)
880 group.ClearPartAttachmentData(); 933 group.ClearPartAttachmentData();
881 934
@@ -893,6 +946,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
893// remoteClient.Name); 946// remoteClient.Name);
894 } 947 }
895 948
949 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
950
896 if (item != null) 951 if (item != null)
897 DoPostRezWhenFromItem(item, attachment); 952 DoPostRezWhenFromItem(item, attachment);
898 953
@@ -971,8 +1026,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
971 { 1026 {
972 rootPart.Name = item.Name; 1027 rootPart.Name = item.Name;
973 rootPart.Description = item.Description; 1028 rootPart.Description = item.Description;
974 rootPart.ObjectSaleType = item.SaleType; 1029 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
975 rootPart.SalePrice = item.SalePrice; 1030 {
1031 rootPart.ObjectSaleType = item.SaleType;
1032 rootPart.SalePrice = item.SalePrice;
1033 }
976 } 1034 }
977 1035
978 so.FromFolderID = item.Folder; 1036 so.FromFolderID = item.Folder;
@@ -982,7 +1040,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
982// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 1040// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
983 1041
984 if ((rootPart.OwnerID != item.Owner) || 1042 if ((rootPart.OwnerID != item.Owner) ||
985 (item.CurrentPermissions & 16) != 0) 1043 (item.CurrentPermissions & 16) != 0 ||
1044 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
986 { 1045 {
987 //Need to kill the for sale here 1046 //Need to kill the for sale here
988 rootPart.ObjectSaleType = 0; 1047 rootPart.ObjectSaleType = 0;
@@ -992,31 +1051,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
992 { 1051 {
993 foreach (SceneObjectPart part in so.Parts) 1052 foreach (SceneObjectPart part in so.Parts)
994 { 1053 {
995 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
996 {
997 part.EveryoneMask = item.EveryOnePermissions;
998 part.NextOwnerMask = item.NextPermissions;
999 }
1000 part.GroupMask = 0; // DO NOT propagate here 1054 part.GroupMask = 0; // DO NOT propagate here
1055
1056 part.LastOwnerID = part.OwnerID;
1057 part.OwnerID = item.Owner;
1058 part.Inventory.ChangeInventoryOwner(item.Owner);
1001 } 1059 }
1002 1060
1003 so.ApplyNextOwnerPermissions(); 1061 so.ApplyNextOwnerPermissions();
1062
1063 // In case the user has changed flags on a received item
1064 // we have to apply those changes after the slam. Else we
1065 // get a net loss of permissions
1066 foreach (SceneObjectPart part in so.Parts)
1067 {
1068 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1069 {
1070 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1071 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1072 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1073 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1074 }
1075 }
1004 } 1076 }
1005 } 1077 }
1006 1078 else
1007 foreach (SceneObjectPart part in so.Parts)
1008 { 1079 {
1009 part.FromUserInventoryItemID = fromUserInventoryItemId; 1080 foreach (SceneObjectPart part in so.Parts)
1010
1011 if ((part.OwnerID != item.Owner) ||
1012 (item.CurrentPermissions & 16) != 0)
1013 { 1081 {
1014 part.Inventory.ChangeInventoryOwner(item.Owner); 1082 part.FromUserInventoryItemID = fromUserInventoryItemId;
1015 part.GroupMask = 0; // DO NOT propagate here 1083
1084 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1085 part.EveryoneMask = item.EveryOnePermissions;
1086 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1087 part.NextOwnerMask = item.NextPermissions;
1088 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1089 part.GroupMask = item.GroupPermissions;
1016 } 1090 }
1017
1018 part.EveryoneMask = item.EveryOnePermissions;
1019 part.NextOwnerMask = item.NextPermissions;
1020 } 1091 }
1021 1092
1022 rootPart.TrimPermissions(); 1093 rootPart.TrimPermissions();
@@ -1154,4 +1225,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1154 1225
1155 #endregion 1226 #endregion
1156 } 1227 }
1157} \ No newline at end of file 1228}
diff --git a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
index 0c60391..4f18b53 100644
--- a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
@@ -90,9 +90,9 @@ namespace OpenSim.Region.CoreModules.Hypergrid
90 } 90 }
91 } 91 }
92 92
93 protected override List<MapBlockData> GetAndSendBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag) 93 protected override List<MapBlockData> GetAndSendBlocksInternal(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
94 { 94 {
95 List<MapBlockData> mapBlocks = base.GetAndSendBlocks(remoteClient, minX, minY, maxX, maxY, flag); 95 List<MapBlockData> mapBlocks = base.GetAndSendBlocksInternal(remoteClient, minX, minY, maxX, maxY, flag);
96 lock (m_SeenMapBlocks) 96 lock (m_SeenMapBlocks)
97 { 97 {
98 if (!m_SeenMapBlocks.ContainsKey(remoteClient.AgentId)) 98 if (!m_SeenMapBlocks.ContainsKey(remoteClient.AgentId))
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index 16cbbf5..f49641f 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -170,7 +170,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
170 170
171 private void EventManager_OnMakeRootAgent(ScenePresence presence) 171 private void EventManager_OnMakeRootAgent(ScenePresence presence)
172 { 172 {
173 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 173 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
174 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
174 SendProfileToClient(presence.ControllingClient); 175 SendProfileToClient(presence.ControllingClient);
175 } 176 }
176 177
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index d328eb3..9dac6b9 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -382,6 +382,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
382 try 382 try
383 { 383 {
384 Request = (HttpWebRequest) WebRequest.Create(Url); 384 Request = (HttpWebRequest) WebRequest.Create(Url);
385
386 //This works around some buggy HTTP Servers like Lighttpd
387 Request.ServicePoint.Expect100Continue = false;
388
385 Request.Method = HttpMethod; 389 Request.Method = HttpMethod;
386 Request.ContentType = HttpMIMEType; 390 Request.ContentType = HttpMIMEType;
387 391
@@ -458,15 +462,36 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
458 462
459 // continue building the string 463 // continue building the string
460 sb.Append(tempString); 464 sb.Append(tempString);
465 if (sb.Length > 2048)
466 break;
461 } 467 }
462 } while (count > 0); // any more data to read? 468 } while (count > 0); // any more data to read?
463 469
464 ResponseBody = sb.ToString(); 470 ResponseBody = sb.ToString().Replace("\r", "");
465 } 471 }
466 catch (Exception e) 472 catch (Exception e)
467 { 473 {
468 Status = (int)OSHttpStatusCode.ClientErrorJoker; 474 if (e is WebException && ((WebException)e).Status == WebExceptionStatus.ProtocolError)
469 ResponseBody = e.Message; 475 {
476 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
477 Status = (int)webRsp.StatusCode;
478 try
479 {
480 using (Stream responseStream = webRsp.GetResponseStream())
481 {
482 ResponseBody = responseStream.GetStreamString();
483 }
484 }
485 catch
486 {
487 ResponseBody = webRsp.StatusDescription;
488 }
489 }
490 else
491 {
492 Status = (int)OSHttpStatusCode.ClientErrorJoker;
493 ResponseBody = e.Message;
494 }
470 495
471 _finished = true; 496 _finished = true;
472 return; 497 return;
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 05d54f0..e0e358a 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -41,39 +41,13 @@ using OpenSim.Region.Framework.Scenes;
41 41
42namespace OpenSim.Region.CoreModules.Scripting.LSLHttp 42namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
43{ 43{
44 /// <summary>
45 /// Data describing an external URL set up by a script.
46 /// </summary>
47 public class UrlData 44 public class UrlData
48 { 45 {
49 /// <summary>
50 /// Scene object part hosting the script
51 /// </summary>
52 public UUID hostID; 46 public UUID hostID;
53
54 /// <summary>
55 /// The item ID of the script that requested the URL.
56 /// </summary>
57 public UUID itemID; 47 public UUID itemID;
58
59 /// <summary>
60 /// The script engine that runs the script.
61 /// </summary>
62 public IScriptModule engine; 48 public IScriptModule engine;
63
64 /// <summary>
65 /// The generated URL.
66 /// </summary>
67 public string url; 49 public string url;
68
69 /// <summary>
70 /// The random UUID component of the generated URL.
71 /// </summary>
72 public UUID urlcode; 50 public UUID urlcode;
73
74 /// <summary>
75 /// The external requests currently being processed or awaiting retrieval for this URL.
76 /// </summary>
77 public Dictionary<UUID, RequestData> requests; 51 public Dictionary<UUID, RequestData> requests;
78 } 52 }
79 53
@@ -87,37 +61,26 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
87 //public ManualResetEvent ev; 61 //public ManualResetEvent ev;
88 public bool requestDone; 62 public bool requestDone;
89 public int startTime; 63 public int startTime;
64 public bool responseSent;
90 public string uri; 65 public string uri;
91 } 66 }
92 67
93 /// <summary>
94 /// This module provides external URLs for in-world scripts.
95 /// </summary>
96 public class UrlModule : ISharedRegionModule, IUrlModule 68 public class UrlModule : ISharedRegionModule, IUrlModule
97 { 69 {
98 private static readonly ILog m_log = 70 private static readonly ILog m_log =
99 LogManager.GetLogger( 71 LogManager.GetLogger(
100 MethodBase.GetCurrentMethod().DeclaringType); 72 MethodBase.GetCurrentMethod().DeclaringType);
101 73
102 /// <summary> 74 private Dictionary<UUID, UrlData> m_RequestMap =
103 /// Indexs the URL request metadata (which script requested it, outstanding requests, etc.) by the request ID 75 new Dictionary<UUID, UrlData>();
104 /// randomly generated when a request is received for this URL.
105 /// </summary>
106 /// <remarks>
107 /// Manipulation or retrieval from this dictionary must be locked on m_UrlMap to preserve consistency with
108 /// m_UrlMap
109 /// </remarks>
110 private Dictionary<UUID, UrlData> m_RequestMap = new Dictionary<UUID, UrlData>();
111 76
112 /// <summary> 77 private Dictionary<string, UrlData> m_UrlMap =
113 /// Indexs the URL request metadata (which script requested it, outstanding requests, etc.) by the full URL 78 new Dictionary<string, UrlData>();
114 /// </summary>
115 private Dictionary<string, UrlData> m_UrlMap = new Dictionary<string, UrlData>();
116 79
117 /// <summary> 80 /// <summary>
118 /// Maximum number of external urls that can be set up by this module. 81 /// Maximum number of external urls that can be set up by this module.
119 /// </summary> 82 /// </summary>
120 private int m_TotalUrls = 100; 83 private int m_TotalUrls = 15000;
121 84
122 private uint https_port = 0; 85 private uint https_port = 0;
123 private IHttpServer m_HttpServer = null; 86 private IHttpServer m_HttpServer = null;
@@ -143,9 +106,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
143 { 106 {
144 m_ExternalHostNameForLSL = config.Configs["Network"].GetString("ExternalHostNameForLSL", System.Environment.MachineName); 107 m_ExternalHostNameForLSL = config.Configs["Network"].GetString("ExternalHostNameForLSL", System.Environment.MachineName);
145 bool ssl_enabled = config.Configs["Network"].GetBoolean("https_listener",false); 108 bool ssl_enabled = config.Configs["Network"].GetBoolean("https_listener",false);
146
147 if (ssl_enabled) 109 if (ssl_enabled)
110 {
148 https_port = (uint) config.Configs["Network"].GetInt("https_port",0); 111 https_port = (uint) config.Configs["Network"].GetInt("https_port",0);
112 }
149 113
150 IConfig llFunctionsConfig = config.Configs["LL-Functions"]; 114 IConfig llFunctionsConfig = config.Configs["LL-Functions"];
151 115
@@ -206,7 +170,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
206 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 170 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
207 return urlcode; 171 return urlcode;
208 } 172 }
209 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 173 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
210 174
211 UrlData urlData = new UrlData(); 175 UrlData urlData = new UrlData();
212 urlData.hostID = host.UUID; 176 urlData.hostID = host.UUID;
@@ -215,14 +179,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
215 urlData.url = url; 179 urlData.url = url;
216 urlData.urlcode = urlcode; 180 urlData.urlcode = urlcode;
217 urlData.requests = new Dictionary<UUID, RequestData>(); 181 urlData.requests = new Dictionary<UUID, RequestData>();
218 182
219 m_UrlMap[url] = urlData; 183 m_UrlMap[url] = urlData;
220 184
221 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 185 string uri = "/lslhttp/" + urlcode.ToString();
222 186
223 m_HttpServer.AddPollServiceHTTPHandler( 187 PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000);
224 uri, 188 args.Type = PollServiceEventArgs.EventType.LslHttp;
225 new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode)); 189 m_HttpServer.AddPollServiceHTTPHandler(uri, args);
226 190
227 m_log.DebugFormat( 191 m_log.DebugFormat(
228 "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}", 192 "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}",
@@ -251,7 +215,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
251 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 215 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
252 return urlcode; 216 return urlcode;
253 } 217 }
254 string url = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + "/lslhttps/" + urlcode.ToString() + "/"; 218 string url = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + "/lslhttps/" + urlcode.ToString();
255 219
256 UrlData urlData = new UrlData(); 220 UrlData urlData = new UrlData();
257 urlData.hostID = host.UUID; 221 urlData.hostID = host.UUID;
@@ -261,13 +225,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
261 urlData.urlcode = urlcode; 225 urlData.urlcode = urlcode;
262 urlData.requests = new Dictionary<UUID, RequestData>(); 226 urlData.requests = new Dictionary<UUID, RequestData>();
263 227
228
264 m_UrlMap[url] = urlData; 229 m_UrlMap[url] = urlData;
265 230
266 string uri = "/lslhttps/" + urlcode.ToString() + "/"; 231 string uri = "/lslhttps/" + urlcode.ToString();
267 232
268 m_HttpsServer.AddPollServiceHTTPHandler( 233 PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000);
269 uri, 234 args.Type = PollServiceEventArgs.EventType.LslHttp;
270 new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode)); 235 m_HttpsServer.AddPollServiceHTTPHandler(uri, args);
271 236
272 m_log.DebugFormat( 237 m_log.DebugFormat(
273 "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}", 238 "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}",
@@ -290,12 +255,15 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
290 return; 255 return;
291 } 256 }
292 257
293 foreach (UUID req in data.requests.Keys) 258 lock (m_RequestMap)
294 m_RequestMap.Remove(req); 259 {
295 260 foreach (UUID req in data.requests.Keys)
296 m_log.DebugFormat( 261 m_RequestMap.Remove(req);
297 "[URL MODULE]: Releasing url {0} for {1} in {2}", 262 }
298 url, data.itemID, data.hostID); 263
264// m_log.DebugFormat(
265// "[URL MODULE]: Releasing url {0} for {1} in {2}",
266// url, data.itemID, data.hostID);
299 267
300 RemoveUrl(data); 268 RemoveUrl(data);
301 m_UrlMap.Remove(url); 269 m_UrlMap.Remove(url);
@@ -304,15 +272,19 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
304 272
305 public void HttpResponse(UUID request, int status, string body) 273 public void HttpResponse(UUID request, int status, string body)
306 { 274 {
307 lock (m_UrlMap) 275 lock (m_RequestMap)
308 { 276 {
309 if (m_RequestMap.ContainsKey(request)) 277 if (m_RequestMap.ContainsKey(request))
310 { 278 {
311 UrlData urlData = m_RequestMap[request]; 279 UrlData urlData = m_RequestMap[request];
312 urlData.requests[request].responseCode = status; 280 if (!urlData.requests[request].responseSent)
313 urlData.requests[request].responseBody = body; 281 {
314 //urlData.requests[request].ev.Set(); 282 urlData.requests[request].responseCode = status;
315 urlData.requests[request].requestDone =true; 283 urlData.requests[request].responseBody = body;
284 //urlData.requests[request].ev.Set();
285 urlData.requests[request].requestDone = true;
286 urlData.requests[request].responseSent = true;
287 }
316 } 288 }
317 else 289 else
318 { 290 {
@@ -323,7 +295,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
323 295
324 public string GetHttpHeader(UUID requestId, string header) 296 public string GetHttpHeader(UUID requestId, string header)
325 { 297 {
326 lock (m_UrlMap) 298 lock (m_RequestMap)
327 { 299 {
328 if (m_RequestMap.ContainsKey(requestId)) 300 if (m_RequestMap.ContainsKey(requestId))
329 { 301 {
@@ -337,14 +309,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
337 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 309 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
338 } 310 }
339 } 311 }
340
341 return String.Empty; 312 return String.Empty;
342 } 313 }
343 314
344 public int GetFreeUrls() 315 public int GetFreeUrls()
345 { 316 {
346 lock (m_UrlMap) 317 return m_TotalUrls - m_UrlMap.Count;
347 return m_TotalUrls - m_UrlMap.Count;
348 } 318 }
349 319
350 public void ScriptRemoved(UUID itemID) 320 public void ScriptRemoved(UUID itemID)
@@ -361,8 +331,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
361 { 331 {
362 RemoveUrl(url.Value); 332 RemoveUrl(url.Value);
363 removeURLs.Add(url.Key); 333 removeURLs.Add(url.Key);
364 foreach (UUID req in url.Value.requests.Keys) 334 lock (m_RequestMap)
365 m_RequestMap.Remove(req); 335 {
336 foreach (UUID req in url.Value.requests.Keys)
337 m_RequestMap.Remove(req);
338 }
366 } 339 }
367 } 340 }
368 341
@@ -383,9 +356,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
383 { 356 {
384 RemoveUrl(url.Value); 357 RemoveUrl(url.Value);
385 removeURLs.Add(url.Key); 358 removeURLs.Add(url.Key);
386 359 lock (m_RequestMap)
387 foreach (UUID req in url.Value.requests.Keys) 360 {
388 m_RequestMap.Remove(req); 361 foreach (UUID req in url.Value.requests.Keys)
362 m_RequestMap.Remove(req);
363 }
389 } 364 }
390 } 365 }
391 366
@@ -394,122 +369,125 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
394 } 369 }
395 } 370 }
396 371
372
397 private void RemoveUrl(UrlData data) 373 private void RemoveUrl(UrlData data)
398 { 374 {
399 m_HttpServer.RemoveHTTPHandler("", "/lslhttp/" + data.urlcode.ToString() + "/"); 375 m_HttpServer.RemoveHTTPHandler("", "/lslhttp/"+data.urlcode.ToString()+"/");
400 } 376 }
401 377
402 private Hashtable NoEvents(UUID requestID, UUID sessionID) 378 private Hashtable NoEvents(UUID requestID, UUID sessionID)
403 { 379 {
404 Hashtable response = new Hashtable(); 380 Hashtable response = new Hashtable();
405 UrlData urlData; 381 UrlData url;
406 382 int startTime = 0;
407 lock (m_UrlMap) 383 lock (m_RequestMap)
408 { 384 {
409 // We need to return a 404 here in case the request URL was removed at exactly the same time that a
410 // request was made. In this case, the request thread can outrace llRemoveURL() and still be polling
411 // for the request ID.
412 if (!m_RequestMap.ContainsKey(requestID)) 385 if (!m_RequestMap.ContainsKey(requestID))
413 {
414 response["int_response_code"] = 404;
415 response["str_response_string"] = "";
416 response["keepalive"] = false;
417 response["reusecontext"] = false;
418
419 return response; 386 return response;
420 } 387 url = m_RequestMap[requestID];
388 startTime = url.requests[requestID].startTime;
389 }
421 390
422 urlData = m_RequestMap[requestID]; 391 if (System.Environment.TickCount - startTime > 25000)
392 {
393 response["int_response_code"] = 500;
394 response["str_response_string"] = "Script timeout";
395 response["content_type"] = "text/plain";
396 response["keepalive"] = false;
397 response["reusecontext"] = false;
423 398
424 if (System.Environment.TickCount - urlData.requests[requestID].startTime > 25000) 399 //remove from map
400 lock (url.requests)
401 {
402 url.requests.Remove(requestID);
403 }
404 lock (m_RequestMap)
425 { 405 {
426 response["int_response_code"] = 500;
427 response["str_response_string"] = "Script timeout";
428 response["content_type"] = "text/plain";
429 response["keepalive"] = false;
430 response["reusecontext"] = false;
431
432 //remove from map
433 urlData.requests.Remove(requestID);
434 m_RequestMap.Remove(requestID); 406 m_RequestMap.Remove(requestID);
435
436 return response;
437 } 407 }
408
409 return response;
438 } 410 }
439 411
412
440 return response; 413 return response;
441 } 414 }
442 415
443 private bool HasEvents(UUID requestID, UUID sessionID) 416 private bool HasEvents(UUID requestID, UUID sessionID)
444 { 417 {
445 lock (m_UrlMap) 418 UrlData url=null;
419
420 lock (m_RequestMap)
446 { 421 {
447 // We return true here because an external URL request that happened at the same time as an llRemoveURL()
448 // can still make it through to HttpRequestHandler(). That will return without setting up a request
449 // when it detects that the URL has been removed. The poller, however, will continue to ask for
450 // events for that request, so here we will signal that there are events and in GetEvents we will
451 // return a 404.
452 if (!m_RequestMap.ContainsKey(requestID)) 422 if (!m_RequestMap.ContainsKey(requestID))
453 { 423 {
454 return true; 424 return false;
455 } 425 }
456 426 url = m_RequestMap[requestID];
457 UrlData urlData = m_RequestMap[requestID]; 427 }
458 428 lock (url.requests)
459 if (!urlData.requests.ContainsKey(requestID)) 429 {
430 if (!url.requests.ContainsKey(requestID))
460 { 431 {
461 return true; 432 return false;
462 } 433 }
463 434 else
464 // Trigger return of timeout response.
465 if (System.Environment.TickCount - urlData.requests[requestID].startTime > 25000)
466 { 435 {
467 return true; 436 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
437 {
438 return true;
439 }
440 if (url.requests[requestID].requestDone)
441 return true;
442 else
443 return false;
468 } 444 }
469
470 return urlData.requests[requestID].requestDone;
471 } 445 }
472 } 446 }
473
474 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 447 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
475 { 448 {
476 Hashtable response; 449 UrlData url = null;
450 RequestData requestData = null;
477 451
478 lock (m_UrlMap) 452 lock (m_RequestMap)
479 { 453 {
480 UrlData url = null;
481 RequestData requestData = null;
482
483 if (!m_RequestMap.ContainsKey(requestID)) 454 if (!m_RequestMap.ContainsKey(requestID))
484 return NoEvents(requestID, sessionID); 455 return NoEvents(requestID,sessionID);
485
486 url = m_RequestMap[requestID]; 456 url = m_RequestMap[requestID];
457 }
458 lock (url.requests)
459 {
487 requestData = url.requests[requestID]; 460 requestData = url.requests[requestID];
461 }
462
463 if (!requestData.requestDone)
464 return NoEvents(requestID,sessionID);
465
466 Hashtable response = new Hashtable();
488 467
489 if (!requestData.requestDone) 468 if (System.Environment.TickCount - requestData.startTime > 25000)
490 return NoEvents(requestID, sessionID); 469 {
491 470 response["int_response_code"] = 500;
492 response = new Hashtable(); 471 response["str_response_string"] = "Script timeout";
493
494 if (System.Environment.TickCount - requestData.startTime > 25000)
495 {
496 response["int_response_code"] = 500;
497 response["str_response_string"] = "Script timeout";
498 response["content_type"] = "text/plain";
499 response["keepalive"] = false;
500 response["reusecontext"] = false;
501 return response;
502 }
503
504 //put response
505 response["int_response_code"] = requestData.responseCode;
506 response["str_response_string"] = requestData.responseBody;
507 response["content_type"] = "text/plain"; 472 response["content_type"] = "text/plain";
508 response["keepalive"] = false; 473 response["keepalive"] = false;
509 response["reusecontext"] = false; 474 response["reusecontext"] = false;
510 475 return response;
511 //remove from map 476 }
477 //put response
478 response["int_response_code"] = requestData.responseCode;
479 response["str_response_string"] = requestData.responseBody;
480 response["content_type"] = "text/plain";
481 response["keepalive"] = false;
482 response["reusecontext"] = false;
483
484 //remove from map
485 lock (url.requests)
486 {
512 url.requests.Remove(requestID); 487 url.requests.Remove(requestID);
488 }
489 lock (m_RequestMap)
490 {
513 m_RequestMap.Remove(requestID); 491 m_RequestMap.Remove(requestID);
514 } 492 }
515 493
@@ -518,41 +496,45 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
518 496
519 public void HttpRequestHandler(UUID requestID, Hashtable request) 497 public void HttpRequestHandler(UUID requestID, Hashtable request)
520 { 498 {
521 string uri = request["uri"].ToString(); 499 lock (request)
522 bool is_ssl = uri.Contains("lslhttps");
523
524 try
525 { 500 {
526 Hashtable headers = (Hashtable)request["headers"]; 501 string uri = request["uri"].ToString();
527 502 bool is_ssl = uri.Contains("lslhttps");
528// string uri_full = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri;// "/lslhttp/" + urlcode.ToString() + "/";
529 503
530 int pos1 = uri.IndexOf("/");// /lslhttp 504 try
531 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
532 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/
533 string uri_tmp = uri.Substring(0, pos3 + 1);
534 //HTTP server code doesn't provide us with QueryStrings
535 string pathInfo;
536 string queryString;
537 queryString = "";
538
539 pathInfo = uri.Substring(pos3);
540
541 UrlData urlData = null;
542
543 lock (m_UrlMap)
544 { 505 {
545 string url; 506 Hashtable headers = (Hashtable)request["headers"];
507
508// string uri_full = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri;// "/lslhttp/" + urlcode.ToString() + "/";
546 509
547 if (is_ssl) 510 int pos1 = uri.IndexOf("/");// /lslhttp
548 url = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp; 511 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
512 int pos3 = pos2 + 37; // /lslhttp/urlcode
513 string uri_tmp = uri.Substring(0, pos3);
514 //HTTP server code doesn't provide us with QueryStrings
515 string pathInfo;
516 string queryString;
517 queryString = "";
518
519 pathInfo = uri.Substring(pos3);
520
521 UrlData url = null;
522 string urlkey;
523 if (!is_ssl)
524 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
525 //m_UrlMap[];
549 else 526 else
550 url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp; 527 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
551 528
552 // Avoid a race - the request URL may have been released via llRequestUrl() whilst this 529 if (m_UrlMap.ContainsKey(urlkey))
553 // request was being processed. 530 {
554 if (!m_UrlMap.TryGetValue(url, out urlData)) 531 url = m_UrlMap[urlkey];
532 }
533 else
534 {
535 //m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
555 return; 536 return;
537 }
556 538
557 //for llGetHttpHeader support we need to store original URI here 539 //for llGetHttpHeader support we need to store original URI here
558 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 540 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -572,7 +554,6 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
572 string value = (string)header.Value; 554 string value = (string)header.Value;
573 requestData.headers.Add(key, value); 555 requestData.headers.Add(key, value);
574 } 556 }
575
576 foreach (DictionaryEntry de in request) 557 foreach (DictionaryEntry de in request)
577 { 558 {
578 if (de.Key.ToString() == "querystringkeys") 559 if (de.Key.ToString() == "querystringkeys")
@@ -583,13 +564,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
583 if (request.ContainsKey(key)) 564 if (request.ContainsKey(key))
584 { 565 {
585 string val = (String)request[key]; 566 string val = (String)request[key];
586 queryString = queryString + key + "=" + val + "&"; 567 if (key != "")
568 {
569 queryString = queryString + key + "=" + val + "&";
570 }
571 else
572 {
573 queryString = queryString + val + "&";
574 }
587 } 575 }
588 } 576 }
589
590 if (queryString.Length > 1) 577 if (queryString.Length > 1)
591 queryString = queryString.Substring(0, queryString.Length - 1); 578 queryString = queryString.Substring(0, queryString.Length - 1);
579
592 } 580 }
581
593 } 582 }
594 583
595 //if this machine is behind DNAT/port forwarding, currently this is being 584 //if this machine is behind DNAT/port forwarding, currently this is being
@@ -597,23 +586,34 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
597 requestData.headers["x-remote-ip"] = requestData.headers["remote_addr"]; 586 requestData.headers["x-remote-ip"] = requestData.headers["remote_addr"];
598 requestData.headers["x-path-info"] = pathInfo; 587 requestData.headers["x-path-info"] = pathInfo;
599 requestData.headers["x-query-string"] = queryString; 588 requestData.headers["x-query-string"] = queryString;
600 requestData.headers["x-script-url"] = urlData.url; 589 requestData.headers["x-script-url"] = url.url;
601 590
602 urlData.requests.Add(requestID, requestData); 591 //requestData.ev = new ManualResetEvent(false);
603 m_RequestMap.Add(requestID, urlData); 592 lock (url.requests)
604 } 593 {
594 url.requests.Add(requestID, requestData);
595 }
596 lock (m_RequestMap)
597 {
598 //add to request map
599 m_RequestMap.Add(requestID, url);
600 }
605 601
606 urlData.engine.PostScriptEvent( 602 url.engine.PostScriptEvent(url.itemID, "http_request", new Object[] { requestID.ToString(), request["http-method"].ToString(), request["body"].ToString() });
607 urlData.itemID, 603
608 "http_request", 604 //send initial response?
609 new Object[] { requestID.ToString(), request["http-method"].ToString(), request["body"].ToString() }); 605// Hashtable response = new Hashtable();
610 } 606
611 catch (Exception we) 607 return;
612 { 608
613 //Hashtable response = new Hashtable(); 609 }
614 m_log.Warn("[HttpRequestHandler]: http-in request failed"); 610 catch (Exception we)
615 m_log.Warn(we.Message); 611 {
616 m_log.Warn(we.StackTrace); 612 //Hashtable response = new Hashtable();
613 m_log.Warn("[HttpRequestHandler]: http-in request failed");
614 m_log.Warn(we.Message);
615 m_log.Warn(we.StackTrace);
616 }
617 } 617 }
618 } 618 }
619 619
@@ -622,4 +622,4 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
622 ScriptRemoved(itemID); 622 ScriptRemoved(itemID);
623 } 623 }
624 } 624 }
625} \ No newline at end of file 625}
diff --git a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
index ca320e1..8b2f2f8 100644
--- a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
@@ -773,4 +773,4 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
773 return null; 773 return null;
774 } 774 }
775 } 775 }
776} \ No newline at end of file 776}
diff --git a/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs b/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
index 8358bc0..07bb291 100644
--- a/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
@@ -90,6 +90,8 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
90 // private static readonly ILog m_log = 90 // private static readonly ILog m_log =
91 // LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 91 // LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
92 92
93 private const int DEBUG_CHANNEL = 2147483647;
94
93 private ListenerManager m_listenerManager; 95 private ListenerManager m_listenerManager;
94 private Queue m_pending; 96 private Queue m_pending;
95 private Queue m_pendingQ; 97 private Queue m_pendingQ;
@@ -308,56 +310,59 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
308 /// <param name='msg'> 310 /// <param name='msg'>
309 /// Message. 311 /// Message.
310 /// </param> 312 /// </param>
311 public void DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg) 313 public bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error)
312 { 314 {
315 error = null;
316
317 if (channel == DEBUG_CHANNEL)
318 return true;
319
313 // Is id an avatar? 320 // Is id an avatar?
314 ScenePresence sp = m_scene.GetScenePresence(target); 321 ScenePresence sp = m_scene.GetScenePresence(target);
315 322
316 if (sp != null) 323 if (sp != null)
317 { 324 {
318 // ignore if a child agent this is restricted to inside one region 325 // Send message to avatar
319 if (sp.IsChildAgent)
320 return;
321
322 // Send message to the avatar.
323 // Channel zero only goes to the avatar
324 // non zero channel messages only go to the attachments
325 if (channel == 0) 326 if (channel == 0)
326 { 327 {
327 m_scene.SimChatToAgent(target, Utils.StringToBytes(msg), pos, name, id, false); 328 // Channel 0 goes to viewer ONLY
328 } 329 m_scene.SimChat(Utils.StringToBytes(msg), ChatTypeEnum.Broadcast, 0, pos, name, id, false, false, target);
329 else 330 return true;
330 { 331 }
331 List<SceneObjectGroup> attachments = sp.GetAttachments();
332 if (attachments.Count == 0)
333 return;
334 332
335 // Get uuid of attachments 333 List<SceneObjectGroup> attachments = sp.GetAttachments();
336 List<UUID> targets = new List<UUID>();
337 foreach (SceneObjectGroup sog in attachments)
338 {
339 if (!sog.IsDeleted)
340 targets.Add(sog.UUID);
341 }
342 334
343 // Need to check each attachment 335 if (attachments.Count == 0)
344 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg)) 336 return true;
345 {
346 if (li.GetHostID().Equals(id))
347 continue;
348 337
349 if (m_scene.GetSceneObjectPart(li.GetHostID()) == null) 338 // Get uuid of attachments
350 continue; 339 List<UUID> targets = new List<UUID>();
340 foreach (SceneObjectGroup sog in attachments)
341 {
342 if (!sog.IsDeleted)
343 targets.Add(sog.UUID);
344 }
351 345
352 if (targets.Contains(li.GetHostID())) 346 // Need to check each attachment
353 QueueMessage(new ListenerInfo(li, name, id, msg)); 347 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
354 } 348 {
349 if (li.GetHostID().Equals(id))
350 continue;
351
352 if (m_scene.GetSceneObjectPart(li.GetHostID()) == null)
353 continue;
354
355 if (targets.Contains(li.GetHostID()))
356 QueueMessage(new ListenerInfo(li, name, id, msg));
355 } 357 }
356 358
357 return; 359 return true;
358 } 360 }
359 361
360 // No avatar found so look for an object 362 SceneObjectPart part = m_scene.GetSceneObjectPart(target);
363 if (part == null) // Not even an object
364 return true; // No error
365
361 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg)) 366 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
362 { 367 {
363 // Dont process if this message is from yourself! 368 // Dont process if this message is from yourself!
@@ -375,7 +380,7 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
375 } 380 }
376 } 381 }
377 382
378 return; 383 return true;
379 } 384 }
380 385
381 protected void QueueMessage(ListenerInfo li) 386 protected void QueueMessage(ListenerInfo li)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Authentication/LocalAuthenticationServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Authentication/LocalAuthenticationServiceConnector.cs
index 9484a5a..25ee4c6 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Authentication/LocalAuthenticationServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Authentication/LocalAuthenticationServiceConnector.cs
@@ -137,6 +137,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication
137 137
138 #region IAuthenticationService 138 #region IAuthenticationService
139 139
140 public string Authenticate(UUID principalID, string password, int lifetime, out UUID realID)
141 {
142 // Not implemented at the regions
143 return string.Empty;
144 }
145
140 public string Authenticate(UUID principalID, string password, int lifetime) 146 public string Authenticate(UUID principalID, string password, int lifetime)
141 { 147 {
142 // Not implemented at the regions 148 // Not implemented at the regions
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
index 9d282b8..e4c6c1a 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;
@@ -227,4 +230,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
227 } 230 }
228 } 231 }
229 } 232 }
230} \ No newline at end of file 233}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 09a3bd6..6eb99ea 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -301,6 +301,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 return false; 301 return false;
302 } 302 }
303 303
304 public bool CloseChildAgent(GridRegion destination, UUID id)
305 {
306 return CloseAgent(destination, id);
307 }
308
304 public bool CloseAgent(GridRegion destination, UUID id) 309 public bool CloseAgent(GridRegion destination, UUID id)
305 { 310 {
306 if (destination == null) 311 if (destination == null)
@@ -308,14 +313,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
308 313
309 if (m_scenes.ContainsKey(destination.RegionID)) 314 if (m_scenes.ContainsKey(destination.RegionID))
310 { 315 {
311// m_log.DebugFormat(
312// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
313// s.RegionInfo.RegionName, destination.RegionHandle);
314
315 Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id); }); 316 Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id); });
316 return true; 317 return true;
317 } 318 }
318
319 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 319 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
320 return false; 320 return false;
321 } 321 }
@@ -374,4 +374,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
374 374
375 #endregion 375 #endregion
376 } 376 }
377} \ No newline at end of file 377}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index bd4a23b..68be552 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -260,6 +260,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
260 return false; 260 return false;
261 } 261 }
262 262
263 public bool CloseChildAgent(GridRegion destination, UUID id)
264 {
265 if (destination == null)
266 return false;
267
268 // Try local first
269 if (m_localBackend.CloseChildAgent(destination, id))
270 return true;
271
272 // else do the remote thing
273 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
274 return m_remoteConnector.CloseChildAgent(destination, id);
275
276 return false;
277 }
263 278
264 public bool CloseAgent(GridRegion destination, UUID id) 279 public bool CloseAgent(GridRegion destination, UUID id)
265 { 280 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 2b61800..619550c 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -311,6 +311,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
311 // being no copy/no mod for everyone 311 // being no copy/no mod for everyone
312 lock (part.TaskInventory) 312 lock (part.TaskInventory)
313 { 313 {
314 if (!ResolveUserUuid(part.CreatorID))
315 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
316
317 if (!ResolveUserUuid(part.OwnerID))
318 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
319
320 if (!ResolveUserUuid(part.LastOwnerID))
321 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
322
323 // And zap any troublesome sit target information
324 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
325 part.SitTargetPosition = new Vector3(0, 0, 0);
326
327 // Fix ownership/creator of inventory items
328 // Not doing so results in inventory items
329 // being no copy/no mod for everyone
330 part.TaskInventory.LockItemsForRead(true);
314 TaskInventoryDictionary inv = part.TaskInventory; 331 TaskInventoryDictionary inv = part.TaskInventory;
315 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 332 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
316 { 333 {
@@ -326,6 +343,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
326 if (UserManager != null) 343 if (UserManager != null)
327 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 344 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
328 } 345 }
346 part.TaskInventory.LockItemsForRead(false);
329 } 347 }
330 } 348 }
331 349
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index a073cb9..89e9593 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -259,18 +259,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
259 259
260 if (asset != null) 260 if (asset != null)
261 { 261 {
262 if (m_options.ContainsKey("verbose")) 262// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
263 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
264
265 m_foundAssetUuids.Add(asset.FullID); 263 m_foundAssetUuids.Add(asset.FullID);
266 264
267 m_assetsArchiver.WriteAsset(PostProcess(asset)); 265 m_assetsArchiver.WriteAsset(PostProcess(asset));
268 } 266 }
269 else 267 else
270 { 268 {
271 if (m_options.ContainsKey("verbose")) 269// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
272 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
273
274 m_notFoundAssetUuids.Add(new UUID(id)); 270 m_notFoundAssetUuids.Add(new UUID(id));
275 } 271 }
276 272
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 58bbd24..fdef9d8 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -32,6 +32,7 @@ using System.IO;
32using System.Linq; 32using System.Linq;
33using System.Reflection; 33using System.Reflection;
34using System.Security; 34using System.Security;
35using System.Timers;
35using log4net; 36using log4net;
36using Mono.Addins; 37using Mono.Addins;
37using Nini.Config; 38using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 { 48 {
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -59,8 +61,16 @@ namespace OpenSim.Region.CoreModules.World.Estate
59 public event ChangeDelegate OnEstateInfoChange; 61 public event ChangeDelegate OnEstateInfoChange;
60 public event MessageDelegate OnEstateMessage; 62 public event MessageDelegate OnEstateMessage;
61 63
64 private int m_delayCount = 0;
65
62 #region Packet Data Responders 66 #region Packet Data Responders
63 67
68 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
69 {
70 sendDetailedEstateData(remote_client, invoice);
71 sendEstateLists(remote_client, invoice);
72 }
73
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 74 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 75 {
66 uint sun = 0; 76 uint sun = 0;
@@ -83,7 +93,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
83 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 93 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
84 Scene.RegionInfo.EstateSettings.AbuseEmail, 94 Scene.RegionInfo.EstateSettings.AbuseEmail,
85 estateOwner); 95 estateOwner);
96 }
86 97
98 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
99 {
87 remote_client.SendEstateList(invoice, 100 remote_client.SendEstateList(invoice,
88 (int)Constants.EstateAccessCodex.EstateManagers, 101 (int)Constants.EstateAccessCodex.EstateManagers,
89 Scene.RegionInfo.EstateSettings.EstateManagers, 102 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -257,6 +270,16 @@ namespace OpenSim.Region.CoreModules.World.Estate
257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 270 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
258 if (restartModule != null) 271 if (restartModule != null)
259 { 272 {
273 if (timeInSeconds == -1)
274 {
275 m_delayCount++;
276 if (m_delayCount > 3)
277 return;
278
279 restartModule.DelayRestart(3600, "Restart delayed by region manager");
280 return;
281 }
282
260 List<int> times = new List<int>(); 283 List<int> times = new List<int>();
261 while (timeInSeconds > 0) 284 while (timeInSeconds > 0)
262 { 285 {
@@ -269,7 +292,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
269 timeInSeconds -= 15; 292 timeInSeconds -= 15;
270 } 293 }
271 294
272 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 295 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
273 } 296 }
274 } 297 }
275 298
@@ -477,7 +500,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
477 { 500 {
478 if (!s.IsChildAgent) 501 if (!s.IsChildAgent)
479 { 502 {
480 Scene.TeleportClientHome(user, s.ControllingClient); 503 if (!Scene.TeleportClientHome(user, s.ControllingClient))
504 {
505 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
506 s.ControllingClient.Close();
507 }
481 } 508 }
482 } 509 }
483 510
@@ -486,7 +513,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
486 { 513 {
487 remote_client.SendAlertMessage("User is already on the region ban list"); 514 remote_client.SendAlertMessage("User is already on the region ban list");
488 } 515 }
489 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 516 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
490 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 517 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
491 } 518 }
492 else 519 else
@@ -541,7 +568,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
541 remote_client.SendAlertMessage("User is not on the region ban list"); 568 remote_client.SendAlertMessage("User is not on the region ban list");
542 } 569 }
543 570
544 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 571 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
545 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 572 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
546 } 573 }
547 else 574 else
@@ -700,7 +727,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
700 ScenePresence s = Scene.GetScenePresence(prey); 727 ScenePresence s = Scene.GetScenePresence(prey);
701 if (s != null) 728 if (s != null)
702 { 729 {
703 Scene.TeleportClientHome(prey, s.ControllingClient); 730 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
731 {
732 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
733 s.ControllingClient.Close();
734 }
704 } 735 }
705 } 736 }
706 } 737 }
@@ -718,7 +749,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
718 // Also make sure they are actually in the region 749 // Also make sure they are actually in the region
719 ScenePresence p; 750 ScenePresence p;
720 if(Scene.TryGetScenePresence(client.AgentId, out p)) 751 if(Scene.TryGetScenePresence(client.AgentId, out p))
721 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 752 {
753 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
754 {
755 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
756 p.ControllingClient.Close();
757 }
758 }
722 } 759 }
723 }); 760 });
724 } 761 }
@@ -1081,6 +1118,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1081 1118
1082 public void AddRegion(Scene scene) 1119 public void AddRegion(Scene scene)
1083 { 1120 {
1121 m_regionChangeTimer.AutoReset = false;
1122 m_regionChangeTimer.Interval = 2000;
1123 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1124
1084 Scene = scene; 1125 Scene = scene;
1085 Scene.RegisterModuleInterface<IEstateModule>(this); 1126 Scene.RegisterModuleInterface<IEstateModule>(this);
1086 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1127 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1131,7 +1172,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1131 1172
1132 private void EventManager_OnNewClient(IClientAPI client) 1173 private void EventManager_OnNewClient(IClientAPI client)
1133 { 1174 {
1134 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1175 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1135 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1176 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1136// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1177// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1137 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1178 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1183,6 +1224,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1183 flags |= RegionFlags.AllowParcelChanges; 1224 flags |= RegionFlags.AllowParcelChanges;
1184 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1225 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1185 flags |= RegionFlags.BlockParcelSearch; 1226 flags |= RegionFlags.BlockParcelSearch;
1227 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1228 flags |= (RegionFlags)(1 << 11);
1229 if (Scene.RegionInfo.RegionSettings.Casino)
1230 flags |= (RegionFlags)(1 << 10);
1186 1231
1187 if (Scene.RegionInfo.RegionSettings.FixedSun) 1232 if (Scene.RegionInfo.RegionSettings.FixedSun)
1188 flags |= RegionFlags.SunFixed; 1233 flags |= RegionFlags.SunFixed;
@@ -1190,11 +1235,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1190 flags |= RegionFlags.Sandbox; 1235 flags |= RegionFlags.Sandbox;
1191 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1236 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1192 flags |= RegionFlags.AllowVoice; 1237 flags |= RegionFlags.AllowVoice;
1238 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1239 flags |= RegionFlags.AllowLandmark;
1240 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1241 flags |= RegionFlags.AllowSetHome;
1242 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1243 flags |= RegionFlags.BlockDwell;
1244 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1245 flags |= RegionFlags.ResetHomeOnTeleport;
1193 1246
1194 // Fudge these to always on, so the menu options activate
1195 //
1196 flags |= RegionFlags.AllowLandmark;
1197 flags |= RegionFlags.AllowSetHome;
1198 1247
1199 // TODO: SkipUpdateInterestList 1248 // TODO: SkipUpdateInterestList
1200 1249
@@ -1235,6 +1284,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1235 flags |= RegionFlags.ResetHomeOnTeleport; 1284 flags |= RegionFlags.ResetHomeOnTeleport;
1236 if (Scene.RegionInfo.EstateSettings.TaxFree) 1285 if (Scene.RegionInfo.EstateSettings.TaxFree)
1237 flags |= RegionFlags.TaxFree; 1286 flags |= RegionFlags.TaxFree;
1287 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1288 flags |= RegionFlags.AllowLandmark;
1289 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1290 flags |= RegionFlags.AllowParcelChanges;
1291 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1292 flags |= RegionFlags.AllowSetHome;
1238 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1293 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1239 flags |= (RegionFlags)(1 << 30); 1294 flags |= (RegionFlags)(1 << 30);
1240 1295
@@ -1255,6 +1310,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1255 1310
1256 public void TriggerRegionInfoChange() 1311 public void TriggerRegionInfoChange()
1257 { 1312 {
1313 m_regionChangeTimer.Stop();
1314 m_regionChangeTimer.Start();
1315 }
1316
1317 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1318 {
1258 ChangeDelegate change = OnRegionInfoChange; 1319 ChangeDelegate change = OnRegionInfoChange;
1259 1320
1260 if (change != null) 1321 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 8b7406d..51dcb67 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,14 +91,13 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
97 99 private Dictionary<UUID, Vector3> forcedPosition =
98 /// <summary> 100 new Dictionary<UUID, Vector3>();
99 /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
100 /// </summary>
101 private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
102 101
103 #region INonSharedRegionModule Members 102 #region INonSharedRegionModule Members
104 103
@@ -109,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
109 108
110 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
111 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
112 } 117 }
113 118
114 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -160,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
160 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
161 } 166 }
162 167
163// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
164// {
165// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
166// reason = "You are not allowed to enter this sim.";
167// return nearestParcel != null;
168// }
169
170 /// <summary> 168 /// <summary>
171 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
172 /// </summary> 170 /// </summary>
@@ -207,6 +205,8 @@ namespace OpenSim.Region.CoreModules.World.Land
207 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 205 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
208 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 206 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
209 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 207 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
208 client.OnParcelEjectUser += ClientOnParcelEjectUser;
209 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
210 210
211 EntityBase presenceEntity; 211 EntityBase presenceEntity;
212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -218,48 +218,6 @@ namespace OpenSim.Region.CoreModules.World.Land
218 218
219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
220 { 220 {
221 //If we are forcing a position for them to go
222 if (forcedPosition.ContainsKey(remoteClient.AgentId))
223 {
224 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
225
226 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
227 //When the avatar walks into a ban line on the ground, it prevents getting stuck
228 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
229
230 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
231 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
232 {
233// m_log.DebugFormat(
234// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
235// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
236
237 forcedPosition.Remove(remoteClient.AgentId);
238 }
239 //if we are far away, teleport
240 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
241 {
242 Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
243// m_log.DebugFormat(
244// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
245// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
246
247 m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
248 forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
249
250 forcedPosition.Remove(remoteClient.AgentId);
251 }
252 else
253 {
254// m_log.DebugFormat(
255// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
256// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
257
258 //Forces them toward the forced position we want if they aren't there yet
259 agentData.UseClientAgentPosition = true;
260 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
261 }
262 }
263 } 221 }
264 222
265 public void Close() 223 public void Close()
@@ -378,10 +336,16 @@ namespace OpenSim.Region.CoreModules.World.Land
378 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 336 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
379 { 337 {
380 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 338 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
381 if (position.HasValue) 339
382 { 340 if (!position.HasValue)
383 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 341 return;
384 } 342
343 bool isFlying = avatar.PhysicsActor.Flying;
344 avatar.RemoveFromPhysicalScene();
345
346 avatar.AbsolutePosition = (Vector3)position;
347
348 avatar.AddToPhysicalScene(isFlying);
385 } 349 }
386 350
387 public void SendYouAreRestrictedNotice(ScenePresence avatar) 351 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -401,29 +365,7 @@ namespace OpenSim.Region.CoreModules.World.Land
401 } 365 }
402 366
403 if (parcelAvatarIsEntering != null) 367 if (parcelAvatarIsEntering != null)
404 { 368 EnforceBans(parcelAvatarIsEntering, avatar);
405 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
406 {
407 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
408 {
409 SendYouAreBannedNotice(avatar);
410 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
411 }
412 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
413 {
414 SendYouAreRestrictedNotice(avatar);
415 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
416 }
417 else
418 {
419 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
420 }
421 }
422 else
423 {
424 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
425 }
426 }
427 } 369 }
428 } 370 }
429 371
@@ -527,6 +469,7 @@ namespace OpenSim.Region.CoreModules.World.Land
527 //when we are finally in a safe place, lets release the forced position lock 469 //when we are finally in a safe place, lets release the forced position lock
528 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 470 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
529 } 471 }
472 EnforceBans(parcel, clientAvatar);
530 } 473 }
531 } 474 }
532 475
@@ -735,7 +678,7 @@ namespace OpenSim.Region.CoreModules.World.Land
735 int x; 678 int x;
736 int y; 679 int y;
737 680
738 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 681 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
739 return null; 682 return null;
740 683
741 try 684 try
@@ -785,14 +728,13 @@ namespace OpenSim.Region.CoreModules.World.Land
785 { 728 {
786 try 729 try
787 { 730 {
788 return m_landList[m_landIDList[x / 4, y / 4]]; 731 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
732 return m_landList[m_landIDList[x / 4, y / 4]];
733 //else
734 // return null;
789 } 735 }
790 catch (IndexOutOfRangeException) 736 catch (IndexOutOfRangeException)
791 { 737 {
792// m_log.WarnFormat(
793// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
794// x, y, m_scene.RegionInfo.RegionName);
795
796 return null; 738 return null;
797 } 739 }
798 } 740 }
@@ -1075,6 +1017,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1075 //Owner Flag 1017 //Owner Flag
1076 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1077 } 1019 }
1020 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1021 {
1022 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1023 }
1078 else if (currentParcelBlock.LandData.SalePrice > 0 && 1024 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1079 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1025 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1080 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1026 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1155,8 +1101,11 @@ namespace OpenSim.Region.CoreModules.World.Land
1155 { 1101 {
1156 if (!temp.Contains(currentParcel)) 1102 if (!temp.Contains(currentParcel))
1157 { 1103 {
1158 currentParcel.ForceUpdateLandInfo(); 1104 if (!currentParcel.IsEitherBannedOrRestricted(remote_client.AgentId))
1159 temp.Add(currentParcel); 1105 {
1106 currentParcel.ForceUpdateLandInfo();
1107 temp.Add(currentParcel);
1108 }
1160 } 1109 }
1161 } 1110 }
1162 } 1111 }
@@ -1375,18 +1324,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1375 1324
1376 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1325 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1377 { 1326 {
1378 for (int i = 0; i < data.Count; i++) 1327 lock (m_landList)
1379 { 1328 {
1380 IncomingLandObjectFromStorage(data[i]); 1329 //Remove all the land objects in the sim and then process our new data
1330 foreach (int n in m_landList.Keys)
1331 {
1332 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1333 }
1334 m_landIDList.Initialize();
1335 m_landList.Clear();
1336
1337 for (int i = 0; i < data.Count; i++)
1338 {
1339 IncomingLandObjectFromStorage(data[i]);
1340 }
1381 } 1341 }
1382 } 1342 }
1383 1343
1384 public void IncomingLandObjectFromStorage(LandData data) 1344 public void IncomingLandObjectFromStorage(LandData data)
1385 { 1345 {
1346
1386 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1347 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1387 new_land.LandData = data.Copy(); 1348 new_land.LandData = data.Copy();
1388 new_land.SetLandBitmapFromByteArray(); 1349 new_land.SetLandBitmapFromByteArray();
1389 AddLandObject(new_land); 1350 AddLandObject(new_land);
1351 new_land.SendLandUpdateToAvatarsOverMe();
1390 } 1352 }
1391 1353
1392 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1354 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1669,6 +1631,168 @@ namespace OpenSim.Region.CoreModules.World.Land
1669 1631
1670 UpdateLandObject(localID, land.LandData); 1632 UpdateLandObject(localID, land.LandData);
1671 } 1633 }
1634
1635 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1636 {
1637 ILandObject land = null;
1638 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1639 foreach (ILandObject landObject in Land)
1640 {
1641 if (landObject.LandData.LocalID == landID)
1642 {
1643 land = landObject;
1644 }
1645 }
1646 land.DeedToGroup(DefaultGodParcelGroup);
1647 land.LandData.Name = DefaultGodParcelName;
1648 land.SendLandUpdateToAvatarsOverMe();
1649 }
1650
1651 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1652 {
1653 ScenePresence SP;
1654 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1655 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1656 if (SP.UserLevel != 0)
1657 {
1658 if (flags == 0) //All parcels, scripted or not
1659 {
1660 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1661 {
1662 if (e.OwnerID == targetID)
1663 {
1664 returns.Add(e);
1665 }
1666 }
1667 );
1668 }
1669 if (flags == 4) //All parcels, scripted object
1670 {
1671 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1672 {
1673 if (e.OwnerID == targetID)
1674 {
1675 if (e.ContainsScripts())
1676 {
1677 returns.Add(e);
1678 }
1679 }
1680 }
1681 );
1682 }
1683 if (flags == 4) //not target parcel, scripted object
1684 {
1685 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1686 {
1687 if (e.OwnerID == targetID)
1688 {
1689 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1690 if (landobject.LandData.OwnerID != e.OwnerID)
1691 {
1692 if (e.ContainsScripts())
1693 {
1694 returns.Add(e);
1695 }
1696 }
1697 }
1698 }
1699 );
1700 }
1701 foreach (SceneObjectGroup ol in returns)
1702 {
1703 ReturnObject(ol, client);
1704 }
1705 }
1706 }
1707 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1708 {
1709 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1710 objs[0] = obj;
1711 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1712 }
1713
1714 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1715
1716 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1717 {
1718 ScenePresence targetAvatar = null;
1719 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1720 ScenePresence parcelManager = null;
1721 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1722 System.Threading.Timer Timer;
1723
1724 if (targetAvatar.UserLevel == 0)
1725 {
1726 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1727 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1728 return;
1729 if (flags == 0)
1730 {
1731 targetAvatar.AllowMovement = false;
1732 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1733 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1734 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1735 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1736 Timers.Add(targetAvatar.UUID, Timer);
1737 }
1738 else
1739 {
1740 targetAvatar.AllowMovement = true;
1741 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1742 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1743 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1744 Timers.Remove(targetAvatar.UUID);
1745 Timer.Dispose();
1746 }
1747 }
1748 }
1749 private void OnEndParcelFrozen(object avatar)
1750 {
1751 ScenePresence targetAvatar = (ScenePresence)avatar;
1752 targetAvatar.AllowMovement = true;
1753 System.Threading.Timer Timer;
1754 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1755 Timers.Remove(targetAvatar.UUID);
1756 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1757 }
1758
1759
1760 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1761 {
1762 ScenePresence targetAvatar = null;
1763 ScenePresence parcelManager = null;
1764
1765 // Must have presences
1766 if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
1767 !m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
1768 return;
1769
1770 // Cannot eject estate managers or gods
1771 if (m_scene.Permissions.IsAdministrator(target))
1772 return;
1773
1774 // Check if you even have permission to do this
1775 ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1776 if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
1777 !m_scene.Permissions.IsAdministrator(client.AgentId))
1778 return;
1779
1780 Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
1781
1782 targetAvatar.TeleportWithMomentum(pos, null);
1783 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1784 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1785
1786 if ((flags & 1) != 0) // Ban TODO: Remove magic number
1787 {
1788 LandAccessEntry entry = new LandAccessEntry();
1789 entry.AgentID = targetAvatar.UUID;
1790 entry.Flags = AccessList.Ban;
1791 entry.Expires = 0; // Perm
1792
1793 land.LandData.ParcelAccessList.Add(entry);
1794 }
1795 }
1672 1796
1673 protected void InstallInterfaces() 1797 protected void InstallInterfaces()
1674 { 1798 {
@@ -1731,5 +1855,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1731 1855
1732 MainConsole.Instance.Output(report.ToString()); 1856 MainConsole.Instance.Output(report.ToString());
1733 } 1857 }
1858
1859 public void EnforceBans(ILandObject land, ScenePresence avatar)
1860 {
1861 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
1862 return;
1863
1864 if (land.IsEitherBannedOrRestricted(avatar.UUID))
1865 {
1866 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
1867 {
1868 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
1869 if (pos == null)
1870 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
1871 else
1872 ForceAvatarToPosition(avatar, (Vector3)pos);
1873 }
1874 else
1875 {
1876 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
1877 }
1878 }
1879 }
1734 } 1880 }
1735} 1881}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 0536f6e..4f06737 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -50,6 +50,7 @@ namespace OpenSim.Region.CoreModules.World.Land
50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax]; 50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax];
51 51
52 private int m_lastSeqId = 0; 52 private int m_lastSeqId = 0;
53 private int m_expiryCounter = 0;
53 54
54 protected LandData m_landData = new LandData(); 55 protected LandData m_landData = new LandData();
55 protected Scene m_scene; 56 protected Scene m_scene;
@@ -135,6 +136,8 @@ namespace OpenSim.Region.CoreModules.World.Land
135 else 136 else
136 LandData.GroupID = UUID.Zero; 137 LandData.GroupID = UUID.Zero;
137 LandData.IsGroupOwned = is_group_owned; 138 LandData.IsGroupOwned = is_group_owned;
139
140 m_scene.EventManager.OnFrame += OnFrame;
138 } 141 }
139 142
140 #endregion 143 #endregion
@@ -193,10 +196,27 @@ namespace OpenSim.Region.CoreModules.World.Land
193 else 196 else
194 { 197 {
195 // Normal Calculations 198 // Normal Calculations
196 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 199 int parcelMax = (int)((long)LandData.Area
197 * (float)m_scene.RegionInfo.ObjectCapacity 200 * (long)m_scene.RegionInfo.ObjectCapacity
198 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 201 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
199 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 202 / 65536L);
203 //m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
204 return parcelMax;
205 }
206 }
207
208 private int GetParcelBasePrimCount()
209 {
210 if (overrideParcelMaxPrimCount != null)
211 {
212 return overrideParcelMaxPrimCount(this);
213 }
214 else
215 {
216 // Normal Calculations
217 int parcelMax = (int)((long)LandData.Area
218 * (long)m_scene.RegionInfo.ObjectCapacity
219 / 65536L);
200 return parcelMax; 220 return parcelMax;
201 } 221 }
202 } 222 }
@@ -210,8 +230,9 @@ namespace OpenSim.Region.CoreModules.World.Land
210 else 230 else
211 { 231 {
212 //Normal Calculations 232 //Normal Calculations
213 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 233 int simMax = (int)((long)LandData.SimwideArea
214 * (float)m_scene.RegionInfo.ObjectCapacity); 234 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
235 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
215 return simMax; 236 return simMax;
216 } 237 }
217 } 238 }
@@ -248,7 +269,7 @@ namespace OpenSim.Region.CoreModules.World.Land
248 remote_client.SendLandProperties(seq_id, 269 remote_client.SendLandProperties(seq_id,
249 snap_selection, request_result, this, 270 snap_selection, request_result, this,
250 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 271 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
251 GetParcelMaxPrimCount(), 272 GetParcelBasePrimCount(),
252 GetSimulatorMaxPrimCount(), regionFlags); 273 GetSimulatorMaxPrimCount(), regionFlags);
253 } 274 }
254 275
@@ -308,7 +329,7 @@ namespace OpenSim.Region.CoreModules.World.Land
308 329
309 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 330 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
310 ParcelFlags.AllowPublish | 331 ParcelFlags.AllowPublish |
311 ParcelFlags.MaturePublish); 332 ParcelFlags.MaturePublish) | (uint)(1 << 23);
312 } 333 }
313 334
314 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 335 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -1181,6 +1202,17 @@ namespace OpenSim.Region.CoreModules.World.Land
1181 1202
1182 #endregion 1203 #endregion
1183 1204
1205 private void OnFrame()
1206 {
1207 m_expiryCounter++;
1208
1209 if (m_expiryCounter >= 50)
1210 {
1211 ExpireAccessList();
1212 m_expiryCounter = 0;
1213 }
1214 }
1215
1184 private void ExpireAccessList() 1216 private void ExpireAccessList()
1185 { 1217 {
1186 List<LandAccessEntry> delete = new List<LandAccessEntry>(); 1218 List<LandAccessEntry> delete = new List<LandAccessEntry>();
@@ -1191,7 +1223,22 @@ namespace OpenSim.Region.CoreModules.World.Land
1191 delete.Add(entry); 1223 delete.Add(entry);
1192 } 1224 }
1193 foreach (LandAccessEntry entry in delete) 1225 foreach (LandAccessEntry entry in delete)
1226 {
1194 LandData.ParcelAccessList.Remove(entry); 1227 LandData.ParcelAccessList.Remove(entry);
1228 ScenePresence presence;
1229
1230 if (m_scene.TryGetScenePresence(entry.AgentID, out presence) && (!presence.IsChildAgent))
1231 {
1232 ILandObject land = m_scene.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
1233 if (land.LandData.LocalID == LandData.LocalID)
1234 {
1235 Vector3 pos = m_scene.GetNearestAllowedPosition(presence, land);
1236 presence.TeleportWithMomentum(pos, null);
1237 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
1238 }
1239 }
1240 m_log.DebugFormat("[LAND]: Removing entry {0} because it has expired", entry.AgentID);
1241 }
1195 1242
1196 if (delete.Count > 0) 1243 if (delete.Count > 0)
1197 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this); 1244 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this);
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index b2f71d1..102b4d7 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -205,7 +205,7 @@ namespace OpenSim.Region.CoreModules.World.Land
205 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 205 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
206 { 206 {
207 UUID landOwner = landData.OwnerID; 207 UUID landOwner = landData.OwnerID;
208 int partCount = obj.Parts.Length; 208 int partCount = obj.GetPartCount();
209 209
210 m_SimwideCounts[landOwner] += partCount; 210 m_SimwideCounts[landOwner] += partCount;
211 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 211 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -592,4 +592,4 @@ namespace OpenSim.Region.CoreModules.World.Land
592 } 592 }
593 } 593 }
594 } 594 }
595} \ No newline at end of file 595}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 7a8a57c..f3d38bc 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -368,7 +368,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
368 368
369 public string Name 369 public string Name
370 { 370 {
371 get { return "PermissionsModule"; } 371 get { return "DefaultPermissionsModule"; }
372 } 372 }
373 373
374 public bool IsSharedModule 374 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index fea4de0..287738a 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,24 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
62 private int[] m_CurrentAlerts = null;
59 63
60 public void Initialise(IConfigSource config) 64 public void Initialise(IConfigSource config)
61 { 65 {
66 IConfig restartConfig = config.Configs["RestartModule"];
67 if (restartConfig != null)
68 {
69 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
70 }
62 } 71 }
63 72
64 public void AddRegion(Scene scene) 73 public void AddRegion(Scene scene)
65 { 74 {
75 if (m_MarkerPath != String.Empty)
76 File.Delete(Path.Combine(m_MarkerPath,
77 scene.RegionInfo.RegionID.ToString()));
78
66 m_Scene = scene; 79 m_Scene = scene;
67 80
68 scene.RegisterModuleInterface<IRestartModule>(this); 81 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +134,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 134
122 if (alerts == null) 135 if (alerts == null)
123 { 136 {
137 CreateMarkerFile();
124 m_Scene.RestartNow(); 138 m_Scene.RestartNow();
125 return; 139 return;
126 } 140 }
@@ -128,25 +142,28 @@ namespace OpenSim.Region.CoreModules.World.Region
128 m_Message = message; 142 m_Message = message;
129 m_Initiator = initiator; 143 m_Initiator = initiator;
130 m_Notice = notice; 144 m_Notice = notice;
145 m_CurrentAlerts = alerts;
131 m_Alerts = new List<int>(alerts); 146 m_Alerts = new List<int>(alerts);
132 m_Alerts.Sort(); 147 m_Alerts.Sort();
133 m_Alerts.Reverse(); 148 m_Alerts.Reverse();
134 149
135 if (m_Alerts[0] == 0) 150 if (m_Alerts[0] == 0)
136 { 151 {
152 CreateMarkerFile();
137 m_Scene.RestartNow(); 153 m_Scene.RestartNow();
138 return; 154 return;
139 } 155 }
140 156
141 int nextInterval = DoOneNotice(); 157 int nextInterval = DoOneNotice(true);
142 158
143 SetTimer(nextInterval); 159 SetTimer(nextInterval);
144 } 160 }
145 161
146 public int DoOneNotice() 162 public int DoOneNotice(bool sendOut)
147 { 163 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 164 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 165 {
166 CreateMarkerFile();
150 m_Scene.RestartNow(); 167 m_Scene.RestartNow();
151 return 0; 168 return 0;
152 } 169 }
@@ -167,34 +184,37 @@ namespace OpenSim.Region.CoreModules.World.Region
167 184
168 m_Alerts.RemoveAt(0); 185 m_Alerts.RemoveAt(0);
169 186
170 int minutes = currentAlert / 60; 187 if (sendOut)
171 string currentAlertString = String.Empty;
172 if (minutes > 0)
173 { 188 {
174 if (minutes == 1) 189 int minutes = currentAlert / 60;
175 currentAlertString += "1 minute"; 190 string currentAlertString = String.Empty;
176 else 191 if (minutes > 0)
177 currentAlertString += String.Format("{0} minutes", minutes); 192 {
193 if (minutes == 1)
194 currentAlertString += "1 minute";
195 else
196 currentAlertString += String.Format("{0} minutes", minutes);
197 if ((currentAlert % 60) != 0)
198 currentAlertString += " and ";
199 }
178 if ((currentAlert % 60) != 0) 200 if ((currentAlert % 60) != 0)
179 currentAlertString += " and "; 201 {
180 } 202 int seconds = currentAlert % 60;
181 if ((currentAlert % 60) != 0) 203 if (seconds == 1)
182 { 204 currentAlertString += "1 second";
183 int seconds = currentAlert % 60; 205 else
184 if (seconds == 1) 206 currentAlertString += String.Format("{0} seconds", seconds);
185 currentAlertString += "1 second"; 207 }
186 else
187 currentAlertString += String.Format("{0} seconds", seconds);
188 }
189 208
190 string msg = String.Format(m_Message, currentAlertString); 209 string msg = String.Format(m_Message, currentAlertString);
191 210
192 if (m_DialogModule != null && msg != String.Empty) 211 if (m_DialogModule != null && msg != String.Empty)
193 { 212 {
194 if (m_Notice) 213 if (m_Notice)
195 m_DialogModule.SendGeneralAlert(msg); 214 m_DialogModule.SendGeneralAlert(msg);
196 else 215 else
197 m_DialogModule.SendNotificationToUsersInRegion(m_Initiator, "System", msg); 216 m_DialogModule.SendNotificationToUsersInRegion(m_Initiator, "System", msg);
217 }
198 } 218 }
199 219
200 return currentAlert - nextAlert; 220 return currentAlert - nextAlert;
@@ -211,7 +231,25 @@ namespace OpenSim.Region.CoreModules.World.Region
211 231
212 private void OnTimer(object source, ElapsedEventArgs e) 232 private void OnTimer(object source, ElapsedEventArgs e)
213 { 233 {
214 int nextInterval = DoOneNotice(); 234 int nextInterval = DoOneNotice(true);
235
236 SetTimer(nextInterval);
237 }
238
239 public void DelayRestart(int seconds, string message)
240 {
241 if (m_CountdownTimer == null)
242 return;
243
244 m_CountdownTimer.Stop();
245 m_CountdownTimer = null;
246
247 m_Alerts = new List<int>(m_CurrentAlerts);
248 m_Alerts.Add(seconds);
249 m_Alerts.Sort();
250 m_Alerts.Reverse();
251
252 int nextInterval = DoOneNotice(false);
215 253
216 SetTimer(nextInterval); 254 SetTimer(nextInterval);
217 } 255 }
@@ -225,6 +263,9 @@ namespace OpenSim.Region.CoreModules.World.Region
225 if (m_DialogModule != null && message != String.Empty) 263 if (m_DialogModule != null && message != String.Empty)
226 m_DialogModule.SendGeneralAlert(message); 264 m_DialogModule.SendGeneralAlert(message);
227 } 265 }
266 if (m_MarkerPath != String.Empty)
267 File.Delete(Path.Combine(m_MarkerPath,
268 m_Scene.RegionInfo.RegionID.ToString()));
228 } 269 }
229 270
230 private void HandleRegionRestart(string module, string[] args) 271 private void HandleRegionRestart(string module, string[] args)
@@ -266,5 +307,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 307
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 308 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 309 }
310
311 protected void CreateMarkerFile()
312 {
313 if (m_MarkerPath == String.Empty)
314 return;
315
316 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
317 try
318 {
319 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
320 FileStream fs = File.Create(path);
321 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
322 Byte[] buf = enc.GetBytes(pidstring);
323 fs.Write(buf, 0, buf.Length);
324 fs.Close();
325 }
326 catch (Exception)
327 {
328 }
329 }
269 } 330 }
270} 331}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 3f848ed..402b9fb 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -636,6 +636,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
637 m_scene.SaveTerrain(); 637 m_scene.SaveTerrain();
638 638
639 m_scene.EventManager.TriggerTerrainUpdate();
640
639 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 641 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
640 //m_scene.CreateTerrainTexture(true); 642 //m_scene.CreateTerrainTexture(true);
641 } 643 }
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
index 9002a9f..3c48d07 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
@@ -63,6 +63,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
63 private bool m_useAntiAliasing = false; // TODO: Make this a config option 63 private bool m_useAntiAliasing = false; // TODO: Make this a config option
64 private bool m_Enabled = false; 64 private bool m_Enabled = false;
65 65
66 private Bitmap lastImage = null;
67 private DateTime lastImageTime = DateTime.MinValue;
68
66 #region IRegionModule Members 69 #region IRegionModule Members
67 70
68 public void Initialise(IConfigSource source) 71 public void Initialise(IConfigSource source)
@@ -85,14 +88,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
85 88
86 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); 89 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
87 if (renderers.Count > 0) 90 if (renderers.Count > 0)
88 { 91 m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
89 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
90 m_log.DebugFormat("[WARP 3D IMAGE MODULE]: Loaded prim mesher {0}", m_primMesher);
91 }
92 else 92 else
93 { 93 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
94 m_log.Debug("[WARP 3D IMAGE MODULE]: No prim mesher loaded, prim rendering will be disabled");
95 }
96 94
97 m_scene.RegisterModuleInterface<IMapImageGenerator>(this); 95 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
98 } 96 }
@@ -125,9 +123,25 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
125 123
126 public Bitmap CreateMapTile() 124 public Bitmap CreateMapTile()
127 { 125 {
126 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
127 {
128 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
129 }
130
131 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
132 if (renderers.Count > 0)
133 {
134 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
135 }
136
128 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); 137 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
129 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize); 138 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
130 return CreateMapTile(viewport, false); 139 Bitmap tile = CreateMapTile(viewport, false);
140 m_primMesher = null;
141
142 lastImage = tile;
143 lastImageTime = DateTime.Now;
144 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
131 } 145 }
132 146
133 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) 147 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
@@ -673,4 +687,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
673 return result; 687 return result;
674 } 688 }
675 } 689 }
676} \ No newline at end of file 690}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index f37dd94..2417b1a 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,90 +86,93 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 Util.FireAndForget(x =>
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 if (mapName.Length < 2)
92 return; 92 {
93 } 93 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
94 return;
95 }
94 96
95 //m_log.DebugFormat("MAP NAME=({0})", mapName); 97 //m_log.DebugFormat("MAP NAME=({0})", mapName);
96 98
97 // Hack to get around the fact that ll V3 now drops the port from the 99 // Hack to get around the fact that ll V3 now drops the port from the
98 // map name. See https://jira.secondlife.com/browse/VWR-28570 100 // map name. See https://jira.secondlife.com/browse/VWR-28570
99 // 101 //
100 // Caller, use this magic form instead: 102 // Caller, use this magic form instead:
101 // secondlife://http|!!mygrid.com|8002|Region+Name/128/128 103 // secondlife://http|!!mygrid.com|8002|Region+Name/128/128
102 // or url encode if possible. 104 // or url encode if possible.
103 // the hacks we do with this viewer... 105 // the hacks we do with this viewer...
104 // 106 //
105 string mapNameOrig = mapName; 107 string mapNameOrig = mapName;
106 if (mapName.Contains("|")) 108 if (mapName.Contains("|"))
107 mapName = mapName.Replace('|', ':'); 109 mapName = mapName.Replace('|', ':');
108 if (mapName.Contains("+")) 110 if (mapName.Contains("+"))
109 mapName = mapName.Replace('+', ' '); 111 mapName = mapName.Replace('+', ' ');
110 if (mapName.Contains("!")) 112 if (mapName.Contains("!"))
111 mapName = mapName.Replace('!', '/'); 113 mapName = mapName.Replace('!', '/');
112 114
113 // try to fetch from GridServer 115 // try to fetch from GridServer
114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); 116 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
115 if (regionInfos.Count == 0) 117 // if (regionInfos.Count == 0)
116 remoteClient.SendAlertMessage("Hyperlink could not be established."); 118 // remoteClient.SendAlertMessage("Hyperlink could not be established.");
117 119
118 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 120 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
119 List<MapBlockData> blocks = new List<MapBlockData>(); 121 List<MapBlockData> blocks = new List<MapBlockData>();
120 122
121 MapBlockData data; 123 MapBlockData data;
122 if (regionInfos.Count > 0) 124 if (regionInfos.Count > 0)
123 {
124 foreach (GridRegion info in regionInfos)
125 { 125 {
126 data = new MapBlockData(); 126 foreach (GridRegion info in regionInfos)
127 data.Agents = 0; 127 {
128 data.Access = info.Access; 128 data = new MapBlockData();
129 if (flags == 2) // V2 sends this 129 data.Agents = 0;
130 data.MapImageId = UUID.Zero; 130 data.Access = info.Access;
131 else 131 if (flags == 2) // V2 sends this
132 data.MapImageId = info.TerrainImage; 132 data.MapImageId = UUID.Zero;
133 // ugh! V2-3 is very sensitive about the result being 133 else
134 // exactly the same as the requested name 134 data.MapImageId = info.TerrainImage;
135 if (regionInfos.Count == 1 && mapNameOrig.Contains("|") || mapNameOrig.Contains("+")) 135 // ugh! V2-3 is very sensitive about the result being
136 data.Name = mapNameOrig; 136 // exactly the same as the requested name
137 else 137 if (regionInfos.Count == 1 && mapNameOrig.Contains("|") || mapNameOrig.Contains("+"))
138 data.Name = info.RegionName; 138 data.Name = mapNameOrig;
139 data.RegionFlags = 0; // TODO not used? 139 else
140 data.WaterHeight = 0; // not used 140 data.Name = info.RegionName;
141 data.X = (ushort)(info.RegionLocX / Constants.RegionSize); 141 data.RegionFlags = 0; // TODO not used?
142 data.Y = (ushort)(info.RegionLocY / Constants.RegionSize); 142 data.WaterHeight = 0; // not used
143 blocks.Add(data); 143 data.X = (ushort)(info.RegionLocX / Constants.RegionSize);
144 data.Y = (ushort)(info.RegionLocY / Constants.RegionSize);
145 blocks.Add(data);
146 }
144 } 147 }
145 }
146 148
147 // final block, closing the search result 149 // final block, closing the search result
148 data = new MapBlockData(); 150 data = new MapBlockData();
149 data.Agents = 0; 151 data.Agents = 0;
150 data.Access = 255; 152 data.Access = 255;
151 data.MapImageId = UUID.Zero; 153 data.MapImageId = UUID.Zero;
152 data.Name = ""; // mapName; 154 data.Name = mapName;
153 data.RegionFlags = 0; 155 data.RegionFlags = 0;
154 data.WaterHeight = 0; // not used 156 data.WaterHeight = 0; // not used
155 data.X = 0; 157 data.X = 0;
156 data.Y = 0; 158 data.Y = 0;
157 blocks.Add(data); 159 blocks.Add(data);
158 160
159 // flags are agent flags sent from the viewer. 161 // flags are agent flags sent from the viewer.
160 // they have different values depending on different viewers, apparently 162 // they have different values depending on different viewers, apparently
161 remoteClient.SendMapBlock(blocks, flags); 163 remoteClient.SendMapBlock(blocks, flags);
162 164
163 // send extra user messages for V3 165 // send extra user messages for V3
164 // because the UI is very confusing 166 // because the UI is very confusing
165 // while we don't fix the hard-coded urls 167 // while we don't fix the hard-coded urls
166 if (flags == 2) 168 if (flags == 2)
167 { 169 {
168 if (regionInfos.Count == 0) 170 if (regionInfos.Count == 0)
169 remoteClient.SendAgentAlertMessage("No regions found with that name.", true); 171 remoteClient.SendAgentAlertMessage("No regions found with that name.", true);
170 else if (regionInfos.Count == 1) 172 else if (regionInfos.Count == 1)
171 remoteClient.SendAgentAlertMessage("Region found!", false); 173 remoteClient.SendAgentAlertMessage("Region found!", false);
172 } 174 }
175 });
173 } 176 }
174 177
175// private Scene GetClientScene(IClientAPI client) 178// private Scene GetClientScene(IClientAPI client)
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index dfba3ff..26b406e 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -64,7 +64,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
64 private static readonly UUID STOP_UUID = UUID.Random(); 64 private static readonly UUID STOP_UUID = UUID.Random();
65 private static readonly string m_mapLayerPath = "0001/"; 65 private static readonly string m_mapLayerPath = "0001/";
66 66
67 private OpenSim.Framework.BlockingQueue<MapRequestState> requests = new OpenSim.Framework.BlockingQueue<MapRequestState>(); 67 private ManualResetEvent queueEvent = new ManualResetEvent(false);
68 private Queue<MapRequestState> requests = new Queue<MapRequestState>();
69
70 private ManualResetEvent m_mapBlockRequestEvent = new ManualResetEvent(false);
71 private Dictionary<UUID, Queue<MapBlockRequestData>> m_mapBlockRequests = new Dictionary<UUID, Queue<MapBlockRequestData>>();
68 72
69 protected Scene m_scene; 73 protected Scene m_scene;
70 private List<MapBlockData> cachedMapBlocks = new List<MapBlockData>(); 74 private List<MapBlockData> cachedMapBlocks = new List<MapBlockData>();
@@ -72,7 +76,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
72 private int blacklistTimeout = 10*60*1000; // 10 minutes 76 private int blacklistTimeout = 10*60*1000; // 10 minutes
73 private byte[] myMapImageJPEG; 77 private byte[] myMapImageJPEG;
74 protected volatile bool m_Enabled = false; 78 protected volatile bool m_Enabled = false;
75 private Dictionary<UUID, MapRequestState> m_openRequests = new Dictionary<UUID, MapRequestState>();
76 private Dictionary<string, int> m_blacklistedurls = new Dictionary<string, int>(); 79 private Dictionary<string, int> m_blacklistedurls = new Dictionary<string, int>();
77 private Dictionary<ulong, int> m_blacklistedregions = new Dictionary<ulong, int>(); 80 private Dictionary<ulong, int> m_blacklistedregions = new Dictionary<ulong, int>();
78 private Dictionary<ulong, string> m_cachedRegionMapItemsAddress = new Dictionary<ulong, string>(); 81 private Dictionary<ulong, string> m_cachedRegionMapItemsAddress = new Dictionary<ulong, string>();
@@ -229,54 +232,54 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
229 // 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is 232 // 6/8/2011 -- I'm adding an explicit 2048 check, so that we never forget that there is
230 // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks. 233 // a hack here, and so that regions below 4096 don't get spammed with unnecessary map blocks.
231 234
232 if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048) 235 //if (m_scene.RegionInfo.RegionLocX >= 2048 || m_scene.RegionInfo.RegionLocY >= 2048)
233 { 236 //{
234 ScenePresence avatarPresence = null; 237 // ScenePresence avatarPresence = null;
235 238
236 m_scene.TryGetScenePresence(agentID, out avatarPresence); 239 // m_scene.TryGetScenePresence(agentID, out avatarPresence);
237 240
238 if (avatarPresence != null) 241 // if (avatarPresence != null)
239 { 242 // {
240 bool lookup = false; 243 // bool lookup = false;
241 244
242 lock (cachedMapBlocks) 245 // lock (cachedMapBlocks)
243 { 246 // {
244 if (cachedMapBlocks.Count > 0 && ((cachedTime + 1800) > Util.UnixTimeSinceEpoch())) 247 // if (cachedMapBlocks.Count > 0 && ((cachedTime + 1800) > Util.UnixTimeSinceEpoch()))
245 { 248 // {
246 List<MapBlockData> mapBlocks; 249 // List<MapBlockData> mapBlocks;
247 250
248 mapBlocks = cachedMapBlocks; 251 // mapBlocks = cachedMapBlocks;
249 avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0); 252 // avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0);
250 } 253 // }
251 else 254 // else
252 { 255 // {
253 lookup = true; 256 // lookup = true;
254 } 257 // }
255 } 258 // }
256 if (lookup) 259 // if (lookup)
257 { 260 // {
258 List<MapBlockData> mapBlocks = new List<MapBlockData>(); ; 261 // List<MapBlockData> mapBlocks = new List<MapBlockData>(); ;
259 262
260 List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID, 263 // List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
261 (int)(m_scene.RegionInfo.RegionLocX - 8) * (int)Constants.RegionSize, 264 // (int)(m_scene.RegionInfo.RegionLocX - 8) * (int)Constants.RegionSize,
262 (int)(m_scene.RegionInfo.RegionLocX + 8) * (int)Constants.RegionSize, 265 // (int)(m_scene.RegionInfo.RegionLocX + 8) * (int)Constants.RegionSize,
263 (int)(m_scene.RegionInfo.RegionLocY - 8) * (int)Constants.RegionSize, 266 // (int)(m_scene.RegionInfo.RegionLocY - 8) * (int)Constants.RegionSize,
264 (int)(m_scene.RegionInfo.RegionLocY + 8) * (int)Constants.RegionSize); 267 // (int)(m_scene.RegionInfo.RegionLocY + 8) * (int)Constants.RegionSize);
265 foreach (GridRegion r in regions) 268 // foreach (GridRegion r in regions)
266 { 269 // {
267 MapBlockData block = new MapBlockData(); 270 // MapBlockData block = new MapBlockData();
268 MapBlockFromGridRegion(block, r, 0); 271 // MapBlockFromGridRegion(block, r, 0);
269 mapBlocks.Add(block); 272 // mapBlocks.Add(block);
270 } 273 // }
271 avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0); 274 // avatarPresence.ControllingClient.SendMapBlock(mapBlocks, 0);
272 275
273 lock (cachedMapBlocks) 276 // lock (cachedMapBlocks)
274 cachedMapBlocks = mapBlocks; 277 // cachedMapBlocks = mapBlocks;
275 278
276 cachedTime = Util.UnixTimeSinceEpoch(); 279 // cachedTime = Util.UnixTimeSinceEpoch();
277 } 280 // }
278 } 281 // }
279 } 282 //}
280 283
281 LLSDMapLayerResponse mapResponse = new LLSDMapLayerResponse(); 284 LLSDMapLayerResponse mapResponse = new LLSDMapLayerResponse();
282 mapResponse.LayerData.Array.Add(GetOSDMapLayerResponse()); 285 mapResponse.LayerData.Array.Add(GetOSDMapLayerResponse());
@@ -303,8 +306,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
303 protected static OSDMapLayer GetOSDMapLayerResponse() 306 protected static OSDMapLayer GetOSDMapLayerResponse()
304 { 307 {
305 OSDMapLayer mapLayer = new OSDMapLayer(); 308 OSDMapLayer mapLayer = new OSDMapLayer();
306 mapLayer.Right = 5000; 309 mapLayer.Right = 2048;
307 mapLayer.Top = 5000; 310 mapLayer.Top = 2048;
308 mapLayer.ImageID = new UUID("00000000-0000-1111-9999-000000000006"); 311 mapLayer.ImageID = new UUID("00000000-0000-1111-9999-000000000006");
309 312
310 return mapLayer; 313 return mapLayer;
@@ -333,6 +336,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
333 { 336 {
334 m_rootAgents.Remove(AgentId); 337 m_rootAgents.Remove(AgentId);
335 } 338 }
339 lock (m_mapBlockRequestEvent)
340 {
341 if (m_mapBlockRequests.ContainsKey(AgentId))
342 m_mapBlockRequests.Remove(AgentId);
343 }
336 } 344 }
337 #endregion 345 #endregion
338 346
@@ -355,6 +363,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
355 ThreadPriority.BelowNormal, 363 ThreadPriority.BelowNormal,
356 true, 364 true,
357 true); 365 true);
366 Watchdog.StartThread(
367 MapBlockSendThread,
368 string.Format("MapBlockSendThread ({0})", m_scene.RegionInfo.RegionName),
369 ThreadPriority.BelowNormal,
370 true,
371 true);
358 } 372 }
359 373
360 /// <summary> 374 /// <summary>
@@ -370,7 +384,27 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
370 st.itemtype=0; 384 st.itemtype=0;
371 st.regionhandle=0; 385 st.regionhandle=0;
372 386
373 requests.Enqueue(st); 387 lock (requests)
388 {
389 queueEvent.Set();
390 requests.Enqueue(st);
391 }
392
393 MapBlockRequestData req = new MapBlockRequestData();
394
395 req.client = null;
396 req.minX = 0;
397 req.maxX = 0;
398 req.minY = 0;
399 req.maxY = 0;
400 req.flags = 0;
401
402 lock (m_mapBlockRequestEvent)
403 {
404 m_mapBlockRequests[UUID.Zero] = new Queue<MapBlockRequestData>();
405 m_mapBlockRequests[UUID.Zero].Enqueue(req);
406 m_mapBlockRequestEvent.Set();
407 }
374 } 408 }
375 409
376 public virtual void HandleMapItemRequest(IClientAPI remoteClient, uint flags, 410 public virtual void HandleMapItemRequest(IClientAPI remoteClient, uint flags,
@@ -526,7 +560,21 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
526 { 560 {
527 while (true) 561 while (true)
528 { 562 {
529 MapRequestState st = requests.Dequeue(1000); 563 MapRequestState st = new MapRequestState();
564 bool valid = false;
565 queueEvent.WaitOne();
566 lock (requests)
567 {
568 if (requests.Count > 0)
569 {
570 st = requests.Dequeue();
571 valid = true;
572 }
573 if (requests.Count == 0)
574 queueEvent.Reset();
575 }
576 if (!valid)
577 continue;
530 578
531 // end gracefully 579 // end gracefully
532 if (st.agentID == STOP_UUID) 580 if (st.agentID == STOP_UUID)
@@ -544,13 +592,13 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
544 if (dorequest && !m_blacklistedregions.ContainsKey(st.regionhandle)) 592 if (dorequest && !m_blacklistedregions.ContainsKey(st.regionhandle))
545 { 593 {
546 while (nAsyncRequests >= MAX_ASYNC_REQUESTS) // hit the break 594 while (nAsyncRequests >= MAX_ASYNC_REQUESTS) // hit the break
547 Thread.Sleep(80); 595 Thread.Sleep(100);
548 596
549 RequestMapItemsDelegate d = RequestMapItemsAsync;
550 d.BeginInvoke(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle, RequestMapItemsCompleted, null);
551 //OSDMap response = RequestMapItemsAsync(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle);
552 //RequestMapItemsCompleted(response);
553 Interlocked.Increment(ref nAsyncRequests); 597 Interlocked.Increment(ref nAsyncRequests);
598 Util.FireAndForget(x =>
599 {
600 RequestMapItemsAsync(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle);
601 });
554 } 602 }
555 } 603 }
556 604
@@ -572,110 +620,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
572 /// <param name="state"></param> 620 /// <param name="state"></param>
573 public void EnqueueMapItemRequest(MapRequestState state) 621 public void EnqueueMapItemRequest(MapRequestState state)
574 { 622 {
575 requests.Enqueue(state); 623 lock (requests)
576 }
577
578 /// <summary>
579 /// Sends the mapitem response to the IClientAPI
580 /// </summary>
581 /// <param name="response">The OSDMap Response for the mapitem</param>
582 private void RequestMapItemsCompleted(IAsyncResult iar)
583 {
584 AsyncResult result = (AsyncResult)iar;
585 RequestMapItemsDelegate icon = (RequestMapItemsDelegate)result.AsyncDelegate;
586
587 OSDMap response = (OSDMap)icon.EndInvoke(iar);
588
589 Interlocked.Decrement(ref nAsyncRequests);
590
591 if (!response.ContainsKey("requestID"))
592 return;
593
594 UUID requestID = response["requestID"].AsUUID();
595
596 if (requestID != UUID.Zero)
597 { 624 {
598 MapRequestState mrs = new MapRequestState(); 625 queueEvent.Set();
599 mrs.agentID = UUID.Zero; 626 requests.Enqueue(state);
600 lock (m_openRequests)
601 {
602 if (m_openRequests.ContainsKey(requestID))
603 {
604 mrs = m_openRequests[requestID];
605 m_openRequests.Remove(requestID);
606 }
607 }
608
609 if (mrs.agentID != UUID.Zero)
610 {
611 ScenePresence av = null;
612 m_scene.TryGetScenePresence(mrs.agentID, out av);
613 if (av != null)
614 {
615 if (response.ContainsKey(mrs.itemtype.ToString()))
616 {
617 List<mapItemReply> returnitems = new List<mapItemReply>();
618 OSDArray itemarray = (OSDArray)response[mrs.itemtype.ToString()];
619 for (int i = 0; i < itemarray.Count; i++)
620 {
621 OSDMap mapitem = (OSDMap)itemarray[i];
622 mapItemReply mi = new mapItemReply();
623 mi.x = (uint)mapitem["X"].AsInteger();
624 mi.y = (uint)mapitem["Y"].AsInteger();
625 mi.id = mapitem["ID"].AsUUID();
626 mi.Extra = mapitem["Extra"].AsInteger();
627 mi.Extra2 = mapitem["Extra2"].AsInteger();
628 mi.name = mapitem["Name"].AsString();
629 returnitems.Add(mi);
630 }
631 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), mrs.itemtype, mrs.flags);
632 }
633
634 // Service 7 (MAP_ITEM_LAND_FOR_SALE)
635 uint itemtype = 7;
636
637 if (response.ContainsKey(itemtype.ToString()))
638 {
639 List<mapItemReply> returnitems = new List<mapItemReply>();
640 OSDArray itemarray = (OSDArray)response[itemtype.ToString()];
641 for (int i = 0; i < itemarray.Count; i++)
642 {
643 OSDMap mapitem = (OSDMap)itemarray[i];
644 mapItemReply mi = new mapItemReply();
645 mi.x = (uint)mapitem["X"].AsInteger();
646 mi.y = (uint)mapitem["Y"].AsInteger();
647 mi.id = mapitem["ID"].AsUUID();
648 mi.Extra = mapitem["Extra"].AsInteger();
649 mi.Extra2 = mapitem["Extra2"].AsInteger();
650 mi.name = mapitem["Name"].AsString();
651 returnitems.Add(mi);
652 }
653 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, mrs.flags);
654 }
655
656 // Service 1 (MAP_ITEM_TELEHUB)
657 itemtype = 1;
658
659 if (response.ContainsKey(itemtype.ToString()))
660 {
661 List<mapItemReply> returnitems = new List<mapItemReply>();
662 OSDArray itemarray = (OSDArray)response[itemtype.ToString()];
663 for (int i = 0; i < itemarray.Count; i++)
664 {
665 OSDMap mapitem = (OSDMap)itemarray[i];
666 mapItemReply mi = new mapItemReply();
667 mi.x = (uint)mapitem["X"].AsInteger();
668 mi.y = (uint)mapitem["Y"].AsInteger();
669 mi.id = mapitem["ID"].AsUUID();
670 mi.Extra = mapitem["Extra"].AsInteger();
671 mi.Extra2 = mapitem["Extra2"].AsInteger();
672 mi.name = mapitem["Name"].AsString();
673 returnitems.Add(mi);
674 }
675 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, mrs.flags);
676 }
677 }
678 }
679 } 627 }
680 } 628 }
681 629
@@ -702,8 +650,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
702 EnqueueMapItemRequest(st); 650 EnqueueMapItemRequest(st);
703 } 651 }
704 652
705 private delegate OSDMap RequestMapItemsDelegate(UUID id, uint flags,
706 uint EstateID, bool godlike, uint itemtype, ulong regionhandle);
707 /// <summary> 653 /// <summary>
708 /// Does the actual remote mapitem request 654 /// Does the actual remote mapitem request
709 /// This should be called from an asynchronous thread 655 /// This should be called from an asynchronous thread
@@ -718,7 +664,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
718 /// <param name="itemtype">passed in from packet</param> 664 /// <param name="itemtype">passed in from packet</param>
719 /// <param name="regionhandle">Region we're looking up</param> 665 /// <param name="regionhandle">Region we're looking up</param>
720 /// <returns></returns> 666 /// <returns></returns>
721 private OSDMap RequestMapItemsAsync(UUID id, uint flags, 667 private void RequestMapItemsAsync(UUID id, uint flags,
722 uint EstateID, bool godlike, uint itemtype, ulong regionhandle) 668 uint EstateID, bool godlike, uint itemtype, ulong regionhandle)
723 { 669 {
724// m_log.DebugFormat("[WORLDMAP]: RequestMapItemsAsync; region handle: {0} {1}", regionhandle, itemtype); 670// m_log.DebugFormat("[WORLDMAP]: RequestMapItemsAsync; region handle: {0} {1}", regionhandle, itemtype);
@@ -741,7 +687,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
741 } 687 }
742 688
743 if (blacklisted) 689 if (blacklisted)
744 return new OSDMap(); 690 {
691 Interlocked.Decrement(ref nAsyncRequests);
692 return;
693 }
745 694
746 UUID requestID = UUID.Random(); 695 UUID requestID = UUID.Random();
747 lock (m_cachedRegionMapItemsAddress) 696 lock (m_cachedRegionMapItemsAddress)
@@ -749,6 +698,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
749 if (m_cachedRegionMapItemsAddress.ContainsKey(regionhandle)) 698 if (m_cachedRegionMapItemsAddress.ContainsKey(regionhandle))
750 httpserver = m_cachedRegionMapItemsAddress[regionhandle]; 699 httpserver = m_cachedRegionMapItemsAddress[regionhandle];
751 } 700 }
701
752 if (httpserver.Length == 0) 702 if (httpserver.Length == 0)
753 { 703 {
754 uint x = 0, y = 0; 704 uint x = 0, y = 0;
@@ -793,18 +743,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
793 743
794 // Can't find the http server 744 // Can't find the http server
795 if (httpserver.Length == 0 || blacklisted) 745 if (httpserver.Length == 0 || blacklisted)
796 return new OSDMap(); 746 {
797 747 Interlocked.Decrement(ref nAsyncRequests);
798 MapRequestState mrs = new MapRequestState(); 748 return;
799 mrs.agentID = id; 749 }
800 mrs.EstateID = EstateID;
801 mrs.flags = flags;
802 mrs.godlike = godlike;
803 mrs.itemtype=itemtype;
804 mrs.regionhandle = regionhandle;
805
806 lock (m_openRequests)
807 m_openRequests.Add(requestID, mrs);
808 750
809 WebRequest mapitemsrequest = null; 751 WebRequest mapitemsrequest = null;
810 try 752 try
@@ -814,7 +756,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
814 catch (Exception e) 756 catch (Exception e)
815 { 757 {
816 m_log.DebugFormat("[WORLD MAP]: Access to {0} failed with {1}", httpserver, e); 758 m_log.DebugFormat("[WORLD MAP]: Access to {0} failed with {1}", httpserver, e);
817 return new OSDMap(); 759 Interlocked.Decrement(ref nAsyncRequests);
760 return;
818 } 761 }
819 762
820 mapitemsrequest.Method = "POST"; 763 mapitemsrequest.Method = "POST";
@@ -839,7 +782,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
839 catch (WebException ex) 782 catch (WebException ex)
840 { 783 {
841 m_log.WarnFormat("[WORLD MAP]: Bad send on GetMapItems {0}", ex.Message); 784 m_log.WarnFormat("[WORLD MAP]: Bad send on GetMapItems {0}", ex.Message);
842 responseMap["connect"] = OSD.FromBoolean(false);
843 lock (m_blacklistedurls) 785 lock (m_blacklistedurls)
844 { 786 {
845 if (!m_blacklistedurls.ContainsKey(httpserver)) 787 if (!m_blacklistedurls.ContainsKey(httpserver))
@@ -848,13 +790,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
848 790
849 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver); 791 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver);
850 792
851 return responseMap; 793 Interlocked.Decrement(ref nAsyncRequests);
794 return;
852 } 795 }
853 catch 796 catch
854 { 797 {
855 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver); 798 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver);
856 responseMap["connect"] = OSD.FromBoolean(false); 799 Interlocked.Decrement(ref nAsyncRequests);
857 return responseMap; 800 return;
858 } 801 }
859 finally 802 finally
860 { 803 {
@@ -875,12 +818,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
875 } 818 }
876 else 819 else
877 { 820 {
878 return new OSDMap(); 821 Interlocked.Decrement(ref nAsyncRequests);
822 return;
879 } 823 }
880 } 824 }
881 catch (WebException) 825 catch (WebException)
882 { 826 {
883 responseMap["connect"] = OSD.FromBoolean(false);
884 lock (m_blacklistedurls) 827 lock (m_blacklistedurls)
885 { 828 {
886 if (!m_blacklistedurls.ContainsKey(httpserver)) 829 if (!m_blacklistedurls.ContainsKey(httpserver))
@@ -889,19 +832,20 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
889 832
890 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver); 833 m_log.WarnFormat("[WORLD MAP]: Blacklisted {0}", httpserver);
891 834
892 return responseMap; 835 Interlocked.Decrement(ref nAsyncRequests);
836 return;
893 } 837 }
894 catch 838 catch
895 { 839 {
896 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver); 840 m_log.DebugFormat("[WORLD MAP]: RequestMapItems failed for {0}", httpserver);
897 responseMap["connect"] = OSD.FromBoolean(false);
898 lock (m_blacklistedregions) 841 lock (m_blacklistedregions)
899 { 842 {
900 if (!m_blacklistedregions.ContainsKey(regionhandle)) 843 if (!m_blacklistedregions.ContainsKey(regionhandle))
901 m_blacklistedregions.Add(regionhandle, Environment.TickCount); 844 m_blacklistedregions.Add(regionhandle, Environment.TickCount);
902 } 845 }
903 846
904 return responseMap; 847 Interlocked.Decrement(ref nAsyncRequests);
848 return;
905 } 849 }
906 finally 850 finally
907 { 851 {
@@ -920,14 +864,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
920 catch (Exception ex) 864 catch (Exception ex)
921 { 865 {
922 m_log.InfoFormat("[WORLD MAP]: exception on parse of RequestMapItems reply from {0}: {1}", httpserver, ex.Message); 866 m_log.InfoFormat("[WORLD MAP]: exception on parse of RequestMapItems reply from {0}: {1}", httpserver, ex.Message);
923 responseMap["connect"] = OSD.FromBoolean(false);
924 lock (m_blacklistedregions) 867 lock (m_blacklistedregions)
925 { 868 {
926 if (!m_blacklistedregions.ContainsKey(regionhandle)) 869 if (!m_blacklistedregions.ContainsKey(regionhandle))
927 m_blacklistedregions.Add(regionhandle, Environment.TickCount); 870 m_blacklistedregions.Add(regionhandle, Environment.TickCount);
928 } 871 }
929 872
930 return responseMap; 873 Interlocked.Decrement(ref nAsyncRequests);
874 return;
931 } 875 }
932 } 876 }
933 877
@@ -941,7 +885,78 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
941 } 885 }
942 } 886 }
943 887
944 return responseMap; 888 Interlocked.Decrement(ref nAsyncRequests);
889
890 if (id != UUID.Zero)
891 {
892 ScenePresence av = null;
893 m_scene.TryGetScenePresence(id, out av);
894 if (av != null)
895 {
896 if (responseMap.ContainsKey(itemtype.ToString()))
897 {
898 List<mapItemReply> returnitems = new List<mapItemReply>();
899 OSDArray itemarray = (OSDArray)responseMap[itemtype.ToString()];
900 for (int i = 0; i < itemarray.Count; i++)
901 {
902 OSDMap mapitem = (OSDMap)itemarray[i];
903 mapItemReply mi = new mapItemReply();
904 mi.x = (uint)mapitem["X"].AsInteger();
905 mi.y = (uint)mapitem["Y"].AsInteger();
906 mi.id = mapitem["ID"].AsUUID();
907 mi.Extra = mapitem["Extra"].AsInteger();
908 mi.Extra2 = mapitem["Extra2"].AsInteger();
909 mi.name = mapitem["Name"].AsString();
910 returnitems.Add(mi);
911 }
912 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, flags);
913 }
914
915 // Service 7 (MAP_ITEM_LAND_FOR_SALE)
916 itemtype = 7;
917
918 if (responseMap.ContainsKey(itemtype.ToString()))
919 {
920 List<mapItemReply> returnitems = new List<mapItemReply>();
921 OSDArray itemarray = (OSDArray)responseMap[itemtype.ToString()];
922 for (int i = 0; i < itemarray.Count; i++)
923 {
924 OSDMap mapitem = (OSDMap)itemarray[i];
925 mapItemReply mi = new mapItemReply();
926 mi.x = (uint)mapitem["X"].AsInteger();
927 mi.y = (uint)mapitem["Y"].AsInteger();
928 mi.id = mapitem["ID"].AsUUID();
929 mi.Extra = mapitem["Extra"].AsInteger();
930 mi.Extra2 = mapitem["Extra2"].AsInteger();
931 mi.name = mapitem["Name"].AsString();
932 returnitems.Add(mi);
933 }
934 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, flags);
935 }
936
937 // Service 1 (MAP_ITEM_TELEHUB)
938 itemtype = 1;
939
940 if (responseMap.ContainsKey(itemtype.ToString()))
941 {
942 List<mapItemReply> returnitems = new List<mapItemReply>();
943 OSDArray itemarray = (OSDArray)responseMap[itemtype.ToString()];
944 for (int i = 0; i < itemarray.Count; i++)
945 {
946 OSDMap mapitem = (OSDMap)itemarray[i];
947 mapItemReply mi = new mapItemReply();
948 mi.x = (uint)mapitem["X"].AsInteger();
949 mi.y = (uint)mapitem["Y"].AsInteger();
950 mi.id = mapitem["ID"].AsUUID();
951 mi.Extra = mapitem["Extra"].AsInteger();
952 mi.Extra2 = mapitem["Extra2"].AsInteger();
953 mi.name = mapitem["Name"].AsString();
954 returnitems.Add(mi);
955 }
956 av.ControllingClient.SendMapItemReply(returnitems.ToArray(), itemtype, flags);
957 }
958 }
959 }
945 } 960 }
946 961
947 /// <summary> 962 /// <summary>
@@ -951,7 +966,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
951 /// <param name="minY"></param> 966 /// <param name="minY"></param>
952 /// <param name="maxX"></param> 967 /// <param name="maxX"></param>
953 /// <param name="maxY"></param> 968 /// <param name="maxY"></param>
954 public virtual void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag) 969 public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
955 { 970 {
956 //m_log.ErrorFormat("[YYY] RequestMapBlocks {0}={1}={2}={3} {4}", minX, minY, maxX, maxY, flag); 971 //m_log.ErrorFormat("[YYY] RequestMapBlocks {0}={1}={2}={3} {4}", minX, minY, maxX, maxY, flag);
957 if ((flag & 0x10000) != 0) // user clicked on qthe map a tile that isn't visible 972 if ((flag & 0x10000) != 0) // user clicked on qthe map a tile that isn't visible
@@ -1004,21 +1019,91 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1004 1019
1005 protected virtual List<MapBlockData> GetAndSendBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag) 1020 protected virtual List<MapBlockData> GetAndSendBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
1006 { 1021 {
1022 MapBlockRequestData req = new MapBlockRequestData();
1023
1024 req.client = remoteClient;
1025 req.minX = minX;
1026 req.maxX = maxX;
1027 req.minY = minY;
1028 req.maxY = maxY;
1029 req.flags = flag;
1030
1031 lock (m_mapBlockRequestEvent)
1032 {
1033 if (!m_mapBlockRequests.ContainsKey(remoteClient.AgentId))
1034 m_mapBlockRequests[remoteClient.AgentId] = new Queue<MapBlockRequestData>();
1035 m_mapBlockRequests[remoteClient.AgentId].Enqueue(req);
1036 m_mapBlockRequestEvent.Set();
1037 }
1038
1039 return new List<MapBlockData>();
1040 }
1041
1042 protected void MapBlockSendThread()
1043 {
1044 while (true)
1045 {
1046 List<MapBlockRequestData> thisRunData = new List<MapBlockRequestData>();
1047
1048 m_mapBlockRequestEvent.WaitOne();
1049 lock (m_mapBlockRequestEvent)
1050 {
1051 int total = 0;
1052 foreach (Queue<MapBlockRequestData> q in m_mapBlockRequests.Values)
1053 {
1054 if (q.Count > 0)
1055 thisRunData.Add(q.Dequeue());
1056
1057 total += q.Count;
1058 }
1059
1060 if (total == 0)
1061 m_mapBlockRequestEvent.Reset();
1062 }
1063
1064 foreach (MapBlockRequestData req in thisRunData)
1065 {
1066 // Null client stops thread
1067 if (req.client == null)
1068 return;
1069
1070 GetAndSendBlocksInternal(req.client, req.minX, req.minY, req.maxX, req.maxY, req.flags);
1071 }
1072
1073 Thread.Sleep(50);
1074 }
1075 }
1076
1077 protected virtual List<MapBlockData> GetAndSendBlocksInternal(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY, uint flag)
1078 {
1079 List<MapBlockData> allBlocks = new List<MapBlockData>();
1007 List<MapBlockData> mapBlocks = new List<MapBlockData>(); 1080 List<MapBlockData> mapBlocks = new List<MapBlockData>();
1008 List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID, 1081 List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
1009 (minX - 4) * (int)Constants.RegionSize, 1082 minX * (int)Constants.RegionSize,
1010 (maxX + 4) * (int)Constants.RegionSize, 1083 maxX * (int)Constants.RegionSize,
1011 (minY - 4) * (int)Constants.RegionSize, 1084 minY * (int)Constants.RegionSize,
1012 (maxY + 4) * (int)Constants.RegionSize); 1085 maxY * (int)Constants.RegionSize);
1086// (minX - 4) * (int)Constants.RegionSize,
1087// (maxX + 4) * (int)Constants.RegionSize,
1088// (minY - 4) * (int)Constants.RegionSize,
1089// (maxY + 4) * (int)Constants.RegionSize);
1013 foreach (GridRegion r in regions) 1090 foreach (GridRegion r in regions)
1014 { 1091 {
1015 MapBlockData block = new MapBlockData(); 1092 MapBlockData block = new MapBlockData();
1016 MapBlockFromGridRegion(block, r, flag); 1093 MapBlockFromGridRegion(block, r, flag);
1017 mapBlocks.Add(block); 1094 mapBlocks.Add(block);
1095 allBlocks.Add(block);
1096 if (mapBlocks.Count >= 10)
1097 {
1098 remoteClient.SendMapBlock(mapBlocks, flag & 0xffff);
1099 mapBlocks.Clear();
1100 Thread.Sleep(50);
1101 }
1018 } 1102 }
1019 remoteClient.SendMapBlock(mapBlocks, flag & 0xffff); 1103 if (mapBlocks.Count > 0)
1104 remoteClient.SendMapBlock(mapBlocks, flag & 0xffff);
1020 1105
1021 return mapBlocks; 1106 return allBlocks;
1022 } 1107 }
1023 1108
1024 protected void MapBlockFromGridRegion(MapBlockData block, GridRegion r, uint flag) 1109 protected void MapBlockFromGridRegion(MapBlockData block, GridRegion r, uint flag)
@@ -1242,7 +1327,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1242 } 1327 }
1243 else 1328 else
1244 { 1329 {
1245 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1330 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1246 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1331 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1247 { 1332 {
1248 OSDMap responsemapdata = new OSDMap(); 1333 OSDMap responsemapdata = new OSDMap();
@@ -1418,6 +1503,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1418 { 1503 {
1419 m_rootAgents.Remove(avatar.UUID); 1504 m_rootAgents.Remove(avatar.UUID);
1420 } 1505 }
1506
1507 lock (m_mapBlockRequestEvent)
1508 {
1509 if (m_mapBlockRequests.ContainsKey(avatar.UUID))
1510 m_mapBlockRequests.Remove(avatar.UUID);
1511 }
1421 } 1512 }
1422 1513
1423 public void OnRegionUp(GridRegion otherRegion) 1514 public void OnRegionUp(GridRegion otherRegion)
@@ -1462,9 +1553,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1462 Color background = Color.FromArgb(0, 0, 0, 0); 1553 Color background = Color.FromArgb(0, 0, 0, 0);
1463 SolidBrush transparent = new SolidBrush(background); 1554 SolidBrush transparent = new SolidBrush(background);
1464 Graphics g = Graphics.FromImage(overlay); 1555 Graphics g = Graphics.FromImage(overlay);
1465 g.FillRectangle(transparent, 0, 0, 256, 256); 1556 g.FillRectangle(transparent, 0, 0, 255, 255);
1466 1557
1467 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1558 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1559 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1468 1560
1469 foreach (ILandObject land in parcels) 1561 foreach (ILandObject land in parcels)
1470 { 1562 {
@@ -1472,8 +1564,42 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1472 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) 1564 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1473 { 1565 {
1474 landForSale = true; 1566 landForSale = true;
1567
1568 bool[,] landBitmap = land.GetLandBitmap();
1569
1570 for (int x = 0 ; x < 64 ; x++)
1571 {
1572 for (int y = 0 ; y < 64 ; y++)
1573 {
1574 if (landBitmap[x, y])
1575 {
1576 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1577
1578 if (x > 0)
1579 {
1580 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1581 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1582 }
1583 if (y > 0)
1584 {
1585 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1586 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1587 }
1588 if (x < 63)
1589 {
1590 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1591 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1592 }
1593 if (y < 63)
1594 {
1595 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1596 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1597 }
1598 }
1599 }
1600 }
1475 1601
1476 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1602 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1477 } 1603 }
1478 } 1604 }
1479 1605
@@ -1485,15 +1611,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1485 1611
1486 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); 1612 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
1487 1613
1488 for (int x = 0 ; x < 64 ; x++)
1489 {
1490 for (int y = 0 ; y < 64 ; y++)
1491 {
1492 if (saleBitmap[x, y])
1493 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1494 }
1495 }
1496
1497 try 1614 try
1498 { 1615 {
1499 return OpenJPEG.EncodeFromImage(overlay, true); 1616 return OpenJPEG.EncodeFromImage(overlay, true);
@@ -1515,4 +1632,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1515 public uint itemtype; 1632 public uint itemtype;
1516 public ulong regionhandle; 1633 public ulong regionhandle;
1517 } 1634 }
1635
1636 public struct MapBlockRequestData
1637 {
1638 public IClientAPI client;
1639 public int minX;
1640 public int minY;
1641 public int maxX;
1642 public int maxY;
1643 public uint flags;
1644 }
1518} 1645}
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 8155eab..90a13a7 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Interfaces
83 /// <param name="AttachmentPt"></param> 84 /// <param name="AttachmentPt"></param>
84 /// <param name="silent"></param> 85 /// <param name="silent"></param>
85 /// <returns>true if the object was successfully attached, false otherwise</returns> 86 /// <returns>true if the object was successfully attached, false otherwise</returns>
86 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool temp); 87 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo, bool temp);
87 88
88 /// <summary> 89 /// <summary>
89 /// Rez an attachment from user inventory and change inventory status to match. 90 /// Rez an attachment from user inventory and change inventory status to match.
@@ -92,7 +93,11 @@ namespace OpenSim.Region.Framework.Interfaces
92 /// <param name="itemID"></param> 93 /// <param name="itemID"></param>
93 /// <param name="AttachmentPt"></param> 94 /// <param name="AttachmentPt"></param>
94 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 95 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
95 SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 96 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
97
98 // Same as above, but also load script states from a separate doc
99 ISceneEntity RezSingleAttachmentFromInventory(
100 IScenePresence presence, UUID itemID, uint AttachmentPt, XmlDocument doc);
96 101
97 /// <summary> 102 /// <summary>
98 /// Rez multiple attachments from a user's inventory 103 /// Rez multiple attachments from a user's inventory
@@ -115,7 +120,6 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="grp">The attachment to detach.</param> 120 /// <param name="grp">The attachment to detach.</param>
116 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp); 121 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
117 122
118 /// <summary>
119 /// Update the position of an attachment. 123 /// Update the position of an attachment.
120 /// </summary> 124 /// </summary>
121 /// <param name="sog"></param> 125 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 8d62847..4274cbe 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -133,6 +133,8 @@ namespace OpenSim.Region.Framework.Interfaces
133 /// </returns> 133 /// </returns>
134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
135 135
136 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
137
136 /// <summary> 138 /// <summary>
137 /// Stop and remove a script which is in this prim's inventory from the scene. 139 /// Stop and remove a script which is in this prim's inventory from the scene.
138 /// </summary> 140 /// </summary>
@@ -295,5 +297,6 @@ namespace OpenSim.Region.Framework.Interfaces
295 /// A <see cref="Dictionary`2"/> 297 /// A <see cref="Dictionary`2"/>
296 /// </returns> 298 /// </returns>
297 Dictionary<UUID, string> GetScriptStates(); 299 Dictionary<UUID, string> GetScriptStates();
300 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
298 } 301 }
299} 302}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 69be83e..5bc8e51 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 /// <summary> 42 /// <summary>
@@ -50,29 +52,10 @@ namespace OpenSim.Region.Framework.Interfaces
50 /// <param name='teleportFlags'></param> 52 /// <param name='teleportFlags'></param>
51 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); 53 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
52 54
53 /// <summary> 55 bool TeleportHome(UUID id, IClientAPI client);
54 /// Teleport an agent directly to a given region without checking whether the region should be subsituted.
55 /// </summary>
56 /// <remarks>
57 /// Please use Teleport() instead unless you know exactly what you're doing.
58 /// Do not use for same region teleports.
59 /// </remarks>
60 /// <param name='sp'></param>
61 /// <param name='reg'></param>
62 /// <param name='finalDestination'>/param>
63 /// <param name='position'></param>
64 /// <param name='lookAt'></param>
65 /// <param name='teleportFlags'></param>
66 void DoTeleport(
67 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
68 Vector3 position, Vector3 lookAt, uint teleportFlags);
69 56
70 /// <summary> 57 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
71 /// Teleports the agent for the given client to their home destination. 58 Vector3 position, Vector3 lookAt, uint teleportFlags);
72 /// </summary>
73 /// <param name='id'></param>
74 /// <param name='client'></param>
75 void TeleportHome(UUID id, IClientAPI client);
76 59
77 /// <summary> 60 /// <summary>
78 /// Show whether the given agent is being teleported. 61 /// Show whether the given agent is being teleported.
@@ -89,7 +72,12 @@ namespace OpenSim.Region.Framework.Interfaces
89 72
90 void EnableChildAgent(ScenePresence agent, GridRegion region); 73 void EnableChildAgent(ScenePresence agent, GridRegion region);
91 74
75 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
76
92 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 77 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
78
79 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
80
93 } 81 }
94 82
95 public interface IUserAgentVerificationModule 83 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 15cd238..ca2ad94 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 50
49 void setEstateTerrainBaseTexture(int level, UUID texture); 51 void setEstateTerrainBaseTexture(int level, UUID texture);
50 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); 52 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
index c68550f..9b25beb 100644
--- a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
@@ -35,5 +35,6 @@ namespace OpenSim.Region.Framework.Interfaces
35 TimeSpan TimeUntilRestart { get; } 35 TimeSpan TimeUntilRestart { get; }
36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice); 36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice);
37 void AbortRestart(string message); 37 void AbortRestart(string message);
38 void DelayRestart(int seconds, string message);
38 } 39 }
39} 40}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
index 085b5ca..3e97a7a 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
@@ -116,6 +116,8 @@ namespace OpenSim.Region.Framework.Interfaces
116 /// <param name="regionUUID">the region UUID</param> 116 /// <param name="regionUUID">the region UUID</param>
117 void RemoveRegionEnvironmentSettings(UUID regionUUID); 117 void RemoveRegionEnvironmentSettings(UUID regionUUID);
118 118
119 UUID[] GetObjectIDs(UUID regionID);
120
119 void SaveExtra(UUID regionID, string name, string value); 121 void SaveExtra(UUID regionID, string name, string value);
120 122
121 void RemoveExtra(UUID regionID, string name); 123 void RemoveExtra(UUID regionID, string name);
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
index 3787ca0..17bd48b 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
@@ -106,6 +106,7 @@ namespace OpenSim.Region.Framework.Interfaces
106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID); 106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionLightShareData wl); 107 void StoreRegionWindlightSettings(RegionLightShareData wl);
108 void RemoveRegionWindlightSettings(UUID regionID); 108 void RemoveRegionWindlightSettings(UUID regionID);
109 UUID[] GetObjectIDs(UUID regionID);
109 110
110 /// <summary> 111 /// <summary>
111 /// Load Environment settings from region storage 112 /// Load Environment settings from region storage
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
index 4e74781..e8e375e 100644
--- a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
+++ b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
@@ -103,7 +103,7 @@ namespace OpenSim.Region.Framework.Interfaces
103 /// <param name='msg'> 103 /// <param name='msg'>
104 /// Message. 104 /// Message.
105 /// </param> 105 /// </param>
106 void DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg); 106 bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error);
107 107
108 /// <summary> 108 /// <summary>
109 /// Are there any listen events ready to be dispatched? 109 /// Are there any listen events ready to be dispatched?
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index ff53f45..50a176b 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -79,13 +79,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 m_scenePresence = sp; 79 m_scenePresence = sp;
80 CurrentMovementAnimation = "CROUCH"; 80 CurrentMovementAnimation = "CROUCH";
81 } 81 }
82 82
83 public void AddAnimation(UUID animID, UUID objectID) 83 public void AddAnimation(UUID animID, UUID objectID)
84 { 84 {
85 if (m_scenePresence.IsChildAgent) 85 if (m_scenePresence.IsChildAgent)
86 return; 86 return;
87 87
88// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 88 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 89
90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
91 SendAnimPack(); 91 SendAnimPack();
@@ -117,6 +117,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
117 SendAnimPack(); 117 SendAnimPack();
118 } 118 }
119 119
120 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
121 {
122 if (m_scenePresence.IsChildAgent)
123 return;
124
125 if (animID != UUID.Zero)
126 {
127 if (addRemove)
128 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
129 else
130 m_animations.Remove(animID);
131 }
132 if(sendPack)
133 SendAnimPack();
134 }
135
120 // Called from scripts 136 // Called from scripts
121 public void RemoveAnimation(string name) 137 public void RemoveAnimation(string name)
122 { 138 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 4d65be9..eee5960 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -59,8 +59,12 @@ namespace OpenSim.Region.Framework.Scenes
59 59
60 public delegate void OnTerrainTickDelegate(); 60 public delegate void OnTerrainTickDelegate();
61 61
62 public delegate void OnTerrainUpdateDelegate();
63
62 public event OnTerrainTickDelegate OnTerrainTick; 64 public event OnTerrainTickDelegate OnTerrainTick;
63 65
66 public event OnTerrainUpdateDelegate OnTerrainUpdate;
67
64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 68 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
65 69
66 public event OnBackupDelegate OnBackup; 70 public event OnBackupDelegate OnBackup;
@@ -908,6 +912,26 @@ namespace OpenSim.Region.Framework.Scenes
908 } 912 }
909 } 913 }
910 } 914 }
915 public void TriggerTerrainUpdate()
916 {
917 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
918 if (handlerTerrainUpdate != null)
919 {
920 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
921 {
922 try
923 {
924 d();
925 }
926 catch (Exception e)
927 {
928 m_log.ErrorFormat(
929 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
930 e.Message, e.StackTrace);
931 }
932 }
933 }
934 }
911 935
912 public void TriggerTerrainTick() 936 public void TriggerTerrainTick()
913 { 937 {
@@ -1198,6 +1222,7 @@ namespace OpenSim.Region.Framework.Scenes
1198 m_log.ErrorFormat( 1222 m_log.ErrorFormat(
1199 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1223 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1200 e.Message, e.StackTrace); 1224 e.Message, e.StackTrace);
1225 m_log.ErrorFormat(Environment.StackTrace);
1201 } 1226 }
1202 } 1227 }
1203 } 1228 }
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..ddae073 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)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 7e31d60..0b73df5 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 169 return false;
170 } 170 }
171 } 171 }
172 172
173 if (InventoryService.AddItem(item)) 173 if (InventoryService.AddItem(item))
174 { 174 {
175 int userlevel = 0; 175 int userlevel = 0;
@@ -324,8 +324,7 @@ namespace OpenSim.Region.Framework.Scenes
324 324
325 // Update item with new asset 325 // Update item with new asset
326 item.AssetID = asset.FullID; 326 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 327 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 328
330 part.SendPropertiesToClient(remoteClient); 329 part.SendPropertiesToClient(remoteClient);
331 330
@@ -336,12 +335,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 335 {
337 // Needs to determine which engine was running it and use that 336 // Needs to determine which engine was running it and use that
338 // 337 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 338 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 339 }
346 340
347 // Tell anyone managing scripts that a script has been reloaded/changed 341 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -409,6 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
409 403
410 if (UUID.Zero == transactionID) 404 if (UUID.Zero == transactionID)
411 { 405 {
406 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
412 item.Name = itemUpd.Name; 407 item.Name = itemUpd.Name;
413 item.Description = itemUpd.Description; 408 item.Description = itemUpd.Description;
414 409
@@ -795,6 +790,8 @@ namespace OpenSim.Region.Framework.Scenes
795 return; 790 return;
796 } 791 }
797 792
793 if (newName == null) newName = item.Name;
794
798 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 795 AssetBase asset = AssetService.Get(item.AssetID.ToString());
799 796
800 if (asset != null) 797 if (asset != null)
@@ -855,6 +852,24 @@ namespace OpenSim.Region.Framework.Scenes
855 } 852 }
856 853
857 /// <summary> 854 /// <summary>
855 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
856 /// </summary>
857 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
858 {
859 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
860 foreach (InventoryItemBase b in items)
861 {
862 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
863 InventoryItemBase n = InventoryService.GetItem(b);
864 n.Folder = destfolder;
865 moveitems.Add(n);
866 remoteClient.SendInventoryItemCreateUpdate(n, 0);
867 }
868
869 MoveInventoryItem(remoteClient, moveitems);
870 }
871
872 /// <summary>
858 /// Move an item within the agent's inventory. 873 /// Move an item within the agent's inventory.
859 /// </summary> 874 /// </summary>
860 /// <param name="remoteClient"></param> 875 /// <param name="remoteClient"></param>
@@ -1216,6 +1231,10 @@ namespace OpenSim.Region.Framework.Scenes
1216 { 1231 {
1217 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1232 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1218 1233
1234 // Can't move a null item
1235 if (itemId == UUID.Zero)
1236 return;
1237
1219 if (null == part) 1238 if (null == part)
1220 { 1239 {
1221 m_log.WarnFormat( 1240 m_log.WarnFormat(
@@ -1320,21 +1339,28 @@ namespace OpenSim.Region.Framework.Scenes
1320 return; 1339 return;
1321 } 1340 }
1322 1341
1323 if (part.OwnerID != destPart.OwnerID) 1342 // Can't transfer this
1343 //
1344 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1345 return;
1346
1347 bool overrideNoMod = false;
1348 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1349 overrideNoMod = true;
1350
1351 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1324 { 1352 {
1325 // Source must have transfer permissions 1353 // object cannot copy items to an object owned by a different owner
1326 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1354 // unless llAllowInventoryDrop has been called
1327 return;
1328 1355
1329 // Object cannot copy items to an object owned by a different owner 1356 return;
1330 // unless llAllowInventoryDrop has been called on the destination
1331 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1332 return;
1333 } 1357 }
1334 1358
1335 // must have both move and modify permission to put an item in an object 1359 // must have both move and modify permission to put an item in an object
1336 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1360 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1361 {
1337 return; 1362 return;
1363 }
1338 1364
1339 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1365 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1340 1366
@@ -1390,6 +1416,14 @@ namespace OpenSim.Region.Framework.Scenes
1390 1416
1391 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1417 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1392 { 1418 {
1419 SceneObjectPart destPart = GetSceneObjectPart(destID);
1420 if (destPart != null) // Move into a prim
1421 {
1422 foreach(UUID itemID in items)
1423 MoveTaskInventoryItem(destID, host, itemID);
1424 return destID; // Prim folder ID == prim ID
1425 }
1426
1393 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1427 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1394 1428
1395 UUID newFolderID = UUID.Random(); 1429 UUID newFolderID = UUID.Random();
@@ -1572,12 +1606,12 @@ namespace OpenSim.Region.Framework.Scenes
1572 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1606 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1573 remoteClient, part, transactionID, currentItem); 1607 remoteClient, part, transactionID, currentItem);
1574 1608
1575 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1609// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1576 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1610// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1577 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1611// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1578 remoteClient.SendAgentAlertMessage("Script saved", false); 1612// remoteClient.SendAgentAlertMessage("Script saved", false);
1579 else 1613// else
1580 remoteClient.SendAgentAlertMessage("Item saved", false); 1614// remoteClient.SendAgentAlertMessage("Item saved", false);
1581 } 1615 }
1582 1616
1583 // Base ALWAYS has move 1617 // Base ALWAYS has move
@@ -1760,7 +1794,7 @@ namespace OpenSim.Region.Framework.Scenes
1760 } 1794 }
1761 1795
1762 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1796 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1763 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1797 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1764 agentID); 1798 agentID);
1765 AssetService.Store(asset); 1799 AssetService.Store(asset);
1766 1800
@@ -1916,23 +1950,32 @@ namespace OpenSim.Region.Framework.Scenes
1916 // build a list of eligible objects 1950 // build a list of eligible objects
1917 List<uint> deleteIDs = new List<uint>(); 1951 List<uint> deleteIDs = new List<uint>();
1918 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1952 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1919 1953 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1920 // Start with true for both, then remove the flags if objects
1921 // that we can't derez are part of the selection
1922 bool permissionToTake = true;
1923 bool permissionToTakeCopy = true;
1924 bool permissionToDelete = true;
1925 1954
1926 foreach (uint localID in localIDs) 1955 foreach (uint localID in localIDs)
1927 { 1956 {
1957 // Start with true for both, then remove the flags if objects
1958 // that we can't derez are part of the selection
1959 bool permissionToTake = true;
1960 bool permissionToTakeCopy = true;
1961 bool permissionToDelete = true;
1962
1928 // Invalid id 1963 // Invalid id
1929 SceneObjectPart part = GetSceneObjectPart(localID); 1964 SceneObjectPart part = GetSceneObjectPart(localID);
1930 if (part == null) 1965 if (part == null)
1966 {
1967 //Client still thinks the object exists, kill it
1968 deleteIDs.Add(localID);
1931 continue; 1969 continue;
1970 }
1932 1971
1933 // Already deleted by someone else 1972 // Already deleted by someone else
1934 if (part.ParentGroup.IsDeleted) 1973 if (part.ParentGroup.IsDeleted)
1974 {
1975 //Client still thinks the object exists, kill it
1976 deleteIDs.Add(localID);
1935 continue; 1977 continue;
1978 }
1936 1979
1937 // Can't delete child prims 1980 // Can't delete child prims
1938 if (part != part.ParentGroup.RootPart) 1981 if (part != part.ParentGroup.RootPart)
@@ -1940,9 +1983,6 @@ namespace OpenSim.Region.Framework.Scenes
1940 1983
1941 SceneObjectGroup grp = part.ParentGroup; 1984 SceneObjectGroup grp = part.ParentGroup;
1942 1985
1943 deleteIDs.Add(localID);
1944 deleteGroups.Add(grp);
1945
1946 if (remoteClient == null) 1986 if (remoteClient == null)
1947 { 1987 {
1948 // Autoreturn has a null client. Nothing else does. So 1988 // Autoreturn has a null client. Nothing else does. So
@@ -1959,81 +1999,193 @@ namespace OpenSim.Region.Framework.Scenes
1959 } 1999 }
1960 else 2000 else
1961 { 2001 {
1962 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2002 if (action == DeRezAction.TakeCopy)
2003 {
2004 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2005 permissionToTakeCopy = false;
2006 }
2007 else
2008 {
1963 permissionToTakeCopy = false; 2009 permissionToTakeCopy = false;
1964 2010 }
1965 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2011 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1966 permissionToTake = false; 2012 permissionToTake = false;
1967 2013
1968 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2014 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1969 permissionToDelete = false; 2015 permissionToDelete = false;
1970 } 2016 }
1971 }
1972 2017
1973 // Handle god perms 2018 // Handle god perms
1974 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2019 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1975 { 2020 {
1976 permissionToTake = true; 2021 permissionToTake = true;
1977 permissionToTakeCopy = true; 2022 permissionToTakeCopy = true;
1978 permissionToDelete = true; 2023 permissionToDelete = true;
1979 } 2024 }
1980 2025
1981 // If we're re-saving, we don't even want to delete 2026 // If we're re-saving, we don't even want to delete
1982 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2027 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1983 permissionToDelete = false; 2028 permissionToDelete = false;
1984 2029
1985 // if we want to take a copy, we also don't want to delete 2030 // if we want to take a copy, we also don't want to delete
1986 // Note: after this point, the permissionToTakeCopy flag 2031 // Note: after this point, the permissionToTakeCopy flag
1987 // becomes irrelevant. It already includes the permissionToTake 2032 // becomes irrelevant. It already includes the permissionToTake
1988 // permission and after excluding no copy items here, we can 2033 // permission and after excluding no copy items here, we can
1989 // just use that. 2034 // just use that.
1990 if (action == DeRezAction.TakeCopy) 2035 if (action == DeRezAction.TakeCopy)
1991 { 2036 {
1992 // If we don't have permission, stop right here 2037 // If we don't have permission, stop right here
1993 if (!permissionToTakeCopy) 2038 if (!permissionToTakeCopy)
1994 return; 2039 return;
1995 2040
1996 permissionToTake = true; 2041 permissionToTake = true;
1997 // Don't delete 2042 // Don't delete
1998 permissionToDelete = false; 2043 permissionToDelete = false;
1999 } 2044 }
2000 2045
2001 if (action == DeRezAction.Return) 2046 if (action == DeRezAction.Return)
2002 {
2003 if (remoteClient != null)
2004 { 2047 {
2005 if (Permissions.CanReturnObjects( 2048 if (remoteClient != null)
2006 null,
2007 remoteClient.AgentId,
2008 deleteGroups))
2009 { 2049 {
2010 permissionToTake = true; 2050 if (Permissions.CanReturnObjects(
2011 permissionToDelete = true; 2051 null,
2012 2052 remoteClient.AgentId,
2013 foreach (SceneObjectGroup g in deleteGroups) 2053 deleteGroups))
2014 { 2054 {
2015 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2055 permissionToTake = true;
2056 permissionToDelete = true;
2057
2058 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2016 } 2059 }
2017 } 2060 }
2061 else // Auto return passes through here with null agent
2062 {
2063 permissionToTake = true;
2064 permissionToDelete = true;
2065 }
2018 } 2066 }
2019 else // Auto return passes through here with null agent 2067
2068 if (permissionToTake && (!permissionToDelete))
2069 takeGroups.Add(grp);
2070
2071 if (permissionToDelete)
2020 { 2072 {
2021 permissionToTake = true; 2073 if (permissionToTake)
2022 permissionToDelete = true; 2074 deleteGroups.Add(grp);
2075 deleteIDs.Add(grp.LocalId);
2023 } 2076 }
2024 } 2077 }
2025 2078
2026 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2079 SendKillObject(deleteIDs);
2080
2081 if (deleteGroups.Count > 0)
2027 { 2082 {
2083 foreach (SceneObjectGroup g in deleteGroups)
2084 deleteIDs.Remove(g.LocalId);
2085
2028 m_asyncSceneObjectDeleter.DeleteToInventory( 2086 m_asyncSceneObjectDeleter.DeleteToInventory(
2029 action, destinationID, deleteGroups, remoteClient, 2087 action, destinationID, deleteGroups, remoteClient,
2030 permissionToDelete); 2088 true);
2031 } 2089 }
2032 else if (permissionToDelete) 2090 if (takeGroups.Count > 0)
2091 {
2092 m_asyncSceneObjectDeleter.DeleteToInventory(
2093 action, destinationID, takeGroups, remoteClient,
2094 false);
2095 }
2096 if (deleteIDs.Count > 0)
2033 { 2097 {
2034 foreach (SceneObjectGroup g in deleteGroups) 2098 foreach (SceneObjectGroup g in deleteGroups)
2035 DeleteSceneObject(g, false); 2099 DeleteSceneObject(g, true);
2100 }
2101 }
2102
2103 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2104 {
2105 itemID = UUID.Zero;
2106 if (grp != null)
2107 {
2108 Vector3 inventoryStoredPosition = new Vector3
2109 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2110 ? 250
2111 : grp.AbsolutePosition.X)
2112 ,
2113 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2114 ? 250
2115 : grp.AbsolutePosition.X,
2116 grp.AbsolutePosition.Z);
2117
2118 Vector3 originalPosition = grp.AbsolutePosition;
2119
2120 grp.AbsolutePosition = inventoryStoredPosition;
2121
2122 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2123
2124 grp.AbsolutePosition = originalPosition;
2125
2126 AssetBase asset = CreateAsset(
2127 grp.GetPartName(grp.LocalId),
2128 grp.GetPartDescription(grp.LocalId),
2129 (sbyte)AssetType.Object,
2130 Utils.StringToBytes(sceneObjectXml),
2131 remoteClient.AgentId);
2132 AssetService.Store(asset);
2133
2134 InventoryItemBase item = new InventoryItemBase();
2135 item.CreatorId = grp.RootPart.CreatorID.ToString();
2136 item.CreatorData = grp.RootPart.CreatorData;
2137 item.Owner = remoteClient.AgentId;
2138 item.ID = UUID.Random();
2139 item.AssetID = asset.FullID;
2140 item.Description = asset.Description;
2141 item.Name = asset.Name;
2142 item.AssetType = asset.Type;
2143 item.InvType = (int)InventoryType.Object;
2144
2145 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2146 if (folder != null)
2147 item.Folder = folder.ID;
2148 else // oopsies
2149 item.Folder = UUID.Zero;
2150
2151 // Set up base perms properly
2152 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2153 permsBase &= grp.RootPart.BaseMask;
2154 permsBase |= (uint)PermissionMask.Move;
2155
2156 // Make sure we don't lock it
2157 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2158
2159 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2160 {
2161 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2162 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2163 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2164 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2165 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2166 }
2167 else
2168 {
2169 item.BasePermissions = permsBase;
2170 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2171 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2172 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2173 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2174 }
2175 item.CreationDate = Util.UnixTimeSinceEpoch();
2176
2177 // sets itemID so client can show item as 'attached' in inventory
2178 grp.FromItemID = item.ID;
2179
2180 if (AddInventoryItem(item))
2181 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2182 else
2183 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2184
2185 itemID = item.ID;
2186 return item.AssetID;
2036 } 2187 }
2188 return UUID.Zero;
2037 } 2189 }
2038 2190
2039 /// <summary> 2191 /// <summary>
@@ -2163,6 +2315,9 @@ namespace OpenSim.Region.Framework.Scenes
2163 2315
2164 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2316 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2165 { 2317 {
2318 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2319 return;
2320
2166 SceneObjectPart part = GetSceneObjectPart(objectID); 2321 SceneObjectPart part = GetSceneObjectPart(objectID);
2167 if (part == null) 2322 if (part == null)
2168 return; 2323 return;
@@ -2219,7 +2374,10 @@ namespace OpenSim.Region.Framework.Scenes
2219 } 2374 }
2220 else 2375 else
2221 { 2376 {
2222 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2377 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2378 continue;
2379
2380 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2223 continue; 2381 continue;
2224 2382
2225 if (sog.GroupID != groupID) 2383 if (sog.GroupID != groupID)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2701d6e..431b903 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -38,9 +38,8 @@ namespace OpenSim.Region.Framework.Scenes
38{ 38{
39 public partial class Scene 39 public partial class Scene
40 { 40 {
41 41 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
42 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 42 UUID fromID, bool fromAgent, bool broadcast, UUID destination)
43 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
44 { 43 {
45 OSChatMessage args = new OSChatMessage(); 44 OSChatMessage args = new OSChatMessage();
46 45
@@ -50,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
50 args.Position = fromPos; 49 args.Position = fromPos;
51 args.SenderUUID = fromID; 50 args.SenderUUID = fromID;
52 args.Scene = this; 51 args.Scene = this;
52 args.Destination = destination;
53 53
54 if (fromAgent) 54 if (fromAgent)
55 { 55 {
@@ -64,18 +64,18 @@ namespace OpenSim.Region.Framework.Scenes
64 } 64 }
65 65
66 args.From = fromName; 66 args.From = fromName;
67 args.TargetUUID = targetID; 67 //args.
68 68
69 if (broadcast) 69 if (broadcast)
70 EventManager.TriggerOnChatBroadcast(this, args); 70 EventManager.TriggerOnChatBroadcast(this, args);
71 else 71 else
72 EventManager.TriggerOnChatFromWorld(this, args); 72 EventManager.TriggerOnChatFromWorld(this, args);
73 } 73 }
74 74
75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
76 UUID fromID, bool fromAgent, bool broadcast) 76 UUID fromID, bool fromAgent, bool broadcast)
77 { 77 {
78 SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast); 78 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, broadcast, UUID.Zero);
79 } 79 }
80 80
81 /// <summary> 81 /// <summary>
@@ -115,19 +115,6 @@ namespace OpenSim.Region.Framework.Scenes
115 { 115 {
116 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 116 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
117 } 117 }
118 /// <summary>
119 ///
120 /// </summary>
121 /// <param name="message"></param>
122 /// <param name="type"></param>
123 /// <param name="fromPos"></param>
124 /// <param name="fromName"></param>
125 /// <param name="fromAgentID"></param>
126 /// <param name="targetID"></param>
127 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
128 {
129 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
130 }
131 118
132 /// <summary> 119 /// <summary>
133 /// Invoked when the client requests a prim. 120 /// Invoked when the client requests a prim.
@@ -149,27 +136,47 @@ namespace OpenSim.Region.Framework.Scenes
149 /// <param name="remoteClient"></param> 136 /// <param name="remoteClient"></param>
150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 137 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
151 { 138 {
139 /*
140 SceneObjectPart part = GetSceneObjectPart(primLocalID);
141
142 if (null == part)
143 return;
144
145 if (part.IsRoot)
146 {
147 SceneObjectGroup sog = part.ParentGroup;
148 sog.SendPropertiesToClient(remoteClient);
149
150 // A prim is only tainted if it's allowed to be edited by the person clicking it.
151 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
152 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
153 {
154 sog.IsSelected = true;
155 EventManager.TriggerParcelPrimCountTainted();
156 }
157 }
158 else
159 {
160 part.SendPropertiesToClient(remoteClient);
161 }
162 */
152 SceneObjectPart part = GetSceneObjectPart(primLocalID); 163 SceneObjectPart part = GetSceneObjectPart(primLocalID);
153 164
154 if (null == part) 165 if (null == part)
155 return; 166 return;
156 167
157 if (part.IsRoot) 168 SceneObjectGroup sog = part.ParentGroup;
158 { 169 if (sog == null)
159 SceneObjectGroup sog = part.ParentGroup; 170 return;
160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 171
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 172 part.SendPropertiesToClient(remoteClient);
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 173
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 174 // A prim is only tainted if it's allowed to be edited by the person clicking it.
166 { 175 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
167 EventManager.TriggerParcelPrimCountTainted(); 176 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
168 }
169 }
170 else
171 { 177 {
172 part.SendPropertiesToClient(remoteClient); 178 part.IsSelected = true;
179 EventManager.TriggerParcelPrimCountTainted();
173 } 180 }
174 } 181 }
175 182
@@ -222,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
222 SceneObjectPart part = GetSceneObjectPart(primLocalID); 229 SceneObjectPart part = GetSceneObjectPart(primLocalID);
223 if (part == null) 230 if (part == null)
224 return; 231 return;
225 232 /*
226 // A deselect packet contains all the local prims being deselected. However, since selection is still 233 // A deselect packet contains all the local prims being deselected. However, since selection is still
227 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 234 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
228 // we end up sending many duplicate ObjectUpdates 235 // we end up sending many duplicate ObjectUpdates
@@ -235,7 +242,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 242 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 243 // TODO: Make selection flagging per prim!
237 // 244 //
238 part.ParentGroup.IsSelected = false; 245 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
246 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
247 part.ParentGroup.IsSelected = false;
239 248
240 if (part.ParentGroup.IsAttachment) 249 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 250 isAttachment = true;
@@ -255,6 +264,22 @@ namespace OpenSim.Region.Framework.Scenes
255 part.UUID, remoteClient.AgentId)) 264 part.UUID, remoteClient.AgentId))
256 EventManager.TriggerParcelPrimCountTainted(); 265 EventManager.TriggerParcelPrimCountTainted();
257 } 266 }
267 */
268
269 bool oldgprSelect = part.ParentGroup.IsSelected;
270
271 // This is wrong, wrong, wrong. Selection should not be
272 // handled by group, but by prim. Legacy cruft.
273 // TODO: Make selection flagging per prim!
274 //
275 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
276 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
277 {
278 part.IsSelected = false;
279 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
280 EventManager.TriggerParcelPrimCountTainted();
281 }
282
258 } 283 }
259 284
260 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 285 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 0e5ddfd..a5f0bff 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -128,6 +128,7 @@ namespace OpenSim.Region.Framework.Scenes
128 // TODO: need to figure out how allow client agents but deny 128 // TODO: need to figure out how allow client agents but deny
129 // root agents when ACL denies access to root agent 129 // root agents when ACL denies access to root agent
130 public bool m_strictAccessControl = true; 130 public bool m_strictAccessControl = true;
131 public bool m_seeIntoBannedRegion = false;
131 public int MaxUndoCount = 5; 132 public int MaxUndoCount = 5;
132 133
133 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 134 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
@@ -144,12 +145,14 @@ namespace OpenSim.Region.Framework.Scenes
144 145
145 protected int m_splitRegionID; 146 protected int m_splitRegionID;
146 protected Timer m_restartWaitTimer = new Timer(); 147 protected Timer m_restartWaitTimer = new Timer();
148 protected Timer m_timerWatchdog = new Timer();
147 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 149 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
148 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 150 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
149 protected string m_simulatorVersion = "OpenSimulator Server"; 151 protected string m_simulatorVersion = "OpenSimulator Server";
150 protected ModuleLoader m_moduleLoader; 152 protected ModuleLoader m_moduleLoader;
151 protected AgentCircuitManager m_authenticateHandler; 153 protected AgentCircuitManager m_authenticateHandler;
152 protected SceneCommunicationService m_sceneGridService; 154 protected SceneCommunicationService m_sceneGridService;
155 protected ISnmpModule m_snmpService = null;
153 156
154 protected ISimulationDataService m_SimulationDataService; 157 protected ISimulationDataService m_SimulationDataService;
155 protected IEstateDataService m_EstateDataService; 158 protected IEstateDataService m_EstateDataService;
@@ -213,7 +216,7 @@ namespace OpenSim.Region.Framework.Scenes
213 private int m_update_events = 1; 216 private int m_update_events = 1;
214 private int m_update_backup = 200; 217 private int m_update_backup = 200;
215 private int m_update_terrain = 50; 218 private int m_update_terrain = 50;
216// private int m_update_land = 1; 219 private int m_update_land = 10;
217 private int m_update_coarse_locations = 50; 220 private int m_update_coarse_locations = 50;
218 221
219 private int agentMS; 222 private int agentMS;
@@ -226,13 +229,13 @@ namespace OpenSim.Region.Framework.Scenes
226 private int backupMS; 229 private int backupMS;
227 private int terrainMS; 230 private int terrainMS;
228 private int landMS; 231 private int landMS;
229 private int spareMS;
230 232
231 /// <summary> 233 /// <summary>
232 /// Tick at which the last frame was processed. 234 /// Tick at which the last frame was processed.
233 /// </summary> 235 /// </summary>
234 private int m_lastFrameTick; 236 private int m_lastFrameTick;
235 237
238 public bool CombineRegions = false;
236 /// <summary> 239 /// <summary>
237 /// Tick at which the last maintenance run occurred. 240 /// Tick at which the last maintenance run occurred.
238 /// </summary> 241 /// </summary>
@@ -263,6 +266,11 @@ namespace OpenSim.Region.Framework.Scenes
263 /// </summary> 266 /// </summary>
264 private int m_LastLogin; 267 private int m_LastLogin;
265 268
269 private int m_lastIncoming;
270 private int m_lastOutgoing;
271 private int m_hbRestarts = 0;
272
273
266 /// <summary> 274 /// <summary>
267 /// Thread that runs the scene loop. 275 /// Thread that runs the scene loop.
268 /// </summary> 276 /// </summary>
@@ -278,7 +286,7 @@ namespace OpenSim.Region.Framework.Scenes
278 private volatile bool m_shuttingDown; 286 private volatile bool m_shuttingDown;
279 287
280// private int m_lastUpdate; 288// private int m_lastUpdate;
281// private bool m_firstHeartbeat = true; 289 private bool m_firstHeartbeat = true;
282 290
283 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 291 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
284 private bool m_reprioritizationEnabled = true; 292 private bool m_reprioritizationEnabled = true;
@@ -323,6 +331,19 @@ namespace OpenSim.Region.Framework.Scenes
323 get { return m_sceneGridService; } 331 get { return m_sceneGridService; }
324 } 332 }
325 333
334 public ISnmpModule SnmpService
335 {
336 get
337 {
338 if (m_snmpService == null)
339 {
340 m_snmpService = RequestModuleInterface<ISnmpModule>();
341 }
342
343 return m_snmpService;
344 }
345 }
346
326 public ISimulationDataService SimulationDataService 347 public ISimulationDataService SimulationDataService
327 { 348 {
328 get 349 get
@@ -622,6 +643,8 @@ namespace OpenSim.Region.Framework.Scenes
622 m_SimulationDataService = simDataService; 643 m_SimulationDataService = simDataService;
623 m_EstateDataService = estateDataService; 644 m_EstateDataService = estateDataService;
624 m_regionHandle = RegionInfo.RegionHandle; 645 m_regionHandle = RegionInfo.RegionHandle;
646 m_lastIncoming = 0;
647 m_lastOutgoing = 0;
625 648
626 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 649 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
627 m_asyncSceneObjectDeleter.Enabled = true; 650 m_asyncSceneObjectDeleter.Enabled = true;
@@ -704,120 +727,130 @@ namespace OpenSim.Region.Framework.Scenes
704 727
705 // Region config overrides global config 728 // Region config overrides global config
706 // 729 //
707 if (m_config.Configs["Startup"] != null) 730 try
708 { 731 {
709 IConfig startupConfig = m_config.Configs["Startup"]; 732 if (m_config.Configs["Startup"] != null)
710
711 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
712
713 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
714 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
715 if (!m_useBackup)
716 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
717
718 //Animation states
719 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
720
721 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
722 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
723
724 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
725 if (RegionInfo.NonphysPrimMax > 0)
726 { 733 {
727 m_maxNonphys = RegionInfo.NonphysPrimMax; 734 IConfig startupConfig = m_config.Configs["Startup"];
728 }
729 735
730 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 736 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
731 737
732 if (RegionInfo.PhysPrimMax > 0) 738 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
733 { 739 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
734 m_maxPhys = RegionInfo.PhysPrimMax; 740 if (!m_useBackup)
735 } 741 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
742
743 //Animation states
744 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
736 745
737 // Here, if clamping is requested in either global or 746 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
738 // local config, it will be used 747 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
739 //
740 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
741 if (RegionInfo.ClampPrimSize)
742 {
743 m_clampPrimSize = true;
744 }
745 748
746 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 749 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
747 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 750 if (RegionInfo.NonphysPrimMax > 0)
748 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 751 {
749 m_dontPersistBefore = 752 m_maxNonphys = RegionInfo.NonphysPrimMax;
750 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 753 }
751 m_dontPersistBefore *= 10000000;
752 m_persistAfter =
753 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
754 m_persistAfter *= 10000000;
755 754
756 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 755 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
757 756
758 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 757 if (RegionInfo.PhysPrimMax > 0)
759 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 758 {
759 m_maxPhys = RegionInfo.PhysPrimMax;
760 }
760 761
761 IConfig packetConfig = m_config.Configs["PacketPool"]; 762 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
762 if (packetConfig != null) 763 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
763 {
764 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
765 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
766 }
767 764
768 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 765 // Here, if clamping is requested in either global or
766 // local config, it will be used
767 //
768 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
769 if (RegionInfo.ClampPrimSize)
770 {
771 m_clampPrimSize = true;
772 }
769 773
770 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 774 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
771 if (m_generateMaptiles) 775 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
772 { 776 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
773 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 777 m_dontPersistBefore =
774 if (maptileRefresh != 0) 778 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
779 m_dontPersistBefore *= 10000000;
780 m_persistAfter =
781 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
782 m_persistAfter *= 10000000;
783
784 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
785 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
786
787 IConfig packetConfig = m_config.Configs["PacketPool"];
788 if (packetConfig != null)
775 { 789 {
776 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 790 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
777 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 791 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
778 m_mapGenerationTimer.AutoReset = true;
779 m_mapGenerationTimer.Start();
780 } 792 }
781 }
782 else
783 {
784 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
785 UUID tileID;
786 793
787 if (UUID.TryParse(tile, out tileID)) 794 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
795 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
796 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
797
798 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
799 if (m_generateMaptiles)
788 { 800 {
789 RegionInfo.RegionSettings.TerrainImageID = tileID; 801 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
802 if (maptileRefresh != 0)
803 {
804 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
805 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
806 m_mapGenerationTimer.AutoReset = true;
807 m_mapGenerationTimer.Start();
808 }
790 } 809 }
791 } 810 else
811 {
812 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
813 UUID tileID;
792 814
793 string grant = startupConfig.GetString("AllowedClients", String.Empty); 815 if (UUID.TryParse(tile, out tileID))
794 if (grant.Length > 0) 816 {
795 { 817 RegionInfo.RegionSettings.TerrainImageID = tileID;
796 foreach (string viewer in grant.Split('|')) 818 }
819 }
820
821 string grant = startupConfig.GetString("AllowedClients", String.Empty);
822 if (grant.Length > 0)
797 { 823 {
798 m_AllowedViewers.Add(viewer.Trim().ToLower()); 824 foreach (string viewer in grant.Split(','))
825 {
826 m_AllowedViewers.Add(viewer.Trim().ToLower());
827 }
799 } 828 }
800 }
801 829
802 grant = startupConfig.GetString("BannedClients", String.Empty); 830 grant = startupConfig.GetString("BannedClients", String.Empty);
803 if (grant.Length > 0) 831 if (grant.Length > 0)
804 {
805 foreach (string viewer in grant.Split('|'))
806 { 832 {
807 m_BannedViewers.Add(viewer.Trim().ToLower()); 833 foreach (string viewer in grant.Split(','))
834 {
835 m_BannedViewers.Add(viewer.Trim().ToLower());
836 }
808 } 837 }
809 }
810 838
811 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 839 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
812 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 840 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
813 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 841 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
814 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 842 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
815 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 843 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
816 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 844 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
817 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 845 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
818 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 846 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
819 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 847 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
820 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 848 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
849 }
850 }
851 catch (Exception e)
852 {
853 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
821 } 854 }
822 855
823 // FIXME: Ultimately this should be in a module. 856 // FIXME: Ultimately this should be in a module.
@@ -860,6 +893,8 @@ namespace OpenSim.Region.Framework.Scenes
860 StatsReporter = new SimStatsReporter(this); 893 StatsReporter = new SimStatsReporter(this);
861 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 894 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
862 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 895 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
896
897 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
863 } 898 }
864 899
865 public Scene(RegionInfo regInfo) : base(regInfo) 900 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1262,7 +1297,22 @@ namespace OpenSim.Region.Framework.Scenes
1262 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1297 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1263 if (m_heartbeatThread != null) 1298 if (m_heartbeatThread != null)
1264 { 1299 {
1300 m_hbRestarts++;
1301 if(m_hbRestarts > 10)
1302 Environment.Exit(1);
1303 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1304
1305//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1306//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1307//proc.EnableRaisingEvents=false;
1308//proc.StartInfo.FileName = "/bin/kill";
1309//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1310//proc.Start();
1311//proc.WaitForExit();
1312//Thread.Sleep(1000);
1313//Environment.Exit(1);
1265 m_heartbeatThread.Abort(); 1314 m_heartbeatThread.Abort();
1315 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1266 m_heartbeatThread = null; 1316 m_heartbeatThread = null;
1267 } 1317 }
1268// m_lastUpdate = Util.EnvironmentTickCount(); 1318// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1409,16 +1459,20 @@ namespace OpenSim.Region.Framework.Scenes
1409 endFrame = Frame + frames; 1459 endFrame = Frame + frames;
1410 1460
1411 float physicsFPS = 0f; 1461 float physicsFPS = 0f;
1412 int previousFrameTick, tmpMS; 1462 int tmpMS;
1413 int maintc = Util.EnvironmentTickCount(); 1463 int previousFrameTick;
1464 int maintc;
1465 int sleepMS;
1466 int framestart;
1414 1467
1415 while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) 1468 while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
1416 { 1469 {
1470 framestart = Util.EnvironmentTickCount();
1417 ++Frame; 1471 ++Frame;
1418 1472
1419// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1473// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1420 1474
1421 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1475 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1422 1476
1423 try 1477 try
1424 { 1478 {
@@ -1470,6 +1524,7 @@ namespace OpenSim.Region.Framework.Scenes
1470 m_sceneGraph.UpdatePresences(); 1524 m_sceneGraph.UpdatePresences();
1471 1525
1472 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1526 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1527
1473 1528
1474 // Delete temp-on-rez stuff 1529 // Delete temp-on-rez stuff
1475 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1530 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1551,34 +1606,37 @@ namespace OpenSim.Region.Framework.Scenes
1551 1606
1552 Watchdog.UpdateThread(); 1607 Watchdog.UpdateThread();
1553 1608
1609 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1610
1611 StatsReporter.AddPhysicsFPS(physicsFPS);
1612 StatsReporter.AddTimeDilation(TimeDilation);
1613 StatsReporter.AddFPS(1);
1614
1615 StatsReporter.addAgentMS(agentMS);
1616 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1617 StatsReporter.addOtherMS(otherMS);
1618 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1619
1554 previousFrameTick = m_lastFrameTick; 1620 previousFrameTick = m_lastFrameTick;
1555 m_lastFrameTick = Util.EnvironmentTickCount(); 1621 m_lastFrameTick = Util.EnvironmentTickCount();
1556 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1622 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1557 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1623 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1558 1624
1625 m_firstHeartbeat = false;
1626
1627 sleepMS = Util.EnvironmentTickCount();
1628
1559 if (tmpMS > 0) 1629 if (tmpMS > 0)
1560 {
1561 Thread.Sleep(tmpMS); 1630 Thread.Sleep(tmpMS);
1562 spareMS += tmpMS;
1563 }
1564
1565 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1566 maintc = Util.EnvironmentTickCount();
1567 1631
1568 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1632 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1633 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1634 StatsReporter.addSleepMS(sleepMS);
1635 StatsReporter.addFrameMS(frameMS);
1569 1636
1570 // if (Frame%m_update_avatars == 0) 1637 // if (Frame%m_update_avatars == 0)
1571 // UpdateInWorldTime(); 1638 // UpdateInWorldTime();
1572 StatsReporter.AddPhysicsFPS(physicsFPS);
1573 StatsReporter.AddTimeDilation(TimeDilation);
1574 StatsReporter.AddFPS(1);
1575 1639
1576 StatsReporter.addFrameMS(frameMS);
1577 StatsReporter.addAgentMS(agentMS);
1578 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1579 StatsReporter.addOtherMS(otherMS);
1580 StatsReporter.AddSpareMS(spareMS);
1581 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1582 1640
1583 // Optionally warn if a frame takes double the amount of time that it should. 1641 // Optionally warn if a frame takes double the amount of time that it should.
1584 if (DebugUpdates 1642 if (DebugUpdates
@@ -1606,9 +1664,9 @@ namespace OpenSim.Region.Framework.Scenes
1606 1664
1607 private void CheckAtTargets() 1665 private void CheckAtTargets()
1608 { 1666 {
1609 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1667 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1610 lock (m_groupsWithTargets) 1668 lock (m_groupsWithTargets)
1611 objs = m_groupsWithTargets.Values; 1669 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1612 1670
1613 foreach (SceneObjectGroup entry in objs) 1671 foreach (SceneObjectGroup entry in objs)
1614 entry.checkAtTargets(); 1672 entry.checkAtTargets();
@@ -1689,7 +1747,7 @@ namespace OpenSim.Region.Framework.Scenes
1689 msg.fromAgentName = "Server"; 1747 msg.fromAgentName = "Server";
1690 msg.dialog = (byte)19; // Object msg 1748 msg.dialog = (byte)19; // Object msg
1691 msg.fromGroup = false; 1749 msg.fromGroup = false;
1692 msg.offline = (byte)0; 1750 msg.offline = (byte)1;
1693 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1751 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1694 msg.Position = Vector3.Zero; 1752 msg.Position = Vector3.Zero;
1695 msg.RegionID = RegionInfo.RegionID.Guid; 1753 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1911,6 +1969,19 @@ namespace OpenSim.Region.Framework.Scenes
1911 EventManager.TriggerPrimsLoaded(this); 1969 EventManager.TriggerPrimsLoaded(this);
1912 } 1970 }
1913 1971
1972 public bool SuportsRayCastFiltered()
1973 {
1974 if (PhysicsScene == null)
1975 return false;
1976 return PhysicsScene.SuportsRaycastWorldFiltered();
1977 }
1978
1979 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1980 {
1981 if (PhysicsScene == null)
1982 return null;
1983 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1984 }
1914 1985
1915 /// <summary> 1986 /// <summary>
1916 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1987 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1927,14 +1998,24 @@ namespace OpenSim.Region.Framework.Scenes
1927 /// <returns></returns> 1998 /// <returns></returns>
1928 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1999 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1929 { 2000 {
2001
2002 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2003 Vector3 wpos = Vector3.Zero;
2004 // Check for water surface intersection from above
2005 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2006 {
2007 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2008 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2009 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2010 wpos.Z = wheight;
2011 }
2012
1930 Vector3 pos = Vector3.Zero; 2013 Vector3 pos = Vector3.Zero;
1931 if (RayEndIsIntersection == (byte)1) 2014 if (RayEndIsIntersection == (byte)1)
1932 { 2015 {
1933 pos = RayEnd; 2016 pos = RayEnd;
1934 return pos;
1935 } 2017 }
1936 2018 else if (RayTargetID != UUID.Zero)
1937 if (RayTargetID != UUID.Zero)
1938 { 2019 {
1939 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2020 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1940 2021
@@ -1956,7 +2037,7 @@ namespace OpenSim.Region.Framework.Scenes
1956 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2037 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1957 2038
1958 // Un-comment out the following line to Get Raytrace results printed to the console. 2039 // Un-comment out the following line to Get Raytrace results printed to the console.
1959 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2040 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1960 float ScaleOffset = 0.5f; 2041 float ScaleOffset = 0.5f;
1961 2042
1962 // If we hit something 2043 // If we hit something
@@ -1979,13 +2060,10 @@ namespace OpenSim.Region.Framework.Scenes
1979 //pos.Z -= 0.25F; 2060 //pos.Z -= 0.25F;
1980 2061
1981 } 2062 }
1982
1983 return pos;
1984 } 2063 }
1985 else 2064 else
1986 { 2065 {
1987 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2066 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1988
1989 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2067 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1990 2068
1991 // Un-comment the following line to print the raytrace results to the console. 2069 // Un-comment the following line to print the raytrace results to the console.
@@ -1994,13 +2072,12 @@ namespace OpenSim.Region.Framework.Scenes
1994 if (ei.HitTF) 2072 if (ei.HitTF)
1995 { 2073 {
1996 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2074 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1997 } else 2075 }
2076 else
1998 { 2077 {
1999 // fall back to our stupid functionality 2078 // fall back to our stupid functionality
2000 pos = RayEnd; 2079 pos = RayEnd;
2001 } 2080 }
2002
2003 return pos;
2004 } 2081 }
2005 } 2082 }
2006 else 2083 else
@@ -2011,8 +2088,12 @@ namespace OpenSim.Region.Framework.Scenes
2011 //increase height so its above the ground. 2088 //increase height so its above the ground.
2012 //should be getting the normal of the ground at the rez point and using that? 2089 //should be getting the normal of the ground at the rez point and using that?
2013 pos.Z += scale.Z / 2f; 2090 pos.Z += scale.Z / 2f;
2014 return pos; 2091// return pos;
2015 } 2092 }
2093
2094 // check against posible water intercept
2095 if (wpos.Z > pos.Z) pos = wpos;
2096 return pos;
2016 } 2097 }
2017 2098
2018 2099
@@ -2101,7 +2182,10 @@ namespace OpenSim.Region.Framework.Scenes
2101 public bool AddRestoredSceneObject( 2182 public bool AddRestoredSceneObject(
2102 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2183 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2103 { 2184 {
2104 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2185 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2186 if (result)
2187 sceneObject.IsDeleted = false;
2188 return result;
2105 } 2189 }
2106 2190
2107 /// <summary> 2191 /// <summary>
@@ -2193,6 +2277,15 @@ namespace OpenSim.Region.Framework.Scenes
2193 /// </summary> 2277 /// </summary>
2194 public void DeleteAllSceneObjects() 2278 public void DeleteAllSceneObjects()
2195 { 2279 {
2280 DeleteAllSceneObjects(false);
2281 }
2282
2283 /// <summary>
2284 /// Delete every object from the scene. This does not include attachments worn by avatars.
2285 /// </summary>
2286 public void DeleteAllSceneObjects(bool exceptNoCopy)
2287 {
2288 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2196 lock (Entities) 2289 lock (Entities)
2197 { 2290 {
2198 EntityBase[] entities = Entities.GetEntities(); 2291 EntityBase[] entities = Entities.GetEntities();
@@ -2201,11 +2294,24 @@ namespace OpenSim.Region.Framework.Scenes
2201 if (e is SceneObjectGroup) 2294 if (e is SceneObjectGroup)
2202 { 2295 {
2203 SceneObjectGroup sog = (SceneObjectGroup)e; 2296 SceneObjectGroup sog = (SceneObjectGroup)e;
2204 if (!sog.IsAttachment) 2297 if (sog != null && !sog.IsAttachment)
2205 DeleteSceneObject((SceneObjectGroup)e, false); 2298 {
2299 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2300 {
2301 DeleteSceneObject((SceneObjectGroup)e, false);
2302 }
2303 else
2304 {
2305 toReturn.Add((SceneObjectGroup)e);
2306 }
2307 }
2206 } 2308 }
2207 } 2309 }
2208 } 2310 }
2311 if (toReturn.Count > 0)
2312 {
2313 returnObjects(toReturn.ToArray(), UUID.Zero);
2314 }
2209 } 2315 }
2210 2316
2211 /// <summary> 2317 /// <summary>
@@ -2257,6 +2363,8 @@ namespace OpenSim.Region.Framework.Scenes
2257 } 2363 }
2258 2364
2259 group.DeleteGroupFromScene(silent); 2365 group.DeleteGroupFromScene(silent);
2366 if (!silent)
2367 SendKillObject(new List<uint>() { group.LocalId });
2260 2368
2261// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2369// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2262 } 2370 }
@@ -2547,7 +2655,7 @@ namespace OpenSim.Region.Framework.Scenes
2547 // If the user is banned, we won't let any of their objects 2655 // If the user is banned, we won't let any of their objects
2548 // enter. Period. 2656 // enter. Period.
2549 // 2657 //
2550 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2658 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2551 { 2659 {
2552 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2660 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2553 return false; 2661 return false;
@@ -2555,6 +2663,8 @@ namespace OpenSim.Region.Framework.Scenes
2555 2663
2556 if (newPosition != Vector3.Zero) 2664 if (newPosition != Vector3.Zero)
2557 newObject.RootPart.GroupPosition = newPosition; 2665 newObject.RootPart.GroupPosition = newPosition;
2666 if (newObject.RootPart.KeyframeMotion != null)
2667 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2558 2668
2559 if (!AddSceneObject(newObject)) 2669 if (!AddSceneObject(newObject))
2560 { 2670 {
@@ -2599,6 +2709,23 @@ namespace OpenSim.Region.Framework.Scenes
2599 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2709 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2600 public bool AddSceneObject(SceneObjectGroup sceneObject) 2710 public bool AddSceneObject(SceneObjectGroup sceneObject)
2601 { 2711 {
2712 if (sceneObject.OwnerID == UUID.Zero)
2713 {
2714 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2715 return false;
2716 }
2717
2718 // If the user is banned, we won't let any of their objects
2719 // enter. Period.
2720 //
2721 int flags = GetUserFlags(sceneObject.OwnerID);
2722 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2723 {
2724 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2725
2726 return false;
2727 }
2728
2602 // Force allocation of new LocalId 2729 // Force allocation of new LocalId
2603 // 2730 //
2604 SceneObjectPart[] parts = sceneObject.Parts; 2731 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2632,16 +2759,27 @@ namespace OpenSim.Region.Framework.Scenes
2632 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2759 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2633 2760
2634 if (AttachmentsModule != null) 2761 if (AttachmentsModule != null)
2635 AttachmentsModule.AttachObject(sp, grp, 0, false, false); 2762 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false);
2636 } 2763 }
2637 else 2764 else
2638 { 2765 {
2766 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2639 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2767 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2640 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2768 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2641 } 2769 }
2770 if (sceneObject.OwnerID == UUID.Zero)
2771 {
2772 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2773 return false;
2774 }
2642 } 2775 }
2643 else 2776 else
2644 { 2777 {
2778 if (sceneObject.OwnerID == UUID.Zero)
2779 {
2780 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2781 return false;
2782 }
2645 AddRestoredSceneObject(sceneObject, true, false); 2783 AddRestoredSceneObject(sceneObject, true, false);
2646 } 2784 }
2647 2785
@@ -2658,6 +2796,24 @@ namespace OpenSim.Region.Framework.Scenes
2658 return 2; // StateSource.PrimCrossing 2796 return 2; // StateSource.PrimCrossing
2659 } 2797 }
2660 2798
2799 public int GetUserFlags(UUID user)
2800 {
2801 //Unfortunately the SP approach means that the value is cached until region is restarted
2802 /*
2803 ScenePresence sp;
2804 if (TryGetScenePresence(user, out sp))
2805 {
2806 return sp.UserFlags;
2807 }
2808 else
2809 {
2810 */
2811 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2812 if (uac == null)
2813 return 0;
2814 return uac.UserFlags;
2815 //}
2816 }
2661 #endregion 2817 #endregion
2662 2818
2663 #region Add/Remove Avatar Methods 2819 #region Add/Remove Avatar Methods
@@ -2671,7 +2827,7 @@ namespace OpenSim.Region.Framework.Scenes
2671 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2827 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2672 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2828 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2673 2829
2674// CheckHeartbeat(); 2830 CheckHeartbeat();
2675 2831
2676 ScenePresence sp = GetScenePresence(client.AgentId); 2832 ScenePresence sp = GetScenePresence(client.AgentId);
2677 2833
@@ -2725,7 +2881,13 @@ namespace OpenSim.Region.Framework.Scenes
2725 2881
2726 EventManager.TriggerOnNewClient(client); 2882 EventManager.TriggerOnNewClient(client);
2727 if (vialogin) 2883 if (vialogin)
2884 {
2728 EventManager.TriggerOnClientLogin(client); 2885 EventManager.TriggerOnClientLogin(client);
2886 // Send initial parcel data
2887 Vector3 pos = sp.AbsolutePosition;
2888 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2889 land.SendLandUpdateToClient(client);
2890 }
2729 2891
2730 return sp; 2892 return sp;
2731 } 2893 }
@@ -2814,19 +2976,14 @@ namespace OpenSim.Region.Framework.Scenes
2814 // and the scene presence and the client, if they exist 2976 // and the scene presence and the client, if they exist
2815 try 2977 try
2816 { 2978 {
2817 // We need to wait for the client to make UDP contact first. 2979 ScenePresence sp = GetScenePresence(agentID);
2818 // It's the UDP contact that creates the scene presence 2980
2819 ScenePresence sp = WaitGetScenePresence(agentID);
2820 if (sp != null) 2981 if (sp != null)
2821 { 2982 {
2822 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 2983 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2823
2824 sp.ControllingClient.Close(); 2984 sp.ControllingClient.Close();
2825 } 2985 }
2826 else 2986
2827 {
2828 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2829 }
2830 // BANG! SLASH! 2987 // BANG! SLASH!
2831 m_authenticateHandler.RemoveCircuit(agentID); 2988 m_authenticateHandler.RemoveCircuit(agentID);
2832 2989
@@ -2871,6 +3028,8 @@ namespace OpenSim.Region.Framework.Scenes
2871 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3028 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2872 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3029 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2873 3030
3031 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3032
2874 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3033 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2875 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3034 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2876 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3035 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2927,6 +3086,7 @@ namespace OpenSim.Region.Framework.Scenes
2927 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3086 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2928 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3087 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2929 client.OnCopyInventoryItem += CopyInventoryItem; 3088 client.OnCopyInventoryItem += CopyInventoryItem;
3089 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2930 client.OnMoveInventoryItem += MoveInventoryItem; 3090 client.OnMoveInventoryItem += MoveInventoryItem;
2931 client.OnRemoveInventoryItem += RemoveInventoryItem; 3091 client.OnRemoveInventoryItem += RemoveInventoryItem;
2932 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3092 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2998,6 +3158,8 @@ namespace OpenSim.Region.Framework.Scenes
2998 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3158 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2999 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3159 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3000 3160
3161 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3162
3001 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3163 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3002 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3164 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3003 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3165 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3100,7 +3262,7 @@ namespace OpenSim.Region.Framework.Scenes
3100 /// </summary> 3262 /// </summary>
3101 /// <param name="agentId">The avatar's Unique ID</param> 3263 /// <param name="agentId">The avatar's Unique ID</param>
3102 /// <param name="client">The IClientAPI for the client</param> 3264 /// <param name="client">The IClientAPI for the client</param>
3103 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3265 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3104 { 3266 {
3105 if (EntityTransferModule != null) 3267 if (EntityTransferModule != null)
3106 { 3268 {
@@ -3111,6 +3273,7 @@ namespace OpenSim.Region.Framework.Scenes
3111 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3273 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3112 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3274 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3113 } 3275 }
3276 return false;
3114 } 3277 }
3115 3278
3116 /// <summary> 3279 /// <summary>
@@ -3220,6 +3383,16 @@ namespace OpenSim.Region.Framework.Scenes
3220 /// <param name="flags"></param> 3383 /// <param name="flags"></param>
3221 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3384 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3222 { 3385 {
3386 //Add half the avatar's height so that the user doesn't fall through prims
3387 ScenePresence presence;
3388 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3389 {
3390 if (presence.Appearance != null)
3391 {
3392 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3393 }
3394 }
3395
3223 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3396 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3224 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3397 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3225 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3398 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3336,6 +3509,7 @@ namespace OpenSim.Region.Framework.Scenes
3336 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3509 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3337 3510
3338 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3511 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3512 m_log.Debug("[Scene] The avatar has left the building");
3339 } 3513 }
3340 catch (Exception e) 3514 catch (Exception e)
3341 { 3515 {
@@ -3537,13 +3711,16 @@ namespace OpenSim.Region.Framework.Scenes
3537 sp = null; 3711 sp = null;
3538 } 3712 }
3539 3713
3540 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3541 3714
3542 //On login test land permisions 3715 //On login test land permisions
3543 if (vialogin) 3716 if (vialogin)
3544 { 3717 {
3545 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3718 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3719 if (cache != null)
3720 cache.Remove(agent.firstname + " " + agent.lastname);
3721 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3546 { 3722 {
3723 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3547 return false; 3724 return false;
3548 } 3725 }
3549 } 3726 }
@@ -3566,9 +3743,15 @@ namespace OpenSim.Region.Framework.Scenes
3566 3743
3567 try 3744 try
3568 { 3745 {
3569 if (!AuthorizeUser(agent, out reason)) 3746 // Always check estate if this is a login. Always
3570 return false; 3747 // check if banned regions are to be blacked out.
3571 } catch (Exception e) 3748 if (vialogin || (!m_seeIntoBannedRegion))
3749 {
3750 if (!AuthorizeUser(agent, out reason))
3751 return false;
3752 }
3753 }
3754 catch (Exception e)
3572 { 3755 {
3573 m_log.ErrorFormat( 3756 m_log.ErrorFormat(
3574 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3757 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
@@ -3699,6 +3882,8 @@ namespace OpenSim.Region.Framework.Scenes
3699 } 3882 }
3700 3883
3701 // Honor parcel landing type and position. 3884 // Honor parcel landing type and position.
3885 /*
3886 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3702 if (land != null) 3887 if (land != null)
3703 { 3888 {
3704 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3889 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3706,25 +3891,43 @@ namespace OpenSim.Region.Framework.Scenes
3706 agent.startpos = land.LandData.UserLocation; 3891 agent.startpos = land.LandData.UserLocation;
3707 } 3892 }
3708 } 3893 }
3894 */// This is now handled properly in ScenePresence.MakeRootAgent
3709 } 3895 }
3710 3896
3711 return true; 3897 return true;
3712 } 3898 }
3713 3899
3714 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3900 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3715 { 3901 {
3716 bool banned = land.IsBannedFromLand(agent.AgentID); 3902 if (posX < 0)
3717 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3903 posX = 0;
3904 else if (posX >= 256)
3905 posX = 255.999f;
3906 if (posY < 0)
3907 posY = 0;
3908 else if (posY >= 256)
3909 posY = 255.999f;
3910
3911 reason = String.Empty;
3912 if (Permissions.IsGod(agentID))
3913 return true;
3914
3915 ILandObject land = LandChannel.GetLandObject(posX, posY);
3916 if (land == null)
3917 return false;
3918
3919 bool banned = land.IsBannedFromLand(agentID);
3920 bool restricted = land.IsRestrictedFromLand(agentID);
3718 3921
3719 if (banned || restricted) 3922 if (banned || restricted)
3720 { 3923 {
3721 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3924 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3722 if (nearestParcel != null) 3925 if (nearestParcel != null)
3723 { 3926 {
3724 //Move agent to nearest allowed 3927 //Move agent to nearest allowed
3725 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3928 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3726 agent.startpos.X = newPosition.X; 3929 posX = newPosition.X;
3727 agent.startpos.Y = newPosition.Y; 3930 posY = newPosition.Y;
3728 } 3931 }
3729 else 3932 else
3730 { 3933 {
@@ -3786,7 +3989,7 @@ namespace OpenSim.Region.Framework.Scenes
3786 3989
3787 if (!m_strictAccessControl) return true; 3990 if (!m_strictAccessControl) return true;
3788 if (Permissions.IsGod(agent.AgentID)) return true; 3991 if (Permissions.IsGod(agent.AgentID)) return true;
3789 3992
3790 if (AuthorizationService != null) 3993 if (AuthorizationService != null)
3791 { 3994 {
3792 if (!AuthorizationService.IsAuthorizedForRegion( 3995 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3801,7 +4004,7 @@ namespace OpenSim.Region.Framework.Scenes
3801 4004
3802 if (RegionInfo.EstateSettings != null) 4005 if (RegionInfo.EstateSettings != null)
3803 { 4006 {
3804 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4007 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3805 { 4008 {
3806 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4009 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3807 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4010 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3991,6 +4194,15 @@ namespace OpenSim.Region.Framework.Scenes
3991 4194
3992 // XPTO: if this agent is not allowed here as root, always return false 4195 // XPTO: if this agent is not allowed here as root, always return false
3993 4196
4197 // We have to wait until the viewer contacts this region after receiving EAC.
4198 // That calls AddNewClient, which finally creates the ScenePresence
4199 int flags = GetUserFlags(cAgentData.AgentID);
4200 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4201 {
4202 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4203 return false;
4204 }
4205
3994 // TODO: This check should probably be in QueryAccess(). 4206 // TODO: This check should probably be in QueryAccess().
3995 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4207 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3996 if (nearestParcel == null) 4208 if (nearestParcel == null)
@@ -4054,7 +4266,7 @@ namespace OpenSim.Region.Framework.Scenes
4054 /// <param name='agentID'></param> 4266 /// <param name='agentID'></param>
4055 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4267 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4056 { 4268 {
4057 int ntimes = 10; 4269 int ntimes = 20;
4058 ScenePresence sp = null; 4270 ScenePresence sp = null;
4059 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4271 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4060 Thread.Sleep(1000); 4272 Thread.Sleep(1000);
@@ -4084,12 +4296,22 @@ namespace OpenSim.Region.Framework.Scenes
4084 return false; 4296 return false;
4085 } 4297 }
4086 4298
4299 public bool IncomingCloseAgent(UUID agentID)
4300 {
4301 return IncomingCloseAgent(agentID, false);
4302 }
4303
4304 public bool IncomingCloseChildAgent(UUID agentID)
4305 {
4306 return IncomingCloseAgent(agentID, true);
4307 }
4308
4087 /// <summary> 4309 /// <summary>
4088 /// Tell a single agent to disconnect from the region. 4310 /// Tell a single agent to disconnect from the region.
4089 /// </summary> 4311 /// </summary>
4090 /// <param name="regionHandle"></param>
4091 /// <param name="agentID"></param> 4312 /// <param name="agentID"></param>
4092 public bool IncomingCloseAgent(UUID agentID) 4313 /// <param name="childOnly"></param>
4314 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
4093 { 4315 {
4094 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4316 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4095 4317
@@ -4710,35 +4932,81 @@ namespace OpenSim.Region.Framework.Scenes
4710 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 4932 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4711 } 4933 }
4712 4934
4713 public int GetHealth() 4935 public int GetHealth(out int flags, out string message)
4714 { 4936 {
4715 // Returns: 4937 // Returns:
4716 // 1 = sim is up and accepting http requests. The heartbeat has 4938 // 1 = sim is up and accepting http requests. The heartbeat has
4717 // stopped and the sim is probably locked up, but a remote 4939 // stopped and the sim is probably locked up, but a remote
4718 // admin restart may succeed 4940 // admin restart may succeed
4719 // 4941 //
4720 // 2 = Sim is up and the heartbeat is running. The sim is likely 4942 // 2 = Sim is up and the heartbeat is running. The sim is likely
4721 // usable for people within and logins _may_ work 4943 // usable for people within
4944 //
4945 // 3 = Sim is up and one packet thread is running. Sim is
4946 // unstable and will not accept new logins
4722 // 4947 //
4723 // 3 = We have seen a new user enter within the past 4 minutes 4948 // 4 = Sim is up and both packet threads are running. Sim is
4949 // likely usable
4950 //
4951 // 5 = We have seen a new user enter within the past 4 minutes
4724 // which can be seen as positive confirmation of sim health 4952 // which can be seen as positive confirmation of sim health
4725 // 4953 //
4954
4955 flags = 0;
4956 message = String.Empty;
4957
4958 CheckHeartbeat();
4959
4960 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4961 {
4962 // We're still starting
4963 // 0 means "in startup", it can't happen another way, since
4964 // to get here, we must be able to accept http connections
4965 return 0;
4966 }
4967
4726 int health=1; // Start at 1, means we're up 4968 int health=1; // Start at 1, means we're up
4727 4969
4728 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4970 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4729 health += 1; 4971 {
4972 health+=1;
4973 flags |= 1;
4974 }
4975
4976 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4977 {
4978 health+=1;
4979 flags |= 2;
4980 }
4981
4982 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4983 {
4984 health+=1;
4985 flags |= 4;
4986 }
4730 else 4987 else
4988 {
4989int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4990System.Diagnostics.Process proc = new System.Diagnostics.Process();
4991proc.EnableRaisingEvents=false;
4992proc.StartInfo.FileName = "/bin/kill";
4993proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4994proc.Start();
4995proc.WaitForExit();
4996Thread.Sleep(1000);
4997Environment.Exit(1);
4998 }
4999
5000 if (flags != 7)
4731 return health; 5001 return health;
4732 5002
4733 // A login in the last 4 mins? We can't be doing too badly 5003 // A login in the last 4 mins? We can't be doing too badly
4734 // 5004 //
4735 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5005 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4736 health++; 5006 health++;
4737 else 5007 else
4738 return health; 5008 return health;
4739 5009
4740// CheckHeartbeat();
4741
4742 return health; 5010 return health;
4743 } 5011 }
4744 5012
@@ -4826,7 +5094,7 @@ namespace OpenSim.Region.Framework.Scenes
4826 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5094 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4827 if (wasUsingPhysics) 5095 if (wasUsingPhysics)
4828 { 5096 {
4829 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 5097 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
4830 } 5098 }
4831 } 5099 }
4832 5100
@@ -4925,14 +5193,14 @@ namespace OpenSim.Region.Framework.Scenes
4925 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5193 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4926 } 5194 }
4927 5195
4928// private void CheckHeartbeat() 5196 private void CheckHeartbeat()
4929// { 5197 {
4930// if (m_firstHeartbeat) 5198 if (m_firstHeartbeat)
4931// return; 5199 return;
4932// 5200
4933// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5201 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4934// StartTimer(); 5202 Start();
4935// } 5203 }
4936 5204
4937 public override ISceneObject DeserializeObject(string representation) 5205 public override ISceneObject DeserializeObject(string representation)
4938 { 5206 {
@@ -4944,9 +5212,14 @@ namespace OpenSim.Region.Framework.Scenes
4944 get { return m_allowScriptCrossings; } 5212 get { return m_allowScriptCrossings; }
4945 } 5213 }
4946 5214
4947 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5215 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4948 { 5216 {
4949 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5217 return GetNearestAllowedPosition(avatar, null);
5218 }
5219
5220 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5221 {
5222 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4950 5223
4951 if (nearestParcel != null) 5224 if (nearestParcel != null)
4952 { 5225 {
@@ -4955,10 +5228,7 @@ namespace OpenSim.Region.Framework.Scenes
4955 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5228 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4956 if (nearestPoint != null) 5229 if (nearestPoint != null)
4957 { 5230 {
4958// m_log.DebugFormat( 5231 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4959// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4960// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4961
4962 return nearestPoint.Value; 5232 return nearestPoint.Value;
4963 } 5233 }
4964 5234
@@ -4968,17 +5238,20 @@ namespace OpenSim.Region.Framework.Scenes
4968 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5238 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4969 if (nearestPoint != null) 5239 if (nearestPoint != null)
4970 { 5240 {
4971// m_log.DebugFormat( 5241 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4972// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4973
4974 return nearestPoint.Value; 5242 return nearestPoint.Value;
4975 } 5243 }
4976 5244
4977 //Ultimate backup if we have no idea where they are 5245 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4978// m_log.DebugFormat( 5246 if (dest != excludeParcel)
4979// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5247 {
5248 // Ultimate backup if we have no idea where they are and
5249 // the last allowed position was in another parcel
5250 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5251 return avatar.lastKnownAllowedPosition;
5252 }
4980 5253
4981 return avatar.lastKnownAllowedPosition; 5254 // else fall through to region edge
4982 } 5255 }
4983 5256
4984 //Go to the edge, this happens in teleporting to a region with no available parcels 5257 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5012,13 +5285,18 @@ namespace OpenSim.Region.Framework.Scenes
5012 5285
5013 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5286 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5014 { 5287 {
5288 return GetNearestAllowedParcel(avatarId, x, y, null);
5289 }
5290
5291 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5292 {
5015 List<ILandObject> all = AllParcels(); 5293 List<ILandObject> all = AllParcels();
5016 float minParcelDistance = float.MaxValue; 5294 float minParcelDistance = float.MaxValue;
5017 ILandObject nearestParcel = null; 5295 ILandObject nearestParcel = null;
5018 5296
5019 foreach (var parcel in all) 5297 foreach (var parcel in all)
5020 { 5298 {
5021 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5299 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5022 { 5300 {
5023 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5301 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5024 if (parcelDistance < minParcelDistance) 5302 if (parcelDistance < minParcelDistance)
@@ -5260,7 +5538,55 @@ namespace OpenSim.Region.Framework.Scenes
5260 mapModule.GenerateMaptile(); 5538 mapModule.GenerateMaptile();
5261 } 5539 }
5262 5540
5263 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5541// public void CleanDroppedAttachments()
5542// {
5543// List<SceneObjectGroup> objectsToDelete =
5544// new List<SceneObjectGroup>();
5545//
5546// lock (m_cleaningAttachments)
5547// {
5548// ForEachSOG(delegate (SceneObjectGroup grp)
5549// {
5550// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5551// {
5552// UUID agentID = grp.OwnerID;
5553// if (agentID == UUID.Zero)
5554// {
5555// objectsToDelete.Add(grp);
5556// return;
5557// }
5558//
5559// ScenePresence sp = GetScenePresence(agentID);
5560// if (sp == null)
5561// {
5562// objectsToDelete.Add(grp);
5563// return;
5564// }
5565// }
5566// });
5567// }
5568//
5569// foreach (SceneObjectGroup grp in objectsToDelete)
5570// {
5571// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5572// DeleteSceneObject(grp, true);
5573// }
5574// }
5575
5576 public void ThreadAlive(int threadCode)
5577 {
5578 switch(threadCode)
5579 {
5580 case 1: // Incoming
5581 m_lastIncoming = Util.EnvironmentTickCount();
5582 break;
5583 case 2: // Incoming
5584 m_lastOutgoing = Util.EnvironmentTickCount();
5585 break;
5586 }
5587 }
5588
5589 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5264 { 5590 {
5265 RegenerateMaptile(); 5591 RegenerateMaptile();
5266 5592
@@ -5288,6 +5614,8 @@ namespace OpenSim.Region.Framework.Scenes
5288 /// <returns></returns> 5614 /// <returns></returns>
5289 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5615 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5290 { 5616 {
5617 reason = "You are banned from the region";
5618
5291 if (EntityTransferModule.IsInTransit(agentID)) 5619 if (EntityTransferModule.IsInTransit(agentID))
5292 { 5620 {
5293 reason = "Agent is still in transit from this region"; 5621 reason = "Agent is still in transit from this region";
@@ -5299,6 +5627,12 @@ namespace OpenSim.Region.Framework.Scenes
5299 return false; 5627 return false;
5300 } 5628 }
5301 5629
5630 if (Permissions.IsGod(agentID))
5631 {
5632 reason = String.Empty;
5633 return true;
5634 }
5635
5302 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5636 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5303 // However, the long term fix is to make sure root agent count is always accurate. 5637 // However, the long term fix is to make sure root agent count is always accurate.
5304 m_sceneGraph.RecalculateStats(); 5638 m_sceneGraph.RecalculateStats();
@@ -5319,6 +5653,41 @@ namespace OpenSim.Region.Framework.Scenes
5319 } 5653 }
5320 } 5654 }
5321 5655
5656 ScenePresence presence = GetScenePresence(agentID);
5657 IClientAPI client = null;
5658 AgentCircuitData aCircuit = null;
5659
5660 if (presence != null)
5661 {
5662 client = presence.ControllingClient;
5663 if (client != null)
5664 aCircuit = client.RequestClientInfo();
5665 }
5666
5667 // We may be called before there is a presence or a client.
5668 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5669 if (client == null)
5670 {
5671 aCircuit = new AgentCircuitData();
5672 aCircuit.AgentID = agentID;
5673 aCircuit.firstname = String.Empty;
5674 aCircuit.lastname = String.Empty;
5675 }
5676
5677 try
5678 {
5679 if (!AuthorizeUser(aCircuit, out reason))
5680 {
5681 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5682 return false;
5683 }
5684 }
5685 catch (Exception e)
5686 {
5687 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5688 return false;
5689 }
5690
5322 if (position == Vector3.Zero) // Teleport 5691 if (position == Vector3.Zero) // Teleport
5323 { 5692 {
5324 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5693 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5347,13 +5716,46 @@ namespace OpenSim.Region.Framework.Scenes
5347 } 5716 }
5348 } 5717 }
5349 } 5718 }
5719
5720 float posX = 128.0f;
5721 float posY = 128.0f;
5722
5723 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5724 {
5725 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5726 return false;
5727 }
5728 }
5729 else // Walking
5730 {
5731 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5732 if (land == null)
5733 return false;
5734
5735 bool banned = land.IsBannedFromLand(agentID);
5736 bool restricted = land.IsRestrictedFromLand(agentID);
5737
5738 if (banned || restricted)
5739 return false;
5350 } 5740 }
5351 5741
5352 reason = String.Empty; 5742 reason = String.Empty;
5353 return true; 5743 return true;
5354 } 5744 }
5355 5745
5356 /// <summary> 5746 public void StartTimerWatchdog()
5747 {
5748 m_timerWatchdog.Interval = 1000;
5749 m_timerWatchdog.Elapsed += TimerWatchdog;
5750 m_timerWatchdog.AutoReset = true;
5751 m_timerWatchdog.Start();
5752 }
5753
5754 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5755 {
5756 CheckHeartbeat();
5757 }
5758
5357 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5759 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5358 /// autopilot that moves an avatar to a sit target!. 5760 /// autopilot that moves an avatar to a sit target!.
5359 /// </summary> 5761 /// </summary>
@@ -5432,6 +5834,11 @@ namespace OpenSim.Region.Framework.Scenes
5432 return m_SpawnPoint - 1; 5834 return m_SpawnPoint - 1;
5433 } 5835 }
5434 5836
5837 private void HandleGcCollect(string module, string[] args)
5838 {
5839 GC.Collect();
5840 }
5841
5435 // Wrappers to get physics modules retrieve assets. Has to be done this way 5842 // Wrappers to get physics modules retrieve assets. Has to be done this way
5436 // because we can't assign the asset service to physics directly - at the 5843 // because we can't assign the asset service to physics directly - at the
5437 // time physics are instantiated it's not registered but it will be by 5844 // time physics are instantiated it's not registered but it will be by
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index b87a38a..7c8bd88 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -149,7 +149,6 @@ namespace OpenSim.Region.Framework.Scenes
149 149
150 protected ulong m_regionHandle; 150 protected ulong m_regionHandle;
151 protected string m_regionName; 151 protected string m_regionName;
152 protected RegionInfo m_regInfo;
153 152
154 public ITerrainChannel Heightmap; 153 public ITerrainChannel Heightmap;
155 154
@@ -174,6 +173,8 @@ namespace OpenSim.Region.Framework.Scenes
174 get { return m_permissions; } 173 get { return m_permissions; }
175 } 174 }
176 175
176 protected string m_datastore;
177
177 /* Used by the loadbalancer plugin on GForge */ 178 /* Used by the loadbalancer plugin on GForge */
178 protected RegionStatus m_regStatus; 179 protected RegionStatus m_regStatus;
179 public RegionStatus RegionStatus 180 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 305f8a4..775a4c2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,30 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 SendCloseChildAgent(agentID, handle); 225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
227 } 229 }
228 } 230 }
229 231
230 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
231 { 233 {
232 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
233 } 235 }
234 } 236 }
235} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 13842ad..e29b2c1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -478,6 +524,30 @@ namespace OpenSim.Region.Framework.Scenes
478 m_updateList[obj.UUID] = obj; 524 m_updateList[obj.UUID] = obj;
479 } 525 }
480 526
527 public void FireAttachToBackup(SceneObjectGroup obj)
528 {
529 if (OnAttachToBackup != null)
530 {
531 OnAttachToBackup(obj);
532 }
533 }
534
535 public void FireDetachFromBackup(SceneObjectGroup obj)
536 {
537 if (OnDetachFromBackup != null)
538 {
539 OnDetachFromBackup(obj);
540 }
541 }
542
543 public void FireChangeBackup(SceneObjectGroup obj)
544 {
545 if (OnChangeBackup != null)
546 {
547 OnChangeBackup(obj);
548 }
549 }
550
481 /// <summary> 551 /// <summary>
482 /// Process all pending updates 552 /// Process all pending updates
483 /// </summary> 553 /// </summary>
@@ -522,12 +592,12 @@ namespace OpenSim.Region.Framework.Scenes
522 592
523 protected internal void AddPhysicalPrim(int number) 593 protected internal void AddPhysicalPrim(int number)
524 { 594 {
525 m_physicalPrim++; 595 m_physicalPrim += number;
526 } 596 }
527 597
528 protected internal void RemovePhysicalPrim(int number) 598 protected internal void RemovePhysicalPrim(int number)
529 { 599 {
530 m_physicalPrim--; 600 m_physicalPrim -= number;
531 } 601 }
532 602
533 protected internal void AddToScriptLPS(int number) 603 protected internal void AddToScriptLPS(int number)
@@ -595,7 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
595 665
596 Entities[presence.UUID] = presence; 666 Entities[presence.UUID] = presence;
597 667
598 lock (m_presenceLock) 668 m_scenePresencesLock.EnterWriteLock();
669 try
599 { 670 {
600 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 671 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
601 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 672 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -619,6 +690,10 @@ namespace OpenSim.Region.Framework.Scenes
619 m_scenePresenceMap = newmap; 690 m_scenePresenceMap = newmap;
620 m_scenePresenceArray = newlist; 691 m_scenePresenceArray = newlist;
621 } 692 }
693 finally
694 {
695 m_scenePresencesLock.ExitWriteLock();
696 }
622 } 697 }
623 698
624 /// <summary> 699 /// <summary>
@@ -633,7 +708,8 @@ namespace OpenSim.Region.Framework.Scenes
633 agentID); 708 agentID);
634 } 709 }
635 710
636 lock (m_presenceLock) 711 m_scenePresencesLock.EnterWriteLock();
712 try
637 { 713 {
638 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 714 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
639 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 715 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -655,6 +731,10 @@ namespace OpenSim.Region.Framework.Scenes
655 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 731 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
656 } 732 }
657 } 733 }
734 finally
735 {
736 m_scenePresencesLock.ExitWriteLock();
737 }
658 } 738 }
659 739
660 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 740 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1184,6 +1264,52 @@ namespace OpenSim.Region.Framework.Scenes
1184 1264
1185 #region Client Event handlers 1265 #region Client Event handlers
1186 1266
1267 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1268 {
1269 SceneObjectPart part = GetSceneObjectPart(localID);
1270 ObjectChangeData data = (ObjectChangeData)odata;
1271
1272 if (part != null)
1273 {
1274 SceneObjectGroup grp = part.ParentGroup;
1275 if (grp != null)
1276 {
1277 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1278 {
1279 // These two are exceptions SL makes in the interpretation
1280 // of the change flags. Must check them here because otherwise
1281 // the group flag (see below) would be lost
1282 if (data.change == ObjectChangeType.groupS)
1283 data.change = ObjectChangeType.primS;
1284 if (data.change == ObjectChangeType.groupPS)
1285 data.change = ObjectChangeType.primPS;
1286 part.StoreUndoState(data.change); // lets test only saving what we changed
1287 grp.doChangeObject(part, (ObjectChangeData)data);
1288 }
1289 else
1290 {
1291 // Is this any kind of group operation?
1292 if ((data.change & ObjectChangeType.Group) != 0)
1293 {
1294 // Is a move and/or rotation requested?
1295 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1296 {
1297 // Are we allowed to move it?
1298 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // Strip all but move and rotation from request
1301 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1302
1303 part.StoreUndoState(data.change);
1304 grp.doChangeObject(part, (ObjectChangeData)data);
1305 }
1306 }
1307 }
1308 }
1309 }
1310 }
1311 }
1312
1187 /// <summary> 1313 /// <summary>
1188 /// Update the scale of an individual prim. 1314 /// Update the scale of an individual prim.
1189 /// </summary> 1315 /// </summary>
@@ -1198,7 +1324,17 @@ namespace OpenSim.Region.Framework.Scenes
1198 { 1324 {
1199 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1325 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1200 { 1326 {
1327 bool physbuild = false;
1328 if (part.ParentGroup.RootPart.PhysActor != null)
1329 {
1330 part.ParentGroup.RootPart.PhysActor.Building = true;
1331 physbuild = true;
1332 }
1333
1201 part.Resize(scale); 1334 part.Resize(scale);
1335
1336 if (physbuild)
1337 part.ParentGroup.RootPart.PhysActor.Building = false;
1202 } 1338 }
1203 } 1339 }
1204 } 1340 }
@@ -1210,7 +1346,17 @@ namespace OpenSim.Region.Framework.Scenes
1210 { 1346 {
1211 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1347 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1212 { 1348 {
1349 bool physbuild = false;
1350 if (group.RootPart.PhysActor != null)
1351 {
1352 group.RootPart.PhysActor.Building = true;
1353 physbuild = true;
1354 }
1355
1213 group.GroupResize(scale); 1356 group.GroupResize(scale);
1357
1358 if (physbuild)
1359 group.RootPart.PhysActor.Building = false;
1214 } 1360 }
1215 } 1361 }
1216 } 1362 }
@@ -1338,8 +1484,13 @@ namespace OpenSim.Region.Framework.Scenes
1338 { 1484 {
1339 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1485 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1340 { 1486 {
1341 if (m_parentScene.AttachmentsModule != null) 1487 // Set the new attachment point data in the object
1342 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1488 byte attachmentPoint = group.GetAttachmentPoint();
1489 group.UpdateGroupPosition(pos);
1490 group.IsAttachment = false;
1491 group.AbsolutePosition = group.RootPart.AttachedPos;
1492 group.AttachmentPoint = attachmentPoint;
1493 group.HasGroupChanged = true;
1343 } 1494 }
1344 else 1495 else
1345 { 1496 {
@@ -1387,7 +1538,7 @@ namespace OpenSim.Region.Framework.Scenes
1387 /// <param name="SetPhantom"></param> 1538 /// <param name="SetPhantom"></param>
1388 /// <param name="remoteClient"></param> 1539 /// <param name="remoteClient"></param>
1389 protected internal void UpdatePrimFlags( 1540 protected internal void UpdatePrimFlags(
1390 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1541 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1391 { 1542 {
1392 SceneObjectGroup group = GetGroupByPrim(localID); 1543 SceneObjectGroup group = GetGroupByPrim(localID);
1393 if (group != null) 1544 if (group != null)
@@ -1395,7 +1546,28 @@ namespace OpenSim.Region.Framework.Scenes
1395 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1546 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1396 { 1547 {
1397 // VolumeDetect can't be set via UI and will always be off when a change is made there 1548 // VolumeDetect can't be set via UI and will always be off when a change is made there
1398 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1549 // now only change volume dtc if phantom off
1550
1551 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1552 {
1553 bool vdtc;
1554 if (SetPhantom) // if phantom keep volumedtc
1555 vdtc = group.RootPart.VolumeDetectActive;
1556 else // else turn it off
1557 vdtc = false;
1558
1559 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1560 }
1561 else
1562 {
1563 SceneObjectPart part = GetSceneObjectPart(localID);
1564 if (part != null)
1565 {
1566 part.UpdateExtraPhysics(PhysData);
1567 if (part.UpdatePhysRequired)
1568 remoteClient.SendPartPhysicsProprieties(part);
1569 }
1570 }
1399 } 1571 }
1400 } 1572 }
1401 } 1573 }
@@ -1539,6 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1539 { 1711 {
1540 part.Material = Convert.ToByte(material); 1712 part.Material = Convert.ToByte(material);
1541 group.HasGroupChanged = true; 1713 group.HasGroupChanged = true;
1714 remoteClient.SendPartPhysicsProprieties(part);
1542 } 1715 }
1543 } 1716 }
1544 } 1717 }
@@ -1603,6 +1776,12 @@ namespace OpenSim.Region.Framework.Scenes
1603 /// <param name="childPrims"></param> 1776 /// <param name="childPrims"></param>
1604 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1777 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1605 { 1778 {
1779 if (root.KeyframeMotion != null)
1780 {
1781 root.KeyframeMotion.Stop();
1782 root.KeyframeMotion = null;
1783 }
1784
1606 SceneObjectGroup parentGroup = root.ParentGroup; 1785 SceneObjectGroup parentGroup = root.ParentGroup;
1607 if (parentGroup == null) return; 1786 if (parentGroup == null) return;
1608 1787
@@ -1611,8 +1790,10 @@ namespace OpenSim.Region.Framework.Scenes
1611 return; 1790 return;
1612 1791
1613 Monitor.Enter(m_updateLock); 1792 Monitor.Enter(m_updateLock);
1793
1614 try 1794 try
1615 { 1795 {
1796
1616 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1797 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1617 1798
1618 // We do this in reverse to get the link order of the prims correct 1799 // We do this in reverse to get the link order of the prims correct
@@ -1627,9 +1808,13 @@ namespace OpenSim.Region.Framework.Scenes
1627 // Make sure no child prim is set for sale 1808 // Make sure no child prim is set for sale
1628 // So that, on delink, no prims are unwittingly 1809 // So that, on delink, no prims are unwittingly
1629 // left for sale and sold off 1810 // left for sale and sold off
1630 child.RootPart.ObjectSaleType = 0; 1811
1631 child.RootPart.SalePrice = 10; 1812 if (child != null)
1632 childGroups.Add(child); 1813 {
1814 child.RootPart.ObjectSaleType = 0;
1815 child.RootPart.SalePrice = 10;
1816 childGroups.Add(child);
1817 }
1633 } 1818 }
1634 1819
1635 foreach (SceneObjectGroup child in childGroups) 1820 foreach (SceneObjectGroup child in childGroups)
@@ -1658,6 +1843,15 @@ namespace OpenSim.Region.Framework.Scenes
1658 } 1843 }
1659 finally 1844 finally
1660 { 1845 {
1846 lock (SceneObjectGroupsByLocalPartID)
1847 {
1848 foreach (SceneObjectPart part in parentGroup.Parts)
1849 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1850 }
1851
1852 parentGroup.HasGroupChanged = true;
1853 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1854 parentGroup.ScheduleGroupForFullUpdate();
1661 Monitor.Exit(m_updateLock); 1855 Monitor.Exit(m_updateLock);
1662 } 1856 }
1663 } 1857 }
@@ -1680,6 +1874,11 @@ namespace OpenSim.Region.Framework.Scenes
1680 { 1874 {
1681 if (part != null) 1875 if (part != null)
1682 { 1876 {
1877 if (part.KeyframeMotion != null)
1878 {
1879 part.KeyframeMotion.Stop();
1880 part.KeyframeMotion = null;
1881 }
1683 if (part.ParentGroup.PrimCount != 1) // Skip single 1882 if (part.ParentGroup.PrimCount != 1) // Skip single
1684 { 1883 {
1685 if (part.LinkNum < 2) // Root 1884 if (part.LinkNum < 2) // Root
@@ -1694,21 +1893,23 @@ namespace OpenSim.Region.Framework.Scenes
1694 1893
1695 SceneObjectGroup group = part.ParentGroup; 1894 SceneObjectGroup group = part.ParentGroup;
1696 if (!affectedGroups.Contains(group)) 1895 if (!affectedGroups.Contains(group))
1896 {
1697 affectedGroups.Add(group); 1897 affectedGroups.Add(group);
1898 }
1698 } 1899 }
1699 } 1900 }
1700 } 1901 }
1701 1902
1702 foreach (SceneObjectPart child in childParts) 1903 if (childParts.Count > 0)
1703 { 1904 {
1704 // Unlink all child parts from their groups 1905 foreach (SceneObjectPart child in childParts)
1705 // 1906 {
1706 child.ParentGroup.DelinkFromGroup(child, true); 1907 // Unlink all child parts from their groups
1707 1908 //
1708 // These are not in affected groups and will not be 1909 child.ParentGroup.DelinkFromGroup(child, true);
1709 // handled further. Do the honors here. 1910 child.ParentGroup.HasGroupChanged = true;
1710 child.ParentGroup.HasGroupChanged = true; 1911 child.ParentGroup.ScheduleGroupForFullUpdate();
1711 child.ParentGroup.ScheduleGroupForFullUpdate(); 1912 }
1712 } 1913 }
1713 1914
1714 foreach (SceneObjectPart root in rootParts) 1915 foreach (SceneObjectPart root in rootParts)
@@ -1722,52 +1923,61 @@ namespace OpenSim.Region.Framework.Scenes
1722 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1923 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1723 int numChildren = newSet.Count; 1924 int numChildren = newSet.Count;
1724 1925
1926 if (numChildren == 1)
1927 break;
1928
1725 // If there are prims left in a link set, but the root is 1929 // If there are prims left in a link set, but the root is
1726 // slated for unlink, we need to do this 1930 // slated for unlink, we need to do this
1931 // Unlink the remaining set
1727 // 1932 //
1728 if (numChildren != 1) 1933 bool sendEventsToRemainder = true;
1729 { 1934 if (numChildren > 1)
1730 // Unlink the remaining set 1935 sendEventsToRemainder = false;
1731 //
1732 bool sendEventsToRemainder = true;
1733 if (numChildren > 1)
1734 sendEventsToRemainder = false;
1735 1936
1736 foreach (SceneObjectPart p in newSet) 1937 foreach (SceneObjectPart p in newSet)
1938 {
1939 if (p != group.RootPart)
1737 { 1940 {
1738 if (p != group.RootPart) 1941 group.DelinkFromGroup(p, sendEventsToRemainder);
1739 group.DelinkFromGroup(p, sendEventsToRemainder); 1942 if (numChildren > 2)
1943 {
1944 }
1945 else
1946 {
1947 p.ParentGroup.HasGroupChanged = true;
1948 p.ParentGroup.ScheduleGroupForFullUpdate();
1949 }
1740 } 1950 }
1951 }
1952
1953 // If there is more than one prim remaining, we
1954 // need to re-link
1955 //
1956 if (numChildren > 2)
1957 {
1958 // Remove old root
1959 //
1960 if (newSet.Contains(root))
1961 newSet.Remove(root);
1741 1962
1742 // If there is more than one prim remaining, we 1963 // Preserve link ordering
1743 // need to re-link
1744 // 1964 //
1745 if (numChildren > 2) 1965 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1746 { 1966 {
1747 // Remove old root 1967 return a.LinkNum.CompareTo(b.LinkNum);
1748 // 1968 });
1749 if (newSet.Contains(root))
1750 newSet.Remove(root);
1751
1752 // Preserve link ordering
1753 //
1754 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1755 {
1756 return a.LinkNum.CompareTo(b.LinkNum);
1757 });
1758 1969
1759 // Determine new root 1970 // Determine new root
1760 // 1971 //
1761 SceneObjectPart newRoot = newSet[0]; 1972 SceneObjectPart newRoot = newSet[0];
1762 newSet.RemoveAt(0); 1973 newSet.RemoveAt(0);
1763 1974
1764 foreach (SceneObjectPart newChild in newSet) 1975 foreach (SceneObjectPart newChild in newSet)
1765 newChild.ClearUpdateSchedule(); 1976 newChild.ClearUpdateSchedule();
1766 1977
1767 LinkObjects(newRoot, newSet); 1978 LinkObjects(newRoot, newSet);
1768 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1979 if (!affectedGroups.Contains(newRoot.ParentGroup))
1769 affectedGroups.Add(newRoot.ParentGroup); 1980 affectedGroups.Add(newRoot.ParentGroup);
1770 }
1771 } 1981 }
1772 } 1982 }
1773 1983
@@ -1775,6 +1985,11 @@ namespace OpenSim.Region.Framework.Scenes
1775 // 1985 //
1776 foreach (SceneObjectGroup g in affectedGroups) 1986 foreach (SceneObjectGroup g in affectedGroups)
1777 { 1987 {
1988 // Child prims that have been unlinked and deleted will
1989 // return unless the root is deleted. This will remove them
1990 // from the database. They will be rewritten immediately,
1991 // minus the rows for the unlinked child prims.
1992 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1778 g.TriggerScriptChangedEvent(Changed.LINK); 1993 g.TriggerScriptChangedEvent(Changed.LINK);
1779 g.HasGroupChanged = true; // Persist 1994 g.HasGroupChanged = true; // Persist
1780 g.ScheduleGroupForFullUpdate(); 1995 g.ScheduleGroupForFullUpdate();
@@ -1848,108 +2063,96 @@ namespace OpenSim.Region.Framework.Scenes
1848 /// <param name="GroupID"></param> 2063 /// <param name="GroupID"></param>
1849 /// <param name="rot"></param> 2064 /// <param name="rot"></param>
1850 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2065 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1851 public SceneObjectGroup DuplicateObject( 2066 /// <summary>
1852 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2067 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1853 { 2068 {
1854 Monitor.Enter(m_updateLock); 2069// m_log.DebugFormat(
2070// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2071// originalPrimID, offset, AgentID);
1855 2072
1856 try 2073 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2074 if (original != null)
1857 { 2075 {
1858 // m_log.DebugFormat( 2076 if (m_parentScene.Permissions.CanDuplicateObject(
1859 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2077 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1860 // originalPrimID, offset, AgentID);
1861
1862 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1863 if (original == null)
1864 { 2078 {
1865 m_log.WarnFormat( 2079 SceneObjectGroup copy = original.Copy(true);
1866 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2080 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1867 2081
1868 return null; 2082 if (original.OwnerID != AgentID)
1869 } 2083 {
2084 copy.SetOwnerId(AgentID);
2085 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1870 2086
1871 if (!m_parentScene.Permissions.CanDuplicateObject( 2087 SceneObjectPart[] partList = copy.Parts;
1872 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1873 return null;
1874 2088
1875 SceneObjectGroup copy = original.Copy(true); 2089 if (m_parentScene.Permissions.PropagatePermissions())
1876 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2090 {
2091 foreach (SceneObjectPart child in partList)
2092 {
2093 child.Inventory.ChangeInventoryOwner(AgentID);
2094 child.TriggerScriptChangedEvent(Changed.OWNER);
2095 child.ApplyNextOwnerPermissions();
2096 }
2097 }
2098 }
1877 2099
1878 if (original.OwnerID != AgentID) 2100 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1879 { 2101 Entities.Add(copy);
1880 copy.SetOwnerId(AgentID);
1881 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1882 2102
1883 SceneObjectPart[] partList = copy.Parts; 2103 lock (SceneObjectGroupsByFullID)
2104 SceneObjectGroupsByFullID[copy.UUID] = copy;
1884 2105
1885 if (m_parentScene.Permissions.PropagatePermissions()) 2106 SceneObjectPart[] children = copy.Parts;
2107
2108 lock (SceneObjectGroupsByFullPartID)
1886 { 2109 {
1887 foreach (SceneObjectPart child in partList) 2110 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1888 { 2111 foreach (SceneObjectPart part in children)
1889 child.Inventory.ChangeInventoryOwner(AgentID); 2112 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1890 child.TriggerScriptChangedEvent(Changed.OWNER);
1891 child.ApplyNextOwnerPermissions();
1892 }
1893 } 2113 }
1894 2114
1895 copy.RootPart.ObjectSaleType = 0; 2115 lock (SceneObjectGroupsByLocalPartID)
1896 copy.RootPart.SalePrice = 10; 2116 {
1897 } 2117 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2118 foreach (SceneObjectPart part in children)
2119 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2120 }
2121 // PROBABLE END OF FIXME
1898 2122
1899 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2123 // Since we copy from a source group that is in selected
1900 Entities.Add(copy); 2124 // state, but the copy is shown deselected in the viewer,
1901 2125 // We need to clear the selection flag here, else that
1902 lock (SceneObjectGroupsByFullID) 2126 // prim never gets persisted at all. The client doesn't
1903 SceneObjectGroupsByFullID[copy.UUID] = copy; 2127 // think it's selected, so it will never send a deselect...
1904 2128 copy.IsSelected = false;
1905 SceneObjectPart[] children = copy.Parts; 2129
1906 2130 m_numPrim += copy.Parts.Length;
1907 lock (SceneObjectGroupsByFullPartID) 2131
1908 { 2132 if (rot != Quaternion.Identity)
1909 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2133 {
1910 foreach (SceneObjectPart part in children) 2134 copy.UpdateGroupRotationR(rot);
1911 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2135 }
1912 }
1913
1914 lock (SceneObjectGroupsByLocalPartID)
1915 {
1916 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1917 foreach (SceneObjectPart part in children)
1918 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1919 }
1920 // PROBABLE END OF FIXME
1921
1922 // Since we copy from a source group that is in selected
1923 // state, but the copy is shown deselected in the viewer,
1924 // We need to clear the selection flag here, else that
1925 // prim never gets persisted at all. The client doesn't
1926 // think it's selected, so it will never send a deselect...
1927 copy.IsSelected = false;
1928
1929 m_numPrim += copy.Parts.Length;
1930
1931 if (rot != Quaternion.Identity)
1932 {
1933 copy.UpdateGroupRotationR(rot);
1934 }
1935 2136
1936 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2137 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1937 copy.HasGroupChanged = true; 2138 copy.HasGroupChanged = true;
1938 copy.ScheduleGroupForFullUpdate(); 2139 copy.ScheduleGroupForFullUpdate();
1939 copy.ResumeScripts(); 2140 copy.ResumeScripts();
1940 2141
1941 // required for physics to update it's position 2142 // required for physics to update it's position
1942 copy.AbsolutePosition = copy.AbsolutePosition; 2143 copy.AbsolutePosition = copy.AbsolutePosition;
1943 2144
1944 return copy; 2145 return copy;
2146 }
1945 } 2147 }
1946 finally 2148 else
1947 { 2149 {
1948 Monitor.Exit(m_updateLock); 2150 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1949 } 2151 }
2152
2153 return null;
1950 } 2154 }
1951 2155
1952 /// <summary>
1953 /// Calculates the distance between two Vector3s 2156 /// Calculates the distance between two Vector3s
1954 /// </summary> 2157 /// </summary>
1955 /// <param name="v1"></param> 2158 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index c81b55d..f1b09ca 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -95,12 +95,12 @@ namespace OpenSim.Region.Framework.Scenes
95 get { return m_instance; } 95 get { return m_instance; }
96 } 96 }
97 97
98 private readonly List<Scene> m_localScenes = new List<Scene>(); 98 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
99 private Scene m_currentScene = null; 99 private Scene m_currentScene = null;
100 100
101 public List<Scene> Scenes 101 public List<Scene> Scenes
102 { 102 {
103 get { return new List<Scene>(m_localScenes); } 103 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
104 } 104 }
105 105
106 public Scene CurrentScene 106 public Scene CurrentScene
@@ -114,13 +114,10 @@ namespace OpenSim.Region.Framework.Scenes
114 { 114 {
115 if (m_currentScene == null) 115 if (m_currentScene == null)
116 { 116 {
117 lock (m_localScenes) 117 List<Scene> sceneList = Scenes;
118 { 118 if (sceneList.Count == 0)
119 if (m_localScenes.Count > 0) 119 return null;
120 return m_localScenes[0]; 120 return sceneList[0];
121 else
122 return null;
123 }
124 } 121 }
125 else 122 else
126 { 123 {
@@ -132,7 +129,7 @@ namespace OpenSim.Region.Framework.Scenes
132 public SceneManager() 129 public SceneManager()
133 { 130 {
134 m_instance = this; 131 m_instance = this;
135 m_localScenes = new List<Scene>(); 132 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
136 } 133 }
137 134
138 public void Close() 135 public void Close()
@@ -140,20 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
140 // collect known shared modules in sharedModules 137 // collect known shared modules in sharedModules
141 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>(); 138 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
142 139
143 lock (m_localScenes) 140 List<Scene> sceneList = Scenes;
141 for (int i = 0; i < sceneList.Count; i++)
144 { 142 {
145 for (int i = 0; i < m_localScenes.Count; i++) 143 // extract known shared modules from scene
144 foreach (string k in sceneList[i].Modules.Keys)
146 { 145 {
147 // extract known shared modules from scene 146 if (sceneList[i].Modules[k].IsSharedModule &&
148 foreach (string k in m_localScenes[i].Modules.Keys) 147 !sharedModules.ContainsKey(k))
149 { 148 sharedModules[k] = sceneList[i].Modules[k];
150 if (m_localScenes[i].Modules[k].IsSharedModule &&
151 !sharedModules.ContainsKey(k))
152 sharedModules[k] = m_localScenes[i].Modules[k];
153 }
154 // close scene/region
155 m_localScenes[i].Close();
156 } 149 }
150 // close scene/region
151 sceneList[i].Close();
157 } 152 }
158 153
159 // all regions/scenes are now closed, we can now safely 154 // all regions/scenes are now closed, we can now safely
@@ -162,29 +157,21 @@ namespace OpenSim.Region.Framework.Scenes
162 { 157 {
163 mod.Close(); 158 mod.Close();
164 } 159 }
160
161 m_localScenes.Clear();
165 } 162 }
166 163
167 public void Close(Scene cscene) 164 public void Close(Scene cscene)
168 { 165 {
169 lock (m_localScenes) 166 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
170 { 167 return;
171 if (m_localScenes.Contains(cscene)) 168 cscene.Close();
172 {
173 for (int i = 0; i < m_localScenes.Count; i++)
174 {
175 if (m_localScenes[i].Equals(cscene))
176 {
177 m_localScenes[i].Close();
178 }
179 }
180 }
181 }
182 } 169 }
183 170
184 public void Add(Scene scene) 171 public void Add(Scene scene)
185 { 172 {
186 lock (m_localScenes) 173 lock (m_localScenes)
187 m_localScenes.Add(scene); 174 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
188 175
189 scene.OnRestart += HandleRestart; 176 scene.OnRestart += HandleRestart;
190 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 177 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -196,23 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
196 int RegionSceneElement = -1; 183 int RegionSceneElement = -1;
197 184
198 lock (m_localScenes) 185 lock (m_localScenes)
199 { 186 m_localScenes.Remove(rdata.RegionID);
200 for (int i = 0; i < m_localScenes.Count; i++)
201 {
202 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
203 {
204 RegionSceneElement = i;
205 }
206 }
207
208 // Now we make sure the region is no longer known about by the SceneManager
209 // Prevents duplicates.
210
211 if (RegionSceneElement >= 0)
212 {
213 m_localScenes.RemoveAt(RegionSceneElement);
214 }
215 }
216 187
217 // Send signal to main that we're restarting this sim. 188 // Send signal to main that we're restarting this sim.
218 OnRestartSim(rdata); 189 OnRestartSim(rdata);
@@ -221,39 +192,36 @@ namespace OpenSim.Region.Framework.Scenes
221 private void HandleRegionReadyStatusChange(IScene scene) 192 private void HandleRegionReadyStatusChange(IScene scene)
222 { 193 {
223 lock (m_localScenes) 194 lock (m_localScenes)
224 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 195 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
225 } 196 }
226 197
227 public void SendSimOnlineNotification(ulong regionHandle) 198 public void SendSimOnlineNotification(ulong regionHandle)
228 { 199 {
229 RegionInfo Result = null; 200 RegionInfo Result = null;
230 201
231 lock (m_localScenes) 202 Scene s = m_localScenes.FindValue(delegate(Scene x)
232 {
233 for (int i = 0; i < m_localScenes.Count; i++)
234 {
235 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
236 { 203 {
237 // Inform other regions to tell their avatar about me 204 if (x.RegionInfo.RegionHandle == regionHandle)
238 Result = m_localScenes[i].RegionInfo; 205 return true;
239 } 206 return false;
240 } 207 });
241 208
242 if (Result != null) 209 if (s != null)
210 {
211 List<Scene> sceneList = Scenes;
212
213 for (int i = 0; i < sceneList.Count; i++)
243 { 214 {
244 for (int i = 0; i < m_localScenes.Count; i++) 215 if (sceneList[i]!= s)
245 { 216 {
246 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 217 // Inform other regions to tell their avatar about me
247 { 218 //sceneList[i].OtherRegionUp(Result);
248 // Inform other regions to tell their avatar about me
249 //m_localScenes[i].OtherRegionUp(Result);
250 }
251 } 219 }
252 } 220 }
253 else 221 }
254 { 222 else
255 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 223 {
256 } 224 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
257 } 225 }
258 } 226 }
259 227
@@ -357,8 +325,8 @@ namespace OpenSim.Region.Framework.Scenes
357 { 325 {
358 if (m_currentScene == null) 326 if (m_currentScene == null)
359 { 327 {
360 lock (m_localScenes) 328 List<Scene> sceneList = Scenes;
361 m_localScenes.ForEach(func); 329 sceneList.ForEach(func);
362 } 330 }
363 else 331 else
364 { 332 {
@@ -387,16 +355,12 @@ namespace OpenSim.Region.Framework.Scenes
387 } 355 }
388 else 356 else
389 { 357 {
390 lock (m_localScenes) 358 Scene s;
359
360 if (m_localScenes.TryGetValue(regionName, out s))
391 { 361 {
392 foreach (Scene scene in m_localScenes) 362 m_currentScene = s;
393 { 363 return true;
394 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
395 {
396 m_currentScene = scene;
397 return true;
398 }
399 }
400 } 364 }
401 365
402 return false; 366 return false;
@@ -405,18 +369,14 @@ namespace OpenSim.Region.Framework.Scenes
405 369
406 public bool TrySetCurrentScene(UUID regionID) 370 public bool TrySetCurrentScene(UUID regionID)
407 { 371 {
408 m_log.Debug("Searching for Region: '" + regionID + "'"); 372// m_log.Debug("Searching for Region: '" + regionID + "'");
409 373
410 lock (m_localScenes) 374 Scene s;
375
376 if (m_localScenes.TryGetValue(regionID, out s))
411 { 377 {
412 foreach (Scene scene in m_localScenes) 378 m_currentScene = s;
413 { 379 return true;
414 if (scene.RegionInfo.RegionID == regionID)
415 {
416 m_currentScene = scene;
417 return true;
418 }
419 }
420 } 380 }
421 381
422 return false; 382 return false;
@@ -424,52 +384,24 @@ namespace OpenSim.Region.Framework.Scenes
424 384
425 public bool TryGetScene(string regionName, out Scene scene) 385 public bool TryGetScene(string regionName, out Scene scene)
426 { 386 {
427 lock (m_localScenes) 387 return m_localScenes.TryGetValue(regionName, out scene);
428 {
429 foreach (Scene mscene in m_localScenes)
430 {
431 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
432 {
433 scene = mscene;
434 return true;
435 }
436 }
437 }
438
439 scene = null;
440 return false;
441 } 388 }
442 389
443 public bool TryGetScene(UUID regionID, out Scene scene) 390 public bool TryGetScene(UUID regionID, out Scene scene)
444 { 391 {
445 lock (m_localScenes) 392 return m_localScenes.TryGetValue(regionID, out scene);
446 {
447 foreach (Scene mscene in m_localScenes)
448 {
449 if (mscene.RegionInfo.RegionID == regionID)
450 {
451 scene = mscene;
452 return true;
453 }
454 }
455 }
456
457 scene = null;
458 return false;
459 } 393 }
460 394
461 public bool TryGetScene(uint locX, uint locY, out Scene scene) 395 public bool TryGetScene(uint locX, uint locY, out Scene scene)
462 { 396 {
463 lock (m_localScenes) 397 List<Scene> sceneList = Scenes;
398 foreach (Scene mscene in sceneList)
464 { 399 {
465 foreach (Scene mscene in m_localScenes) 400 if (mscene.RegionInfo.RegionLocX == locX &&
401 mscene.RegionInfo.RegionLocY == locY)
466 { 402 {
467 if (mscene.RegionInfo.RegionLocX == locX && 403 scene = mscene;
468 mscene.RegionInfo.RegionLocY == locY) 404 return true;
469 {
470 scene = mscene;
471 return true;
472 }
473 } 405 }
474 } 406 }
475 407
@@ -479,16 +411,14 @@ namespace OpenSim.Region.Framework.Scenes
479 411
480 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 412 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
481 { 413 {
482 lock (m_localScenes) 414 List<Scene> sceneList = Scenes;
415 foreach (Scene mscene in sceneList)
483 { 416 {
484 foreach (Scene mscene in m_localScenes) 417 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
418 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
485 { 419 {
486 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 420 scene = mscene;
487 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 421 return true;
488 {
489 scene = mscene;
490 return true;
491 }
492 } 422 }
493 } 423 }
494 424
@@ -553,15 +483,10 @@ namespace OpenSim.Region.Framework.Scenes
553 483
554 public RegionInfo GetRegionInfo(UUID regionID) 484 public RegionInfo GetRegionInfo(UUID regionID)
555 { 485 {
556 lock (m_localScenes) 486 Scene s;
487 if (m_localScenes.TryGetValue(regionID, out s))
557 { 488 {
558 foreach (Scene scene in m_localScenes) 489 return s.RegionInfo;
559 {
560 if (scene.RegionInfo.RegionID == regionID)
561 {
562 return scene.RegionInfo;
563 }
564 }
565 } 490 }
566 491
567 return null; 492 return null;
@@ -579,14 +504,12 @@ namespace OpenSim.Region.Framework.Scenes
579 504
580 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 505 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
581 { 506 {
582 lock (m_localScenes) 507 List<Scene> sceneList = Scenes;
508 foreach (Scene scene in sceneList)
583 { 509 {
584 foreach (Scene scene in m_localScenes) 510 if (scene.TryGetScenePresence(avatarId, out avatar))
585 { 511 {
586 if (scene.TryGetScenePresence(avatarId, out avatar)) 512 return true;
587 {
588 return true;
589 }
590 } 513 }
591 } 514 }
592 515
@@ -596,15 +519,13 @@ namespace OpenSim.Region.Framework.Scenes
596 519
597 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 520 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
598 { 521 {
599 lock (m_localScenes) 522 List<Scene> sceneList = Scenes;
523 foreach (Scene scene in sceneList)
600 { 524 {
601 foreach (Scene scene in m_localScenes) 525 avatar = scene.GetScenePresence(avatarId);
602 {
603 avatar = scene.GetScenePresence(avatarId);
604 526
605 if (avatar != null && !avatar.IsChildAgent) 527 if (avatar != null && !avatar.IsChildAgent)
606 return true; 528 return true;
607 }
608 } 529 }
609 530
610 avatar = null; 531 avatar = null;
@@ -614,21 +535,19 @@ namespace OpenSim.Region.Framework.Scenes
614 public void CloseScene(Scene scene) 535 public void CloseScene(Scene scene)
615 { 536 {
616 lock (m_localScenes) 537 lock (m_localScenes)
617 m_localScenes.Remove(scene); 538 m_localScenes.Remove(scene.RegionInfo.RegionID);
618 539
619 scene.Close(); 540 scene.Close();
620 } 541 }
621 542
622 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 543 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
623 { 544 {
624 lock (m_localScenes) 545 List<Scene> sceneList = Scenes;
546 foreach (Scene scene in sceneList)
625 { 547 {
626 foreach (Scene scene in m_localScenes) 548 if (scene.TryGetAvatarByName(avatarName, out avatar))
627 { 549 {
628 if (scene.TryGetAvatarByName(avatarName, out avatar)) 550 return true;
629 {
630 return true;
631 }
632 } 551 }
633 } 552 }
634 553
@@ -638,14 +557,12 @@ namespace OpenSim.Region.Framework.Scenes
638 557
639 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 558 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
640 { 559 {
641 lock (m_localScenes) 560 List<Scene> sceneList = Scenes;
561 foreach (Scene scene in sceneList)
642 { 562 {
643 foreach (Scene scene in m_localScenes) 563 sp = scene.GetScenePresence(firstName, lastName);
644 { 564 if (sp != null && !sp.IsChildAgent)
645 sp = scene.GetScenePresence(firstName, lastName); 565 return true;
646 if (sp != null && !sp.IsChildAgent)
647 return true;
648 }
649 } 566 }
650 567
651 sp = null; 568 sp = null;
@@ -654,8 +571,8 @@ namespace OpenSim.Region.Framework.Scenes
654 571
655 public void ForEachScene(Action<Scene> action) 572 public void ForEachScene(Action<Scene> action)
656 { 573 {
657 lock (m_localScenes) 574 List<Scene> sceneList = Scenes;
658 m_localScenes.ForEach(action); 575 sceneList.ForEach(action);
659 } 576 }
660 } 577 }
661} 578}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..26524fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -81,10 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 81 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 82 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 83 /// </summary>
84 /// <param name="sceneObjectBeingDeleted">
85 /// Should be true if these scripts are being removed because the scene
86 /// object is being deleted. This will prevent spurious updates to the client.
87 /// </param>
88 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 84 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 85 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 86 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes
247 243
248 public uint GetEffectivePermissions() 244 public uint GetEffectivePermissions()
249 { 245 {
246 return GetEffectivePermissions(false);
247 }
248
249 public uint GetEffectivePermissions(bool useBase)
250 {
250 uint perms=(uint)(PermissionMask.Modify | 251 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 252 PermissionMask.Copy |
252 PermissionMask.Move | 253 PermissionMask.Move |
@@ -258,7 +259,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 259 for (int i = 0; i < parts.Length; i++)
259 { 260 {
260 SceneObjectPart part = parts[i]; 261 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 262 if (useBase)
263 ownerMask &= part.BaseMask;
264 else
265 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 266 perms &= part.Inventory.MaskEffectivePermissions();
263 } 267 }
264 268
@@ -400,6 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
400 404
401 public void ResumeScripts() 405 public void ResumeScripts()
402 { 406 {
407 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
408 return;
409
403 SceneObjectPart[] parts = m_parts.GetArray(); 410 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 411 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 412 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 5f90035..6104c66 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
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.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -43,6 +44,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
43 44
44namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
45{ 46{
47
46 [Flags] 48 [Flags]
47 public enum scriptEvents 49 public enum scriptEvents
48 { 50 {
@@ -106,8 +108,12 @@ namespace OpenSim.Region.Framework.Scenes
106 /// since the group's last persistent backup 108 /// since the group's last persistent backup
107 /// </summary> 109 /// </summary>
108 private bool m_hasGroupChanged = false; 110 private bool m_hasGroupChanged = false;
109 private long timeFirstChanged; 111 private long timeFirstChanged = 0;
110 private long timeLastChanged; 112 private long timeLastChanged = 0;
113 private long m_maxPersistTime = 0;
114 private long m_minPersistTime = 0;
115 private Random m_rand;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
111 117
112 /// <summary> 118 /// <summary>
113 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 119 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -124,9 +130,39 @@ namespace OpenSim.Region.Framework.Scenes
124 { 130 {
125 if (value) 131 if (value)
126 { 132 {
133 if (m_isBackedUp)
134 {
135 m_scene.SceneGraph.FireChangeBackup(this);
136 }
127 timeLastChanged = DateTime.Now.Ticks; 137 timeLastChanged = DateTime.Now.Ticks;
128 if (!m_hasGroupChanged) 138 if (!m_hasGroupChanged)
129 timeFirstChanged = DateTime.Now.Ticks; 139 timeFirstChanged = DateTime.Now.Ticks;
140 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
141 {
142 if (m_rand == null)
143 {
144 byte[] val = new byte[16];
145 m_rootPart.UUID.ToBytes(val, 0);
146 m_rand = new Random(BitConverter.ToInt32(val, 0));
147 }
148
149 if (m_scene.GetRootAgentCount() == 0)
150 {
151 //If the region is empty, this change has been made by an automated process
152 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
153
154 float factor = 1.5f + (float)(m_rand.NextDouble());
155 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
156 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
157 }
158 else
159 {
160 //If the region is not empty, we want to obey the minimum and maximum persist times
161 //but add a random factor so we stagger the object persistance a little
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
164 }
165 }
130 } 166 }
131 m_hasGroupChanged = value; 167 m_hasGroupChanged = value;
132 168
@@ -141,7 +177,7 @@ namespace OpenSim.Region.Framework.Scenes
141 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 177 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
142 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 178 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
143 /// </summary> 179 /// </summary>
144 public bool HasGroupChangedDueToDelink { get; private set; } 180 public bool HasGroupChangedDueToDelink { get; set; }
145 181
146 private bool isTimeToPersist() 182 private bool isTimeToPersist()
147 { 183 {
@@ -151,8 +187,19 @@ namespace OpenSim.Region.Framework.Scenes
151 return false; 187 return false;
152 if (m_scene.ShuttingDown) 188 if (m_scene.ShuttingDown)
153 return true; 189 return true;
190
191 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
192 {
193 m_maxPersistTime = m_scene.m_persistAfter;
194 m_minPersistTime = m_scene.m_dontPersistBefore;
195 }
196
154 long currentTime = DateTime.Now.Ticks; 197 long currentTime = DateTime.Now.Ticks;
155 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 198
199 if (timeLastChanged == 0) timeLastChanged = currentTime;
200 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
201
202 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
156 return true; 203 return true;
157 return false; 204 return false;
158 } 205 }
@@ -271,10 +318,10 @@ namespace OpenSim.Region.Framework.Scenes
271 318
272 private bool m_scriptListens_atTarget; 319 private bool m_scriptListens_atTarget;
273 private bool m_scriptListens_notAtTarget; 320 private bool m_scriptListens_notAtTarget;
274
275 private bool m_scriptListens_atRotTarget; 321 private bool m_scriptListens_atRotTarget;
276 private bool m_scriptListens_notAtRotTarget; 322 private bool m_scriptListens_notAtRotTarget;
277 323
324 public bool m_dupeInProgress = false;
278 internal Dictionary<UUID, string> m_savedScriptState; 325 internal Dictionary<UUID, string> m_savedScriptState;
279 326
280 #region Properties 327 #region Properties
@@ -311,6 +358,16 @@ namespace OpenSim.Region.Framework.Scenes
311 get { return m_parts.Count; } 358 get { return m_parts.Count; }
312 } 359 }
313 360
361// protected Quaternion m_rotation = Quaternion.Identity;
362//
363// public virtual Quaternion Rotation
364// {
365// get { return m_rotation; }
366// set {
367// m_rotation = value;
368// }
369// }
370
314 public Quaternion GroupRotation 371 public Quaternion GroupRotation
315 { 372 {
316 get { return m_rootPart.RotationOffset; } 373 get { return m_rootPart.RotationOffset; }
@@ -417,7 +474,15 @@ namespace OpenSim.Region.Framework.Scenes
417 { 474 {
418 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 475 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
419 } 476 }
420 477
478
479
480 private struct avtocrossInfo
481 {
482 public ScenePresence av;
483 public uint ParentID;
484 }
485
421 /// <summary> 486 /// <summary>
422 /// The absolute position of this scene object in the scene 487 /// The absolute position of this scene object in the scene
423 /// </summary> 488 /// </summary>
@@ -430,14 +495,128 @@ namespace OpenSim.Region.Framework.Scenes
430 495
431 if (Scene != null) 496 if (Scene != null)
432 { 497 {
433 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 498 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
434 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 499 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
500 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
501 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
502 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
435 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 503 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
436 { 504 {
437 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 505 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
506 uint x = 0;
507 uint y = 0;
508 string version = String.Empty;
509 Vector3 newpos = Vector3.Zero;
510 OpenSim.Services.Interfaces.GridRegion destination = null;
511
512 bool canCross = true;
513 foreach (ScenePresence av in m_linkedAvatars)
514 {
515 // We need to cross these agents. First, let's find
516 // out if any of them can't cross for some reason.
517 // We have to deny the crossing entirely if any
518 // of them are banned. Alternatively, we could
519 // unsit banned agents....
520
521
522 // We set the avatar position as being the object
523 // position to get the region to send to
524 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
525 {
526 canCross = false;
527 break;
528 }
529
530 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
531 }
532
533 if (canCross)
534 {
535 // We unparent the SP quietly so that it won't
536 // be made to stand up
537
538 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
539
540 foreach (ScenePresence av in m_linkedAvatars)
541 {
542 avtocrossInfo avinfo = new avtocrossInfo();
543 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
544 if (parentPart != null)
545 av.ParentUUID = parentPart.UUID;
546
547 avinfo.av = av;
548 avinfo.ParentID = av.ParentID;
549 avsToCross.Add(avinfo);
550
551 av.ParentID = 0;
552 }
553
554// m_linkedAvatars.Clear();
555 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
556
557 // Normalize
558 if (val.X >= Constants.RegionSize)
559 val.X -= Constants.RegionSize;
560 if (val.Y >= Constants.RegionSize)
561 val.Y -= Constants.RegionSize;
562 if (val.X < 0)
563 val.X += Constants.RegionSize;
564 if (val.Y < 0)
565 val.Y += Constants.RegionSize;
566
567 // If it's deleted, crossing was successful
568 if (IsDeleted)
569 {
570 // foreach (ScenePresence av in m_linkedAvatars)
571 foreach (avtocrossInfo avinfo in avsToCross)
572 {
573 ScenePresence av = avinfo.av;
574 if (!av.IsInTransit) // just in case...
575 {
576 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
577
578 av.IsInTransit = true;
579
580 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
581 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
582 }
583 else
584 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
585 }
586 avsToCross.Clear();
587 return;
588 }
589 else // cross failed, put avas back ??
590 {
591 foreach (avtocrossInfo avinfo in avsToCross)
592 {
593 ScenePresence av = avinfo.av;
594 av.ParentUUID = UUID.Zero;
595 av.ParentID = avinfo.ParentID;
596// m_linkedAvatars.Add(av);
597 }
598 }
599 avsToCross.Clear();
600
601 }
602 else if (RootPart.PhysActor != null)
603 {
604 RootPart.PhysActor.CrossingFailure();
605 }
606
607 Vector3 oldp = AbsolutePosition;
608 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
609 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
610 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
438 } 611 }
439 } 612 }
440 613
614/* don't see the need but worse don't see where is restored to false if things stay in
615 foreach (SceneObjectPart part in m_parts.GetArray())
616 {
617 part.IgnoreUndoUpdate = true;
618 }
619 */
441 if (RootPart.GetStatusSandbox()) 620 if (RootPart.GetStatusSandbox())
442 { 621 {
443 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 622 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -455,9 +634,38 @@ namespace OpenSim.Region.Framework.Scenes
455 // Restuff the new GroupPosition into each SOP of the linkset. 634 // Restuff the new GroupPosition into each SOP of the linkset.
456 // This has the affect of resetting and tainting the physics actors. 635 // This has the affect of resetting and tainting the physics actors.
457 SceneObjectPart[] parts = m_parts.GetArray(); 636 SceneObjectPart[] parts = m_parts.GetArray();
458 for (int i = 0; i < parts.Length; i++) 637 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
459 parts[i].GroupPosition = val; 638 if (m_dupeInProgress)
639 triggerScriptEvent = false;
640 foreach (SceneObjectPart part in parts)
641 {
642 part.GroupPosition = val;
643 if (triggerScriptEvent)
644 part.TriggerScriptChangedEvent(Changed.POSITION);
645 }
460 646
647/*
648 This seems not needed and should not be needed:
649 sp absolute position depends on sit part absolute position fixed above.
650 sp ParentPosition is not used anywhere.
651 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
652 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
653
654 if (!m_dupeInProgress)
655 {
656 foreach (ScenePresence av in m_linkedAvatars)
657 {
658 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
659 if (p != null && m_parts.TryGetValue(p.UUID, out p))
660 {
661 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
662 av.AbsolutePosition += offset;
663// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
664 av.SendAvatarDataToAllAgents();
665 }
666 }
667 }
668*/
461 //if (m_rootPart.PhysActor != null) 669 //if (m_rootPart.PhysActor != null)
462 //{ 670 //{
463 //m_rootPart.PhysActor.Position = 671 //m_rootPart.PhysActor.Position =
@@ -471,6 +679,40 @@ namespace OpenSim.Region.Framework.Scenes
471 } 679 }
472 } 680 }
473 681
682 public override Vector3 Velocity
683 {
684 get { return RootPart.Velocity; }
685 set { RootPart.Velocity = value; }
686 }
687
688 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
689 {
690 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
691 ScenePresence agent = icon.EndInvoke(iar);
692
693 //// If the cross was successful, this agent is a child agent
694 if (agent.IsChildAgent)
695 {
696 if (agent.ParentUUID != UUID.Zero)
697 {
698 agent.ParentPart = null;
699// agent.ParentPosition = Vector3.Zero;
700// agent.ParentUUID = UUID.Zero;
701 }
702 }
703
704 agent.ParentUUID = UUID.Zero;
705
706// agent.Reset();
707// else // Not successful
708// agent.RestoreInCurrentScene();
709
710 // In any case
711 agent.IsInTransit = false;
712
713 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
714 }
715
474 public override uint LocalId 716 public override uint LocalId
475 { 717 {
476 get { return m_rootPart.LocalId; } 718 get { return m_rootPart.LocalId; }
@@ -541,6 +783,11 @@ namespace OpenSim.Region.Framework.Scenes
541 m_isSelected = value; 783 m_isSelected = value;
542 // Tell physics engine that group is selected 784 // Tell physics engine that group is selected
543 785
786 // this is not right
787 // but ode engines should only really need to know about root part
788 // so they can put entire object simulation on hold and not colliding
789 // keep as was for now
790
544 PhysicsActor pa = m_rootPart.PhysActor; 791 PhysicsActor pa = m_rootPart.PhysActor;
545 if (pa != null) 792 if (pa != null)
546 { 793 {
@@ -557,6 +804,42 @@ namespace OpenSim.Region.Framework.Scenes
557 childPa.Selected = value; 804 childPa.Selected = value;
558 } 805 }
559 } 806 }
807 if (RootPart.KeyframeMotion != null)
808 RootPart.KeyframeMotion.Selected = value;
809 }
810 }
811
812 public void PartSelectChanged(bool partSelect)
813 {
814 // any part selected makes group selected
815 if (m_isSelected == partSelect)
816 return;
817
818 if (partSelect)
819 {
820 IsSelected = partSelect;
821// if (!IsAttachment)
822// ScheduleGroupForFullUpdate();
823 }
824 else
825 {
826 // bad bad bad 2 heavy for large linksets
827 // since viewer does send lot of (un)selects
828 // this needs to be replaced by a specific list or count ?
829 // but that will require extra code in several places
830
831 SceneObjectPart[] parts = m_parts.GetArray();
832 for (int i = 0; i < parts.Length; i++)
833 {
834 SceneObjectPart part = parts[i];
835 if (part.IsSelected)
836 return;
837 }
838 IsSelected = partSelect;
839 if (!IsAttachment)
840 {
841 ScheduleGroupForFullUpdate();
842 }
560 } 843 }
561 } 844 }
562 845
@@ -642,6 +925,7 @@ namespace OpenSim.Region.Framework.Scenes
642 /// </summary> 925 /// </summary>
643 public SceneObjectGroup() 926 public SceneObjectGroup()
644 { 927 {
928
645 } 929 }
646 930
647 /// <summary> 931 /// <summary>
@@ -659,8 +943,8 @@ namespace OpenSim.Region.Framework.Scenes
659 /// Constructor. This object is added to the scene later via AttachToScene() 943 /// Constructor. This object is added to the scene later via AttachToScene()
660 /// </summary> 944 /// </summary>
661 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 945 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
662 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 946 {
663 { 947 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
664 } 948 }
665 949
666 /// <summary> 950 /// <summary>
@@ -695,6 +979,9 @@ namespace OpenSim.Region.Framework.Scenes
695 /// </summary> 979 /// </summary>
696 public virtual void AttachToBackup() 980 public virtual void AttachToBackup()
697 { 981 {
982 if (IsAttachment) return;
983 m_scene.SceneGraph.FireAttachToBackup(this);
984
698 if (InSceneBackup) 985 if (InSceneBackup)
699 { 986 {
700 //m_log.DebugFormat( 987 //m_log.DebugFormat(
@@ -737,6 +1024,13 @@ namespace OpenSim.Region.Framework.Scenes
737 1024
738 ApplyPhysics(); 1025 ApplyPhysics();
739 1026
1027 if (RootPart.PhysActor != null)
1028 RootPart.Force = RootPart.Force;
1029 if (RootPart.PhysActor != null)
1030 RootPart.Torque = RootPart.Torque;
1031 if (RootPart.PhysActor != null)
1032 RootPart.Buoyancy = RootPart.Buoyancy;
1033
740 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1034 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
741 // for the same object with very different properties. The caller must schedule the update. 1035 // for the same object with very different properties. The caller must schedule the update.
742 //ScheduleGroupForFullUpdate(); 1036 //ScheduleGroupForFullUpdate();
@@ -752,6 +1046,10 @@ namespace OpenSim.Region.Framework.Scenes
752 EntityIntersection result = new EntityIntersection(); 1046 EntityIntersection result = new EntityIntersection();
753 1047
754 SceneObjectPart[] parts = m_parts.GetArray(); 1048 SceneObjectPart[] parts = m_parts.GetArray();
1049
1050 // Find closest hit here
1051 float idist = float.MaxValue;
1052
755 for (int i = 0; i < parts.Length; i++) 1053 for (int i = 0; i < parts.Length; i++)
756 { 1054 {
757 SceneObjectPart part = parts[i]; 1055 SceneObjectPart part = parts[i];
@@ -766,11 +1064,6 @@ namespace OpenSim.Region.Framework.Scenes
766 1064
767 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1065 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
768 1066
769 // This may need to be updated to the maximum draw distance possible..
770 // We might (and probably will) be checking for prim creation from other sims
771 // when the camera crosses the border.
772 float idist = Constants.RegionSize;
773
774 if (inter.HitTF) 1067 if (inter.HitTF)
775 { 1068 {
776 // We need to find the closest prim to return to the testcaller along the ray 1069 // We need to find the closest prim to return to the testcaller along the ray
@@ -781,10 +1074,11 @@ namespace OpenSim.Region.Framework.Scenes
781 result.obj = part; 1074 result.obj = part;
782 result.normal = inter.normal; 1075 result.normal = inter.normal;
783 result.distance = inter.distance; 1076 result.distance = inter.distance;
1077
1078 idist = inter.distance;
784 } 1079 }
785 } 1080 }
786 } 1081 }
787
788 return result; 1082 return result;
789 } 1083 }
790 1084
@@ -796,25 +1090,27 @@ namespace OpenSim.Region.Framework.Scenes
796 /// <returns></returns> 1090 /// <returns></returns>
797 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1091 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
798 { 1092 {
799 maxX = -256f; 1093 maxX = float.MinValue;
800 maxY = -256f; 1094 maxY = float.MinValue;
801 maxZ = -256f; 1095 maxZ = float.MinValue;
802 minX = 256f; 1096 minX = float.MaxValue;
803 minY = 256f; 1097 minY = float.MaxValue;
804 minZ = 8192f; 1098 minZ = float.MaxValue;
805 1099
806 SceneObjectPart[] parts = m_parts.GetArray(); 1100 SceneObjectPart[] parts = m_parts.GetArray();
807 for (int i = 0; i < parts.Length; i++) 1101 foreach (SceneObjectPart part in parts)
808 { 1102 {
809 SceneObjectPart part = parts[i];
810
811 Vector3 worldPos = part.GetWorldPosition(); 1103 Vector3 worldPos = part.GetWorldPosition();
812 Vector3 offset = worldPos - AbsolutePosition; 1104 Vector3 offset = worldPos - AbsolutePosition;
813 Quaternion worldRot; 1105 Quaternion worldRot;
814 if (part.ParentID == 0) 1106 if (part.ParentID == 0)
1107 {
815 worldRot = part.RotationOffset; 1108 worldRot = part.RotationOffset;
1109 }
816 else 1110 else
1111 {
817 worldRot = part.GetWorldRotation(); 1112 worldRot = part.GetWorldRotation();
1113 }
818 1114
819 Vector3 frontTopLeft; 1115 Vector3 frontTopLeft;
820 Vector3 frontTopRight; 1116 Vector3 frontTopRight;
@@ -826,6 +1122,8 @@ namespace OpenSim.Region.Framework.Scenes
826 Vector3 backBottomLeft; 1122 Vector3 backBottomLeft;
827 Vector3 backBottomRight; 1123 Vector3 backBottomRight;
828 1124
1125 // Vector3[] corners = new Vector3[8];
1126
829 Vector3 orig = Vector3.Zero; 1127 Vector3 orig = Vector3.Zero;
830 1128
831 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1129 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -860,6 +1158,38 @@ namespace OpenSim.Region.Framework.Scenes
860 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1158 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
861 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1159 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
862 1160
1161
1162
1163 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1164 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1165 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1166 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1167 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1168 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1169 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1170 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1171
1172 //for (int i = 0; i < 8; i++)
1173 //{
1174 // corners[i] = corners[i] * worldRot;
1175 // corners[i] += offset;
1176
1177 // if (corners[i].X > maxX)
1178 // maxX = corners[i].X;
1179 // if (corners[i].X < minX)
1180 // minX = corners[i].X;
1181
1182 // if (corners[i].Y > maxY)
1183 // maxY = corners[i].Y;
1184 // if (corners[i].Y < minY)
1185 // minY = corners[i].Y;
1186
1187 // if (corners[i].Z > maxZ)
1188 // maxZ = corners[i].Y;
1189 // if (corners[i].Z < minZ)
1190 // minZ = corners[i].Z;
1191 //}
1192
863 frontTopLeft = frontTopLeft * worldRot; 1193 frontTopLeft = frontTopLeft * worldRot;
864 frontTopRight = frontTopRight * worldRot; 1194 frontTopRight = frontTopRight * worldRot;
865 frontBottomLeft = frontBottomLeft * worldRot; 1195 frontBottomLeft = frontBottomLeft * worldRot;
@@ -881,6 +1211,15 @@ namespace OpenSim.Region.Framework.Scenes
881 backTopLeft += offset; 1211 backTopLeft += offset;
882 backTopRight += offset; 1212 backTopRight += offset;
883 1213
1214 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1215 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1216 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1217 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1218 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1219 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1220 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1221 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1222
884 if (frontTopRight.X > maxX) 1223 if (frontTopRight.X > maxX)
885 maxX = frontTopRight.X; 1224 maxX = frontTopRight.X;
886 if (frontTopLeft.X > maxX) 1225 if (frontTopLeft.X > maxX)
@@ -1024,17 +1363,118 @@ namespace OpenSim.Region.Framework.Scenes
1024 1363
1025 #endregion 1364 #endregion
1026 1365
1366 public void GetResourcesCosts(SceneObjectPart apart,
1367 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1368 {
1369 // this information may need to be cached
1370
1371 float cost;
1372 float tmpcost;
1373
1374 bool ComplexCost = false;
1375
1376 SceneObjectPart p;
1377 SceneObjectPart[] parts;
1378
1379 lock (m_parts)
1380 {
1381 parts = m_parts.GetArray();
1382 }
1383
1384 int nparts = parts.Length;
1385
1386
1387 for (int i = 0; i < nparts; i++)
1388 {
1389 p = parts[i];
1390
1391 if (p.UsesComplexCost)
1392 {
1393 ComplexCost = true;
1394 break;
1395 }
1396 }
1397
1398 if (ComplexCost)
1399 {
1400 linksetResCost = 0;
1401 linksetPhysCost = 0;
1402 partCost = 0;
1403 partPhysCost = 0;
1404
1405 for (int i = 0; i < nparts; i++)
1406 {
1407 p = parts[i];
1408
1409 cost = p.StreamingCost;
1410 tmpcost = p.SimulationCost;
1411 if (tmpcost > cost)
1412 cost = tmpcost;
1413 tmpcost = p.PhysicsCost;
1414 if (tmpcost > cost)
1415 cost = tmpcost;
1416
1417 linksetPhysCost += tmpcost;
1418 linksetResCost += cost;
1419
1420 if (p == apart)
1421 {
1422 partCost = cost;
1423 partPhysCost = tmpcost;
1424 }
1425 }
1426 }
1427 else
1428 {
1429 partPhysCost = 1.0f;
1430 partCost = 1.0f;
1431 linksetResCost = (float)nparts;
1432 linksetPhysCost = linksetResCost;
1433 }
1434 }
1435
1436 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1437 {
1438 SceneObjectPart p;
1439 SceneObjectPart[] parts;
1440
1441 lock (m_parts)
1442 {
1443 parts = m_parts.GetArray();
1444 }
1445
1446 int nparts = parts.Length;
1447
1448 PhysCost = 0;
1449 StreamCost = 0;
1450 SimulCost = 0;
1451
1452 for (int i = 0; i < nparts; i++)
1453 {
1454 p = parts[i];
1455
1456 StreamCost += p.StreamingCost;
1457 SimulCost += p.SimulationCost;
1458 PhysCost += p.PhysicsCost;
1459 }
1460 }
1461
1027 public void SaveScriptedState(XmlTextWriter writer) 1462 public void SaveScriptedState(XmlTextWriter writer)
1028 { 1463 {
1464 SaveScriptedState(writer, false);
1465 }
1466
1467 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1468 {
1029 XmlDocument doc = new XmlDocument(); 1469 XmlDocument doc = new XmlDocument();
1030 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1470 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1031 1471
1032 SceneObjectPart[] parts = m_parts.GetArray(); 1472 SceneObjectPart[] parts = m_parts.GetArray();
1033 for (int i = 0; i < parts.Length; i++) 1473 for (int i = 0; i < parts.Length; i++)
1034 { 1474 {
1035 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1475 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1036 foreach (KeyValuePair<UUID, string> kvp in pstates) 1476 foreach (KeyValuePair<UUID, string> kvp in pstates)
1037 states.Add(kvp.Key, kvp.Value); 1477 states[kvp.Key] = kvp.Value;
1038 } 1478 }
1039 1479
1040 if (states.Count > 0) 1480 if (states.Count > 0)
@@ -1054,6 +1494,169 @@ namespace OpenSim.Region.Framework.Scenes
1054 } 1494 }
1055 1495
1056 /// <summary> 1496 /// <summary>
1497 /// Add the avatar to this linkset (avatar is sat).
1498 /// </summary>
1499 /// <param name="agentID"></param>
1500 public void AddAvatar(UUID agentID)
1501 {
1502 ScenePresence presence;
1503 if (m_scene.TryGetScenePresence(agentID, out presence))
1504 {
1505 if (!m_linkedAvatars.Contains(presence))
1506 {
1507 m_linkedAvatars.Add(presence);
1508 }
1509 }
1510 }
1511
1512 /// <summary>
1513 /// Delete the avatar from this linkset (avatar is unsat).
1514 /// </summary>
1515 /// <param name="agentID"></param>
1516 public void DeleteAvatar(UUID agentID)
1517 {
1518 ScenePresence presence;
1519 if (m_scene.TryGetScenePresence(agentID, out presence))
1520 {
1521 if (m_linkedAvatars.Contains(presence))
1522 {
1523 m_linkedAvatars.Remove(presence);
1524 }
1525 }
1526 }
1527
1528 /// <summary>
1529 /// Returns the list of linked presences (avatars sat on this group)
1530 /// </summary>
1531 /// <param name="agentID"></param>
1532 public List<ScenePresence> GetLinkedAvatars()
1533 {
1534 return m_linkedAvatars;
1535 }
1536
1537 /// <summary>
1538 /// Attach this scene object to the given avatar.
1539 /// </summary>
1540 /// <param name="agentID"></param>
1541 /// <param name="attachmentpoint"></param>
1542 /// <param name="AttachOffset"></param>
1543 private void AttachToAgent(
1544 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1545 {
1546 if (avatar != null)
1547 {
1548 // don't attach attachments to child agents
1549 if (avatar.IsChildAgent) return;
1550
1551 // Remove from database and parcel prim count
1552 m_scene.DeleteFromStorage(so.UUID);
1553 m_scene.EventManager.TriggerParcelPrimCountTainted();
1554
1555 so.AttachedAvatar = avatar.UUID;
1556
1557 if (so.RootPart.PhysActor != null)
1558 {
1559 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1560 so.RootPart.PhysActor = null;
1561 }
1562
1563 so.AbsolutePosition = attachOffset;
1564 so.RootPart.AttachedPos = attachOffset;
1565 so.IsAttachment = true;
1566 so.RootPart.SetParentLocalId(avatar.LocalId);
1567 so.AttachmentPoint = attachmentpoint;
1568
1569 avatar.AddAttachment(this);
1570
1571 if (!silent)
1572 {
1573 // Killing it here will cause the client to deselect it
1574 // It then reappears on the avatar, deselected
1575 // through the full update below
1576 //
1577 if (IsSelected)
1578 {
1579 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1580 }
1581
1582 IsSelected = false; // fudge....
1583 ScheduleGroupForFullUpdate();
1584 }
1585 }
1586 else
1587 {
1588 m_log.WarnFormat(
1589 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1590 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1591 }
1592 }
1593
1594 public byte GetAttachmentPoint()
1595 {
1596 return m_rootPart.Shape.State;
1597 }
1598
1599 public void DetachToGround()
1600 {
1601 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1602 if (avatar == null)
1603 return;
1604
1605 avatar.RemoveAttachment(this);
1606
1607 Vector3 detachedpos = new Vector3(127f,127f,127f);
1608 if (avatar == null)
1609 return;
1610
1611 detachedpos = avatar.AbsolutePosition;
1612 FromItemID = UUID.Zero;
1613
1614 AbsolutePosition = detachedpos;
1615 AttachedAvatar = UUID.Zero;
1616
1617 //SceneObjectPart[] parts = m_parts.GetArray();
1618 //for (int i = 0; i < parts.Length; i++)
1619 // parts[i].AttachedAvatar = UUID.Zero;
1620
1621 m_rootPart.SetParentLocalId(0);
1622 AttachmentPoint = (byte)0;
1623 // must check if buildind should be true or false here
1624 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1625 HasGroupChanged = true;
1626 RootPart.Rezzed = DateTime.Now;
1627 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1628 AttachToBackup();
1629 m_scene.EventManager.TriggerParcelPrimCountTainted();
1630 m_rootPart.ScheduleFullUpdate();
1631 m_rootPart.ClearUndoState();
1632 }
1633
1634 public void DetachToInventoryPrep()
1635 {
1636 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1637 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1638 if (avatar != null)
1639 {
1640 //detachedpos = avatar.AbsolutePosition;
1641 avatar.RemoveAttachment(this);
1642 }
1643
1644 AttachedAvatar = UUID.Zero;
1645
1646 /*SceneObjectPart[] parts = m_parts.GetArray();
1647 for (int i = 0; i < parts.Length; i++)
1648 parts[i].AttachedAvatar = UUID.Zero;*/
1649
1650 m_rootPart.SetParentLocalId(0);
1651 //m_rootPart.SetAttachmentPoint((byte)0);
1652 IsAttachment = false;
1653 AbsolutePosition = m_rootPart.AttachedPos;
1654 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1655 //AttachToBackup();
1656 //m_rootPart.ScheduleFullUpdate();
1657 }
1658
1659 /// <summary>
1057 /// 1660 ///
1058 /// </summary> 1661 /// </summary>
1059 /// <param name="part"></param> 1662 /// <param name="part"></param>
@@ -1093,7 +1696,10 @@ namespace OpenSim.Region.Framework.Scenes
1093 public void AddPart(SceneObjectPart part) 1696 public void AddPart(SceneObjectPart part)
1094 { 1697 {
1095 part.SetParent(this); 1698 part.SetParent(this);
1096 part.LinkNum = m_parts.Add(part.UUID, part); 1699 m_parts.Add(part.UUID, part);
1700
1701 part.LinkNum = m_parts.Count;
1702
1097 if (part.LinkNum == 2) 1703 if (part.LinkNum == 2)
1098 RootPart.LinkNum = 1; 1704 RootPart.LinkNum = 1;
1099 } 1705 }
@@ -1184,7 +1790,7 @@ namespace OpenSim.Region.Framework.Scenes
1184// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1790// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1185// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1791// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1186 1792
1187 part.StoreUndoState(); 1793// part.StoreUndoState();
1188 part.OnGrab(offsetPos, remoteClient); 1794 part.OnGrab(offsetPos, remoteClient);
1189 } 1795 }
1190 1796
@@ -1204,6 +1810,11 @@ namespace OpenSim.Region.Framework.Scenes
1204 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1810 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1205 public void DeleteGroupFromScene(bool silent) 1811 public void DeleteGroupFromScene(bool silent)
1206 { 1812 {
1813 // We need to keep track of this state in case this group is still queued for backup.
1814 IsDeleted = true;
1815
1816 DetachFromBackup();
1817
1207 SceneObjectPart[] parts = m_parts.GetArray(); 1818 SceneObjectPart[] parts = m_parts.GetArray();
1208 for (int i = 0; i < parts.Length; i++) 1819 for (int i = 0; i < parts.Length; i++)
1209 { 1820 {
@@ -1227,6 +1838,7 @@ namespace OpenSim.Region.Framework.Scenes
1227 } 1838 }
1228 }); 1839 });
1229 } 1840 }
1841
1230 } 1842 }
1231 1843
1232 public void AddScriptLPS(int count) 1844 public void AddScriptLPS(int count)
@@ -1296,28 +1908,43 @@ namespace OpenSim.Region.Framework.Scenes
1296 /// </summary> 1908 /// </summary>
1297 public void ApplyPhysics() 1909 public void ApplyPhysics()
1298 { 1910 {
1299 // Apply physics to the root prim
1300 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1301
1302 // Apply physics to child prims
1303 SceneObjectPart[] parts = m_parts.GetArray(); 1911 SceneObjectPart[] parts = m_parts.GetArray();
1304 if (parts.Length > 1) 1912 if (parts.Length > 1)
1305 { 1913 {
1914 ResetChildPrimPhysicsPositions();
1915
1916 // Apply physics to the root prim
1917 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1918
1919
1306 for (int i = 0; i < parts.Length; i++) 1920 for (int i = 0; i < parts.Length; i++)
1307 { 1921 {
1308 SceneObjectPart part = parts[i]; 1922 SceneObjectPart part = parts[i];
1309 if (part.LocalId != m_rootPart.LocalId) 1923 if (part.LocalId != m_rootPart.LocalId)
1310 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1924 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1311 } 1925 }
1312
1313 // Hack to get the physics scene geometries in the right spot 1926 // Hack to get the physics scene geometries in the right spot
1314 ResetChildPrimPhysicsPositions(); 1927// ResetChildPrimPhysicsPositions();
1928 if (m_rootPart.PhysActor != null)
1929 {
1930 m_rootPart.PhysActor.Building = false;
1931 }
1932 }
1933 else
1934 {
1935 // Apply physics to the root prim
1936 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1315 } 1937 }
1316 } 1938 }
1317 1939
1318 public void SetOwnerId(UUID userId) 1940 public void SetOwnerId(UUID userId)
1319 { 1941 {
1320 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1942 ForEachPart(delegate(SceneObjectPart part)
1943 {
1944
1945 part.OwnerID = userId;
1946
1947 });
1321 } 1948 }
1322 1949
1323 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1950 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1349,11 +1976,17 @@ namespace OpenSim.Region.Framework.Scenes
1349 return; 1976 return;
1350 } 1977 }
1351 1978
1979 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1980 return;
1981
1352 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1982 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1353 // any exception propogate upwards. 1983 // any exception propogate upwards.
1354 try 1984 try
1355 { 1985 {
1356 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1986 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1987 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
1988 m_scene.LoadingPrims) // Land may not be valid yet
1989
1357 { 1990 {
1358 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1991 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1359 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1992 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1380,6 +2013,7 @@ namespace OpenSim.Region.Framework.Scenes
1380 } 2013 }
1381 } 2014 }
1382 } 2015 }
2016
1383 } 2017 }
1384 2018
1385 if (m_scene.UseBackup && HasGroupChanged) 2019 if (m_scene.UseBackup && HasGroupChanged)
@@ -1387,10 +2021,30 @@ namespace OpenSim.Region.Framework.Scenes
1387 // don't backup while it's selected or you're asking for changes mid stream. 2021 // don't backup while it's selected or you're asking for changes mid stream.
1388 if (isTimeToPersist() || forcedBackup) 2022 if (isTimeToPersist() || forcedBackup)
1389 { 2023 {
2024 if (m_rootPart.PhysActor != null &&
2025 (!m_rootPart.PhysActor.IsPhysical))
2026 {
2027 // Possible ghost prim
2028 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2029 {
2030 foreach (SceneObjectPart part in m_parts.GetArray())
2031 {
2032 // Re-set physics actor positions and
2033 // orientations
2034 part.GroupPosition = m_rootPart.GroupPosition;
2035 }
2036 }
2037 }
1390// m_log.DebugFormat( 2038// m_log.DebugFormat(
1391// "[SCENE]: Storing {0}, {1} in {2}", 2039// "[SCENE]: Storing {0}, {1} in {2}",
1392// Name, UUID, m_scene.RegionInfo.RegionName); 2040// Name, UUID, m_scene.RegionInfo.RegionName);
1393 2041
2042 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2043 {
2044 RootPart.Shape.State = 0;
2045 ScheduleGroupForFullUpdate();
2046 }
2047
1394 SceneObjectGroup backup_group = Copy(false); 2048 SceneObjectGroup backup_group = Copy(false);
1395 backup_group.RootPart.Velocity = RootPart.Velocity; 2049 backup_group.RootPart.Velocity = RootPart.Velocity;
1396 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2050 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1400,6 +2054,15 @@ namespace OpenSim.Region.Framework.Scenes
1400 HasGroupChangedDueToDelink = false; 2054 HasGroupChangedDueToDelink = false;
1401 2055
1402 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2056 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2057 backup_group.ForEachPart(delegate(SceneObjectPart part)
2058 {
2059 if (part.KeyframeMotion != null)
2060 {
2061 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2062 part.KeyframeMotion.UpdateSceneObject(this);
2063 }
2064 });
2065
1403 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2066 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1404 2067
1405 backup_group.ForEachPart(delegate(SceneObjectPart part) 2068 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1456,10 +2119,14 @@ namespace OpenSim.Region.Framework.Scenes
1456 /// <returns></returns> 2119 /// <returns></returns>
1457 public SceneObjectGroup Copy(bool userExposed) 2120 public SceneObjectGroup Copy(bool userExposed)
1458 { 2121 {
2122 m_dupeInProgress = true;
1459 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2123 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1460 dupe.m_isBackedUp = false; 2124 dupe.m_isBackedUp = false;
1461 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2125 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1462 2126
2127 // new group as no sitting avatars
2128 dupe.m_linkedAvatars = new List<ScenePresence>();
2129
1463 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2130 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1464 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2131 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1465 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2132 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1470,7 +2137,7 @@ namespace OpenSim.Region.Framework.Scenes
1470 // This is only necessary when userExposed is false! 2137 // This is only necessary when userExposed is false!
1471 2138
1472 bool previousAttachmentStatus = dupe.IsAttachment; 2139 bool previousAttachmentStatus = dupe.IsAttachment;
1473 2140
1474 if (!userExposed) 2141 if (!userExposed)
1475 dupe.IsAttachment = true; 2142 dupe.IsAttachment = true;
1476 2143
@@ -1488,11 +2155,11 @@ namespace OpenSim.Region.Framework.Scenes
1488 dupe.m_rootPart.TrimPermissions(); 2155 dupe.m_rootPart.TrimPermissions();
1489 2156
1490 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2157 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1491 2158
1492 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2159 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1493 { 2160 {
1494 return p1.LinkNum.CompareTo(p2.LinkNum); 2161 return p1.LinkNum.CompareTo(p2.LinkNum);
1495 } 2162 }
1496 ); 2163 );
1497 2164
1498 foreach (SceneObjectPart part in partList) 2165 foreach (SceneObjectPart part in partList)
@@ -1502,41 +2169,53 @@ namespace OpenSim.Region.Framework.Scenes
1502 { 2169 {
1503 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2170 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1504 newPart.LinkNum = part.LinkNum; 2171 newPart.LinkNum = part.LinkNum;
1505 } 2172 if (userExposed)
2173 newPart.ParentID = dupe.m_rootPart.LocalId;
2174 }
1506 else 2175 else
1507 { 2176 {
1508 newPart = dupe.m_rootPart; 2177 newPart = dupe.m_rootPart;
1509 } 2178 }
2179/*
2180 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2181 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1510 2182
1511 // Need to duplicate the physics actor as well 2183 // Need to duplicate the physics actor as well
1512 PhysicsActor originalPartPa = part.PhysActor; 2184 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1513 if (originalPartPa != null && userExposed)
1514 { 2185 {
1515 PrimitiveBaseShape pbs = newPart.Shape; 2186 PrimitiveBaseShape pbs = newPart.Shape;
1516
1517 newPart.PhysActor 2187 newPart.PhysActor
1518 = m_scene.PhysicsScene.AddPrimShape( 2188 = m_scene.PhysicsScene.AddPrimShape(
1519 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2189 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1520 pbs, 2190 pbs,
1521 newPart.AbsolutePosition, 2191 newPart.AbsolutePosition,
1522 newPart.Scale, 2192 newPart.Scale,
1523 newPart.RotationOffset, 2193 newPart.GetWorldRotation(),
1524 originalPartPa.IsPhysical, 2194 isphys,
2195 isphan,
1525 newPart.LocalId); 2196 newPart.LocalId);
1526 2197
1527 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2198 newPart.DoPhysicsPropertyUpdate(isphys, true);
1528 } 2199 */
2200 if (userExposed)
2201 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2202// }
1529 } 2203 }
1530 2204
1531 if (userExposed) 2205 if (userExposed)
1532 { 2206 {
1533 dupe.UpdateParentIDs(); 2207// done above dupe.UpdateParentIDs();
2208
2209 if (dupe.m_rootPart.PhysActor != null)
2210 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2211
1534 dupe.HasGroupChanged = true; 2212 dupe.HasGroupChanged = true;
1535 dupe.AttachToBackup(); 2213 dupe.AttachToBackup();
1536 2214
1537 ScheduleGroupForFullUpdate(); 2215 ScheduleGroupForFullUpdate();
1538 } 2216 }
1539 2217
2218 m_dupeInProgress = false;
1540 return dupe; 2219 return dupe;
1541 } 2220 }
1542 2221
@@ -1548,11 +2227,24 @@ namespace OpenSim.Region.Framework.Scenes
1548 /// <param name="cGroupID"></param> 2227 /// <param name="cGroupID"></param>
1549 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2228 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1550 { 2229 {
1551 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2230 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2231 // give newpart a new local ID lettng old part keep same
2232 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2233 newpart.LocalId = m_scene.AllocateLocalId();
2234
2235 SetRootPart(newpart);
2236 if (userExposed)
2237 RootPart.Velocity = Vector3.Zero; // In case source is moving
1552 } 2238 }
1553 2239
1554 public void ScriptSetPhysicsStatus(bool usePhysics) 2240 public void ScriptSetPhysicsStatus(bool usePhysics)
1555 { 2241 {
2242 if (usePhysics)
2243 {
2244 if (RootPart.KeyframeMotion != null)
2245 RootPart.KeyframeMotion.Stop();
2246 RootPart.KeyframeMotion = null;
2247 }
1556 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2248 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1557 } 2249 }
1558 2250
@@ -1600,27 +2292,14 @@ namespace OpenSim.Region.Framework.Scenes
1600 2292
1601 if (pa != null) 2293 if (pa != null)
1602 { 2294 {
1603 pa.AddForce(impulse, true); 2295 // false to be applied as a impulse
1604 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2296 pa.AddForce(impulse, false);
1605 }
1606 }
1607 }
1608
1609 public void applyAngularImpulse(Vector3 impulse)
1610 {
1611 PhysicsActor pa = RootPart.PhysActor;
1612
1613 if (pa != null)
1614 {
1615 if (!IsAttachment)
1616 {
1617 pa.AddAngularForce(impulse, true);
1618 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2297 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1619 } 2298 }
1620 } 2299 }
1621 } 2300 }
1622 2301
1623 public void setAngularImpulse(Vector3 impulse) 2302 public void ApplyAngularImpulse(Vector3 impulse)
1624 { 2303 {
1625 PhysicsActor pa = RootPart.PhysActor; 2304 PhysicsActor pa = RootPart.PhysActor;
1626 2305
@@ -1628,7 +2307,8 @@ namespace OpenSim.Region.Framework.Scenes
1628 { 2307 {
1629 if (!IsAttachment) 2308 if (!IsAttachment)
1630 { 2309 {
1631 pa.Torque = impulse; 2310 // false to be applied as a impulse
2311 pa.AddAngularForce(impulse, false);
1632 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2312 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1633 } 2313 }
1634 } 2314 }
@@ -1636,20 +2316,10 @@ namespace OpenSim.Region.Framework.Scenes
1636 2316
1637 public Vector3 GetTorque() 2317 public Vector3 GetTorque()
1638 { 2318 {
1639 PhysicsActor pa = RootPart.PhysActor; 2319 return RootPart.Torque;
1640
1641 if (pa != null)
1642 {
1643 if (!IsAttachment)
1644 {
1645 Vector3 torque = pa.Torque;
1646 return torque;
1647 }
1648 }
1649
1650 return Vector3.Zero;
1651 } 2320 }
1652 2321
2322 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1653 public void moveToTarget(Vector3 target, float tau) 2323 public void moveToTarget(Vector3 target, float tau)
1654 { 2324 {
1655 if (IsAttachment) 2325 if (IsAttachment)
@@ -1681,6 +2351,46 @@ namespace OpenSim.Region.Framework.Scenes
1681 pa.PIDActive = false; 2351 pa.PIDActive = false;
1682 } 2352 }
1683 2353
2354 public void rotLookAt(Quaternion target, float strength, float damping)
2355 {
2356 SceneObjectPart rootpart = m_rootPart;
2357 if (rootpart != null)
2358 {
2359 if (IsAttachment)
2360 {
2361 /*
2362 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2363 if (avatar != null)
2364 {
2365 Rotate the Av?
2366 } */
2367 }
2368 else
2369 {
2370 if (rootpart.PhysActor != null)
2371 { // APID must be implemented in your physics system for this to function.
2372 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2373 rootpart.PhysActor.APIDStrength = strength;
2374 rootpart.PhysActor.APIDDamping = damping;
2375 rootpart.PhysActor.APIDActive = true;
2376 }
2377 }
2378 }
2379 }
2380
2381 public void stopLookAt()
2382 {
2383 SceneObjectPart rootpart = m_rootPart;
2384 if (rootpart != null)
2385 {
2386 if (rootpart.PhysActor != null)
2387 { // APID must be implemented in your physics system for this to function.
2388 rootpart.PhysActor.APIDActive = false;
2389 }
2390 }
2391
2392 }
2393
1684 /// <summary> 2394 /// <summary>
1685 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2395 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1686 /// </summary> 2396 /// </summary>
@@ -1697,7 +2407,7 @@ namespace OpenSim.Region.Framework.Scenes
1697 { 2407 {
1698 pa.PIDHoverHeight = height; 2408 pa.PIDHoverHeight = height;
1699 pa.PIDHoverType = hoverType; 2409 pa.PIDHoverType = hoverType;
1700 pa.PIDTau = tau; 2410 pa.PIDHoverTau = tau;
1701 pa.PIDHoverActive = true; 2411 pa.PIDHoverActive = true;
1702 } 2412 }
1703 else 2413 else
@@ -1737,7 +2447,12 @@ namespace OpenSim.Region.Framework.Scenes
1737 /// <param name="cGroupID"></param> 2447 /// <param name="cGroupID"></param>
1738 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2448 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1739 { 2449 {
1740 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2450 // give new ID to the new part, letting old keep original
2451 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2452 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2453 newPart.LocalId = m_scene.AllocateLocalId();
2454 newPart.SetParent(this);
2455
1741 AddPart(newPart); 2456 AddPart(newPart);
1742 2457
1743 SetPartAsNonRoot(newPart); 2458 SetPartAsNonRoot(newPart);
@@ -1876,11 +2591,11 @@ namespace OpenSim.Region.Framework.Scenes
1876 /// Immediately send a full update for this scene object. 2591 /// Immediately send a full update for this scene object.
1877 /// </summary> 2592 /// </summary>
1878 public void SendGroupFullUpdate() 2593 public void SendGroupFullUpdate()
1879 { 2594 {
1880 if (IsDeleted) 2595 if (IsDeleted)
1881 return; 2596 return;
1882 2597
1883// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2598// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1884 2599
1885 RootPart.SendFullUpdateToAllClients(); 2600 RootPart.SendFullUpdateToAllClients();
1886 2601
@@ -2017,6 +2732,11 @@ namespace OpenSim.Region.Framework.Scenes
2017 // 'linkPart' == the root of the group being linked into this group 2732 // 'linkPart' == the root of the group being linked into this group
2018 SceneObjectPart linkPart = objectGroup.m_rootPart; 2733 SceneObjectPart linkPart = objectGroup.m_rootPart;
2019 2734
2735 if (m_rootPart.PhysActor != null)
2736 m_rootPart.PhysActor.Building = true;
2737 if (linkPart.PhysActor != null)
2738 linkPart.PhysActor.Building = true;
2739
2020 // physics flags from group to be applied to linked parts 2740 // physics flags from group to be applied to linked parts
2021 bool grpusephys = UsesPhysics; 2741 bool grpusephys = UsesPhysics;
2022 bool grptemporary = IsTemporary; 2742 bool grptemporary = IsTemporary;
@@ -2042,12 +2762,12 @@ namespace OpenSim.Region.Framework.Scenes
2042 Vector3 axPos = linkPart.OffsetPosition; 2762 Vector3 axPos = linkPart.OffsetPosition;
2043 // Rotate the linking root SOP's position to be relative to the new root prim 2763 // Rotate the linking root SOP's position to be relative to the new root prim
2044 Quaternion parentRot = m_rootPart.RotationOffset; 2764 Quaternion parentRot = m_rootPart.RotationOffset;
2045 axPos *= Quaternion.Inverse(parentRot); 2765 axPos *= Quaternion.Conjugate(parentRot);
2046 linkPart.OffsetPosition = axPos; 2766 linkPart.OffsetPosition = axPos;
2047 2767
2048 // Make the linking root SOP's rotation relative to the new root prim 2768 // Make the linking root SOP's rotation relative to the new root prim
2049 Quaternion oldRot = linkPart.RotationOffset; 2769 Quaternion oldRot = linkPart.RotationOffset;
2050 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2770 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2051 linkPart.RotationOffset = newRot; 2771 linkPart.RotationOffset = newRot;
2052 2772
2053 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2773 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2081,7 +2801,7 @@ namespace OpenSim.Region.Framework.Scenes
2081 linkPart.CreateSelected = true; 2801 linkPart.CreateSelected = true;
2082 2802
2083 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2803 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2084 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2804 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2085 2805
2086 // If the added SOP is physical, also tell the physics engine about the link relationship. 2806 // If the added SOP is physical, also tell the physics engine about the link relationship.
2087 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2807 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2091,6 +2811,7 @@ namespace OpenSim.Region.Framework.Scenes
2091 } 2811 }
2092 2812
2093 linkPart.LinkNum = linkNum++; 2813 linkPart.LinkNum = linkNum++;
2814 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2094 2815
2095 // Get a list of the SOP's in the old group in order of their linknum's. 2816 // Get a list of the SOP's in the old group in order of their linknum's.
2096 SceneObjectPart[] ogParts = objectGroup.Parts; 2817 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2109,7 +2830,7 @@ namespace OpenSim.Region.Framework.Scenes
2109 2830
2110 // Update the physics flags for the newly added SOP 2831 // Update the physics flags for the newly added SOP
2111 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2832 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2112 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2833 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2113 2834
2114 // If the added SOP is physical, also tell the physics engine about the link relationship. 2835 // If the added SOP is physical, also tell the physics engine about the link relationship.
2115 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2836 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2127,7 +2848,7 @@ namespace OpenSim.Region.Framework.Scenes
2127 objectGroup.IsDeleted = true; 2848 objectGroup.IsDeleted = true;
2128 2849
2129 objectGroup.m_parts.Clear(); 2850 objectGroup.m_parts.Clear();
2130 2851
2131 // Can't do this yet since backup still makes use of the root part without any synchronization 2852 // Can't do this yet since backup still makes use of the root part without any synchronization
2132// objectGroup.m_rootPart = null; 2853// objectGroup.m_rootPart = null;
2133 2854
@@ -2138,6 +2859,9 @@ namespace OpenSim.Region.Framework.Scenes
2138 // unmoved prims! 2859 // unmoved prims!
2139 ResetChildPrimPhysicsPositions(); 2860 ResetChildPrimPhysicsPositions();
2140 2861
2862 if (m_rootPart.PhysActor != null)
2863 m_rootPart.PhysActor.Building = false;
2864
2141 //HasGroupChanged = true; 2865 //HasGroupChanged = true;
2142 //ScheduleGroupForFullUpdate(); 2866 //ScheduleGroupForFullUpdate();
2143 } 2867 }
@@ -2205,7 +2929,10 @@ namespace OpenSim.Region.Framework.Scenes
2205// m_log.DebugFormat( 2929// m_log.DebugFormat(
2206// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2930// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2207// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2931// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2208 2932
2933 if (m_rootPart.PhysActor != null)
2934 m_rootPart.PhysActor.Building = true;
2935
2209 linkPart.ClearUndoState(); 2936 linkPart.ClearUndoState();
2210 2937
2211 Vector3 worldPos = linkPart.GetWorldPosition(); 2938 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2276,6 +3003,14 @@ namespace OpenSim.Region.Framework.Scenes
2276 3003
2277 // When we delete a group, we currently have to force persist to the database if the object id has changed 3004 // When we delete a group, we currently have to force persist to the database if the object id has changed
2278 // (since delete works by deleting all rows which have a given object id) 3005 // (since delete works by deleting all rows which have a given object id)
3006
3007 // this is as it seems to be in sl now
3008 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3009 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3010
3011 if (m_rootPart.PhysActor != null)
3012 m_rootPart.PhysActor.Building = false;
3013
2279 objectGroup.HasGroupChangedDueToDelink = true; 3014 objectGroup.HasGroupChangedDueToDelink = true;
2280 3015
2281 return objectGroup; 3016 return objectGroup;
@@ -2287,6 +3022,7 @@ namespace OpenSim.Region.Framework.Scenes
2287 /// <param name="objectGroup"></param> 3022 /// <param name="objectGroup"></param>
2288 public virtual void DetachFromBackup() 3023 public virtual void DetachFromBackup()
2289 { 3024 {
3025 m_scene.SceneGraph.FireDetachFromBackup(this);
2290 if (m_isBackedUp && Scene != null) 3026 if (m_isBackedUp && Scene != null)
2291 m_scene.EventManager.OnBackup -= ProcessBackup; 3027 m_scene.EventManager.OnBackup -= ProcessBackup;
2292 3028
@@ -2307,7 +3043,8 @@ namespace OpenSim.Region.Framework.Scenes
2307 Vector3 axPos = part.OffsetPosition; 3043 Vector3 axPos = part.OffsetPosition;
2308 axPos *= parentRot; 3044 axPos *= parentRot;
2309 part.OffsetPosition = axPos; 3045 part.OffsetPosition = axPos;
2310 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3046 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3047 part.GroupPosition = newPos;
2311 part.OffsetPosition = Vector3.Zero; 3048 part.OffsetPosition = Vector3.Zero;
2312 3049
2313 // Compution our rotation to be not relative to the old parent 3050 // Compution our rotation to be not relative to the old parent
@@ -2322,7 +3059,7 @@ namespace OpenSim.Region.Framework.Scenes
2322 part.LinkNum = linkNum; 3059 part.LinkNum = linkNum;
2323 3060
2324 // Compute the new position of this SOP relative to the group position 3061 // Compute the new position of this SOP relative to the group position
2325 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3062 part.OffsetPosition = newPos - AbsolutePosition;
2326 3063
2327 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3064 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2328 // It would have the affect of setting the physics engine position multiple 3065 // It would have the affect of setting the physics engine position multiple
@@ -2332,18 +3069,19 @@ namespace OpenSim.Region.Framework.Scenes
2332 // Rotate the relative position by the rotation of the group 3069 // Rotate the relative position by the rotation of the group
2333 Quaternion rootRotation = m_rootPart.RotationOffset; 3070 Quaternion rootRotation = m_rootPart.RotationOffset;
2334 Vector3 pos = part.OffsetPosition; 3071 Vector3 pos = part.OffsetPosition;
2335 pos *= Quaternion.Inverse(rootRotation); 3072 pos *= Quaternion.Conjugate(rootRotation);
2336 part.OffsetPosition = pos; 3073 part.OffsetPosition = pos;
2337 3074
2338 // Compute the SOP's rotation relative to the rotation of the group. 3075 // Compute the SOP's rotation relative to the rotation of the group.
2339 parentRot = m_rootPart.RotationOffset; 3076 parentRot = m_rootPart.RotationOffset;
2340 oldRot = part.RotationOffset; 3077 oldRot = part.RotationOffset;
2341 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3078 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2342 part.RotationOffset = newRot; 3079 part.RotationOffset = newRot;
2343 3080
2344 // Since this SOP's state has changed, push those changes into the physics engine 3081 // Since this SOP's state has changed, push those changes into the physics engine
2345 // and the simulator. 3082 // and the simulator.
2346 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3083 // done on caller
3084// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2347 } 3085 }
2348 3086
2349 /// <summary> 3087 /// <summary>
@@ -2365,10 +3103,14 @@ namespace OpenSim.Region.Framework.Scenes
2365 { 3103 {
2366 if (!m_rootPart.BlockGrab) 3104 if (!m_rootPart.BlockGrab)
2367 { 3105 {
2368 Vector3 llmoveforce = pos - AbsolutePosition; 3106/* Vector3 llmoveforce = pos - AbsolutePosition;
2369 Vector3 grabforce = llmoveforce; 3107 Vector3 grabforce = llmoveforce;
2370 grabforce = (grabforce / 10) * pa.Mass; 3108 grabforce = (grabforce / 10) * pa.Mass;
2371 pa.AddForce(grabforce, true); 3109 */
3110 // empirically convert distance diference to a impulse
3111 Vector3 grabforce = pos - AbsolutePosition;
3112 grabforce = grabforce * (pa.Mass/ 10.0f);
3113 pa.AddForce(grabforce, false);
2372 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3114 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2373 } 3115 }
2374 } 3116 }
@@ -2594,8 +3336,22 @@ namespace OpenSim.Region.Framework.Scenes
2594 } 3336 }
2595 } 3337 }
2596 3338
2597 for (int i = 0; i < parts.Length; i++) 3339 if (parts.Length > 1)
2598 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3340 {
3341 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3342
3343 for (int i = 0; i < parts.Length; i++)
3344 {
3345
3346 if (parts[i].UUID != m_rootPart.UUID)
3347 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3348 }
3349
3350 if (m_rootPart.PhysActor != null)
3351 m_rootPart.PhysActor.Building = false;
3352 }
3353 else
3354 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2599 } 3355 }
2600 } 3356 }
2601 3357
@@ -2608,6 +3364,17 @@ namespace OpenSim.Region.Framework.Scenes
2608 } 3364 }
2609 } 3365 }
2610 3366
3367
3368
3369 /// <summary>
3370 /// Gets the number of parts
3371 /// </summary>
3372 /// <returns></returns>
3373 public int GetPartCount()
3374 {
3375 return Parts.Count();
3376 }
3377
2611 /// <summary> 3378 /// <summary>
2612 /// Update the texture entry for this part 3379 /// Update the texture entry for this part
2613 /// </summary> 3380 /// </summary>
@@ -2669,11 +3436,6 @@ namespace OpenSim.Region.Framework.Scenes
2669 /// <param name="scale"></param> 3436 /// <param name="scale"></param>
2670 public void GroupResize(Vector3 scale) 3437 public void GroupResize(Vector3 scale)
2671 { 3438 {
2672// m_log.DebugFormat(
2673// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2674
2675 RootPart.StoreUndoState(true);
2676
2677 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3439 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2678 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3440 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2679 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3441 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2700,7 +3462,6 @@ namespace OpenSim.Region.Framework.Scenes
2700 SceneObjectPart obPart = parts[i]; 3462 SceneObjectPart obPart = parts[i];
2701 if (obPart.UUID != m_rootPart.UUID) 3463 if (obPart.UUID != m_rootPart.UUID)
2702 { 3464 {
2703// obPart.IgnoreUndoUpdate = true;
2704 Vector3 oldSize = new Vector3(obPart.Scale); 3465 Vector3 oldSize = new Vector3(obPart.Scale);
2705 3466
2706 float f = 1.0f; 3467 float f = 1.0f;
@@ -2764,8 +3525,6 @@ namespace OpenSim.Region.Framework.Scenes
2764 z *= a; 3525 z *= a;
2765 } 3526 }
2766 } 3527 }
2767
2768// obPart.IgnoreUndoUpdate = false;
2769 } 3528 }
2770 } 3529 }
2771 } 3530 }
@@ -2775,9 +3534,7 @@ namespace OpenSim.Region.Framework.Scenes
2775 prevScale.Y *= y; 3534 prevScale.Y *= y;
2776 prevScale.Z *= z; 3535 prevScale.Z *= z;
2777 3536
2778// RootPart.IgnoreUndoUpdate = true;
2779 RootPart.Resize(prevScale); 3537 RootPart.Resize(prevScale);
2780// RootPart.IgnoreUndoUpdate = false;
2781 3538
2782 parts = m_parts.GetArray(); 3539 parts = m_parts.GetArray();
2783 for (int i = 0; i < parts.Length; i++) 3540 for (int i = 0; i < parts.Length; i++)
@@ -2786,8 +3543,6 @@ namespace OpenSim.Region.Framework.Scenes
2786 3543
2787 if (obPart.UUID != m_rootPart.UUID) 3544 if (obPart.UUID != m_rootPart.UUID)
2788 { 3545 {
2789 obPart.IgnoreUndoUpdate = true;
2790
2791 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3546 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2792 currentpos.X *= x; 3547 currentpos.X *= x;
2793 currentpos.Y *= y; 3548 currentpos.Y *= y;
@@ -2800,16 +3555,12 @@ namespace OpenSim.Region.Framework.Scenes
2800 3555
2801 obPart.Resize(newSize); 3556 obPart.Resize(newSize);
2802 obPart.UpdateOffSet(currentpos); 3557 obPart.UpdateOffSet(currentpos);
2803
2804 obPart.IgnoreUndoUpdate = false;
2805 } 3558 }
2806 3559
2807// obPart.IgnoreUndoUpdate = false; 3560 HasGroupChanged = true;
2808// obPart.StoreUndoState(); 3561 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3562 ScheduleGroupForTerseUpdate();
2809 } 3563 }
2810
2811// m_log.DebugFormat(
2812// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2813 } 3564 }
2814 3565
2815 #endregion 3566 #endregion
@@ -2822,14 +3573,6 @@ namespace OpenSim.Region.Framework.Scenes
2822 /// <param name="pos"></param> 3573 /// <param name="pos"></param>
2823 public void UpdateGroupPosition(Vector3 pos) 3574 public void UpdateGroupPosition(Vector3 pos)
2824 { 3575 {
2825// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2826
2827 RootPart.StoreUndoState(true);
2828
2829// SceneObjectPart[] parts = m_parts.GetArray();
2830// for (int i = 0; i < parts.Length; i++)
2831// parts[i].StoreUndoState();
2832
2833 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3576 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2834 { 3577 {
2835 if (IsAttachment) 3578 if (IsAttachment)
@@ -2862,21 +3605,17 @@ namespace OpenSim.Region.Framework.Scenes
2862 /// </summary> 3605 /// </summary>
2863 /// <param name="pos"></param> 3606 /// <param name="pos"></param>
2864 /// <param name="localID"></param> 3607 /// <param name="localID"></param>
3608 ///
3609
2865 public void UpdateSinglePosition(Vector3 pos, uint localID) 3610 public void UpdateSinglePosition(Vector3 pos, uint localID)
2866 { 3611 {
2867 SceneObjectPart part = GetPart(localID); 3612 SceneObjectPart part = GetPart(localID);
2868 3613
2869// SceneObjectPart[] parts = m_parts.GetArray();
2870// for (int i = 0; i < parts.Length; i++)
2871// parts[i].StoreUndoState();
2872
2873 if (part != null) 3614 if (part != null)
2874 { 3615 {
2875// m_log.DebugFormat( 3616// unlock parts position change
2876// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3617 if (m_rootPart.PhysActor != null)
2877 3618 m_rootPart.PhysActor.Building = true;
2878 part.StoreUndoState(false);
2879 part.IgnoreUndoUpdate = true;
2880 3619
2881 if (part.UUID == m_rootPart.UUID) 3620 if (part.UUID == m_rootPart.UUID)
2882 { 3621 {
@@ -2887,8 +3626,10 @@ namespace OpenSim.Region.Framework.Scenes
2887 part.UpdateOffSet(pos); 3626 part.UpdateOffSet(pos);
2888 } 3627 }
2889 3628
3629 if (m_rootPart.PhysActor != null)
3630 m_rootPart.PhysActor.Building = false;
3631
2890 HasGroupChanged = true; 3632 HasGroupChanged = true;
2891 part.IgnoreUndoUpdate = false;
2892 } 3633 }
2893 } 3634 }
2894 3635
@@ -2898,13 +3639,7 @@ namespace OpenSim.Region.Framework.Scenes
2898 /// <param name="pos"></param> 3639 /// <param name="pos"></param>
2899 public void UpdateRootPosition(Vector3 pos) 3640 public void UpdateRootPosition(Vector3 pos)
2900 { 3641 {
2901// m_log.DebugFormat( 3642 // needs to be called with phys building true
2902// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2903
2904// SceneObjectPart[] parts = m_parts.GetArray();
2905// for (int i = 0; i < parts.Length; i++)
2906// parts[i].StoreUndoState();
2907
2908 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3643 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2909 Vector3 oldPos = 3644 Vector3 oldPos =
2910 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3645 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2927,7 +3662,14 @@ namespace OpenSim.Region.Framework.Scenes
2927 AbsolutePosition = newPos; 3662 AbsolutePosition = newPos;
2928 3663
2929 HasGroupChanged = true; 3664 HasGroupChanged = true;
2930 ScheduleGroupForTerseUpdate(); 3665 if (m_rootPart.Undoing)
3666 {
3667 ScheduleGroupForFullUpdate();
3668 }
3669 else
3670 {
3671 ScheduleGroupForTerseUpdate();
3672 }
2931 } 3673 }
2932 3674
2933 #endregion 3675 #endregion
@@ -2940,24 +3682,16 @@ namespace OpenSim.Region.Framework.Scenes
2940 /// <param name="rot"></param> 3682 /// <param name="rot"></param>
2941 public void UpdateGroupRotationR(Quaternion rot) 3683 public void UpdateGroupRotationR(Quaternion rot)
2942 { 3684 {
2943// m_log.DebugFormat(
2944// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2945
2946// SceneObjectPart[] parts = m_parts.GetArray();
2947// for (int i = 0; i < parts.Length; i++)
2948// parts[i].StoreUndoState();
2949
2950 m_rootPart.StoreUndoState(true);
2951
2952 m_rootPart.UpdateRotation(rot); 3685 m_rootPart.UpdateRotation(rot);
2953 3686
3687/* this is done by rootpart RotationOffset set called by UpdateRotation
2954 PhysicsActor actor = m_rootPart.PhysActor; 3688 PhysicsActor actor = m_rootPart.PhysActor;
2955 if (actor != null) 3689 if (actor != null)
2956 { 3690 {
2957 actor.Orientation = m_rootPart.RotationOffset; 3691 actor.Orientation = m_rootPart.RotationOffset;
2958 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3692 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2959 } 3693 }
2960 3694*/
2961 HasGroupChanged = true; 3695 HasGroupChanged = true;
2962 ScheduleGroupForTerseUpdate(); 3696 ScheduleGroupForTerseUpdate();
2963 } 3697 }
@@ -2969,16 +3703,6 @@ namespace OpenSim.Region.Framework.Scenes
2969 /// <param name="rot"></param> 3703 /// <param name="rot"></param>
2970 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3704 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2971 { 3705 {
2972// m_log.DebugFormat(
2973// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2974
2975// SceneObjectPart[] parts = m_parts.GetArray();
2976// for (int i = 0; i < parts.Length; i++)
2977// parts[i].StoreUndoState();
2978
2979 RootPart.StoreUndoState(true);
2980 RootPart.IgnoreUndoUpdate = true;
2981
2982 m_rootPart.UpdateRotation(rot); 3706 m_rootPart.UpdateRotation(rot);
2983 3707
2984 PhysicsActor actor = m_rootPart.PhysActor; 3708 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2997,8 +3721,6 @@ namespace OpenSim.Region.Framework.Scenes
2997 3721
2998 HasGroupChanged = true; 3722 HasGroupChanged = true;
2999 ScheduleGroupForTerseUpdate(); 3723 ScheduleGroupForTerseUpdate();
3000
3001 RootPart.IgnoreUndoUpdate = false;
3002 } 3724 }
3003 3725
3004 /// <summary> 3726 /// <summary>
@@ -3011,13 +3733,11 @@ namespace OpenSim.Region.Framework.Scenes
3011 SceneObjectPart part = GetPart(localID); 3733 SceneObjectPart part = GetPart(localID);
3012 3734
3013 SceneObjectPart[] parts = m_parts.GetArray(); 3735 SceneObjectPart[] parts = m_parts.GetArray();
3014 for (int i = 0; i < parts.Length; i++)
3015 parts[i].StoreUndoState();
3016 3736
3017 if (part != null) 3737 if (part != null)
3018 { 3738 {
3019// m_log.DebugFormat( 3739 if (m_rootPart.PhysActor != null)
3020// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3740 m_rootPart.PhysActor.Building = true;
3021 3741
3022 if (part.UUID == m_rootPart.UUID) 3742 if (part.UUID == m_rootPart.UUID)
3023 { 3743 {
@@ -3027,6 +3747,9 @@ namespace OpenSim.Region.Framework.Scenes
3027 { 3747 {
3028 part.UpdateRotation(rot); 3748 part.UpdateRotation(rot);
3029 } 3749 }
3750
3751 if (m_rootPart.PhysActor != null)
3752 m_rootPart.PhysActor.Building = false;
3030 } 3753 }
3031 } 3754 }
3032 3755
@@ -3040,12 +3763,8 @@ namespace OpenSim.Region.Framework.Scenes
3040 SceneObjectPart part = GetPart(localID); 3763 SceneObjectPart part = GetPart(localID);
3041 if (part != null) 3764 if (part != null)
3042 { 3765 {
3043// m_log.DebugFormat( 3766 if (m_rootPart.PhysActor != null)
3044// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3767 m_rootPart.PhysActor.Building = true;
3045// part.Name, part.LocalId, rot);
3046
3047 part.StoreUndoState();
3048 part.IgnoreUndoUpdate = true;
3049 3768
3050 if (part.UUID == m_rootPart.UUID) 3769 if (part.UUID == m_rootPart.UUID)
3051 { 3770 {
@@ -3058,7 +3777,8 @@ namespace OpenSim.Region.Framework.Scenes
3058 part.OffsetPosition = pos; 3777 part.OffsetPosition = pos;
3059 } 3778 }
3060 3779
3061 part.IgnoreUndoUpdate = false; 3780 if (m_rootPart.PhysActor != null)
3781 m_rootPart.PhysActor.Building = false;
3062 } 3782 }
3063 } 3783 }
3064 3784
@@ -3068,15 +3788,12 @@ namespace OpenSim.Region.Framework.Scenes
3068 /// <param name="rot"></param> 3788 /// <param name="rot"></param>
3069 public void UpdateRootRotation(Quaternion rot) 3789 public void UpdateRootRotation(Quaternion rot)
3070 { 3790 {
3071// m_log.DebugFormat( 3791 // needs to be called with phys building true
3072// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3073// Name, LocalId, rot);
3074
3075 Quaternion axRot = rot; 3792 Quaternion axRot = rot;
3076 Quaternion oldParentRot = m_rootPart.RotationOffset; 3793 Quaternion oldParentRot = m_rootPart.RotationOffset;
3077 3794
3078 m_rootPart.StoreUndoState(); 3795 //Don't use UpdateRotation because it schedules an update prematurely
3079 m_rootPart.UpdateRotation(rot); 3796 m_rootPart.RotationOffset = rot;
3080 3797
3081 PhysicsActor pa = m_rootPart.PhysActor; 3798 PhysicsActor pa = m_rootPart.PhysActor;
3082 3799
@@ -3092,35 +3809,145 @@ namespace OpenSim.Region.Framework.Scenes
3092 SceneObjectPart prim = parts[i]; 3809 SceneObjectPart prim = parts[i];
3093 if (prim.UUID != m_rootPart.UUID) 3810 if (prim.UUID != m_rootPart.UUID)
3094 { 3811 {
3095 prim.IgnoreUndoUpdate = true; 3812 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3813 NewRot = Quaternion.Inverse(axRot) * NewRot;
3814 prim.RotationOffset = NewRot;
3815
3096 Vector3 axPos = prim.OffsetPosition; 3816 Vector3 axPos = prim.OffsetPosition;
3817
3097 axPos *= oldParentRot; 3818 axPos *= oldParentRot;
3098 axPos *= Quaternion.Inverse(axRot); 3819 axPos *= Quaternion.Inverse(axRot);
3099 prim.OffsetPosition = axPos; 3820 prim.OffsetPosition = axPos;
3100 Quaternion primsRot = prim.RotationOffset; 3821 }
3101 Quaternion newRot = oldParentRot * primsRot; 3822 }
3102 newRot = Quaternion.Inverse(axRot) * newRot;
3103 prim.RotationOffset = newRot;
3104 prim.ScheduleTerseUpdate();
3105 prim.IgnoreUndoUpdate = false;
3106 }
3107 }
3108
3109// for (int i = 0; i < parts.Length; i++)
3110// {
3111// SceneObjectPart childpart = parts[i];
3112// if (childpart != m_rootPart)
3113// {
3114//// childpart.IgnoreUndoUpdate = false;
3115//// childpart.StoreUndoState();
3116// }
3117// }
3118 3823
3119 m_rootPart.ScheduleTerseUpdate(); 3824 HasGroupChanged = true;
3825 ScheduleGroupForFullUpdate();
3826 }
3120 3827
3121// m_log.DebugFormat( 3828 private enum updatetype :int
3122// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3829 {
3123// Name, LocalId, rot); 3830 none = 0,
3831 partterse = 1,
3832 partfull = 2,
3833 groupterse = 3,
3834 groupfull = 4
3835 }
3836
3837 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3838 {
3839 // TODO this still as excessive *.Schedule*Update()s
3840
3841 if (part != null && part.ParentGroup != null)
3842 {
3843 ObjectChangeType change = data.change;
3844 bool togroup = ((change & ObjectChangeType.Group) != 0);
3845 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3846
3847 SceneObjectGroup group = part.ParentGroup;
3848 PhysicsActor pha = group.RootPart.PhysActor;
3849
3850 updatetype updateType = updatetype.none;
3851
3852 if (togroup)
3853 {
3854 // related to group
3855 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3856 {
3857 if ((change & ObjectChangeType.Rotation) != 0)
3858 {
3859 group.RootPart.UpdateRotation(data.rotation);
3860 updateType = updatetype.none;
3861 }
3862 if ((change & ObjectChangeType.Position) != 0)
3863 {
3864 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3865 UpdateGroupPosition(data.position);
3866 updateType = updatetype.groupterse;
3867 }
3868 else
3869 // ugly rotation update of all parts
3870 {
3871 group.ResetChildPrimPhysicsPositions();
3872 }
3873
3874 }
3875 if ((change & ObjectChangeType.Scale) != 0)
3876 {
3877 if (pha != null)
3878 pha.Building = true;
3879
3880 group.GroupResize(data.scale);
3881 updateType = updatetype.none;
3882
3883 if (pha != null)
3884 pha.Building = false;
3885 }
3886 }
3887 else
3888 {
3889 // related to single prim in a link-set ( ie group)
3890 if (pha != null)
3891 pha.Building = true;
3892
3893 // root part is special
3894 // parts offset positions or rotations need to change also
3895
3896 if (part == group.RootPart)
3897 {
3898 if ((change & ObjectChangeType.Rotation) != 0)
3899 group.UpdateRootRotation(data.rotation);
3900 if ((change & ObjectChangeType.Position) != 0)
3901 group.UpdateRootPosition(data.position);
3902 if ((change & ObjectChangeType.Scale) != 0)
3903 part.Resize(data.scale);
3904 }
3905 else
3906 {
3907 if ((change & ObjectChangeType.Position) != 0)
3908 {
3909 part.OffsetPosition = data.position;
3910 updateType = updatetype.partterse;
3911 }
3912 if ((change & ObjectChangeType.Rotation) != 0)
3913 {
3914 part.UpdateRotation(data.rotation);
3915 updateType = updatetype.none;
3916 }
3917 if ((change & ObjectChangeType.Scale) != 0)
3918 {
3919 part.Resize(data.scale);
3920 updateType = updatetype.none;
3921 }
3922 }
3923
3924 if (pha != null)
3925 pha.Building = false;
3926 }
3927
3928 if (updateType != updatetype.none)
3929 {
3930 group.HasGroupChanged = true;
3931
3932 switch (updateType)
3933 {
3934 case updatetype.partterse:
3935 part.ScheduleTerseUpdate();
3936 break;
3937 case updatetype.partfull:
3938 part.ScheduleFullUpdate();
3939 break;
3940 case updatetype.groupterse:
3941 group.ScheduleGroupForTerseUpdate();
3942 break;
3943 case updatetype.groupfull:
3944 group.ScheduleGroupForFullUpdate();
3945 break;
3946 default:
3947 break;
3948 }
3949 }
3950 }
3124 } 3951 }
3125 3952
3126 #endregion 3953 #endregion
@@ -3219,10 +4046,11 @@ namespace OpenSim.Region.Framework.Scenes
3219 scriptPosTarget target = m_targets[idx]; 4046 scriptPosTarget target = m_targets[idx];
3220 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4047 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3221 { 4048 {
4049 at_target = true;
4050
3222 // trigger at_target 4051 // trigger at_target
3223 if (m_scriptListens_atTarget) 4052 if (m_scriptListens_atTarget)
3224 { 4053 {
3225 at_target = true;
3226 scriptPosTarget att = new scriptPosTarget(); 4054 scriptPosTarget att = new scriptPosTarget();
3227 att.targetPos = target.targetPos; 4055 att.targetPos = target.targetPos;
3228 att.tolerance = target.tolerance; 4056 att.tolerance = target.tolerance;
@@ -3340,11 +4168,50 @@ namespace OpenSim.Region.Framework.Scenes
3340 } 4168 }
3341 } 4169 }
3342 } 4170 }
3343 4171
4172 public Vector3 GetGeometricCenter()
4173 {
4174 // this is not real geometric center but a average of positions relative to root prim acording to
4175 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4176 // ignoring tortured prims details since sl also seems to ignore
4177 // so no real use in doing it on physics
4178
4179 Vector3 gc = Vector3.Zero;
4180
4181 int nparts = m_parts.Count;
4182 if (nparts <= 1)
4183 return gc;
4184
4185 SceneObjectPart[] parts = m_parts.GetArray();
4186 nparts = parts.Length; // just in case it changed
4187 if (nparts <= 1)
4188 return gc;
4189
4190 Quaternion parentRot = RootPart.RotationOffset;
4191 Vector3 pPos;
4192
4193 // average all parts positions
4194 for (int i = 0; i < nparts; i++)
4195 {
4196 // do it directly
4197 // gc += parts[i].GetWorldPosition();
4198 if (parts[i] != RootPart)
4199 {
4200 pPos = parts[i].OffsetPosition;
4201 gc += pPos;
4202 }
4203
4204 }
4205 gc /= nparts;
4206
4207 // relative to root:
4208// gc -= AbsolutePosition;
4209 return gc;
4210 }
4211
3344 public float GetMass() 4212 public float GetMass()
3345 { 4213 {
3346 float retmass = 0f; 4214 float retmass = 0f;
3347
3348 SceneObjectPart[] parts = m_parts.GetArray(); 4215 SceneObjectPart[] parts = m_parts.GetArray();
3349 for (int i = 0; i < parts.Length; i++) 4216 for (int i = 0; i < parts.Length; i++)
3350 retmass += parts[i].GetMass(); 4217 retmass += parts[i].GetMass();
@@ -3352,6 +4219,39 @@ namespace OpenSim.Region.Framework.Scenes
3352 return retmass; 4219 return retmass;
3353 } 4220 }
3354 4221
4222 // center of mass of full object
4223 public Vector3 GetCenterOfMass()
4224 {
4225 PhysicsActor pa = RootPart.PhysActor;
4226
4227 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4228 {
4229 // physics knows better about center of mass of physical prims
4230 Vector3 tmp = pa.CenterOfMass;
4231 return tmp;
4232 }
4233
4234 Vector3 Ptot = Vector3.Zero;
4235 float totmass = 0f;
4236 float m;
4237
4238 SceneObjectPart[] parts = m_parts.GetArray();
4239 for (int i = 0; i < parts.Length; i++)
4240 {
4241 m = parts[i].GetMass();
4242 Ptot += parts[i].GetPartCenterOfMass() * m;
4243 totmass += m;
4244 }
4245
4246 if (totmass == 0)
4247 totmass = 0;
4248 else
4249 totmass = 1 / totmass;
4250 Ptot *= totmass;
4251
4252 return Ptot;
4253 }
4254
3355 /// <summary> 4255 /// <summary>
3356 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4256 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3357 /// the physics engine can use it. 4257 /// the physics engine can use it.
@@ -3519,6 +4419,14 @@ namespace OpenSim.Region.Framework.Scenes
3519 FromItemID = uuid; 4419 FromItemID = uuid;
3520 } 4420 }
3521 4421
4422 public void ResetOwnerChangeFlag()
4423 {
4424 ForEachPart(delegate(SceneObjectPart part)
4425 {
4426 part.ResetOwnerChangeFlag();
4427 });
4428 }
4429
3522 #endregion 4430 #endregion
3523 } 4431 }
3524} 4432}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4c87639..ce652b4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
124 125
126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 138
127 /// <value> 139 /// <value>
@@ -191,12 +203,25 @@ namespace OpenSim.Region.Framework.Scenes
191 203
192 public double SoundRadius; 204 public double SoundRadius;
193 205
206
194 public uint TimeStampFull; 207 public uint TimeStampFull;
195 208
196 public uint TimeStampLastActivity; // Will be used for AutoReturn 209 public uint TimeStampLastActivity; // Will be used for AutoReturn
197 210
198 public uint TimeStampTerse; 211 public uint TimeStampTerse;
199 212
213 // The following two are to hold the attachment data
214 // while an object is inworld
215 [XmlIgnore]
216 public byte AttachPoint = 0;
217
218 [XmlIgnore]
219 public Vector3 AttachOffset = Vector3.Zero;
220
221 [XmlIgnore]
222 public Quaternion AttachRotation = Quaternion.Identity;
223
224 [XmlIgnore]
200 public int STATUS_ROTATE_X; 225 public int STATUS_ROTATE_X;
201 226
202 public int STATUS_ROTATE_Y; 227 public int STATUS_ROTATE_Y;
@@ -223,8 +248,7 @@ namespace OpenSim.Region.Framework.Scenes
223 248
224 public Vector3 RotationAxis = Vector3.One; 249 public Vector3 RotationAxis = Vector3.One;
225 250
226 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 251 public bool VolumeDetectActive;
227 // Certainly this must be a persistant setting finally
228 252
229 public bool IsWaitingForFirstSpinUpdatePacket; 253 public bool IsWaitingForFirstSpinUpdatePacket;
230 254
@@ -264,10 +288,10 @@ namespace OpenSim.Region.Framework.Scenes
264 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 288 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
265 private Vector3 m_sitTargetPosition; 289 private Vector3 m_sitTargetPosition;
266 private string m_sitAnimation = "SIT"; 290 private string m_sitAnimation = "SIT";
291 private bool m_occupied; // KF if any av is sitting on this prim
267 private string m_text = String.Empty; 292 private string m_text = String.Empty;
268 private string m_touchName = String.Empty; 293 private string m_touchName = String.Empty;
269 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 294 private UndoRedoState m_UndoRedo = null;
270 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
271 295
272 private bool m_passTouches = false; 296 private bool m_passTouches = false;
273 private bool m_passCollisions = false; 297 private bool m_passCollisions = false;
@@ -296,7 +320,19 @@ namespace OpenSim.Region.Framework.Scenes
296 protected Vector3 m_lastAcceleration; 320 protected Vector3 m_lastAcceleration;
297 protected Vector3 m_lastAngularVelocity; 321 protected Vector3 m_lastAngularVelocity;
298 protected int m_lastTerseSent; 322 protected int m_lastTerseSent;
299 323 protected float m_buoyancy = 0.0f;
324 protected Vector3 m_force;
325 protected Vector3 m_torque;
326
327 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
328 protected float m_density = 1000.0f; // in kg/m^3
329 protected float m_gravitymod = 1.0f;
330 protected float m_friction = 0.6f; // wood
331 protected float m_bounce = 0.5f; // wood
332
333
334 protected bool m_isSelected = false;
335
300 /// <summary> 336 /// <summary>
301 /// Stores media texture data 337 /// Stores media texture data
302 /// </summary> 338 /// </summary>
@@ -308,10 +344,25 @@ namespace OpenSim.Region.Framework.Scenes
308 private Vector3 m_cameraAtOffset; 344 private Vector3 m_cameraAtOffset;
309 private bool m_forceMouselook; 345 private bool m_forceMouselook;
310 346
311 // TODO: Collision sound should have default. 347
348 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
349 private sbyte m_collisionSoundType;
312 private UUID m_collisionSound; 350 private UUID m_collisionSound;
313 private float m_collisionSoundVolume; 351 private float m_collisionSoundVolume;
314 352
353 private int LastColSoundSentTime;
354
355
356 private SOPVehicle m_vehicleParams = null;
357
358 private KeyframeMotion m_keyframeMotion = null;
359
360 public KeyframeMotion KeyframeMotion
361 {
362 get; set;
363 }
364
365
315 #endregion Fields 366 #endregion Fields
316 367
317// ~SceneObjectPart() 368// ~SceneObjectPart()
@@ -340,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
340 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 391 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
341 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 392 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
342 m_inventory = new SceneObjectPartInventory(this); 393 m_inventory = new SceneObjectPartInventory(this);
394 LastColSoundSentTime = Util.EnvironmentTickCount();
343 } 395 }
344 396
345 /// <summary> 397 /// <summary>
@@ -354,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
354 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 406 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
355 Quaternion rotationOffset, Vector3 offsetPosition) : this() 407 Quaternion rotationOffset, Vector3 offsetPosition) : this()
356 { 408 {
357 m_name = "Primitive"; 409 m_name = "Object";
358 410
359 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 411 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
360 LastOwnerID = CreatorID = OwnerID = ownerID; 412 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -393,7 +445,7 @@ namespace OpenSim.Region.Framework.Scenes
393 private uint _ownerMask = (uint)PermissionMask.All; 445 private uint _ownerMask = (uint)PermissionMask.All;
394 private uint _groupMask = (uint)PermissionMask.None; 446 private uint _groupMask = (uint)PermissionMask.None;
395 private uint _everyoneMask = (uint)PermissionMask.None; 447 private uint _everyoneMask = (uint)PermissionMask.None;
396 private uint _nextOwnerMask = (uint)PermissionMask.All; 448 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
397 private PrimFlags _flags = PrimFlags.None; 449 private PrimFlags _flags = PrimFlags.None;
398 private DateTime m_expires; 450 private DateTime m_expires;
399 private DateTime m_rezzed; 451 private DateTime m_rezzed;
@@ -487,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
487 } 539 }
488 540
489 /// <value> 541 /// <value>
490 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
491 /// </value> 543 /// </value>
492 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
493 { 545 {
494 get { return m_inventory.Items; } 546 get {
495 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
496 } 552 }
497 553
498 /// <summary> 554 /// <summary>
@@ -542,20 +598,6 @@ namespace OpenSim.Region.Framework.Scenes
542 } 598 }
543 } 599 }
544 600
545 public byte Material
546 {
547 get { return (byte) m_material; }
548 set
549 {
550 m_material = (Material)value;
551
552 PhysicsActor pa = PhysActor;
553
554 if (pa != null)
555 pa.SetMaterial((int)value);
556 }
557 }
558
559 [XmlIgnore] 601 [XmlIgnore]
560 public bool PassTouches 602 public bool PassTouches
561 { 603 {
@@ -581,6 +623,18 @@ namespace OpenSim.Region.Framework.Scenes
581 } 623 }
582 } 624 }
583 625
626 public bool IsSelected
627 {
628 get { return m_isSelected; }
629 set
630 {
631 m_isSelected = value;
632 if (ParentGroup != null)
633 ParentGroup.PartSelectChanged(value);
634 }
635 }
636
637
584 public Dictionary<int, string> CollisionFilter 638 public Dictionary<int, string> CollisionFilter
585 { 639 {
586 get { return m_CollisionFilter; } 640 get { return m_CollisionFilter; }
@@ -649,14 +703,12 @@ namespace OpenSim.Region.Framework.Scenes
649 set { m_LoopSoundSlavePrims = value; } 703 set { m_LoopSoundSlavePrims = value; }
650 } 704 }
651 705
652
653 public Byte[] TextureAnimation 706 public Byte[] TextureAnimation
654 { 707 {
655 get { return m_TextureAnimation; } 708 get { return m_TextureAnimation; }
656 set { m_TextureAnimation = value; } 709 set { m_TextureAnimation = value; }
657 } 710 }
658 711
659
660 public Byte[] ParticleSystem 712 public Byte[] ParticleSystem
661 { 713 {
662 get { return m_particleSystem; } 714 get { return m_particleSystem; }
@@ -693,9 +745,12 @@ namespace OpenSim.Region.Framework.Scenes
693 { 745 {
694 // If this is a linkset, we don't want the physics engine mucking up our group position here. 746 // If this is a linkset, we don't want the physics engine mucking up our group position here.
695 PhysicsActor actor = PhysActor; 747 PhysicsActor actor = PhysActor;
696 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 748 if (ParentID == 0)
697 if (actor != null && ParentID == 0) 749 {
698 m_groupPosition = actor.Position; 750 if (actor != null)
751 m_groupPosition = actor.Position;
752 return m_groupPosition;
753 }
699 754
700 // If I'm an attachment, my position is reported as the position of who I'm attached to 755 // If I'm an attachment, my position is reported as the position of who I'm attached to
701 if (ParentGroup.IsAttachment) 756 if (ParentGroup.IsAttachment)
@@ -705,12 +760,14 @@ namespace OpenSim.Region.Framework.Scenes
705 return sp.AbsolutePosition; 760 return sp.AbsolutePosition;
706 } 761 }
707 762
763 // use root prim's group position. Physics may have updated it
764 if (ParentGroup.RootPart != this)
765 m_groupPosition = ParentGroup.RootPart.GroupPosition;
708 return m_groupPosition; 766 return m_groupPosition;
709 } 767 }
710 set 768 set
711 { 769 {
712 m_groupPosition = value; 770 m_groupPosition = value;
713
714 PhysicsActor actor = PhysActor; 771 PhysicsActor actor = PhysActor;
715 if (actor != null) 772 if (actor != null)
716 { 773 {
@@ -736,16 +793,6 @@ namespace OpenSim.Region.Framework.Scenes
736 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 793 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
737 } 794 }
738 } 795 }
739
740 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
741 if (SitTargetAvatar != UUID.Zero)
742 {
743 ScenePresence avatar;
744 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
745 {
746 avatar.ParentPosition = GetWorldPosition();
747 }
748 }
749 } 796 }
750 } 797 }
751 798
@@ -754,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
754 get { return m_offsetPosition; } 801 get { return m_offsetPosition; }
755 set 802 set
756 { 803 {
757// StoreUndoState(); 804 Vector3 oldpos = m_offsetPosition;
758 m_offsetPosition = value; 805 m_offsetPosition = value;
759 806
760 if (ParentGroup != null && !ParentGroup.IsDeleted) 807 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -769,7 +816,22 @@ namespace OpenSim.Region.Framework.Scenes
769 if (ParentGroup.Scene != null) 816 if (ParentGroup.Scene != null)
770 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 817 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
771 } 818 }
819
820 if (!m_parentGroup.m_dupeInProgress)
821 {
822 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
823 foreach (ScenePresence av in avs)
824 {
825 if (av.ParentID == m_localId)
826 {
827 Vector3 offset = (m_offsetPosition - oldpos);
828 av.AbsolutePosition += offset;
829 av.SendAvatarDataToAllAgents();
830 }
831 }
832 }
772 } 833 }
834 TriggerScriptChangedEvent(Changed.POSITION);
773 } 835 }
774 } 836 }
775 837
@@ -820,7 +882,7 @@ namespace OpenSim.Region.Framework.Scenes
820 882
821 set 883 set
822 { 884 {
823 StoreUndoState(); 885// StoreUndoState();
824 m_rotationOffset = value; 886 m_rotationOffset = value;
825 887
826 PhysicsActor actor = PhysActor; 888 PhysicsActor actor = PhysActor;
@@ -908,19 +970,36 @@ namespace OpenSim.Region.Framework.Scenes
908 get 970 get
909 { 971 {
910 PhysicsActor actor = PhysActor; 972 PhysicsActor actor = PhysActor;
911 if ((actor != null) && actor.IsPhysical) 973 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
912 { 974 {
913 m_angularVelocity = actor.RotationalVelocity; 975 m_angularVelocity = actor.RotationalVelocity;
914 } 976 }
915 return m_angularVelocity; 977 return m_angularVelocity;
916 } 978 }
917 set { m_angularVelocity = value; } 979 set
980 {
981 m_angularVelocity = value;
982 PhysicsActor actor = PhysActor;
983 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
984 {
985 actor.RotationalVelocity = m_angularVelocity;
986 }
987 }
918 } 988 }
919 989
920 /// <summary></summary> 990 /// <summary></summary>
921 public Vector3 Acceleration 991 public Vector3 Acceleration
922 { 992 {
923 get { return m_acceleration; } 993 get
994 {
995 PhysicsActor actor = PhysActor;
996 if (actor != null)
997 {
998 m_acceleration = actor.Acceleration;
999 }
1000 return m_acceleration;
1001 }
1002
924 set { m_acceleration = value; } 1003 set { m_acceleration = value; }
925 } 1004 }
926 1005
@@ -988,7 +1067,10 @@ namespace OpenSim.Region.Framework.Scenes
988 public PrimitiveBaseShape Shape 1067 public PrimitiveBaseShape Shape
989 { 1068 {
990 get { return m_shape; } 1069 get { return m_shape; }
991 set { m_shape = value;} 1070 set
1071 {
1072 m_shape = value;
1073 }
992 } 1074 }
993 1075
994 /// <summary> 1076 /// <summary>
@@ -1001,7 +1083,6 @@ namespace OpenSim.Region.Framework.Scenes
1001 { 1083 {
1002 if (m_shape != null) 1084 if (m_shape != null)
1003 { 1085 {
1004 StoreUndoState();
1005 1086
1006 m_shape.Scale = value; 1087 m_shape.Scale = value;
1007 1088
@@ -1028,6 +1109,7 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1109 }
1029 1110
1030 public UpdateRequired UpdateFlag { get; set; } 1111 public UpdateRequired UpdateFlag { get; set; }
1112 public bool UpdatePhysRequired { get; set; }
1031 1113
1032 /// <summary> 1114 /// <summary>
1033 /// Used for media on a prim. 1115 /// Used for media on a prim.
@@ -1068,10 +1150,7 @@ namespace OpenSim.Region.Framework.Scenes
1068 { 1150 {
1069 get 1151 get
1070 { 1152 {
1071 if (ParentGroup.IsAttachment) 1153 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1072 return GroupPosition;
1073
1074 return m_offsetPosition + m_groupPosition;
1075 } 1154 }
1076 } 1155 }
1077 1156
@@ -1249,6 +1328,13 @@ namespace OpenSim.Region.Framework.Scenes
1249 _flags = value; 1328 _flags = value;
1250 } 1329 }
1251 } 1330 }
1331
1332 [XmlIgnore]
1333 public bool IsOccupied // KF If an av is sittingon this prim
1334 {
1335 get { return m_occupied; }
1336 set { m_occupied = value; }
1337 }
1252 1338
1253 /// <summary> 1339 /// <summary>
1254 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1340 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1299,12 +1385,41 @@ namespace OpenSim.Region.Framework.Scenes
1299 set { m_sitAnimation = value; } 1385 set { m_sitAnimation = value; }
1300 } 1386 }
1301 1387
1388 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1389
1390 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1391 // runtime thing.. do not persist
1392 [XmlIgnore]
1393 public sbyte CollisionSoundType
1394 {
1395 get
1396 {
1397 return m_collisionSoundType;
1398 }
1399 set
1400 {
1401 m_collisionSoundType = value;
1402 if (value == -1)
1403 m_collisionSound = invalidCollisionSoundUUID;
1404 else if (value == 0)
1405 m_collisionSound = UUID.Zero;
1406 }
1407 }
1408
1302 public UUID CollisionSound 1409 public UUID CollisionSound
1303 { 1410 {
1304 get { return m_collisionSound; } 1411 get { return m_collisionSound; }
1305 set 1412 set
1306 { 1413 {
1307 m_collisionSound = value; 1414 m_collisionSound = value;
1415
1416 if (value == invalidCollisionSoundUUID)
1417 m_collisionSoundType = -1;
1418 else if (value == UUID.Zero)
1419 m_collisionSoundType = 0;
1420 else
1421 m_collisionSoundType = 1;
1422
1308 aggregateScriptEvents(); 1423 aggregateScriptEvents();
1309 } 1424 }
1310 } 1425 }
@@ -1315,6 +1430,319 @@ namespace OpenSim.Region.Framework.Scenes
1315 set { m_collisionSoundVolume = value; } 1430 set { m_collisionSoundVolume = value; }
1316 } 1431 }
1317 1432
1433 public float Buoyancy
1434 {
1435 get
1436 {
1437 if (ParentGroup.RootPart == this)
1438 return m_buoyancy;
1439
1440 return ParentGroup.RootPart.Buoyancy;
1441 }
1442 set
1443 {
1444 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1445 {
1446 ParentGroup.RootPart.Buoyancy = value;
1447 return;
1448 }
1449 m_buoyancy = value;
1450 if (PhysActor != null)
1451 PhysActor.Buoyancy = value;
1452 }
1453 }
1454
1455 public Vector3 Force
1456 {
1457 get
1458 {
1459 if (ParentGroup.RootPart == this)
1460 return m_force;
1461
1462 return ParentGroup.RootPart.Force;
1463 }
1464
1465 set
1466 {
1467 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1468 {
1469 ParentGroup.RootPart.Force = value;
1470 return;
1471 }
1472 m_force = value;
1473 if (PhysActor != null)
1474 PhysActor.Force = value;
1475 }
1476 }
1477
1478 public Vector3 Torque
1479 {
1480 get
1481 {
1482 if (ParentGroup.RootPart == this)
1483 return m_torque;
1484
1485 return ParentGroup.RootPart.Torque;
1486 }
1487
1488 set
1489 {
1490 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1491 {
1492 ParentGroup.RootPart.Torque = value;
1493 return;
1494 }
1495 m_torque = value;
1496 if (PhysActor != null)
1497 PhysActor.Torque = value;
1498 }
1499 }
1500
1501 public byte Material
1502 {
1503 get { return (byte)m_material; }
1504 set
1505 {
1506 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1507 {
1508 bool update = false;
1509
1510 if (m_material != (Material)value)
1511 {
1512 update = true;
1513 m_material = (Material)value;
1514 }
1515
1516 if (m_friction != SOPMaterialData.friction(m_material))
1517 {
1518 update = true;
1519 m_friction = SOPMaterialData.friction(m_material);
1520 }
1521
1522 if (m_bounce != SOPMaterialData.bounce(m_material))
1523 {
1524 update = true;
1525 m_bounce = SOPMaterialData.bounce(m_material);
1526 }
1527
1528 if (update)
1529 {
1530 if (PhysActor != null)
1531 {
1532 PhysActor.SetMaterial((int)value);
1533 }
1534 if(ParentGroup != null)
1535 ParentGroup.HasGroupChanged = true;
1536 ScheduleFullUpdateIfNone();
1537 UpdatePhysRequired = true;
1538 }
1539 }
1540 }
1541 }
1542
1543 // not a propriety to move to methods place later
1544 private bool HasMesh()
1545 {
1546 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1547 return true;
1548 return false;
1549 }
1550
1551 // not a propriety to move to methods place later
1552 public byte DefaultPhysicsShapeType()
1553 {
1554 byte type;
1555
1556 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1557 type = (byte)PhysShapeType.convex;
1558 else
1559 type = (byte)PhysShapeType.prim;
1560
1561 return type;
1562 }
1563
1564 [XmlIgnore]
1565 public bool UsesComplexCost
1566 {
1567 get
1568 {
1569 byte pst = PhysicsShapeType;
1570 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1571 return true;
1572 return false;
1573 }
1574 }
1575
1576 [XmlIgnore]
1577 public float PhysicsCost
1578 {
1579 get
1580 {
1581 if(PhysicsShapeType == (byte)PhysShapeType.none)
1582 return 0;
1583
1584 float cost = 0.1f;
1585 if (PhysActor != null)
1586// cost += PhysActor.Cost;
1587
1588 if ((Flags & PrimFlags.Physics) != 0)
1589 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1590 return cost;
1591 }
1592 }
1593
1594 [XmlIgnore]
1595 public float StreamingCost
1596 {
1597 get
1598 {
1599
1600
1601 return 0.1f;
1602 }
1603 }
1604
1605 [XmlIgnore]
1606 public float SimulationCost
1607 {
1608 get
1609 {
1610 // ignoring scripts. Don't like considering them for this
1611 if((Flags & PrimFlags.Physics) != 0)
1612 return 1.0f;
1613
1614 return 0.5f;
1615 }
1616 }
1617
1618 public byte PhysicsShapeType
1619 {
1620 get { return m_physicsShapeType; }
1621 set
1622 {
1623 byte oldv = m_physicsShapeType;
1624
1625 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1626 {
1627 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1628 m_physicsShapeType = DefaultPhysicsShapeType();
1629 else
1630 m_physicsShapeType = value;
1631 }
1632 else
1633 m_physicsShapeType = DefaultPhysicsShapeType();
1634
1635 if (m_physicsShapeType != oldv && ParentGroup != null)
1636 {
1637 if (m_physicsShapeType == (byte)PhysShapeType.none)
1638 {
1639 if (PhysActor != null)
1640 {
1641 Velocity = new Vector3(0, 0, 0);
1642 Acceleration = new Vector3(0, 0, 0);
1643 if (ParentGroup.RootPart == this)
1644 AngularVelocity = new Vector3(0, 0, 0);
1645 ParentGroup.Scene.RemovePhysicalPrim(1);
1646 RemoveFromPhysics();
1647 }
1648 }
1649 else if (PhysActor == null)
1650 {
1651 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1652 UpdatePhysicsSubscribedEvents();
1653 }
1654 else
1655 {
1656 PhysActor.PhysicsShapeType = m_physicsShapeType;
1657 if (Shape.SculptEntry)
1658 CheckSculptAndLoad();
1659 }
1660
1661 if (ParentGroup != null)
1662 ParentGroup.HasGroupChanged = true;
1663 }
1664
1665 if (m_physicsShapeType != value)
1666 {
1667 UpdatePhysRequired = true;
1668 }
1669 }
1670 }
1671
1672 public float Density // in kg/m^3
1673 {
1674 get { return m_density; }
1675 set
1676 {
1677 if (value >=1 && value <= 22587.0)
1678 {
1679 m_density = value;
1680 UpdatePhysRequired = true;
1681 }
1682
1683 ScheduleFullUpdateIfNone();
1684
1685 if (ParentGroup != null)
1686 ParentGroup.HasGroupChanged = true;
1687 }
1688 }
1689
1690 public float GravityModifier
1691 {
1692 get { return m_gravitymod; }
1693 set
1694 {
1695 if( value >= -1 && value <=28.0f)
1696 {
1697 m_gravitymod = value;
1698 UpdatePhysRequired = true;
1699 }
1700
1701 ScheduleFullUpdateIfNone();
1702
1703 if (ParentGroup != null)
1704 ParentGroup.HasGroupChanged = true;
1705
1706 }
1707 }
1708
1709 public float Friction
1710 {
1711 get { return m_friction; }
1712 set
1713 {
1714 if (value >= 0 && value <= 255.0f)
1715 {
1716 m_friction = value;
1717 UpdatePhysRequired = true;
1718 }
1719
1720 ScheduleFullUpdateIfNone();
1721
1722 if (ParentGroup != null)
1723 ParentGroup.HasGroupChanged = true;
1724 }
1725 }
1726
1727 public float Bounciness
1728 {
1729 get { return m_bounce; }
1730 set
1731 {
1732 if (value >= 0 && value <= 1.0f)
1733 {
1734 m_bounce = value;
1735 UpdatePhysRequired = true;
1736 }
1737
1738 ScheduleFullUpdateIfNone();
1739
1740 if (ParentGroup != null)
1741 ParentGroup.HasGroupChanged = true;
1742 }
1743 }
1744
1745
1318 #endregion Public Properties with only Get 1746 #endregion Public Properties with only Get
1319 1747
1320 private uint ApplyMask(uint val, bool set, uint mask) 1748 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1460,6 +1888,61 @@ namespace OpenSim.Region.Framework.Scenes
1460 } 1888 }
1461 } 1889 }
1462 1890
1891 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1892 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1893 {
1894 if (ParentGroup == null || ParentGroup.IsDeleted)
1895 return;
1896
1897 if (ParentGroup.IsAttachment)
1898 return; // don't work on attachments (for now ??)
1899
1900 SceneObjectPart root = ParentGroup.RootPart;
1901
1902 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1903 return;
1904
1905 PhysicsActor pa = root.PhysActor;
1906
1907 if (pa == null || !pa.IsPhysical)
1908 return;
1909
1910 if (localGlobalTF)
1911 {
1912 pVel = pVel * GetWorldRotation();
1913 }
1914
1915 ParentGroup.Velocity = pVel;
1916 }
1917
1918 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1919 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1920 {
1921 if (ParentGroup == null || ParentGroup.IsDeleted)
1922 return;
1923
1924 if (ParentGroup.IsAttachment)
1925 return; // don't work on attachments (for now ??)
1926
1927 SceneObjectPart root = ParentGroup.RootPart;
1928
1929 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1930 return;
1931
1932 PhysicsActor pa = root.PhysActor;
1933
1934 if (pa == null || !pa.IsPhysical)
1935 return;
1936
1937 if (localGlobalTF)
1938 {
1939 pAngVel = pAngVel * GetWorldRotation();
1940 }
1941
1942 root.AngularVelocity = pAngVel;
1943 }
1944
1945
1463 /// <summary> 1946 /// <summary>
1464 /// hook to the physics scene to apply angular impulse 1947 /// hook to the physics scene to apply angular impulse
1465 /// This is sent up to the group, which then finds the root prim 1948 /// This is sent up to the group, which then finds the root prim
@@ -1480,7 +1963,7 @@ namespace OpenSim.Region.Framework.Scenes
1480 impulse = newimpulse; 1963 impulse = newimpulse;
1481 } 1964 }
1482 1965
1483 ParentGroup.applyAngularImpulse(impulse); 1966 ParentGroup.ApplyAngularImpulse(impulse);
1484 } 1967 }
1485 1968
1486 /// <summary> 1969 /// <summary>
@@ -1490,20 +1973,24 @@ namespace OpenSim.Region.Framework.Scenes
1490 /// </summary> 1973 /// </summary>
1491 /// <param name="impulsei">Vector force</param> 1974 /// <param name="impulsei">Vector force</param>
1492 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1975 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1493 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1976
1977 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1978 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1494 { 1979 {
1495 Vector3 impulse = impulsei; 1980 Vector3 torque = torquei;
1496 1981
1497 if (localGlobalTF) 1982 if (localGlobalTF)
1498 { 1983 {
1984/*
1499 Quaternion grot = GetWorldRotation(); 1985 Quaternion grot = GetWorldRotation();
1500 Quaternion AXgrot = grot; 1986 Quaternion AXgrot = grot;
1501 Vector3 AXimpulsei = impulsei; 1987 Vector3 AXimpulsei = impulsei;
1502 Vector3 newimpulse = AXimpulsei * AXgrot; 1988 Vector3 newimpulse = AXimpulsei * AXgrot;
1503 impulse = newimpulse; 1989 */
1990 torque *= GetWorldRotation();
1504 } 1991 }
1505 1992
1506 ParentGroup.setAngularImpulse(impulse); 1993 Torque = torque;
1507 } 1994 }
1508 1995
1509 /// <summary> 1996 /// <summary>
@@ -1511,17 +1998,23 @@ namespace OpenSim.Region.Framework.Scenes
1511 /// </summary> 1998 /// </summary>
1512 /// <param name="rootObjectFlags"></param> 1999 /// <param name="rootObjectFlags"></param>
1513 /// <param name="VolumeDetectActive"></param> 2000 /// <param name="VolumeDetectActive"></param>
1514 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 2001 /// <param name="building"></param>
2002
2003 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1515 { 2004 {
2005 VolumeDetectActive = _VolumeDetectActive;
2006
1516 if (!ParentGroup.Scene.CollidablePrims) 2007 if (!ParentGroup.Scene.CollidablePrims)
1517 return; 2008 return;
1518 2009
1519// m_log.DebugFormat( 2010 if (PhysicsShapeType == (byte)PhysShapeType.none)
1520// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 2011 return;
1521// Name, LocalId, UUID, m_physicalPrim); 2012
2013 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
2014 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1522 2015
1523 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2016 if (_VolumeDetectActive)
1524 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2017 isPhantom = true;
1525 2018
1526 if (IsJoint()) 2019 if (IsJoint())
1527 { 2020 {
@@ -1529,22 +2022,14 @@ namespace OpenSim.Region.Framework.Scenes
1529 } 2022 }
1530 else 2023 else
1531 { 2024 {
1532 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 2025 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1533 if (VolumeDetectActive) 2026 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1534 isPhantom = false;
1535
1536 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1537 // or flexible
1538 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1539 { 2027 {
1540 // Added clarification.. since A rigid body is an object that you can kick around, etc. 2028 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1541 bool rigidBody = isPhysical && !isPhantom; 2029 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1542
1543 PhysicsActor pa = AddToPhysics(rigidBody);
1544
1545 if (pa != null)
1546 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1547 } 2030 }
2031 else
2032 PhysActor = null; // just to be sure
1548 } 2033 }
1549 } 2034 }
1550 2035
@@ -1596,6 +2081,12 @@ namespace OpenSim.Region.Framework.Scenes
1596 dupe.Category = Category; 2081 dupe.Category = Category;
1597 dupe.m_rezzed = m_rezzed; 2082 dupe.m_rezzed = m_rezzed;
1598 2083
2084 dupe.m_UndoRedo = null;
2085 dupe.m_isSelected = false;
2086
2087 dupe.IgnoreUndoUpdate = false;
2088 dupe.Undoing = false;
2089
1599 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2090 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1600 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2091 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1601 2092
@@ -1611,6 +2102,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 2102
1612 // Move afterwards ResetIDs as it clears the localID 2103 // Move afterwards ResetIDs as it clears the localID
1613 dupe.LocalId = localID; 2104 dupe.LocalId = localID;
2105
1614 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2106 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1615 dupe.LastOwnerID = OwnerID; 2107 dupe.LastOwnerID = OwnerID;
1616 2108
@@ -1628,8 +2120,12 @@ namespace OpenSim.Region.Framework.Scenes
1628 2120
1629 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2121 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1630 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2122 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2123// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1631 } 2124 }
1632 2125
2126 if (dupe.PhysActor != null)
2127 dupe.PhysActor.LocalID = localID;
2128
1633 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2129 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1634 2130
1635// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2131// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1749,6 +2245,7 @@ namespace OpenSim.Region.Framework.Scenes
1749 2245
1750 /// <summary> 2246 /// <summary>
1751 /// Do a physics propery update for this part. 2247 /// Do a physics propery update for this part.
2248 /// now also updates phantom and volume detector
1752 /// </summary> 2249 /// </summary>
1753 /// <param name="UsePhysics"></param> 2250 /// <param name="UsePhysics"></param>
1754 /// <param name="isNew"></param> 2251 /// <param name="isNew"></param>
@@ -1774,61 +2271,69 @@ namespace OpenSim.Region.Framework.Scenes
1774 { 2271 {
1775 if (pa.IsPhysical) // implies UsePhysics==false for this block 2272 if (pa.IsPhysical) // implies UsePhysics==false for this block
1776 { 2273 {
1777 if (!isNew) 2274 if (!isNew) // implies UsePhysics==false for this block
2275 {
1778 ParentGroup.Scene.RemovePhysicalPrim(1); 2276 ParentGroup.Scene.RemovePhysicalPrim(1);
1779 2277
1780 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2278 Velocity = new Vector3(0, 0, 0);
1781 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2279 Acceleration = new Vector3(0, 0, 0);
1782 pa.delink(); 2280 if (ParentGroup.RootPart == this)
2281 AngularVelocity = new Vector3(0, 0, 0);
1783 2282
1784 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2283 if (pa.Phantom && !VolumeDetectActive)
1785 { 2284 {
1786 // destroy all joints connected to this now deactivated body 2285 RemoveFromPhysics();
1787 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2286 return;
1788 } 2287 }
1789 2288
1790 // stop client-side interpolation of all joint proxy objects that have just been deleted 2289 pa.IsPhysical = UsePhysics;
1791 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2290 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1792 // which stops client-side interpolation of deactivated joint proxy objects. 2291 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2292 pa.delink();
2293 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2294 {
2295 // destroy all joints connected to this now deactivated body
2296 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2297 }
2298 }
1793 } 2299 }
1794 2300
1795 if (!UsePhysics && !isNew) 2301 if (pa.IsPhysical != UsePhysics)
1796 { 2302 pa.IsPhysical = UsePhysics;
1797 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1798 // prim still has velocity and continues to interpolate its position along the old
1799 // velocity-vector.
1800 Velocity = new Vector3(0, 0, 0);
1801 Acceleration = new Vector3(0, 0, 0);
1802 AngularVelocity = new Vector3(0, 0, 0);
1803 //RotationalVelocity = new Vector3(0, 0, 0);
1804 }
1805 2303
1806 pa.IsPhysical = UsePhysics; 2304 if (UsePhysics)
2305 {
2306 if (ParentGroup.RootPart.KeyframeMotion != null)
2307 ParentGroup.RootPart.KeyframeMotion.Stop();
2308 ParentGroup.RootPart.KeyframeMotion = null;
2309 ParentGroup.Scene.AddPhysicalPrim(1);
1807 2310
1808 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2311 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1809 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2312 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1810 /// that's not wholesome. Had to make Scene public
1811 //PhysActor = null;
1812 2313
1813 if ((Flags & PrimFlags.Phantom) == 0) 2314 if (ParentID != 0 && ParentID != LocalId)
1814 {
1815 if (UsePhysics)
1816 { 2315 {
1817 ParentGroup.Scene.AddPhysicalPrim(1); 2316 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1818 2317
1819 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2318 if (parentPa != null)
1820 pa.OnOutOfBounds += PhysicsOutOfBounds;
1821 if (ParentID != 0 && ParentID != LocalId)
1822 { 2319 {
1823 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2320 pa.link(parentPa);
1824
1825 if (parentPa != null)
1826 {
1827 pa.link(parentPa);
1828 }
1829 } 2321 }
1830 } 2322 }
1831 } 2323 }
2324 }
2325
2326 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2327 if (pa.Phantom != phan)
2328 pa.Phantom = phan;
2329
2330// some engines dont' have this check still
2331// if (VolumeDetectActive != pa.IsVolumeDtc)
2332 {
2333 if (VolumeDetectActive)
2334 pa.SetVolumeDetect(1);
2335 else
2336 pa.SetVolumeDetect(0);
1832 } 2337 }
1833 2338
1834 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2339 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1947,12 +2452,26 @@ namespace OpenSim.Region.Framework.Scenes
1947 2452
1948 public Vector3 GetGeometricCenter() 2453 public Vector3 GetGeometricCenter()
1949 { 2454 {
1950 PhysicsActor pa = PhysActor; 2455 // this is not real geometric center but a average of positions relative to root prim acording to
1951 2456 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1952 if (pa != null) 2457 // ignoring tortured prims details since sl also seems to ignore
1953 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2458 // so no real use in doing it on physics
1954 else 2459 if (ParentGroup.IsDeleted)
1955 return new Vector3(0, 0, 0); 2460 return new Vector3(0, 0, 0);
2461
2462 return ParentGroup.GetGeometricCenter();
2463
2464 /*
2465 PhysicsActor pa = PhysActor;
2466
2467 if (pa != null)
2468 {
2469 Vector3 vtmp = pa.CenterOfMass;
2470 return vtmp;
2471 }
2472 else
2473 return new Vector3(0, 0, 0);
2474 */
1956 } 2475 }
1957 2476
1958 public float GetMass() 2477 public float GetMass()
@@ -1965,14 +2484,43 @@ namespace OpenSim.Region.Framework.Scenes
1965 return 0; 2484 return 0;
1966 } 2485 }
1967 2486
1968 public Vector3 GetForce() 2487 public Vector3 GetCenterOfMass()
1969 { 2488 {
2489 if (ParentGroup.RootPart == this)
2490 {
2491 if (ParentGroup.IsDeleted)
2492 return AbsolutePosition;
2493 return ParentGroup.GetCenterOfMass();
2494 }
2495
1970 PhysicsActor pa = PhysActor; 2496 PhysicsActor pa = PhysActor;
1971 2497
1972 if (pa != null) 2498 if (pa != null)
1973 return pa.Force; 2499 {
2500 Vector3 tmp = pa.CenterOfMass;
2501 return tmp;
2502 }
2503 else
2504 return AbsolutePosition;
2505 }
2506
2507 public Vector3 GetPartCenterOfMass()
2508 {
2509 PhysicsActor pa = PhysActor;
2510
2511 if (pa != null)
2512 {
2513 Vector3 tmp = pa.CenterOfMass;
2514 return tmp;
2515 }
1974 else 2516 else
1975 return Vector3.Zero; 2517 return AbsolutePosition;
2518 }
2519
2520
2521 public Vector3 GetForce()
2522 {
2523 return Force;
1976 } 2524 }
1977 2525
1978 /// <summary> 2526 /// <summary>
@@ -2187,15 +2735,25 @@ namespace OpenSim.Region.Framework.Scenes
2187 2735
2188 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2736 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2189 { 2737 {
2190 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2738 bool sendToRoot = true;
2191 { 2739
2192 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2740 ColliderArgs LandCollidingMessage = new ColliderArgs();
2193 List<DetectedObject> colliding = new List<DetectedObject>(); 2741 List<DetectedObject> colliding = new List<DetectedObject>();
2194 2742
2195 colliding.Add(CreateDetObjectForGround()); 2743 colliding.Add(CreateDetObjectForGround());
2196 LandCollidingMessage.Colliders = colliding; 2744 LandCollidingMessage.Colliders = colliding;
2197 2745
2746 if (Inventory.ContainsScripts())
2747 {
2748 if (!PassCollisions)
2749 sendToRoot = false;
2750 }
2751 if ((ScriptEvents & ev) != 0)
2198 notify(LocalId, LandCollidingMessage); 2752 notify(LocalId, LandCollidingMessage);
2753
2754 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2755 {
2756 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2199 } 2757 }
2200 } 2758 }
2201 2759
@@ -2211,45 +2769,87 @@ namespace OpenSim.Region.Framework.Scenes
2211 List<uint> endedColliders = new List<uint>(); 2769 List<uint> endedColliders = new List<uint>();
2212 List<uint> startedColliders = new List<uint>(); 2770 List<uint> startedColliders = new List<uint>();
2213 2771
2214 // calculate things that started colliding this time 2772 if (collissionswith.Count == 0)
2215 // and build up list of colliders this time
2216 foreach (uint localid in collissionswith.Keys)
2217 { 2773 {
2218 thisHitColliders.Add(localid); 2774 if (m_lastColliders.Count == 0)
2219 if (!m_lastColliders.Contains(localid)) 2775 return; // nothing to do
2220 startedColliders.Add(localid);
2221 }
2222 2776
2223 // calculate things that ended colliding 2777 foreach (uint localID in m_lastColliders)
2224 foreach (uint localID in m_lastColliders) 2778 {
2225 {
2226 if (!thisHitColliders.Contains(localID))
2227 endedColliders.Add(localID); 2779 endedColliders.Add(localID);
2780 }
2781 m_lastColliders.Clear();
2228 } 2782 }
2229 2783
2230 //add the items that started colliding this time to the last colliders list. 2784 else
2231 foreach (uint localID in startedColliders) 2785 {
2232 m_lastColliders.Add(localID); 2786 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2787
2788 // calculate things that started colliding this time
2789 // and build up list of colliders this time
2790 if (!VolumeDetectActive && CollisionSoundType >= 0)
2791 {
2792 CollisionForSoundInfo soundinfo;
2793 ContactPoint curcontact;
2794
2795 foreach (uint id in collissionswith.Keys)
2796 {
2797 thisHitColliders.Add(id);
2798 if (!m_lastColliders.Contains(id))
2799 {
2800 startedColliders.Add(id);
2801
2802 curcontact = collissionswith[id];
2803 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2804 {
2805 soundinfo = new CollisionForSoundInfo();
2806 soundinfo.colliderID = id;
2807 soundinfo.position = curcontact.Position;
2808 soundinfo.relativeVel = curcontact.RelativeSpeed;
2809 soundinfolist.Add(soundinfo);
2810 }
2811 }
2812 }
2813 }
2814 else
2815 {
2816 foreach (uint id in collissionswith.Keys)
2817 {
2818 thisHitColliders.Add(id);
2819 if (!m_lastColliders.Contains(id))
2820 startedColliders.Add(id);
2821 }
2822 }
2823
2824 // calculate things that ended colliding
2825 foreach (uint localID in m_lastColliders)
2826 {
2827 if (!thisHitColliders.Contains(localID))
2828 endedColliders.Add(localID);
2829 }
2830
2831 //add the items that started colliding this time to the last colliders list.
2832 foreach (uint localID in startedColliders)
2833 m_lastColliders.Add(localID);
2233 2834
2234 // remove things that ended colliding from the last colliders list 2835 // remove things that ended colliding from the last colliders list
2235 foreach (uint localID in endedColliders) 2836 foreach (uint localID in endedColliders)
2236 m_lastColliders.Remove(localID); 2837 m_lastColliders.Remove(localID);
2237 2838
2238 // play the sound. 2839 // play sounds.
2239 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2840 if (soundinfolist.Count > 0)
2240 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); 2841 CollisionSounds.PartCollisionSound(this, soundinfolist);
2842 }
2241 2843
2242 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2844 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2243 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2845 if (!VolumeDetectActive)
2846 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2244 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2847 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2245 2848
2246 if (startedColliders.Contains(0)) 2849 if (startedColliders.Contains(0))
2247 { 2850 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2248 if (m_lastColliders.Contains(0)) 2851 if (m_lastColliders.Contains(0))
2249 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2852 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2250 else
2251 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2252 }
2253 if (endedColliders.Contains(0)) 2853 if (endedColliders.Contains(0))
2254 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2854 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2255 } 2855 }
@@ -2272,9 +2872,9 @@ namespace OpenSim.Region.Framework.Scenes
2272 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2872 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2273 2873
2274 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2874 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2275 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2875 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2276 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2876 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2277 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2877 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2278 { 2878 {
2279 ParentGroup.AbsolutePosition = newpos; 2879 ParentGroup.AbsolutePosition = newpos;
2280 return; 2880 return;
@@ -2296,17 +2896,18 @@ namespace OpenSim.Region.Framework.Scenes
2296 //Trys to fetch sound id from prim's inventory. 2896 //Trys to fetch sound id from prim's inventory.
2297 //Prim's inventory doesn't support non script items yet 2897 //Prim's inventory doesn't support non script items yet
2298 2898
2299 lock (TaskInventory) 2899 TaskInventory.LockItemsForRead(true);
2900
2901 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2300 { 2902 {
2301 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2903 if (item.Value.Name == sound)
2302 { 2904 {
2303 if (item.Value.Name == sound) 2905 soundID = item.Value.ItemID;
2304 { 2906 break;
2305 soundID = item.Value.ItemID;
2306 break;
2307 }
2308 } 2907 }
2309 } 2908 }
2909
2910 TaskInventory.LockItemsForRead(false);
2310 } 2911 }
2311 2912
2312 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2913 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2429,6 +3030,19 @@ namespace OpenSim.Region.Framework.Scenes
2429 APIDTarget = Quaternion.Identity; 3030 APIDTarget = Quaternion.Identity;
2430 } 3031 }
2431 3032
3033
3034
3035 public void ScheduleFullUpdateIfNone()
3036 {
3037 if (ParentGroup == null)
3038 return;
3039
3040// ??? ParentGroup.HasGroupChanged = true;
3041
3042 if (UpdateFlag != UpdateRequired.FULL)
3043 ScheduleFullUpdate();
3044 }
3045
2432 /// <summary> 3046 /// <summary>
2433 /// Schedules this prim for a full update 3047 /// Schedules this prim for a full update
2434 /// </summary> 3048 /// </summary>
@@ -2631,8 +3245,8 @@ namespace OpenSim.Region.Framework.Scenes
2631 { 3245 {
2632 const float ROTATION_TOLERANCE = 0.01f; 3246 const float ROTATION_TOLERANCE = 0.01f;
2633 const float VELOCITY_TOLERANCE = 0.001f; 3247 const float VELOCITY_TOLERANCE = 0.001f;
2634 const float POSITION_TOLERANCE = 0.05f; 3248 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2635 const int TIME_MS_TOLERANCE = 3000; 3249 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2636 3250
2637 switch (UpdateFlag) 3251 switch (UpdateFlag)
2638 { 3252 {
@@ -2694,17 +3308,16 @@ namespace OpenSim.Region.Framework.Scenes
2694 if (!UUID.TryParse(sound, out soundID)) 3308 if (!UUID.TryParse(sound, out soundID))
2695 { 3309 {
2696 // search sound file from inventory 3310 // search sound file from inventory
2697 lock (TaskInventory) 3311 TaskInventory.LockItemsForRead(true);
3312 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2698 { 3313 {
2699 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3314 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2700 { 3315 {
2701 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3316 soundID = item.Value.ItemID;
2702 { 3317 break;
2703 soundID = item.Value.ItemID;
2704 break;
2705 }
2706 } 3318 }
2707 } 3319 }
3320 TaskInventory.LockItemsForRead(false);
2708 } 3321 }
2709 3322
2710 if (soundID == UUID.Zero) 3323 if (soundID == UUID.Zero)
@@ -2761,6 +3374,35 @@ namespace OpenSim.Region.Framework.Scenes
2761 } 3374 }
2762 } 3375 }
2763 3376
3377 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
3378 {
3379 if (soundID == UUID.Zero)
3380 return;
3381
3382 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
3383 if (soundModule == null)
3384 return;
3385
3386 if (volume > 1)
3387 volume = 1;
3388 if (volume < 0)
3389 volume = 0;
3390
3391 int now = Util.EnvironmentTickCount();
3392 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
3393 return;
3394
3395 LastColSoundSentTime = now;
3396
3397 UUID ownerID = OwnerID;
3398 UUID objectID = ParentGroup.RootPart.UUID;
3399 UUID parentID = ParentGroup.UUID;
3400 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3401
3402 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
3403 }
3404
3405
2764 /// <summary> 3406 /// <summary>
2765 /// Send a terse update to all clients 3407 /// Send a terse update to all clients
2766 /// </summary> 3408 /// </summary>
@@ -2789,10 +3431,13 @@ namespace OpenSim.Region.Framework.Scenes
2789 3431
2790 public void SetBuoyancy(float fvalue) 3432 public void SetBuoyancy(float fvalue)
2791 { 3433 {
2792 PhysicsActor pa = PhysActor; 3434 Buoyancy = fvalue;
2793 3435/*
2794 if (pa != null) 3436 if (PhysActor != null)
2795 pa.Buoyancy = fvalue; 3437 {
3438 PhysActor.Buoyancy = fvalue;
3439 }
3440 */
2796 } 3441 }
2797 3442
2798 public void SetDieAtEdge(bool p) 3443 public void SetDieAtEdge(bool p)
@@ -2808,47 +3453,111 @@ namespace OpenSim.Region.Framework.Scenes
2808 PhysicsActor pa = PhysActor; 3453 PhysicsActor pa = PhysActor;
2809 3454
2810 if (pa != null) 3455 if (pa != null)
2811 pa.FloatOnWater = floatYN == 1; 3456 pa.FloatOnWater = (floatYN == 1);
2812 } 3457 }
2813 3458
2814 public void SetForce(Vector3 force) 3459 public void SetForce(Vector3 force)
2815 { 3460 {
2816 PhysicsActor pa = PhysActor; 3461 Force = force;
3462 }
2817 3463
2818 if (pa != null) 3464 public SOPVehicle VehicleParams
2819 pa.Force = force; 3465 {
3466 get
3467 {
3468 return m_vehicleParams;
3469 }
3470 set
3471 {
3472 m_vehicleParams = value;
3473 }
3474 }
3475
3476
3477 public int VehicleType
3478 {
3479 get
3480 {
3481 if (m_vehicleParams == null)
3482 return (int)Vehicle.TYPE_NONE;
3483 else
3484 return (int)m_vehicleParams.Type;
3485 }
3486 set
3487 {
3488 SetVehicleType(value);
3489 }
2820 } 3490 }
2821 3491
2822 public void SetVehicleType(int type) 3492 public void SetVehicleType(int type)
2823 { 3493 {
2824 PhysicsActor pa = PhysActor; 3494 m_vehicleParams = null;
3495
3496 if (type == (int)Vehicle.TYPE_NONE)
3497 {
3498 if (_parentID ==0 && PhysActor != null)
3499 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3500 return;
3501 }
3502 m_vehicleParams = new SOPVehicle();
3503 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3504 {
3505 if (_parentID ==0 && PhysActor != null)
3506 PhysActor.VehicleType = type;
3507 return;
3508 }
3509 }
2825 3510
2826 if (pa != null) 3511 public void SetVehicleFlags(int param, bool remove)
2827 pa.VehicleType = type; 3512 {
3513 if (m_vehicleParams == null)
3514 return;
3515
3516 m_vehicleParams.ProcessVehicleFlags(param, remove);
3517
3518 if (_parentID ==0 && PhysActor != null)
3519 {
3520 PhysActor.VehicleFlags(param, remove);
3521 }
2828 } 3522 }
2829 3523
2830 public void SetVehicleFloatParam(int param, float value) 3524 public void SetVehicleFloatParam(int param, float value)
2831 { 3525 {
2832 PhysicsActor pa = PhysActor; 3526 if (m_vehicleParams == null)
3527 return;
2833 3528
2834 if (pa != null) 3529 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2835 pa.VehicleFloatParam(param, value); 3530
3531 if (_parentID == 0 && PhysActor != null)
3532 {
3533 PhysActor.VehicleFloatParam(param, value);
3534 }
2836 } 3535 }
2837 3536
2838 public void SetVehicleVectorParam(int param, Vector3 value) 3537 public void SetVehicleVectorParam(int param, Vector3 value)
2839 { 3538 {
2840 PhysicsActor pa = PhysActor; 3539 if (m_vehicleParams == null)
3540 return;
2841 3541
2842 if (pa != null) 3542 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2843 pa.VehicleVectorParam(param, value); 3543
3544 if (_parentID == 0 && PhysActor != null)
3545 {
3546 PhysActor.VehicleVectorParam(param, value);
3547 }
2844 } 3548 }
2845 3549
2846 public void SetVehicleRotationParam(int param, Quaternion rotation) 3550 public void SetVehicleRotationParam(int param, Quaternion rotation)
2847 { 3551 {
2848 PhysicsActor pa = PhysActor; 3552 if (m_vehicleParams == null)
3553 return;
2849 3554
2850 if (pa != null) 3555 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2851 pa.VehicleRotationParam(param, rotation); 3556
3557 if (_parentID == 0 && PhysActor != null)
3558 {
3559 PhysActor.VehicleRotationParam(param, rotation);
3560 }
2852 } 3561 }
2853 3562
2854 /// <summary> 3563 /// <summary>
@@ -3032,14 +3741,6 @@ namespace OpenSim.Region.Framework.Scenes
3032 hasProfileCut = hasDimple; // is it the same thing? 3741 hasProfileCut = hasDimple; // is it the same thing?
3033 } 3742 }
3034 3743
3035 public void SetVehicleFlags(int param, bool remove)
3036 {
3037 PhysicsActor pa = PhysActor;
3038
3039 if (pa != null)
3040 pa.VehicleFlags(param, remove);
3041 }
3042
3043 public void SetGroup(UUID groupID, IClientAPI client) 3744 public void SetGroup(UUID groupID, IClientAPI client)
3044 { 3745 {
3045 // Scene.AddNewPrims() calls with client == null so can't use this. 3746 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3143,68 +3844,18 @@ namespace OpenSim.Region.Framework.Scenes
3143 //ParentGroup.ScheduleGroupForFullUpdate(); 3844 //ParentGroup.ScheduleGroupForFullUpdate();
3144 } 3845 }
3145 3846
3146 public void StoreUndoState() 3847 public void StoreUndoState(ObjectChangeType change)
3147 { 3848 {
3148 StoreUndoState(false); 3849 if (m_UndoRedo == null)
3149 } 3850 m_UndoRedo = new UndoRedoState(5);
3150 3851
3151 public void StoreUndoState(bool forGroup) 3852 lock (m_UndoRedo)
3152 {
3153 if (!Undoing)
3154 { 3853 {
3155 if (!IgnoreUndoUpdate) 3854 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3156 { 3855 {
3157 if (ParentGroup != null) 3856 m_UndoRedo.StoreUndo(this, change);
3158 {
3159 lock (m_undo)
3160 {
3161 if (m_undo.Count > 0)
3162 {
3163 UndoState last = m_undo.Peek();
3164 if (last != null)
3165 {
3166 // TODO: May need to fix for group comparison
3167 if (last.Compare(this))
3168 {
3169 // m_log.DebugFormat(
3170 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3171 // Name, LocalId, m_undo.Count);
3172
3173 return;
3174 }
3175 }
3176 }
3177
3178 // m_log.DebugFormat(
3179 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3180 // Name, LocalId, forGroup, m_undo.Count);
3181
3182 if (ParentGroup.GetSceneMaxUndo() > 0)
3183 {
3184 UndoState nUndo = new UndoState(this, forGroup);
3185
3186 m_undo.Push(nUndo);
3187
3188 if (m_redo.Count > 0)
3189 m_redo.Clear();
3190
3191 // m_log.DebugFormat(
3192 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3193 // Name, LocalId, forGroup, m_undo.Count);
3194 }
3195 }
3196 }
3197 } 3857 }
3198// else
3199// {
3200// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3201// }
3202 } 3858 }
3203// else
3204// {
3205// m_log.DebugFormat(
3206// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3207// }
3208 } 3859 }
3209 3860
3210 /// <summary> 3861 /// <summary>
@@ -3214,84 +3865,46 @@ namespace OpenSim.Region.Framework.Scenes
3214 { 3865 {
3215 get 3866 get
3216 { 3867 {
3217 lock (m_undo) 3868 if (m_UndoRedo == null)
3218 return m_undo.Count; 3869 return 0;
3870 return m_UndoRedo.Count;
3219 } 3871 }
3220 } 3872 }
3221 3873
3222 public void Undo() 3874 public void Undo()
3223 { 3875 {
3224 lock (m_undo) 3876 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3225 { 3877 return;
3226// m_log.DebugFormat(
3227// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3228// Name, LocalId, m_undo.Count);
3229
3230 if (m_undo.Count > 0)
3231 {
3232 UndoState goback = m_undo.Pop();
3233
3234 if (goback != null)
3235 {
3236 UndoState nUndo = null;
3237
3238 if (ParentGroup.GetSceneMaxUndo() > 0)
3239 {
3240 nUndo = new UndoState(this, goback.ForGroup);
3241 }
3242
3243 goback.PlaybackState(this);
3244
3245 if (nUndo != null)
3246 m_redo.Push(nUndo);
3247 }
3248 }
3249 3878
3250// m_log.DebugFormat( 3879 lock (m_UndoRedo)
3251// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3880 {
3252// Name, LocalId, m_undo.Count); 3881 Undoing = true;
3882 m_UndoRedo.Undo(this);
3883 Undoing = false;
3253 } 3884 }
3254 } 3885 }
3255 3886
3256 public void Redo() 3887 public void Redo()
3257 { 3888 {
3258 lock (m_undo) 3889 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3259 { 3890 return;
3260// m_log.DebugFormat(
3261// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3262// Name, LocalId, m_redo.Count);
3263
3264 if (m_redo.Count > 0)
3265 {
3266 UndoState gofwd = m_redo.Pop();
3267
3268 if (gofwd != null)
3269 {
3270 if (ParentGroup.GetSceneMaxUndo() > 0)
3271 {
3272 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3273
3274 m_undo.Push(nUndo);
3275 }
3276
3277 gofwd.PlayfwdState(this);
3278 }
3279 3891
3280// m_log.DebugFormat( 3892 lock (m_UndoRedo)
3281// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3893 {
3282// Name, LocalId, m_redo.Count); 3894 Undoing = true;
3283 } 3895 m_UndoRedo.Redo(this);
3896 Undoing = false;
3284 } 3897 }
3285 } 3898 }
3286 3899
3287 public void ClearUndoState() 3900 public void ClearUndoState()
3288 { 3901 {
3289// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3902 if (m_UndoRedo == null || Undoing)
3903 return;
3290 3904
3291 lock (m_undo) 3905 lock (m_UndoRedo)
3292 { 3906 {
3293 m_undo.Clear(); 3907 m_UndoRedo.Clear();
3294 m_redo.Clear();
3295 } 3908 }
3296 } 3909 }
3297 3910
@@ -3921,6 +4534,27 @@ namespace OpenSim.Region.Framework.Scenes
3921 } 4534 }
3922 } 4535 }
3923 4536
4537
4538 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4539 {
4540 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4541 return;
4542
4543 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4544 {
4545 PhysicsShapeType = (byte)physdata.PhysShapeType;
4546
4547 }
4548
4549 if(Density != physdata.Density)
4550 Density = physdata.Density;
4551 if(GravityModifier != physdata.GravitationModifier)
4552 GravityModifier = physdata.GravitationModifier;
4553 if(Friction != physdata.Friction)
4554 Friction = physdata.Friction;
4555 if(Bounciness != physdata.Bounce)
4556 Bounciness = physdata.Bounce;
4557 }
3924 /// <summary> 4558 /// <summary>
3925 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4559 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3926 /// </summary> 4560 /// </summary>
@@ -3928,7 +4562,7 @@ namespace OpenSim.Region.Framework.Scenes
3928 /// <param name="SetTemporary"></param> 4562 /// <param name="SetTemporary"></param>
3929 /// <param name="SetPhantom"></param> 4563 /// <param name="SetPhantom"></param>
3930 /// <param name="SetVD"></param> 4564 /// <param name="SetVD"></param>
3931 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4565 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3932 { 4566 {
3933 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4567 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3934 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4568 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3938,237 +4572,230 @@ namespace OpenSim.Region.Framework.Scenes
3938 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4572 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3939 return; 4573 return;
3940 4574
3941 PhysicsActor pa = PhysActor; 4575 VolumeDetectActive = SetVD;
3942
3943 // Special cases for VD. VD can only be called from a script
3944 // and can't be combined with changes to other states. So we can rely
3945 // that...
3946 // ... if VD is changed, all others are not.
3947 // ... if one of the others is changed, VD is not.
3948 if (SetVD) // VD is active, special logic applies
3949 {
3950 // State machine logic for VolumeDetect
3951 // More logic below
3952 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3953
3954 if (phanReset) // Phantom changes from on to off switch VD off too
3955 {
3956 SetVD = false; // Switch it of for the course of this routine
3957 VolumeDetectActive = false; // and also permanently
3958
3959 if (pa != null)
3960 pa.SetVolumeDetect(0); // Let physics know about it too
3961 }
3962 else
3963 {
3964 // If volumedetect is active we don't want phantom to be applied.
3965 // If this is a new call to VD out of the state "phantom"
3966 // this will also cause the prim to be visible to physics
3967 SetPhantom = false;
3968 }
3969 }
3970 4576
3971 if (UsePhysics && IsJoint()) 4577 // volume detector implies phantom
3972 { 4578 if (VolumeDetectActive)
3973 SetPhantom = true; 4579 SetPhantom = true;
3974 }
3975 4580
3976 if (UsePhysics) 4581 if (UsePhysics)
3977 {
3978 AddFlag(PrimFlags.Physics); 4582 AddFlag(PrimFlags.Physics);
3979 if (!wasUsingPhysics)
3980 {
3981 DoPhysicsPropertyUpdate(UsePhysics, false);
3982
3983 if (!ParentGroup.IsDeleted)
3984 {
3985 if (LocalId == ParentGroup.RootPart.LocalId)
3986 {
3987 ParentGroup.CheckSculptAndLoad();
3988 }
3989 }
3990 }
3991 }
3992 else 4583 else
3993 {
3994 RemFlag(PrimFlags.Physics); 4584 RemFlag(PrimFlags.Physics);
3995 if (wasUsingPhysics)
3996 {
3997 DoPhysicsPropertyUpdate(UsePhysics, false);
3998 }
3999 }
4000 4585
4001 if (SetPhantom 4586 if (SetPhantom)
4002 || ParentGroup.IsAttachment
4003 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4004 {
4005 AddFlag(PrimFlags.Phantom); 4587 AddFlag(PrimFlags.Phantom);
4588 else
4589 RemFlag(PrimFlags.Phantom);
4006 4590
4007 if (PhysActor != null) 4591 if (SetTemporary)
4592 AddFlag(PrimFlags.TemporaryOnRez);
4593 else
4594 RemFlag(PrimFlags.TemporaryOnRez);
4595
4596
4597 if (ParentGroup.Scene == null)
4598 return;
4599
4600 PhysicsActor pa = PhysActor;
4601
4602 if (pa != null && building && pa.Building != building)
4603 pa.Building = building;
4604
4605 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4606 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4607 {
4608 if (pa != null)
4008 { 4609 {
4610 if(wasUsingPhysics)
4611 ParentGroup.Scene.RemovePhysicalPrim(1);
4009 RemoveFromPhysics(); 4612 RemoveFromPhysics();
4010 pa = null;
4011 } 4613 }
4614
4615 Velocity = new Vector3(0, 0, 0);
4616 Acceleration = new Vector3(0, 0, 0);
4617 if (ParentGroup.RootPart == this)
4618 AngularVelocity = new Vector3(0, 0, 0);
4012 } 4619 }
4013 else // Not phantom 4620 else
4014 { 4621 {
4015 RemFlag(PrimFlags.Phantom); 4622 if (ParentGroup.Scene.CollidablePrims)
4016
4017 if (ParentGroup.Scene == null)
4018 return;
4019
4020 if (ParentGroup.Scene.CollidablePrims && pa == null)
4021 { 4623 {
4022 pa = AddToPhysics(UsePhysics); 4624 if (pa == null)
4023
4024 if (pa != null)
4025 { 4625 {
4026 pa.SetMaterial(Material); 4626 AddToPhysics(UsePhysics, SetPhantom, building, false);
4027 DoPhysicsPropertyUpdate(UsePhysics, true); 4627 pa = PhysActor;
4028 4628/*
4029 if (!ParentGroup.IsDeleted) 4629 if (pa != null)
4030 { 4630 {
4031 if (LocalId == ParentGroup.RootPart.LocalId) 4631 if (
4632// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4633// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4634// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4635// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4636// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4637// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4638 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4639 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4640 (CollisionSound != UUID.Zero)
4641 )
4032 { 4642 {
4033 ParentGroup.CheckSculptAndLoad(); 4643 pa.OnCollisionUpdate += PhysicsCollision;
4644 pa.SubscribeEvents(1000);
4034 } 4645 }
4035 } 4646 }
4036 4647*/
4037 if (
4038 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4039 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4040 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4041 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4042 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4043 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4044 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4045 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4046 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4047 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4048 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4049 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4050 (CollisionSound != UUID.Zero)
4051 )
4052 {
4053 pa.OnCollisionUpdate += PhysicsCollision;
4054 pa.SubscribeEvents(1000);
4055 }
4056 } 4648 }
4057 } 4649 else // it already has a physical representation
4058 else // it already has a physical representation
4059 {
4060 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4061
4062 if (!ParentGroup.IsDeleted)
4063 { 4650 {
4064 if (LocalId == ParentGroup.RootPart.LocalId) 4651 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4065 { 4652/* moved into DoPhysicsPropertyUpdate
4066 ParentGroup.CheckSculptAndLoad(); 4653 if(VolumeDetectActive)
4067 } 4654 pa.SetVolumeDetect(1);
4655 else
4656 pa.SetVolumeDetect(0);
4657*/
4658
4659 if (pa.Building != building)
4660 pa.Building = building;
4068 } 4661 }
4069 }
4070 }
4071 4662
4072 if (SetVD) 4663 UpdatePhysicsSubscribedEvents();
4073 {
4074 // If the above logic worked (this is urgent candidate to unit tests!)
4075 // we now have a physicsactor.
4076 // Defensive programming calls for a check here.
4077 // Better would be throwing an exception that could be catched by a unit test as the internal
4078 // logic should make sure, this Physactor is always here.
4079 if (pa != null)
4080 {
4081 pa.SetVolumeDetect(1);
4082 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4083 VolumeDetectActive = true;
4084 } 4664 }
4085 } 4665 }
4086 else
4087 {
4088 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4089 // (mumbles, well, at least if you have infinte CPU powers :-))
4090 if (pa != null)
4091 pa.SetVolumeDetect(0);
4092
4093 VolumeDetectActive = false;
4094 }
4095
4096 if (SetTemporary)
4097 {
4098 AddFlag(PrimFlags.TemporaryOnRez);
4099 }
4100 else
4101 {
4102 RemFlag(PrimFlags.TemporaryOnRez);
4103 }
4104 4666
4105 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4667 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4106 4668
4669 // and last in case we have a new actor and not building
4670
4107 if (ParentGroup != null) 4671 if (ParentGroup != null)
4108 { 4672 {
4109 ParentGroup.HasGroupChanged = true; 4673 ParentGroup.HasGroupChanged = true;
4110 ScheduleFullUpdate(); 4674 ScheduleFullUpdate();
4111 } 4675 }
4112 4676
4113// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4677// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4114 } 4678 }
4115 4679
4116 /// <summary> 4680 /// <summary>
4117 /// Adds this part to the physics scene. 4681 /// Adds this part to the physics scene.
4682 /// and sets the PhysActor property
4118 /// </summary> 4683 /// </summary>
4119 /// <remarks>This method also sets the PhysActor property.</remarks> 4684 /// <param name="isPhysical">Add this prim as physical.</param>
4120 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4685 /// <param name="isPhantom">Add this prim as phantom.</param>
4121 /// <returns> 4686 /// <param name="building">tells physics to delay full construction of object</param>
4122 /// The physics actor. null if there was a failure. 4687 /// <param name="applyDynamics">applies velocities, force and torque</param>
4123 /// </returns> 4688 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4124 private PhysicsActor AddToPhysics(bool rigidBody) 4689 {
4125 {
4126 PhysicsActor pa; 4690 PhysicsActor pa;
4127 4691
4692 Vector3 velocity = Velocity;
4693 Vector3 rotationalVelocity = AngularVelocity;;
4694
4128 try 4695 try
4129 { 4696 {
4130 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4697 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4131 string.Format("{0}/{1}", Name, UUID), 4698 string.Format("{0}/{1}", Name, UUID),
4132 Shape, 4699 Shape,
4133 AbsolutePosition, 4700 AbsolutePosition,
4134 Scale, 4701 Scale,
4135 RotationOffset, 4702 GetWorldRotation(),
4136 rigidBody, 4703 isPhysical,
4137 m_localId); 4704 isPhantom,
4705 PhysicsShapeType,
4706 m_localId);
4138 } 4707 }
4139 catch 4708 catch (Exception ex)
4140 { 4709 {
4141 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4710 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4142 pa = null; 4711 pa = null;
4143 } 4712 }
4144 4713
4145 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4146 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4147 // being set.
4148 PhysActor = pa;
4149
4150 // Basic Physics can also return null as well as an exception catch.
4151 if (pa != null) 4714 if (pa != null)
4152 { 4715 {
4153 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4716 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4154 pa.SetMaterial(Material); 4717 pa.SetMaterial(Material);
4155 DoPhysicsPropertyUpdate(rigidBody, true); 4718
4719 if (VolumeDetectActive) // change if not the default only
4720 pa.SetVolumeDetect(1);
4721
4722 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4723 m_vehicleParams.SetVehicle(pa);
4724
4725 // we are going to tell rest of code about physics so better have this here
4726 PhysActor = pa;
4727
4728 // DoPhysicsPropertyUpdate(isPhysical, true);
4729 // lets expand it here just with what it really needs to do
4730
4731 if (isPhysical)
4732 {
4733 if (ParentGroup.RootPart.KeyframeMotion != null)
4734 ParentGroup.RootPart.KeyframeMotion.Stop();
4735 ParentGroup.RootPart.KeyframeMotion = null;
4736 ParentGroup.Scene.AddPhysicalPrim(1);
4737
4738 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4739 pa.OnOutOfBounds += PhysicsOutOfBounds;
4740
4741 if (ParentID != 0 && ParentID != LocalId)
4742 {
4743 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4744
4745 if (parentPa != null)
4746 {
4747 pa.link(parentPa);
4748 }
4749 }
4750 }
4751
4752 if (applyDynamics)
4753 // do independent of isphysical so parameters get setted (at least some)
4754 {
4755 Velocity = velocity;
4756 AngularVelocity = rotationalVelocity;
4757// pa.Velocity = velocity;
4758 pa.RotationalVelocity = rotationalVelocity;
4759
4760 // if not vehicle and root part apply force and torque
4761 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4762 && LocalId == ParentGroup.RootPart.LocalId)
4763 {
4764 pa.Force = Force;
4765 pa.Torque = Torque;
4766 }
4767 }
4768
4769 if (Shape.SculptEntry)
4770 CheckSculptAndLoad();
4771 else
4772 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4773
4774 if (!building)
4775 pa.Building = false;
4156 } 4776 }
4157 4777
4158 return pa; 4778 PhysActor = pa;
4159 } 4779 }
4160 4780
4161 /// <summary> 4781 /// <summary>
4162 /// This removes the part from the physics scene. 4782 /// This removes the part from the physics scene.
4163 /// </summary> 4783 /// </summary>
4164 /// <remarks> 4784 /// <remarks>
4165 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4785 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4166 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4786 /// representation for collision detection.
4167 /// phantom.
4168 /// </remarks> 4787 /// </remarks>
4169 public void RemoveFromPhysics() 4788 public void RemoveFromPhysics()
4170 { 4789 {
4171 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4790 PhysicsActor pa = PhysActor;
4791 if (pa != null)
4792 {
4793 pa.OnCollisionUpdate -= PhysicsCollision;
4794 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4795 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4796
4797 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4798 }
4172 PhysActor = null; 4799 PhysActor = null;
4173 } 4800 }
4174 4801
@@ -4328,6 +4955,44 @@ namespace OpenSim.Region.Framework.Scenes
4328 ScheduleFullUpdate(); 4955 ScheduleFullUpdate();
4329 } 4956 }
4330 4957
4958
4959 private void UpdatePhysicsSubscribedEvents()
4960 {
4961 PhysicsActor pa = PhysActor;
4962 if (pa == null)
4963 return;
4964
4965 pa.OnCollisionUpdate -= PhysicsCollision;
4966
4967 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
4968
4969 scriptEvents CombinedEvents = AggregateScriptEvents;
4970
4971 // merge with root part
4972 if (ParentGroup != null && ParentGroup.RootPart != null)
4973 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4974
4975 // submit to this part case
4976 if (VolumeDetectActive)
4977 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4978 else if ((Flags & PrimFlags.Phantom) != 0)
4979 CombinedEvents &= PhyscicsPhantonSubsEvents;
4980 else
4981 CombinedEvents &= PhysicsNeededSubsEvents;
4982
4983 if (hassound || CombinedEvents != 0)
4984 {
4985 // subscribe to physics updates.
4986 pa.OnCollisionUpdate += PhysicsCollision;
4987 pa.SubscribeEvents(50); // 20 reports per second
4988 }
4989 else
4990 {
4991 pa.UnSubscribeEvents();
4992 }
4993 }
4994
4995
4331 public void aggregateScriptEvents() 4996 public void aggregateScriptEvents()
4332 { 4997 {
4333 if (ParentGroup == null || ParentGroup.RootPart == null) 4998 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4364,40 +5029,32 @@ namespace OpenSim.Region.Framework.Scenes
4364 { 5029 {
4365 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5030 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4366 } 5031 }
4367 5032/*
4368 PhysicsActor pa = PhysActor; 5033 PhysicsActor pa = PhysActor;
4369 5034 if (pa != null)
4370 if (
4371 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4372 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4373 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4374 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4375 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4376 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4377 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4378 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4379 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4380 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4381 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4382 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4383 (CollisionSound != UUID.Zero)
4384 )
4385 { 5035 {
4386 // subscribe to physics updates. 5036 if (
4387 if (pa != null) 5037// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5038// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5039// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5040// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5041// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5042// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5043 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5044 )
4388 { 5045 {
5046 // subscribe to physics updates.
4389 pa.OnCollisionUpdate += PhysicsCollision; 5047 pa.OnCollisionUpdate += PhysicsCollision;
4390 pa.SubscribeEvents(1000); 5048 pa.SubscribeEvents(1000);
4391 } 5049 }
4392 } 5050 else
4393 else
4394 {
4395 if (pa != null)
4396 { 5051 {
4397 pa.UnSubscribeEvents(); 5052 pa.UnSubscribeEvents();
4398 pa.OnCollisionUpdate -= PhysicsCollision; 5053 pa.OnCollisionUpdate -= PhysicsCollision;
4399 } 5054 }
4400 } 5055 }
5056 */
5057 UpdatePhysicsSubscribedEvents();
4401 5058
4402 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5059 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4403 //{ 5060 //{
@@ -4527,6 +5184,18 @@ namespace OpenSim.Region.Framework.Scenes
4527 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5184 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4528 } 5185 }
4529 5186
5187 public void ResetOwnerChangeFlag()
5188 {
5189 List<UUID> inv = Inventory.GetInventoryList();
5190
5191 foreach (UUID itemID in inv)
5192 {
5193 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5194 item.OwnerChanged = false;
5195 Inventory.UpdateInventoryItem(item, false, false);
5196 }
5197 }
5198
4530 /// <summary> 5199 /// <summary>
4531 /// Record an avatar sitting on this part. 5200 /// Record an avatar sitting on this part.
4532 /// </summary> 5201 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 821fd81..e010864 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,7 +87,9 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
@@ -124,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
124 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
125 { 130 {
126 if (null == m_part) 131 if (null == m_part)
127 return; 132 m_items.LockItemsForWrite(true);
128 133
129 lock (m_items) 134 if (Items.Count == 0)
130 { 135 {
131 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
132 return; 137 return;
138 }
133 139
134 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
135 m_items.Clear(); 141 Items.Clear();
136 142
137 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
138 { 144 {
139 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
140 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
141 }
142 } 147 }
148 m_items.LockItemsForWrite(false);
143 } 149 }
144 150
145 public void ResetObjectID() 151 public void ResetObjectID()
146 { 152 {
147 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
148 { 156 {
149 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
150 Items.Clear(); 158 return;
151
152 foreach (TaskInventoryItem item in items)
153 {
154 item.ParentPartID = m_part.UUID;
155 item.ParentID = m_part.UUID;
156 Items.Add(item.ItemID, item);
157 }
158 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
159 } 171 }
160 172
161 /// <summary> 173 /// <summary>
@@ -164,17 +176,14 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
165 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
166 { 178 {
167 lock (Items) 179 List<TaskInventoryItem> items = GetInventoryItems();
168 { 180
169 if (0 == Items.Count) 181 if (items.Count == 0)
170 { 182 return;
171 return;
172 }
173 }
174 183
184 m_items.LockItemsForWrite(true);
175 HasInventoryChanged = true; 185 HasInventoryChanged = true;
176 m_part.ParentGroup.HasGroupChanged = true; 186 m_part.ParentGroup.HasGroupChanged = true;
177 List<TaskInventoryItem> items = GetInventoryItems();
178 foreach (TaskInventoryItem item in items) 187 foreach (TaskInventoryItem item in items)
179 { 188 {
180 if (ownerId != item.OwnerID) 189 if (ownerId != item.OwnerID)
@@ -185,6 +194,7 @@ namespace OpenSim.Region.Framework.Scenes
185 item.PermsGranter = UUID.Zero; 194 item.PermsGranter = UUID.Zero;
186 item.OwnerChanged = true; 195 item.OwnerChanged = true;
187 } 196 }
197 m_items.LockItemsForWrite(false);
188 } 198 }
189 199
190 /// <summary> 200 /// <summary>
@@ -193,12 +203,11 @@ namespace OpenSim.Region.Framework.Scenes
193 /// <param name="groupID"></param> 203 /// <param name="groupID"></param>
194 public void ChangeInventoryGroup(UUID groupID) 204 public void ChangeInventoryGroup(UUID groupID)
195 { 205 {
196 lock (Items) 206 m_items.LockItemsForWrite(true);
207 if (0 == Items.Count)
197 { 208 {
198 if (0 == Items.Count) 209 m_items.LockItemsForWrite(false);
199 { 210 return;
200 return;
201 }
202 } 211 }
203 212
204 // Don't let this set the HasGroupChanged flag for attachments 213 // Don't let this set the HasGroupChanged flag for attachments
@@ -210,12 +219,15 @@ namespace OpenSim.Region.Framework.Scenes
210 m_part.ParentGroup.HasGroupChanged = true; 219 m_part.ParentGroup.HasGroupChanged = true;
211 } 220 }
212 221
213 List<TaskInventoryItem> items = GetInventoryItems(); 222 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
214 foreach (TaskInventoryItem item in items) 223 foreach (TaskInventoryItem item in items)
215 { 224 {
216 if (groupID != item.GroupID) 225 if (groupID != item.GroupID)
226 {
217 item.GroupID = groupID; 227 item.GroupID = groupID;
228 }
218 } 229 }
230 m_items.LockItemsForWrite(false);
219 } 231 }
220 232
221 private void QueryScriptStates() 233 private void QueryScriptStates()
@@ -227,25 +239,25 @@ namespace OpenSim.Region.Framework.Scenes
227 if (engines == null) // No engine at all 239 if (engines == null) // No engine at all
228 return; 240 return;
229 241
230 lock (Items) 242 Items.LockItemsForRead(true);
243 foreach (TaskInventoryItem item in Items.Values)
231 { 244 {
232 foreach (TaskInventoryItem item in Items.Values) 245 if (item.InvType == (int)InventoryType.LSL)
233 { 246 {
234 if (item.InvType == (int)InventoryType.LSL) 247 foreach (IScriptModule e in engines)
235 { 248 {
236 foreach (IScriptModule e in engines) 249 bool running;
237 {
238 bool running;
239 250
240 if (e.HasScript(item.ItemID, out running)) 251 if (e.HasScript(item.ItemID, out running))
241 { 252 {
242 item.ScriptRunning = running; 253 item.ScriptRunning = running;
243 break; 254 break;
244 }
245 } 255 }
246 } 256 }
247 } 257 }
248 } 258 }
259
260 Items.LockItemsForRead(false);
249 } 261 }
250 262
251 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 263 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
@@ -290,7 +302,10 @@ namespace OpenSim.Region.Framework.Scenes
290 { 302 {
291 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 303 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
292 foreach (TaskInventoryItem item in scripts) 304 foreach (TaskInventoryItem item in scripts)
305 {
293 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 306 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
307 m_part.RemoveScriptEvents(item.ItemID);
308 }
294 } 309 }
295 310
296 /// <summary> 311 /// <summary>
@@ -312,7 +327,10 @@ namespace OpenSim.Region.Framework.Scenes
312// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 327// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
313 328
314 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 329 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
330 {
331 StoreScriptError(item.ItemID, "no permission");
315 return false; 332 return false;
333 }
316 334
317 m_part.AddFlag(PrimFlags.Scripted); 335 m_part.AddFlag(PrimFlags.Scripted);
318 336
@@ -322,14 +340,13 @@ namespace OpenSim.Region.Framework.Scenes
322 if (stateSource == 2 && // Prim crossing 340 if (stateSource == 2 && // Prim crossing
323 m_part.ParentGroup.Scene.m_trustBinaries) 341 m_part.ParentGroup.Scene.m_trustBinaries)
324 { 342 {
325 lock (m_items) 343 m_items.LockItemsForWrite(true);
326 { 344 m_items[item.ItemID].PermsMask = 0;
327 m_items[item.ItemID].PermsMask = 0; 345 m_items[item.ItemID].PermsGranter = UUID.Zero;
328 m_items[item.ItemID].PermsGranter = UUID.Zero; 346 m_items.LockItemsForWrite(false);
329 }
330
331 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 347 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
332 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 348 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
349 StoreScriptErrors(item.ItemID, null);
333 m_part.ParentGroup.AddActiveScriptCount(1); 350 m_part.ParentGroup.AddActiveScriptCount(1);
334 m_part.ScheduleFullUpdate(); 351 m_part.ScheduleFullUpdate();
335 return true; 352 return true;
@@ -338,6 +355,8 @@ namespace OpenSim.Region.Framework.Scenes
338 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 355 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
339 if (null == asset) 356 if (null == asset)
340 { 357 {
358 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
359 StoreScriptError(item.ItemID, msg);
341 m_log.ErrorFormat( 360 m_log.ErrorFormat(
342 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 361 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
343 item.Name, item.ItemID, m_part.AbsolutePosition, 362 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -350,16 +369,18 @@ namespace OpenSim.Region.Framework.Scenes
350 if (m_part.ParentGroup.m_savedScriptState != null) 369 if (m_part.ParentGroup.m_savedScriptState != null)
351 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 370 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
352 371
353 lock (m_items) 372 m_items.LockItemsForWrite(true);
354 {
355 m_items[item.ItemID].OldItemID = item.OldItemID;
356 m_items[item.ItemID].PermsMask = 0;
357 m_items[item.ItemID].PermsGranter = UUID.Zero;
358 }
359 373
374 m_items[item.ItemID].OldItemID = item.OldItemID;
375 m_items[item.ItemID].PermsMask = 0;
376 m_items[item.ItemID].PermsGranter = UUID.Zero;
377
378 m_items.LockItemsForWrite(false);
379
360 string script = Utils.BytesToString(asset.Data); 380 string script = Utils.BytesToString(asset.Data);
361 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 381 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
362 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 382 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
383 StoreScriptErrors(item.ItemID, null);
363 if (!item.ScriptRunning) 384 if (!item.ScriptRunning)
364 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 385 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
365 m_part.LocalId, item.ItemID); 386 m_part.LocalId, item.ItemID);
@@ -432,24 +453,151 @@ namespace OpenSim.Region.Framework.Scenes
432 return stateID; 453 return stateID;
433 } 454 }
434 455
456 /// <summary>
457 /// Start a script which is in this prim's inventory.
458 /// Some processing may occur in the background, but this routine returns asap.
459 /// </summary>
460 /// <param name="itemId">
461 /// A <see cref="UUID"/>
462 /// </param>
435 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 463 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
436 { 464 {
437 TaskInventoryItem item = GetInventoryItem(itemId); 465 lock (m_scriptErrors)
438 if (item != null) 466 {
467 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
468 m_scriptErrors.Remove(itemId);
469 }
470 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
471 return true;
472 }
473
474 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
475 {
476 m_items.LockItemsForRead(true);
477 if (m_items.ContainsKey(itemId))
439 { 478 {
440 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 479 if (m_items.ContainsKey(itemId))
480 {
481 m_items.LockItemsForRead(false);
482 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
483 }
484 else
485 {
486 m_items.LockItemsForRead(false);
487 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
488 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
489 StoreScriptError(itemId, msg);
490 m_log.ErrorFormat(
491 "[PRIM INVENTORY]: " +
492 "Couldn't start script with ID {0} since it {1}", itemId, msg);
493 }
441 } 494 }
442 else 495 else
443 { 496 {
497 m_items.LockItemsForRead(false);
498 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
499 StoreScriptError(itemId, msg);
444 m_log.ErrorFormat( 500 m_log.ErrorFormat(
445 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 501 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
446 itemId, m_part.Name, m_part.UUID, 502 itemId, m_part.Name, m_part.UUID,
447 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 503 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
504 }
505
506 }
448 507
449 return false; 508 /// <summary>
509 /// Start a script which is in this prim's inventory and return any compilation error messages.
510 /// </summary>
511 /// <param name="itemId">
512 /// A <see cref="UUID"/>
513 /// </param>
514 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
515 {
516 ArrayList errors;
517
518 // Indicate to CreateScriptInstanceInternal() we want it to
519 // post any compilation/loading error messages
520 lock (m_scriptErrors)
521 {
522 m_scriptErrors[itemId] = null;
523 }
524
525 // Perform compilation/loading
526 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
527
528 // Wait for and retrieve any errors
529 lock (m_scriptErrors)
530 {
531 while ((errors = m_scriptErrors[itemId]) == null)
532 {
533 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
534 {
535 m_log.ErrorFormat(
536 "[PRIM INVENTORY]: " +
537 "timedout waiting for script {0} errors", itemId);
538 errors = m_scriptErrors[itemId];
539 if (errors == null)
540 {
541 errors = new ArrayList(1);
542 errors.Add("timedout waiting for errors");
543 }
544 break;
545 }
546 }
547 m_scriptErrors.Remove(itemId);
548 }
549 return errors;
550 }
551
552 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
553 private void StoreScriptErrors(UUID itemId, ArrayList errors)
554 {
555 lock (m_scriptErrors)
556 {
557 // If compilation/loading initiated via CreateScriptInstance(),
558 // it does not want the errors, so just get out
559 if (!m_scriptErrors.ContainsKey(itemId))
560 {
561 return;
562 }
563
564 // Initiated via CreateScriptInstanceEr(), if we know what the
565 // errors are, save them and wake CreateScriptInstanceEr().
566 if (errors != null)
567 {
568 m_scriptErrors[itemId] = errors;
569 System.Threading.Monitor.PulseAll(m_scriptErrors);
570 return;
571 }
572 }
573
574 // Initiated via CreateScriptInstanceEr() but we don't know what
575 // the errors are yet, so retrieve them from the script engine.
576 // This may involve some waiting internal to GetScriptErrors().
577 errors = GetScriptErrors(itemId);
578
579 // Get a default non-null value to indicate success.
580 if (errors == null)
581 {
582 errors = new ArrayList();
583 }
584
585 // Post to CreateScriptInstanceEr() and wake it up
586 lock (m_scriptErrors)
587 {
588 m_scriptErrors[itemId] = errors;
589 System.Threading.Monitor.PulseAll(m_scriptErrors);
450 } 590 }
451 } 591 }
452 592
593 // Like StoreScriptErrors(), but just posts a single string message
594 private void StoreScriptError(UUID itemId, string message)
595 {
596 ArrayList errors = new ArrayList(1);
597 errors.Add(message);
598 StoreScriptErrors(itemId, errors);
599 }
600
453 /// <summary> 601 /// <summary>
454 /// Stop and remove a script which is in this prim's inventory. 602 /// Stop and remove a script which is in this prim's inventory.
455 /// </summary> 603 /// </summary>
@@ -460,15 +608,7 @@ namespace OpenSim.Region.Framework.Scenes
460 /// </param> 608 /// </param>
461 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 609 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
462 { 610 {
463 bool scriptPresent = false; 611 if (m_items.ContainsKey(itemId))
464
465 lock (m_items)
466 {
467 if (m_items.ContainsKey(itemId))
468 scriptPresent = true;
469 }
470
471 if (scriptPresent)
472 { 612 {
473 if (!sceneObjectBeingDeleted) 613 if (!sceneObjectBeingDeleted)
474 m_part.RemoveScriptEvents(itemId); 614 m_part.RemoveScriptEvents(itemId);
@@ -538,14 +678,16 @@ namespace OpenSim.Region.Framework.Scenes
538 /// <returns></returns> 678 /// <returns></returns>
539 private bool InventoryContainsName(string name) 679 private bool InventoryContainsName(string name)
540 { 680 {
541 lock (m_items) 681 m_items.LockItemsForRead(true);
682 foreach (TaskInventoryItem item in m_items.Values)
542 { 683 {
543 foreach (TaskInventoryItem item in m_items.Values) 684 if (item.Name == name)
544 { 685 {
545 if (item.Name == name) 686 m_items.LockItemsForRead(false);
546 return true; 687 return true;
547 } 688 }
548 } 689 }
690 m_items.LockItemsForRead(false);
549 return false; 691 return false;
550 } 692 }
551 693
@@ -587,8 +729,9 @@ namespace OpenSim.Region.Framework.Scenes
587 /// <param name="item"></param> 729 /// <param name="item"></param>
588 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 730 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
589 { 731 {
590 List<TaskInventoryItem> il = GetInventoryItems(); 732 m_items.LockItemsForRead(true);
591 733 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
734 m_items.LockItemsForRead(false);
592 foreach (TaskInventoryItem i in il) 735 foreach (TaskInventoryItem i in il)
593 { 736 {
594 if (i.Name == item.Name) 737 if (i.Name == item.Name)
@@ -626,14 +769,14 @@ namespace OpenSim.Region.Framework.Scenes
626 item.Name = name; 769 item.Name = name;
627 item.GroupID = m_part.GroupID; 770 item.GroupID = m_part.GroupID;
628 771
629 lock (m_items) 772 m_items.LockItemsForWrite(true);
630 m_items.Add(item.ItemID, item); 773 m_items.Add(item.ItemID, item);
631 774 m_items.LockItemsForWrite(false);
632 if (allowedDrop) 775 if (allowedDrop)
633 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 776 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
634 else 777 else
635 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 778 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
636 779
637 m_inventorySerial++; 780 m_inventorySerial++;
638 //m_inventorySerial += 2; 781 //m_inventorySerial += 2;
639 HasInventoryChanged = true; 782 HasInventoryChanged = true;
@@ -649,15 +792,15 @@ namespace OpenSim.Region.Framework.Scenes
649 /// <param name="items"></param> 792 /// <param name="items"></param>
650 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 793 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
651 { 794 {
652 lock (m_items) 795 m_items.LockItemsForWrite(true);
796 foreach (TaskInventoryItem item in items)
653 { 797 {
654 foreach (TaskInventoryItem item in items) 798 m_items.Add(item.ItemID, item);
655 { 799// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
656 m_items.Add(item.ItemID, item);
657// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
658 }
659 m_inventorySerial++;
660 } 800 }
801 m_items.LockItemsForWrite(false);
802
803 m_inventorySerial++;
661 } 804 }
662 805
663 /// <summary> 806 /// <summary>
@@ -668,23 +811,24 @@ namespace OpenSim.Region.Framework.Scenes
668 public TaskInventoryItem GetInventoryItem(UUID itemId) 811 public TaskInventoryItem GetInventoryItem(UUID itemId)
669 { 812 {
670 TaskInventoryItem item; 813 TaskInventoryItem item;
671 814 m_items.LockItemsForRead(true);
672 lock (m_items) 815 m_items.TryGetValue(itemId, out item);
673 m_items.TryGetValue(itemId, out item); 816 m_items.LockItemsForRead(false);
674
675 return item; 817 return item;
676 } 818 }
677 819
678 public TaskInventoryItem GetInventoryItem(string name) 820 public TaskInventoryItem GetInventoryItem(string name)
679 { 821 {
680 lock (m_items) 822 m_items.LockItemsForRead(true);
823 foreach (TaskInventoryItem item in m_items.Values)
681 { 824 {
682 foreach (TaskInventoryItem item in m_items.Values) 825 if (item.Name == name)
683 { 826 {
684 if (item.Name == name) 827 m_items.LockItemsForRead(false);
685 return item; 828 return item;
686 } 829 }
687 } 830 }
831 m_items.LockItemsForRead(false);
688 832
689 return null; 833 return null;
690 } 834 }
@@ -693,15 +837,16 @@ namespace OpenSim.Region.Framework.Scenes
693 { 837 {
694 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 838 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
695 839
696 lock (m_items) 840 m_items.LockItemsForRead(true);
841
842 foreach (TaskInventoryItem item in m_items.Values)
697 { 843 {
698 foreach (TaskInventoryItem item in m_items.Values) 844 if (item.Name == name)
699 { 845 items.Add(item);
700 if (item.Name == name)
701 items.Add(item);
702 }
703 } 846 }
704 847
848 m_items.LockItemsForRead(false);
849
705 return items; 850 return items;
706 } 851 }
707 852
@@ -720,6 +865,10 @@ namespace OpenSim.Region.Framework.Scenes
720 string xmlData = Utils.BytesToString(rezAsset.Data); 865 string xmlData = Utils.BytesToString(rezAsset.Data);
721 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 866 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
722 867
868 group.RootPart.AttachPoint = group.RootPart.Shape.State;
869 group.RootPart.AttachOffset = group.AbsolutePosition;
870 group.RootPart.AttachRotation = group.GroupRotation;
871
723 group.ResetIDs(); 872 group.ResetIDs();
724 873
725 SceneObjectPart rootPart = group.GetPart(group.UUID); 874 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -794,8 +943,9 @@ namespace OpenSim.Region.Framework.Scenes
794 943
795 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 944 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
796 { 945 {
797 TaskInventoryItem it = GetInventoryItem(item.ItemID); 946 m_items.LockItemsForWrite(true);
798 if (it != null) 947
948 if (m_items.ContainsKey(item.ItemID))
799 { 949 {
800// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 950// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
801 951
@@ -808,14 +958,10 @@ namespace OpenSim.Region.Framework.Scenes
808 item.GroupID = m_part.GroupID; 958 item.GroupID = m_part.GroupID;
809 959
810 if (item.AssetID == UUID.Zero) 960 if (item.AssetID == UUID.Zero)
811 item.AssetID = it.AssetID; 961 item.AssetID = m_items[item.ItemID].AssetID;
812 962
813 lock (m_items) 963 m_items[item.ItemID] = item;
814 { 964 m_inventorySerial++;
815 m_items[item.ItemID] = item;
816 m_inventorySerial++;
817 }
818
819 if (fireScriptEvents) 965 if (fireScriptEvents)
820 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 966 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
821 967
@@ -824,7 +970,7 @@ namespace OpenSim.Region.Framework.Scenes
824 HasInventoryChanged = true; 970 HasInventoryChanged = true;
825 m_part.ParentGroup.HasGroupChanged = true; 971 m_part.ParentGroup.HasGroupChanged = true;
826 } 972 }
827 973 m_items.LockItemsForWrite(false);
828 return true; 974 return true;
829 } 975 }
830 else 976 else
@@ -835,8 +981,9 @@ namespace OpenSim.Region.Framework.Scenes
835 item.ItemID, m_part.Name, m_part.UUID, 981 item.ItemID, m_part.Name, m_part.UUID,
836 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 982 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
837 } 983 }
838 return false; 984 m_items.LockItemsForWrite(false);
839 985
986 return false;
840 } 987 }
841 988
842 /// <summary> 989 /// <summary>
@@ -847,43 +994,59 @@ namespace OpenSim.Region.Framework.Scenes
847 /// in this prim's inventory.</returns> 994 /// in this prim's inventory.</returns>
848 public int RemoveInventoryItem(UUID itemID) 995 public int RemoveInventoryItem(UUID itemID)
849 { 996 {
850 TaskInventoryItem item = GetInventoryItem(itemID); 997 m_items.LockItemsForRead(true);
851 if (item != null) 998
999 if (m_items.ContainsKey(itemID))
852 { 1000 {
853 int type = m_items[itemID].InvType; 1001 int type = m_items[itemID].InvType;
1002 m_items.LockItemsForRead(false);
854 if (type == 10) // Script 1003 if (type == 10) // Script
855 { 1004 {
856 m_part.RemoveScriptEvents(itemID);
857 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1005 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
858 } 1006 }
1007 m_items.LockItemsForWrite(true);
859 m_items.Remove(itemID); 1008 m_items.Remove(itemID);
1009 m_items.LockItemsForWrite(false);
860 m_inventorySerial++; 1010 m_inventorySerial++;
861 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1011 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
862 1012
863 HasInventoryChanged = true; 1013 HasInventoryChanged = true;
864 m_part.ParentGroup.HasGroupChanged = true; 1014 m_part.ParentGroup.HasGroupChanged = true;
865 1015
866 if (!ContainsScripts()) 1016 int scriptcount = 0;
1017 m_items.LockItemsForRead(true);
1018 foreach (TaskInventoryItem item in m_items.Values)
1019 {
1020 if (item.Type == 10)
1021 {
1022 scriptcount++;
1023 }
1024 }
1025 m_items.LockItemsForRead(false);
1026
1027
1028 if (scriptcount <= 0)
1029 {
867 m_part.RemFlag(PrimFlags.Scripted); 1030 m_part.RemFlag(PrimFlags.Scripted);
1031 }
868 1032
869 m_part.ScheduleFullUpdate(); 1033 m_part.ScheduleFullUpdate();
870 1034
871 return type; 1035 return type;
872
873 } 1036 }
874 else 1037 else
875 { 1038 {
1039 m_items.LockItemsForRead(false);
876 m_log.ErrorFormat( 1040 m_log.ErrorFormat(
877 "[PRIM INVENTORY]: " + 1041 "[PRIM INVENTORY]: " +
878 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1042 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
879 itemID, m_part.Name, m_part.UUID, 1043 itemID, m_part.Name, m_part.UUID);
880 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
881 } 1044 }
882 1045
883 return -1; 1046 return -1;
884 } 1047 }
885 1048
886 private bool CreateInventoryFile() 1049 private bool CreateInventoryFileName()
887 { 1050 {
888// m_log.DebugFormat( 1051// m_log.DebugFormat(
889// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1052// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -892,70 +1055,12 @@ namespace OpenSim.Region.Framework.Scenes
892 if (m_inventoryFileName == String.Empty || 1055 if (m_inventoryFileName == String.Empty ||
893 m_inventoryFileNameSerial < m_inventorySerial) 1056 m_inventoryFileNameSerial < m_inventorySerial)
894 { 1057 {
895 // Something changed, we need to create a new file
896 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1058 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
897 m_inventoryFileNameSerial = m_inventorySerial; 1059 m_inventoryFileNameSerial = m_inventorySerial;
898 1060
899 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
900
901 lock (m_items)
902 {
903 foreach (TaskInventoryItem item in m_items.Values)
904 {
905// m_log.DebugFormat(
906// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
907// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
908
909 UUID ownerID = item.OwnerID;
910 uint everyoneMask = 0;
911 uint baseMask = item.BasePermissions;
912 uint ownerMask = item.CurrentPermissions;
913 uint groupMask = item.GroupPermissions;
914
915 invString.AddItemStart();
916 invString.AddNameValueLine("item_id", item.ItemID.ToString());
917 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
918
919 invString.AddPermissionsStart();
920
921 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
922 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
923 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
924 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
925 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
926
927 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
928 invString.AddNameValueLine("owner_id", ownerID.ToString());
929
930 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
931
932 invString.AddNameValueLine("group_id", item.GroupID.ToString());
933 invString.AddSectionEnd();
934
935 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
936 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
937 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
938 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
939
940 invString.AddSaleStart();
941 invString.AddNameValueLine("sale_type", "not");
942 invString.AddNameValueLine("sale_price", "0");
943 invString.AddSectionEnd();
944
945 invString.AddNameValueLine("name", item.Name + "|");
946 invString.AddNameValueLine("desc", item.Description + "|");
947
948 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
949 invString.AddSectionEnd();
950 }
951 }
952
953 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
954
955 return true; 1061 return true;
956 } 1062 }
957 1063
958 // No need to recreate, the existing file is fine
959 return false; 1064 return false;
960 } 1065 }
961 1066
@@ -965,43 +1070,110 @@ namespace OpenSim.Region.Framework.Scenes
965 /// <param name="xferManager"></param> 1070 /// <param name="xferManager"></param>
966 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1071 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
967 { 1072 {
968 lock (m_items) 1073 bool changed = CreateInventoryFileName();
969 {
970 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
971 // a new script if any previous deletion has left the prim inventory empty.
972 if (m_items.Count == 0) // No inventory
973 {
974// m_log.DebugFormat(
975// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
976// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
977 1074
978 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1075 bool includeAssets = false;
979 return; 1076 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
980 } 1077 includeAssets = true;
1078
1079 if (m_inventoryPrivileged != includeAssets)
1080 changed = true;
981 1081
982 CreateInventoryFile(); 1082 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1083
1084 Items.LockItemsForRead(true);
1085
1086 if (m_inventorySerial == 0) // No inventory
1087 {
1088 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1089 Items.LockItemsForRead(false);
1090 return;
1091 }
1092
1093 if (m_items.Count == 0) // No inventory
1094 {
1095 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1096 Items.LockItemsForRead(false);
1097 return;
1098 }
983 1099
984 // In principle, we should only do the rest if the inventory changed; 1100 if (!changed)
985 // by sending m_inventorySerial to the client, it ought to know 1101 {
986 // that nothing changed and that it doesn't need to request the file.
987 // Unfortunately, it doesn't look like the client optimizes this;
988 // the client seems to always come back and request the Xfer,
989 // no matter what value m_inventorySerial has.
990 // FIXME: Could probably be > 0 here rather than > 2
991 if (m_inventoryFileData.Length > 2) 1102 if (m_inventoryFileData.Length > 2)
992 { 1103 {
993 // Add the file for Xfer 1104 xferManager.AddNewFile(m_inventoryFileName,
994 // m_log.DebugFormat( 1105 m_inventoryFileData);
995 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1106 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
996 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1107 Util.StringToBytes256(m_inventoryFileName));
997 1108
998 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1109 Items.LockItemsForRead(false);
1110 return;
999 } 1111 }
1000
1001 // Tell the client we're ready to Xfer the file
1002 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1003 Util.StringToBytes256(m_inventoryFileName));
1004 } 1112 }
1113
1114 m_inventoryPrivileged = includeAssets;
1115
1116 foreach (TaskInventoryItem item in m_items.Values)
1117 {
1118 UUID ownerID = item.OwnerID;
1119 uint everyoneMask = 0;
1120 uint baseMask = item.BasePermissions;
1121 uint ownerMask = item.CurrentPermissions;
1122 uint groupMask = item.GroupPermissions;
1123
1124 invString.AddItemStart();
1125 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1126 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1127
1128 invString.AddPermissionsStart();
1129
1130 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1131 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1132 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1133 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1134 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1135
1136 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1137 invString.AddNameValueLine("owner_id", ownerID.ToString());
1138
1139 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1140
1141 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1142 invString.AddSectionEnd();
1143
1144 if (includeAssets)
1145 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1146 else
1147 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1148 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1149 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1150 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1151
1152 invString.AddSaleStart();
1153 invString.AddNameValueLine("sale_type", "not");
1154 invString.AddNameValueLine("sale_price", "0");
1155 invString.AddSectionEnd();
1156
1157 invString.AddNameValueLine("name", item.Name + "|");
1158 invString.AddNameValueLine("desc", item.Description + "|");
1159
1160 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1161 invString.AddSectionEnd();
1162 }
1163
1164 Items.LockItemsForRead(false);
1165
1166 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1167
1168 if (m_inventoryFileData.Length > 2)
1169 {
1170 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1171 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1172 Util.StringToBytes256(m_inventoryFileName));
1173 return;
1174 }
1175
1176 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1005 } 1177 }
1006 1178
1007 /// <summary> 1179 /// <summary>
@@ -1010,13 +1182,19 @@ namespace OpenSim.Region.Framework.Scenes
1010 /// <param name="datastore"></param> 1182 /// <param name="datastore"></param>
1011 public void ProcessInventoryBackup(ISimulationDataService datastore) 1183 public void ProcessInventoryBackup(ISimulationDataService datastore)
1012 { 1184 {
1013 if (HasInventoryChanged) 1185// Removed this because linking will cause an immediate delete of the new
1014 { 1186// child prim from the database and the subsequent storing of the prim sees
1015 HasInventoryChanged = false; 1187// the inventory of it as unchanged and doesn't store it at all. The overhead
1016 List<TaskInventoryItem> items = GetInventoryItems(); 1188// of storing prim inventory needlessly is much less than the aggravation
1017 datastore.StorePrimInventory(m_part.UUID, items); 1189// of prim inventory loss.
1190// if (HasInventoryChanged)
1191// {
1192 Items.LockItemsForRead(true);
1193 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1194 Items.LockItemsForRead(false);
1018 1195
1019 } 1196 HasInventoryChanged = false;
1197// }
1020 } 1198 }
1021 1199
1022 public class InventoryStringBuilder 1200 public class InventoryStringBuilder
@@ -1082,87 +1260,63 @@ namespace OpenSim.Region.Framework.Scenes
1082 { 1260 {
1083 uint mask=0x7fffffff; 1261 uint mask=0x7fffffff;
1084 1262
1085 lock (m_items) 1263 foreach (TaskInventoryItem item in m_items.Values)
1086 { 1264 {
1087 foreach (TaskInventoryItem item in m_items.Values) 1265 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1266 mask &= ~((uint)PermissionMask.Copy >> 13);
1267 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1268 mask &= ~((uint)PermissionMask.Transfer >> 13);
1269 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1270 mask &= ~((uint)PermissionMask.Modify >> 13);
1271
1272 if (item.InvType == (int)InventoryType.Object)
1088 { 1273 {
1089 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1274 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1090 mask &= ~((uint)PermissionMask.Copy >> 13); 1275 mask &= ~((uint)PermissionMask.Copy >> 13);
1091 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1276 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1092 mask &= ~((uint)PermissionMask.Transfer >> 13); 1277 mask &= ~((uint)PermissionMask.Transfer >> 13);
1093 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1278 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1094 mask &= ~((uint)PermissionMask.Modify >> 13); 1279 mask &= ~((uint)PermissionMask.Modify >> 13);
1095
1096 if (item.InvType != (int)InventoryType.Object)
1097 {
1098 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1099 mask &= ~((uint)PermissionMask.Copy >> 13);
1100 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1101 mask &= ~((uint)PermissionMask.Transfer >> 13);
1102 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1103 mask &= ~((uint)PermissionMask.Modify >> 13);
1104 }
1105 else
1106 {
1107 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1108 mask &= ~((uint)PermissionMask.Copy >> 13);
1109 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1110 mask &= ~((uint)PermissionMask.Transfer >> 13);
1111 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1112 mask &= ~((uint)PermissionMask.Modify >> 13);
1113 }
1114
1115 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1116 mask &= ~(uint)PermissionMask.Copy;
1117 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1118 mask &= ~(uint)PermissionMask.Transfer;
1119 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1120 mask &= ~(uint)PermissionMask.Modify;
1121 } 1280 }
1281
1282 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1283 mask &= ~(uint)PermissionMask.Copy;
1284 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1285 mask &= ~(uint)PermissionMask.Transfer;
1286 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1287 mask &= ~(uint)PermissionMask.Modify;
1122 } 1288 }
1123
1124 return mask; 1289 return mask;
1125 } 1290 }
1126 1291
1127 public void ApplyNextOwnerPermissions() 1292 public void ApplyNextOwnerPermissions()
1128 { 1293 {
1129 lock (m_items) 1294 foreach (TaskInventoryItem item in m_items.Values)
1130 { 1295 {
1131 foreach (TaskInventoryItem item in m_items.Values) 1296 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1132 { 1297 {
1133// m_log.DebugFormat ( 1298 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1134// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1299 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1135// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1300 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1136 1301 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1137 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1302 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1138 { 1303 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1139 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1140 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1141 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1142 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1143 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1144 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1145 }
1146
1147 item.CurrentPermissions &= item.NextPermissions;
1148 item.BasePermissions &= item.NextPermissions;
1149 item.EveryonePermissions &= item.NextPermissions;
1150 item.OwnerChanged = true;
1151 item.PermsMask = 0;
1152 item.PermsGranter = UUID.Zero;
1153 } 1304 }
1305 item.CurrentPermissions &= item.NextPermissions;
1306 item.BasePermissions &= item.NextPermissions;
1307 item.EveryonePermissions &= item.NextPermissions;
1308 item.OwnerChanged = true;
1309 item.PermsMask = 0;
1310 item.PermsGranter = UUID.Zero;
1154 } 1311 }
1155 } 1312 }
1156 1313
1157 public void ApplyGodPermissions(uint perms) 1314 public void ApplyGodPermissions(uint perms)
1158 { 1315 {
1159 lock (m_items) 1316 foreach (TaskInventoryItem item in m_items.Values)
1160 { 1317 {
1161 foreach (TaskInventoryItem item in m_items.Values) 1318 item.CurrentPermissions = perms;
1162 { 1319 item.BasePermissions = perms;
1163 item.CurrentPermissions = perms;
1164 item.BasePermissions = perms;
1165 }
1166 } 1320 }
1167 1321
1168 m_inventorySerial++; 1322 m_inventorySerial++;
@@ -1175,14 +1329,11 @@ namespace OpenSim.Region.Framework.Scenes
1175 /// <returns></returns> 1329 /// <returns></returns>
1176 public bool ContainsScripts() 1330 public bool ContainsScripts()
1177 { 1331 {
1178 lock (m_items) 1332 foreach (TaskInventoryItem item in m_items.Values)
1179 { 1333 {
1180 foreach (TaskInventoryItem item in m_items.Values) 1334 if (item.InvType == (int)InventoryType.LSL)
1181 { 1335 {
1182 if (item.InvType == (int)InventoryType.LSL) 1336 return true;
1183 {
1184 return true;
1185 }
1186 } 1337 }
1187 } 1338 }
1188 1339
@@ -1196,17 +1347,15 @@ namespace OpenSim.Region.Framework.Scenes
1196 public int ScriptCount() 1347 public int ScriptCount()
1197 { 1348 {
1198 int count = 0; 1349 int count = 0;
1199 lock (m_items) 1350 Items.LockItemsForRead(true);
1351 foreach (TaskInventoryItem item in m_items.Values)
1200 { 1352 {
1201 foreach (TaskInventoryItem item in m_items.Values) 1353 if (item.InvType == (int)InventoryType.LSL)
1202 { 1354 {
1203 if (item.InvType == (int)InventoryType.LSL) 1355 count++;
1204 {
1205 count++;
1206 }
1207 } 1356 }
1208 } 1357 }
1209 1358 Items.LockItemsForRead(false);
1210 return count; 1359 return count;
1211 } 1360 }
1212 /// <summary> 1361 /// <summary>
@@ -1242,11 +1391,8 @@ namespace OpenSim.Region.Framework.Scenes
1242 { 1391 {
1243 List<UUID> ret = new List<UUID>(); 1392 List<UUID> ret = new List<UUID>();
1244 1393
1245 lock (m_items) 1394 foreach (TaskInventoryItem item in m_items.Values)
1246 { 1395 ret.Add(item.ItemID);
1247 foreach (TaskInventoryItem item in m_items.Values)
1248 ret.Add(item.ItemID);
1249 }
1250 1396
1251 return ret; 1397 return ret;
1252 } 1398 }
@@ -1255,8 +1401,9 @@ namespace OpenSim.Region.Framework.Scenes
1255 { 1401 {
1256 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1402 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1257 1403
1258 lock (m_items) 1404 Items.LockItemsForRead(true);
1259 ret = new List<TaskInventoryItem>(m_items.Values); 1405 ret = new List<TaskInventoryItem>(m_items.Values);
1406 Items.LockItemsForRead(false);
1260 1407
1261 return ret; 1408 return ret;
1262 } 1409 }
@@ -1265,18 +1412,24 @@ namespace OpenSim.Region.Framework.Scenes
1265 { 1412 {
1266 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1413 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1267 1414
1268 lock (m_items) 1415 Items.LockItemsForRead(true);
1269 { 1416
1270 foreach (TaskInventoryItem item in m_items.Values) 1417 foreach (TaskInventoryItem item in m_items.Values)
1271 if (item.InvType == (int)type) 1418 if (item.InvType == (int)type)
1272 ret.Add(item); 1419 ret.Add(item);
1273 } 1420
1421 Items.LockItemsForRead(false);
1274 1422
1275 return ret; 1423 return ret;
1276 } 1424 }
1277 1425
1278 public Dictionary<UUID, string> GetScriptStates() 1426 public Dictionary<UUID, string> GetScriptStates()
1279 { 1427 {
1428 return GetScriptStates(false);
1429 }
1430
1431 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1432 {
1280 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1433 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1281 1434
1282 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1435 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1302,14 +1455,21 @@ namespace OpenSim.Region.Framework.Scenes
1302 string n = e.GetXMLState(item.ItemID); 1455 string n = e.GetXMLState(item.ItemID);
1303 if (n != String.Empty) 1456 if (n != String.Empty)
1304 { 1457 {
1305 if (!ret.ContainsKey(item.ItemID)) 1458 if (oldIDs)
1306 ret[item.ItemID] = n; 1459 {
1460 if (!ret.ContainsKey(item.OldItemID))
1461 ret[item.OldItemID] = n;
1462 }
1463 else
1464 {
1465 if (!ret.ContainsKey(item.ItemID))
1466 ret[item.ItemID] = n;
1467 }
1307 break; 1468 break;
1308 } 1469 }
1309 } 1470 }
1310 } 1471 }
1311 } 1472 }
1312
1313 return ret; 1473 return ret;
1314 } 1474 }
1315 1475
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 548dfd3..47b2ead 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.
@@ -170,6 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
170// private int m_lastColCount = -1; //KF: Look for Collision chnages 171// private int m_lastColCount = -1; //KF: Look for Collision chnages
171// private int m_updateCount = 0; //KF: Update Anims for a while 172// private int m_updateCount = 0; //KF: Update Anims for a while
172// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
174 private List<uint> m_lastColliders = new List<uint>();
173 175
174 private TeleportFlags m_teleportFlags; 176 private TeleportFlags m_teleportFlags;
175 public TeleportFlags TeleportFlags 177 public TeleportFlags TeleportFlags
@@ -231,6 +233,13 @@ namespace OpenSim.Region.Framework.Scenes
231 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
232 //***************************************************** 234 //*****************************************************
233 235
236 private bool m_collisionEventFlag = false;
237 private object m_collisionEventLock = new Object();
238
239 private int m_movementAnimationUpdateCounter = 0;
240
241 private Vector3 m_prevSitOffset;
242
234 protected AvatarAppearance m_appearance; 243 protected AvatarAppearance m_appearance;
235 244
236 public AvatarAppearance Appearance 245 public AvatarAppearance Appearance
@@ -425,7 +434,7 @@ namespace OpenSim.Region.Framework.Scenes
425 get { return (IClientCore)ControllingClient; } 434 get { return (IClientCore)ControllingClient; }
426 } 435 }
427 436
428 public Vector3 ParentPosition { get; set; } 437// public Vector3 ParentPosition { get; set; }
429 438
430 /// <summary> 439 /// <summary>
431 /// Position of this avatar relative to the region the avatar is in 440 /// Position of this avatar relative to the region the avatar is in
@@ -483,7 +492,7 @@ namespace OpenSim.Region.Framework.Scenes
483 if (ParentID == 0) 492 if (ParentID == 0)
484 { 493 {
485 m_pos = value; 494 m_pos = value;
486 ParentPosition = Vector3.Zero; 495// ParentPosition = Vector3.Zero;
487 } 496 }
488 497
489 //m_log.DebugFormat( 498 //m_log.DebugFormat(
@@ -572,6 +581,13 @@ namespace OpenSim.Region.Framework.Scenes
572 /// </summary> 581 /// </summary>
573 public uint ParentID { get; set; } 582 public uint ParentID { get; set; }
574 583
584 public UUID ParentUUID
585 {
586 get { return m_parentUUID; }
587 set { m_parentUUID = value; }
588 }
589 private UUID m_parentUUID = UUID.Zero;
590
575 /// <summary> 591 /// <summary>
576 /// Are we sitting on an object? 592 /// Are we sitting on an object?
577 /// </summary> 593 /// </summary>
@@ -738,6 +754,33 @@ namespace OpenSim.Region.Framework.Scenes
738 Appearance = appearance; 754 Appearance = appearance;
739 } 755 }
740 756
757 private void RegionHeartbeatEnd(Scene scene)
758 {
759 if (IsChildAgent)
760 return;
761
762 m_movementAnimationUpdateCounter ++;
763 if (m_movementAnimationUpdateCounter >= 2)
764 {
765 m_movementAnimationUpdateCounter = 0;
766 if (Animator != null)
767 {
768 // If the parentID == 0 we are not sitting
769 // if !SitGournd then we are not sitting on the ground
770 // Fairly straightforward, now here comes the twist
771 // if ParentUUID is NOT UUID.Zero, we are looking to
772 // be sat on an object that isn't there yet. Should
773 // be treated as if sat.
774 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
775 Animator.UpdateMovementAnimations();
776 }
777 else
778 {
779 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
780 }
781 }
782 }
783
741 public void RegisterToEvents() 784 public void RegisterToEvents()
742 { 785 {
743 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 786 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -747,6 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
747 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 790 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
748 ControllingClient.OnStartAnim += HandleStartAnim; 791 ControllingClient.OnStartAnim += HandleStartAnim;
749 ControllingClient.OnStopAnim += HandleStopAnim; 792 ControllingClient.OnStopAnim += HandleStopAnim;
793 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
750 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 794 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
751 ControllingClient.OnAutoPilotGo += MoveToTarget; 795 ControllingClient.OnAutoPilotGo += MoveToTarget;
752 796
@@ -807,10 +851,39 @@ namespace OpenSim.Region.Framework.Scenes
807 "[SCENE]: Upgrading child to root agent for {0} in {1}", 851 "[SCENE]: Upgrading child to root agent for {0} in {1}",
808 Name, m_scene.RegionInfo.RegionName); 852 Name, m_scene.RegionInfo.RegionName);
809 853
810 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
811
812 bool wasChild = IsChildAgent; 854 bool wasChild = IsChildAgent;
813 IsChildAgent = false; 855
856 if (ParentUUID != UUID.Zero)
857 {
858 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
859 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
860 if (part == null)
861 {
862 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
863 }
864 else
865 {
866 part.ParentGroup.AddAvatar(UUID);
867 if (part.SitTargetPosition != Vector3.Zero)
868 part.SitTargetAvatar = UUID;
869// ParentPosition = part.GetWorldPosition();
870 ParentID = part.LocalId;
871 ParentPart = part;
872 m_pos = m_prevSitOffset;
873// pos = ParentPosition;
874 pos = part.GetWorldPosition();
875 }
876 ParentUUID = UUID.Zero;
877
878 IsChildAgent = false;
879
880// Animator.TrySetMovementAnimation("SIT");
881 }
882 else
883 {
884 IsChildAgent = false;
885 }
886
814 887
815 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 888 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
816 if (gm != null) 889 if (gm != null)
@@ -820,62 +893,72 @@ namespace OpenSim.Region.Framework.Scenes
820 893
821 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 894 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
822 895
823 // Moved this from SendInitialData to ensure that Appearance is initialized 896 if (ParentID == 0)
824 // before the inventory is processed in MakeRootAgent. This fixes a race condition
825 // related to the handling of attachments
826 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
827 if (m_scene.TestBorderCross(pos, Cardinals.E))
828 { 897 {
829 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 898 // Moved this from SendInitialData to ensure that Appearance is initialized
830 pos.X = crossedBorder.BorderLine.Z - 1; 899 // before the inventory is processed in MakeRootAgent. This fixes a race condition
831 } 900 // related to the handling of attachments
901 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
902 if (m_scene.TestBorderCross(pos, Cardinals.E))
903 {
904 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
905 pos.X = crossedBorder.BorderLine.Z - 1;
906 }
832 907
833 if (m_scene.TestBorderCross(pos, Cardinals.N)) 908 if (m_scene.TestBorderCross(pos, Cardinals.N))
834 { 909 {
835 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 910 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
836 pos.Y = crossedBorder.BorderLine.Z - 1; 911 pos.Y = crossedBorder.BorderLine.Z - 1;
837 } 912 }
838 913
839 CheckAndAdjustLandingPoint(ref pos); 914 CheckAndAdjustLandingPoint(ref pos);
840 915
841 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 916 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
842 { 917 {
843 m_log.WarnFormat( 918 m_log.WarnFormat(
844 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 919 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
845 pos, Name, UUID); 920 pos, Name, UUID);
846 921
847 if (pos.X < 0f) pos.X = 0f; 922 if (pos.X < 0f) pos.X = 0f;
848 if (pos.Y < 0f) pos.Y = 0f; 923 if (pos.Y < 0f) pos.Y = 0f;
849 if (pos.Z < 0f) pos.Z = 0f; 924 if (pos.Z < 0f) pos.Z = 0f;
850 } 925 }
851 926
852 float localAVHeight = 1.56f; 927 float localAVHeight = 1.56f;
853 if (Appearance.AvatarHeight > 0) 928 if (Appearance.AvatarHeight > 0)
854 localAVHeight = Appearance.AvatarHeight; 929 localAVHeight = Appearance.AvatarHeight;
855 930
856 float posZLimit = 0; 931 float posZLimit = 0;
857 932
858 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 933 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
859 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 934 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
860 935
861 float newPosZ = posZLimit + localAVHeight / 2; 936 float newPosZ = posZLimit + localAVHeight / 2;
862 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 937 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
863 { 938 {
864 pos.Z = newPosZ; 939 pos.Z = newPosZ;
865 } 940 }
866 AbsolutePosition = pos; 941 AbsolutePosition = pos;
867 942
868 AddToPhysicalScene(isFlying); 943 if (m_teleportFlags == TeleportFlags.Default)
944 {
945 Vector3 vel = Velocity;
946 AddToPhysicalScene(isFlying);
947 if (PhysicsActor != null)
948 PhysicsActor.SetMomentum(vel);
949 }
950 else
951 AddToPhysicalScene(isFlying);
869 952
870 if (ForceFly) 953 if (ForceFly)
871 { 954 {
872 Flying = true; 955 Flying = true;
873 } 956 }
874 else if (FlyDisabled) 957 else if (FlyDisabled)
875 { 958 {
876 Flying = false; 959 Flying = false;
960 }
877 } 961 }
878
879 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 962 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
880 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 963 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
881 // elsewhere anyway 964 // elsewhere anyway
@@ -893,14 +976,19 @@ namespace OpenSim.Region.Framework.Scenes
893 { 976 {
894 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 977 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
895 // Resume scripts 978 // Resume scripts
896 foreach (SceneObjectGroup sog in m_attachments) 979 Util.FireAndForget(delegate(object x) {
897 { 980 foreach (SceneObjectGroup sog in m_attachments)
898 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 981 {
899 sog.ResumeScripts(); 982 sog.ScheduleGroupForFullUpdate();
900 } 983 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
984 sog.ResumeScripts();
985 }
986 });
901 } 987 }
902 } 988 }
903 989
990 SendAvatarDataToAllAgents();
991
904 // send the animations of the other presences to me 992 // send the animations of the other presences to me
905 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 993 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
906 { 994 {
@@ -911,9 +999,12 @@ namespace OpenSim.Region.Framework.Scenes
911 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 999 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
912 // stall on the border crossing since the existing child agent will still have the last movement 1000 // stall on the border crossing since the existing child agent will still have the last movement
913 // recorded, which stops the input from being processed. 1001 // recorded, which stops the input from being processed.
1002
914 MovementFlag = 0; 1003 MovementFlag = 0;
915 1004
916 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1005 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1006
1007 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
917 } 1008 }
918 1009
919 public int GetStateSource() 1010 public int GetStateSource()
@@ -941,12 +1032,16 @@ namespace OpenSim.Region.Framework.Scenes
941 /// </remarks> 1032 /// </remarks>
942 public void MakeChildAgent() 1033 public void MakeChildAgent()
943 { 1034 {
1035 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1036
944 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1037 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
945 1038
946 // Reset these so that teleporting in and walking out isn't seen 1039 // Reset these so that teleporting in and walking out isn't seen
947 // as teleporting back 1040 // as teleporting back
948 TeleportFlags = TeleportFlags.Default; 1041 TeleportFlags = TeleportFlags.Default;
949 1042
1043 MovementFlag = 0;
1044
950 // It looks like Animator is set to null somewhere, and MakeChild 1045 // It looks like Animator is set to null somewhere, and MakeChild
951 // is called after that. Probably in aborted teleports. 1046 // is called after that. Probably in aborted teleports.
952 if (Animator == null) 1047 if (Animator == null)
@@ -954,6 +1049,7 @@ namespace OpenSim.Region.Framework.Scenes
954 else 1049 else
955 Animator.ResetAnimations(); 1050 Animator.ResetAnimations();
956 1051
1052
957// m_log.DebugFormat( 1053// m_log.DebugFormat(
958// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1054// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
959// Name, UUID, m_scene.RegionInfo.RegionName); 1055// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -965,6 +1061,7 @@ namespace OpenSim.Region.Framework.Scenes
965 IsChildAgent = true; 1061 IsChildAgent = true;
966 m_scene.SwapRootAgentCount(true); 1062 m_scene.SwapRootAgentCount(true);
967 RemoveFromPhysicalScene(); 1063 RemoveFromPhysicalScene();
1064 ParentID = 0; // Child agents can't be sitting
968 1065
969 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1066 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
970 1067
@@ -980,9 +1077,9 @@ namespace OpenSim.Region.Framework.Scenes
980 { 1077 {
981// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1078// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
982 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1079 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
983 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
984 PhysicsActor.UnSubscribeEvents();
985 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1080 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1081 PhysicsActor.UnSubscribeEvents();
1082 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
986 PhysicsActor = null; 1083 PhysicsActor = null;
987 } 1084 }
988// else 1085// else
@@ -999,7 +1096,7 @@ namespace OpenSim.Region.Framework.Scenes
999 /// <param name="pos"></param> 1096 /// <param name="pos"></param>
1000 public void Teleport(Vector3 pos) 1097 public void Teleport(Vector3 pos)
1001 { 1098 {
1002 TeleportWithMomentum(pos, null); 1099 TeleportWithMomentum(pos, Vector3.Zero);
1003 } 1100 }
1004 1101
1005 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1102 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1023,6 +1120,41 @@ namespace OpenSim.Region.Framework.Scenes
1023 SendTerseUpdateToAllClients(); 1120 SendTerseUpdateToAllClients();
1024 } 1121 }
1025 1122
1123 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1124 {
1125 CheckLandingPoint(ref newpos);
1126 AbsolutePosition = newpos;
1127
1128 if (newvel.HasValue)
1129 {
1130 if ((Vector3)newvel == Vector3.Zero)
1131 {
1132 if (PhysicsActor != null)
1133 PhysicsActor.SetMomentum(Vector3.Zero);
1134 m_velocity = Vector3.Zero;
1135 }
1136 else
1137 {
1138 if (PhysicsActor != null)
1139 PhysicsActor.SetMomentum((Vector3)newvel);
1140 m_velocity = (Vector3)newvel;
1141
1142 if (rotateToVelXY)
1143 {
1144 Vector3 lookAt = (Vector3)newvel;
1145 lookAt.Z = 0;
1146 lookAt.Normalize();
1147 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1148 return;
1149 }
1150 }
1151 }
1152
1153 SendTerseUpdateToAllClients();
1154 }
1155
1156
1157
1026 public void StopFlying() 1158 public void StopFlying()
1027 { 1159 {
1028 ControllingClient.StopFlying(this); 1160 ControllingClient.StopFlying(this);
@@ -1338,8 +1470,18 @@ namespace OpenSim.Region.Framework.Scenes
1338 { 1470 {
1339 if (m_followCamAuto) 1471 if (m_followCamAuto)
1340 { 1472 {
1341 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1473 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1342 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1474 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1475
1476 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1477 Vector3 distTocam = CameraPosition - posAdjusted;
1478 float distTocamlen = distTocam.Length();
1479 if (distTocamlen > 0)
1480 {
1481 distTocam *= 1.0f / distTocamlen;
1482 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1483 }
1484
1343 } 1485 }
1344 } 1486 }
1345 1487
@@ -1773,12 +1915,17 @@ namespace OpenSim.Region.Framework.Scenes
1773// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1915// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1774 1916
1775 SitGround = false; 1917 SitGround = false;
1918
1919/* move this down so avatar gets physical in the new position and not where it is siting
1776 if (PhysicsActor == null) 1920 if (PhysicsActor == null)
1777 AddToPhysicalScene(false); 1921 AddToPhysicalScene(false);
1922 */
1778 1923
1779 if (ParentID != 0) 1924 if (ParentID != 0)
1780 { 1925 {
1781 SceneObjectPart part = ParentPart; 1926 SceneObjectPart part = ParentPart;
1927 UnRegisterSeatControls(part.ParentGroup.UUID);
1928
1782 TaskInventoryDictionary taskIDict = part.TaskInventory; 1929 TaskInventoryDictionary taskIDict = part.TaskInventory;
1783 if (taskIDict != null) 1930 if (taskIDict != null)
1784 { 1931 {
@@ -1794,14 +1941,22 @@ namespace OpenSim.Region.Framework.Scenes
1794 } 1941 }
1795 } 1942 }
1796 1943
1797 ParentPosition = part.GetWorldPosition(); 1944 part.ParentGroup.DeleteAvatar(UUID);
1945// ParentPosition = part.GetWorldPosition();
1798 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1946 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1799 1947
1800 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 1948// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1801 ParentPosition = Vector3.Zero; 1949// ParentPosition = Vector3.Zero;
1950 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1951 if (part.SitTargetAvatar == UUID)
1952 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1802 1953
1803 ParentID = 0; 1954 ParentID = 0;
1804 ParentPart = null; 1955 ParentPart = null;
1956
1957 if (PhysicsActor == null)
1958 AddToPhysicalScene(false);
1959
1805 SendAvatarDataToAllAgents(); 1960 SendAvatarDataToAllAgents();
1806 m_requestedSitTargetID = 0; 1961 m_requestedSitTargetID = 0;
1807 1962
@@ -1811,6 +1966,9 @@ namespace OpenSim.Region.Framework.Scenes
1811 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1966 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1812 } 1967 }
1813 1968
1969 else if (PhysicsActor == null)
1970 AddToPhysicalScene(false);
1971
1814 Animator.TrySetMovementAnimation("STAND"); 1972 Animator.TrySetMovementAnimation("STAND");
1815 } 1973 }
1816 1974
@@ -1862,7 +2020,7 @@ namespace OpenSim.Region.Framework.Scenes
1862 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2020 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1863 2021
1864 if (PhysicsActor != null) 2022 if (PhysicsActor != null)
1865 m_sitAvatarHeight = PhysicsActor.Size.Z; 2023 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1866 2024
1867 bool canSit = false; 2025 bool canSit = false;
1868 Vector3 pos = part.AbsolutePosition + offset; 2026 Vector3 pos = part.AbsolutePosition + offset;
@@ -1911,7 +2069,7 @@ namespace OpenSim.Region.Framework.Scenes
1911 forceMouselook = part.GetForceMouselook(); 2069 forceMouselook = part.GetForceMouselook();
1912 2070
1913 ControllingClient.SendSitResponse( 2071 ControllingClient.SendSitResponse(
1914 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2072 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1915 2073
1916 m_requestedSitTargetUUID = targetID; 2074 m_requestedSitTargetUUID = targetID;
1917 2075
@@ -1925,6 +2083,9 @@ namespace OpenSim.Region.Framework.Scenes
1925 2083
1926 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2084 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1927 { 2085 {
2086 if (IsChildAgent)
2087 return;
2088
1928 if (ParentID != 0) 2089 if (ParentID != 0)
1929 { 2090 {
1930 StandUp(); 2091 StandUp();
@@ -2202,14 +2363,39 @@ namespace OpenSim.Region.Framework.Scenes
2202 2363
2203 //Quaternion result = (sitTargetOrient * vq) * nq; 2364 //Quaternion result = (sitTargetOrient * vq) * nq;
2204 2365
2205 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
2387 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2388
2389// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2206 Rotation = sitTargetOrient; 2390 Rotation = sitTargetOrient;
2207 ParentPosition = part.AbsolutePosition; 2391// ParentPosition = part.AbsolutePosition;
2392 part.ParentGroup.AddAvatar(UUID);
2208 } 2393 }
2209 else 2394 else
2210 { 2395 {
2211 m_pos -= part.AbsolutePosition; 2396 m_pos -= part.AbsolutePosition;
2212 ParentPosition = part.AbsolutePosition; 2397// ParentPosition = part.AbsolutePosition;
2398 part.ParentGroup.AddAvatar(UUID);
2213 2399
2214// m_log.DebugFormat( 2400// m_log.DebugFormat(
2215// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2401// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2254,6 +2440,13 @@ namespace OpenSim.Region.Framework.Scenes
2254 Animator.RemoveAnimation(animID); 2440 Animator.RemoveAnimation(animID);
2255 } 2441 }
2256 2442
2443 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2444 {
2445 Animator.avnChangeAnim(animID, addRemove, sendPack);
2446 }
2447
2448
2449
2257 /// <summary> 2450 /// <summary>
2258 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2451 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2259 /// </summary> 2452 /// </summary>
@@ -2307,14 +2500,15 @@ namespace OpenSim.Region.Framework.Scenes
2307 direc.Z *= 2.6f; 2500 direc.Z *= 2.6f;
2308 2501
2309 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2502 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2310 Animator.TrySetMovementAnimation("PREJUMP"); 2503// Animator.TrySetMovementAnimation("PREJUMP");
2311 Animator.TrySetMovementAnimation("JUMP"); 2504// Animator.TrySetMovementAnimation("JUMP");
2312 } 2505 }
2313 } 2506 }
2314 } 2507 }
2315 2508
2316 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2509 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2317 m_forceToApply = direc; 2510 m_forceToApply = direc;
2511 Animator.UpdateMovementAnimations();
2318 } 2512 }
2319 2513
2320 #endregion 2514 #endregion
@@ -2706,8 +2900,9 @@ namespace OpenSim.Region.Framework.Scenes
2706 2900
2707 // If we don't have a PhysActor, we can't cross anyway 2901 // If we don't have a PhysActor, we can't cross anyway
2708 // Also don't do this while sat, sitting avatars cross with the 2902 // Also don't do this while sat, sitting avatars cross with the
2709 // object they sit on. 2903 // object they sit on. ParentUUID denoted a pending sit, don't
2710 if (ParentID != 0 || PhysicsActor == null) 2904 // interfere with it.
2905 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2711 return; 2906 return;
2712 2907
2713 if (!IsInTransit) 2908 if (!IsInTransit)
@@ -3048,6 +3243,9 @@ namespace OpenSim.Region.Framework.Scenes
3048 cAgent.AlwaysRun = SetAlwaysRun; 3243 cAgent.AlwaysRun = SetAlwaysRun;
3049 3244
3050 cAgent.Appearance = new AvatarAppearance(Appearance); 3245 cAgent.Appearance = new AvatarAppearance(Appearance);
3246
3247 cAgent.ParentPart = ParentUUID;
3248 cAgent.SitOffset = m_pos;
3051 3249
3052 lock (scriptedcontrols) 3250 lock (scriptedcontrols)
3053 { 3251 {
@@ -3056,7 +3254,7 @@ namespace OpenSim.Region.Framework.Scenes
3056 3254
3057 foreach (ScriptControllers c in scriptedcontrols.Values) 3255 foreach (ScriptControllers c in scriptedcontrols.Values)
3058 { 3256 {
3059 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3257 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3060 } 3258 }
3061 cAgent.Controllers = controls; 3259 cAgent.Controllers = controls;
3062 } 3260 }
@@ -3067,6 +3265,7 @@ namespace OpenSim.Region.Framework.Scenes
3067 cAgent.Anims = Animator.Animations.ToArray(); 3265 cAgent.Anims = Animator.Animations.ToArray();
3068 } 3266 }
3069 catch { } 3267 catch { }
3268 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3070 3269
3071 if (Scene.AttachmentsModule != null) 3270 if (Scene.AttachmentsModule != null)
3072 Scene.AttachmentsModule.CopyAttachments(this, cAgent); 3271 Scene.AttachmentsModule.CopyAttachments(this, cAgent);
@@ -3087,6 +3286,8 @@ namespace OpenSim.Region.Framework.Scenes
3087 CameraAtAxis = cAgent.AtAxis; 3286 CameraAtAxis = cAgent.AtAxis;
3088 CameraLeftAxis = cAgent.LeftAxis; 3287 CameraLeftAxis = cAgent.LeftAxis;
3089 CameraUpAxis = cAgent.UpAxis; 3288 CameraUpAxis = cAgent.UpAxis;
3289 ParentUUID = cAgent.ParentPart;
3290 m_prevSitOffset = cAgent.SitOffset;
3090 3291
3091 // When we get to the point of re-computing neighbors everytime this 3292 // When we get to the point of re-computing neighbors everytime this
3092 // changes, then start using the agent's drawdistance rather than the 3293 // changes, then start using the agent's drawdistance rather than the
@@ -3124,6 +3325,7 @@ namespace OpenSim.Region.Framework.Scenes
3124 foreach (ControllerData c in cAgent.Controllers) 3325 foreach (ControllerData c in cAgent.Controllers)
3125 { 3326 {
3126 ScriptControllers sc = new ScriptControllers(); 3327 ScriptControllers sc = new ScriptControllers();
3328 sc.objectID = c.ObjectID;
3127 sc.itemID = c.ItemID; 3329 sc.itemID = c.ItemID;
3128 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3330 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3129 sc.eventControls = (ScriptControlled)c.EventControls; 3331 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3138,6 +3340,8 @@ namespace OpenSim.Region.Framework.Scenes
3138 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3340 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3139 if (cAgent.Anims != null) 3341 if (cAgent.Anims != null)
3140 Animator.Animations.FromArray(cAgent.Anims); 3342 Animator.Animations.FromArray(cAgent.Anims);
3343 if (cAgent.DefaultAnim != null)
3344 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3141 3345
3142 if (Scene.AttachmentsModule != null) 3346 if (Scene.AttachmentsModule != null)
3143 Scene.AttachmentsModule.CopyAttachments(cAgent, this); 3347 Scene.AttachmentsModule.CopyAttachments(cAgent, this);
@@ -3200,7 +3404,7 @@ namespace OpenSim.Region.Framework.Scenes
3200 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3404 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3201 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3405 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3202 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3406 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3203 PhysicsActor.SubscribeEvents(500); 3407 PhysicsActor.SubscribeEvents(100);
3204 PhysicsActor.LocalID = LocalId; 3408 PhysicsActor.LocalID = LocalId;
3205 } 3409 }
3206 3410
@@ -3282,6 +3486,8 @@ namespace OpenSim.Region.Framework.Scenes
3282 } 3486 }
3283 } 3487 }
3284 3488
3489 RaiseCollisionScriptEvents(coldata);
3490
3285 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3491 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3286 if (Invulnerable || GodLevel > 0) 3492 if (Invulnerable || GodLevel > 0)
3287 return; 3493 return;
@@ -3379,6 +3585,13 @@ namespace OpenSim.Region.Framework.Scenes
3379 // m_reprioritizationTimer.Dispose(); 3585 // m_reprioritizationTimer.Dispose();
3380 3586
3381 RemoveFromPhysicalScene(); 3587 RemoveFromPhysicalScene();
3588
3589 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3590
3591// if (Animator != null)
3592// Animator.Close();
3593 Animator = null;
3594
3382 } 3595 }
3383 3596
3384 public void AddAttachment(SceneObjectGroup gobj) 3597 public void AddAttachment(SceneObjectGroup gobj)
@@ -3609,10 +3822,18 @@ namespace OpenSim.Region.Framework.Scenes
3609 3822
3610 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3823 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3611 { 3824 {
3825 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3826 if (p == null)
3827 return;
3828
3829 ControllingClient.SendTakeControls(controls, false, false);
3830 ControllingClient.SendTakeControls(controls, true, false);
3831
3612 ScriptControllers obj = new ScriptControllers(); 3832 ScriptControllers obj = new ScriptControllers();
3613 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3833 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3614 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3834 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3615 3835
3836 obj.objectID = p.ParentGroup.UUID;
3616 obj.itemID = Script_item_UUID; 3837 obj.itemID = Script_item_UUID;
3617 if (pass_on == 0 && accept == 0) 3838 if (pass_on == 0 && accept == 0)
3618 { 3839 {
@@ -3661,6 +3882,21 @@ namespace OpenSim.Region.Framework.Scenes
3661 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3882 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3662 } 3883 }
3663 3884
3885 private void UnRegisterSeatControls(UUID obj)
3886 {
3887 List<UUID> takers = new List<UUID>();
3888
3889 foreach (ScriptControllers c in scriptedcontrols.Values)
3890 {
3891 if (c.objectID == obj)
3892 takers.Add(c.itemID);
3893 }
3894 foreach (UUID t in takers)
3895 {
3896 UnRegisterControlEventsToScript(0, t);
3897 }
3898 }
3899
3664 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3900 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3665 { 3901 {
3666 ScriptControllers takecontrols; 3902 ScriptControllers takecontrols;
@@ -3979,6 +4215,12 @@ namespace OpenSim.Region.Framework.Scenes
3979 4215
3980 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4216 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3981 { 4217 {
4218 string reason;
4219
4220 // Honor bans
4221 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4222 return;
4223
3982 SceneObjectGroup telehub = null; 4224 SceneObjectGroup telehub = null;
3983 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4225 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3984 { 4226 {
@@ -4018,11 +4260,206 @@ namespace OpenSim.Region.Framework.Scenes
4018 pos = land.LandData.UserLocation; 4260 pos = land.LandData.UserLocation;
4019 } 4261 }
4020 } 4262 }
4021 4263
4022 land.SendLandUpdateToClient(ControllingClient); 4264 land.SendLandUpdateToClient(ControllingClient);
4023 } 4265 }
4024 } 4266 }
4025 4267
4268 private DetectedObject CreateDetObject(SceneObjectPart obj)
4269 {
4270 DetectedObject detobj = new DetectedObject();
4271 detobj.keyUUID = obj.UUID;
4272 detobj.nameStr = obj.Name;
4273 detobj.ownerUUID = obj.OwnerID;
4274 detobj.posVector = obj.AbsolutePosition;
4275 detobj.rotQuat = obj.GetWorldRotation();
4276 detobj.velVector = obj.Velocity;
4277 detobj.colliderType = 0;
4278 detobj.groupUUID = obj.GroupID;
4279
4280 return detobj;
4281 }
4282
4283 private DetectedObject CreateDetObject(ScenePresence av)
4284 {
4285 DetectedObject detobj = new DetectedObject();
4286 detobj.keyUUID = av.UUID;
4287 detobj.nameStr = av.ControllingClient.Name;
4288 detobj.ownerUUID = av.UUID;
4289 detobj.posVector = av.AbsolutePosition;
4290 detobj.rotQuat = av.Rotation;
4291 detobj.velVector = av.Velocity;
4292 detobj.colliderType = 0;
4293 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4294
4295 return detobj;
4296 }
4297
4298 private DetectedObject CreateDetObjectForGround()
4299 {
4300 DetectedObject detobj = new DetectedObject();
4301 detobj.keyUUID = UUID.Zero;
4302 detobj.nameStr = "";
4303 detobj.ownerUUID = UUID.Zero;
4304 detobj.posVector = AbsolutePosition;
4305 detobj.rotQuat = Quaternion.Identity;
4306 detobj.velVector = Vector3.Zero;
4307 detobj.colliderType = 0;
4308 detobj.groupUUID = UUID.Zero;
4309
4310 return detobj;
4311 }
4312
4313 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4314 {
4315 ColliderArgs colliderArgs = new ColliderArgs();
4316 List<DetectedObject> colliding = new List<DetectedObject>();
4317 foreach (uint localId in colliders)
4318 {
4319 if (localId == 0)
4320 continue;
4321
4322 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4323 if (obj != null)
4324 {
4325 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4326 colliding.Add(CreateDetObject(obj));
4327 }
4328 else
4329 {
4330 ScenePresence av = m_scene.GetScenePresence(localId);
4331 if (av != null && (!av.IsChildAgent))
4332 {
4333 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4334 colliding.Add(CreateDetObject(av));
4335 }
4336 }
4337 }
4338
4339 colliderArgs.Colliders = colliding;
4340
4341 return colliderArgs;
4342 }
4343
4344 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4345
4346 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4347 {
4348 ColliderArgs CollidingMessage;
4349
4350 if (colliders.Count > 0)
4351 {
4352 if ((dest.RootPart.ScriptEvents & ev) != 0)
4353 {
4354 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4355
4356 if (CollidingMessage.Colliders.Count > 0)
4357 notify(dest.RootPart.LocalId, CollidingMessage);
4358 }
4359 }
4360 }
4361
4362 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4363 {
4364 if ((dest.RootPart.ScriptEvents & ev) != 0)
4365 {
4366 ColliderArgs LandCollidingMessage = new ColliderArgs();
4367 List<DetectedObject> colliding = new List<DetectedObject>();
4368
4369 colliding.Add(CreateDetObjectForGround());
4370 LandCollidingMessage.Colliders = colliding;
4371
4372 notify(dest.RootPart.LocalId, LandCollidingMessage);
4373 }
4374 }
4375
4376 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4377 {
4378 try
4379 {
4380 List<uint> thisHitColliders = new List<uint>();
4381 List<uint> endedColliders = new List<uint>();
4382 List<uint> startedColliders = new List<uint>();
4383 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4384 CollisionForSoundInfo soundinfo;
4385 ContactPoint curcontact;
4386
4387 if (coldata.Count == 0)
4388 {
4389 if (m_lastColliders.Count == 0)
4390 return; // nothing to do
4391
4392 foreach (uint localID in m_lastColliders)
4393 {
4394 endedColliders.Add(localID);
4395 }
4396 m_lastColliders.Clear();
4397 }
4398
4399 else
4400 {
4401 foreach (uint id in coldata.Keys)
4402 {
4403 thisHitColliders.Add(id);
4404 if (!m_lastColliders.Contains(id))
4405 {
4406 startedColliders.Add(id);
4407 curcontact = coldata[id];
4408 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4409 {
4410 soundinfo = new CollisionForSoundInfo();
4411 soundinfo.colliderID = id;
4412 soundinfo.position = curcontact.Position;
4413 soundinfo.relativeVel = curcontact.RelativeSpeed;
4414 soundinfolist.Add(soundinfo);
4415 }
4416 }
4417 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4418 }
4419
4420 // calculate things that ended colliding
4421 foreach (uint localID in m_lastColliders)
4422 {
4423 if (!thisHitColliders.Contains(localID))
4424 {
4425 endedColliders.Add(localID);
4426 }
4427 }
4428 //add the items that started colliding this time to the last colliders list.
4429 foreach (uint localID in startedColliders)
4430 {
4431 m_lastColliders.Add(localID);
4432 }
4433 // remove things that ended colliding from the last colliders list
4434 foreach (uint localID in endedColliders)
4435 {
4436 m_lastColliders.Remove(localID);
4437 }
4438
4439 if (soundinfolist.Count > 0)
4440 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4441 }
4442
4443 foreach (SceneObjectGroup att in GetAttachments())
4444 {
4445 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4446 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4447 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4448
4449 if (startedColliders.Contains(0))
4450 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4451 if (m_lastColliders.Contains(0))
4452 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4453 if (endedColliders.Contains(0))
4454 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4455 }
4456 }
4457 finally
4458 {
4459 m_collisionEventFlag = false;
4460 }
4461 }
4462
4026 private void TeleportFlagsDebug() { 4463 private void TeleportFlagsDebug() {
4027 4464
4028 // Some temporary debugging help to show all the TeleportFlags we have... 4465 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4047,6 +4484,5 @@ namespace OpenSim.Region.Framework.Scenes
4047 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4484 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4048 4485
4049 } 4486 }
4050
4051 } 4487 }
4052} 4488}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 2d4c60a..0d292e7 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -262,6 +262,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
262 sr.Close(); 262 sr.Close();
263 } 263 }
264 264
265 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
266 if (keymotion.Count > 0)
267 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
268 else
269 sceneObject.RootPart.KeyframeMotion = null;
270
265 // Script state may, or may not, exist. Not having any, is NOT 271 // Script state may, or may not, exist. Not having any, is NOT
266 // ever a problem. 272 // ever a problem.
267 sceneObject.LoadScriptState(doc); 273 sceneObject.LoadScriptState(doc);
@@ -366,6 +372,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
366 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 372 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
367 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 373 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
368 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 374 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
375
376 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
377 m_SOPXmlProcessors.Add("Force", ProcessForce);
378 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
379 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
380
381
382 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
383
384 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
385 m_SOPXmlProcessors.Add("Density", ProcessDensity);
386 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
387 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
388 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
389
369 #endregion 390 #endregion
370 391
371 #region TaskInventoryXmlProcessors initialization 392 #region TaskInventoryXmlProcessors initialization
@@ -393,7 +414,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
393 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 414 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
394 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 415 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
395 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 416 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
396 417
397 #endregion 418 #endregion
398 419
399 #region ShapeXmlProcessors initialization 420 #region ShapeXmlProcessors initialization
@@ -593,6 +614,48 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
593 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 614 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
594 } 615 }
595 616
617 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
618 {
619 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
620 }
621
622 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
623 {
624 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
625 }
626
627 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
628 {
629 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
630 }
631
632 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
633 {
634 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
635 }
636
637 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
638 {
639 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
640 }
641
642 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
643 {
644 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
645
646 if (vehicle == null)
647 {
648 obj.VehicleParams = null;
649 m_log.DebugFormat(
650 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
651 obj.Name, obj.UUID);
652 }
653 else
654 {
655 obj.VehicleParams = vehicle;
656 }
657 }
658
596 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 659 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
597 { 660 {
598 List<string> errorNodeNames; 661 List<string> errorNodeNames;
@@ -757,6 +820,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
757 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 820 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
758 } 821 }
759 822
823 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
824 {
825 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
826 }
827
828 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
829 {
830 obj.Force = Util.ReadVector(reader, "Force");
831 }
832 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
833 {
834 obj.Torque = Util.ReadVector(reader, "Torque");
835 }
836
837 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
838 {
839 obj.VolumeDetectActive = Util.ReadBoolean(reader);
840 }
841
760 #endregion 842 #endregion
761 843
762 #region TaskInventoryXmlProcessors 844 #region TaskInventoryXmlProcessors
@@ -1144,6 +1226,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1144 }); 1226 });
1145 1227
1146 writer.WriteEndElement(); 1228 writer.WriteEndElement();
1229
1230 if (sog.RootPart.KeyframeMotion != null)
1231 {
1232 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1233
1234 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1235 writer.WriteBase64(data, 0, data.Length);
1236 writer.WriteEndElement();
1237 }
1238
1147 writer.WriteEndElement(); 1239 writer.WriteEndElement();
1148 } 1240 }
1149 1241
@@ -1243,6 +1335,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1243 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1335 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1244 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1336 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1245 1337
1338 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1339
1340 WriteVector(writer, "Force", sop.Force);
1341 WriteVector(writer, "Torque", sop.Torque);
1342
1343 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1344
1345 if (sop.VehicleParams != null)
1346 sop.VehicleParams.ToXml2(writer);
1347
1348 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1349 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1350 if (sop.Density != 1000.0f)
1351 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1352 if (sop.Friction != 0.6f)
1353 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1354 if (sop.Bounciness != 0.5f)
1355 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1356 if (sop.GravityModifier != 1.0f)
1357 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1358
1246 writer.WriteEndElement(); 1359 writer.WriteEndElement();
1247 } 1360 }
1248 1361
@@ -1467,12 +1580,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1467 { 1580 {
1468 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1581 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1469 1582
1470 if (reader.IsEmptyElement)
1471 {
1472 reader.Read();
1473 return tinv;
1474 }
1475
1476 reader.ReadStartElement(name, String.Empty); 1583 reader.ReadStartElement(name, String.Empty);
1477 1584
1478 while (reader.Name == "TaskInventoryItem") 1585 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 96317c3..20919a1 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
164 164
165 // saved last reported value so there is something available for llGetRegionFPS 165 // saved last reported value so there is something available for llGetRegionFPS
166 private float lastReportedSimFPS; 166 private float lastReportedSimFPS;
167 private float[] lastReportedSimStats = new float[22]; 167 private float[] lastReportedSimStats = new float[23];
168 private float m_pfps; 168 private float m_pfps;
169 169
170 /// <summary> 170 /// <summary>
@@ -178,12 +178,13 @@ namespace OpenSim.Region.Framework.Scenes
178 private int m_objectUpdates; 178 private int m_objectUpdates;
179 179
180 private int m_frameMS; 180 private int m_frameMS;
181 private int m_spareMS; 181
182 private int m_netMS; 182 private int m_netMS;
183 private int m_agentMS; 183 private int m_agentMS;
184 private int m_physicsMS; 184 private int m_physicsMS;
185 private int m_imageMS; 185 private int m_imageMS;
186 private int m_otherMS; 186 private int m_otherMS;
187 private int m_sleeptimeMS;
187 188
188//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 189//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
189//Ckrinke private int m_scriptMS = 0; 190//Ckrinke private int m_scriptMS = 0;
@@ -260,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
260 261
261 private void statsHeartBeat(object sender, EventArgs e) 262 private void statsHeartBeat(object sender, EventArgs e)
262 { 263 {
263 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 264 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
264 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 265 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
265 266
266 // Know what's not thread safe in Mono... modifying timers. 267 // Know what's not thread safe in Mono... modifying timers.
@@ -298,6 +299,35 @@ namespace OpenSim.Region.Framework.Scenes
298 physfps = 0; 299 physfps = 0;
299 300
300#endregion 301#endregion
302 float factor = 1 / m_statsUpdateFactor;
303
304 if (reportedFPS <= 0)
305 reportedFPS = 1;
306
307 float perframe = 1.0f / (float)reportedFPS;
308
309 float TotalFrameTime = m_frameMS * perframe;
310
311 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
312
313 float sparetime;
314 float sleeptime;
315
316 if (TotalFrameTime > targetframetime)
317 {
318 sparetime = 0;
319 sleeptime = 0;
320 }
321 else
322 {
323 sparetime = m_frameMS - m_physicsMS - m_agentMS;
324 sparetime *= perframe;
325 if (sparetime < 0)
326 sparetime = 0;
327 else if (sparetime > TotalFrameTime)
328 sparetime = TotalFrameTime;
329 sleeptime = m_sleeptimeMS * perframe;
330 }
301 331
302 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 332 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
303 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 333 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -309,25 +339,15 @@ namespace OpenSim.Region.Framework.Scenes
309 // so that stat numbers are always consistent. 339 // so that stat numbers are always consistent.
310 CheckStatSanity(); 340 CheckStatSanity();
311 341
312 //Our time dilation is 0.91 when we're running a full speed, 342 // other MS is actually simulation time
313 // therefore to make sure we get an appropriate range, 343 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
314 // we have to factor in our error. (0.10f * statsUpdateFactor) 344 // m_imageMS m_netMS are not included in m_frameMS
315 // multiplies the fix for the error times the amount of times it'll occur a second
316 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
317 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
318 345
319 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change 346 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
320 // values to X-per-second values. 347 if (m_otherMS < 0)
348 m_otherMS = 0;
321 349
322 uint thisFrame = m_scene.Frame; 350 for (int i = 0; i < 23; i++)
323 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
324 m_lastUpdateFrame = thisFrame;
325
326 // Avoid div-by-zero if somehow we've not updated any frames.
327 if (framesUpdated == 0)
328 framesUpdated = 1;
329
330 for (int i = 0; i < 22; i++)
331 { 351 {
332 sb[i] = new SimStatsPacket.StatBlock(); 352 sb[i] = new SimStatsPacket.StatBlock();
333 } 353 }
@@ -357,19 +377,19 @@ namespace OpenSim.Region.Framework.Scenes
357 sb[7].StatValue = m_activePrim; 377 sb[7].StatValue = m_activePrim;
358 378
359 sb[8].StatID = (uint)Stats.FrameMS; 379 sb[8].StatID = (uint)Stats.FrameMS;
360 sb[8].StatValue = m_frameMS / framesUpdated; 380 sb[8].StatValue = TotalFrameTime;
361 381
362 sb[9].StatID = (uint)Stats.NetMS; 382 sb[9].StatID = (uint)Stats.NetMS;
363 sb[9].StatValue = m_netMS / framesUpdated; 383 sb[9].StatValue = m_netMS * perframe;
364 384
365 sb[10].StatID = (uint)Stats.PhysicsMS; 385 sb[10].StatID = (uint)Stats.PhysicsMS;
366 sb[10].StatValue = m_physicsMS / framesUpdated; 386 sb[10].StatValue = m_physicsMS * perframe;
367 387
368 sb[11].StatID = (uint)Stats.ImageMS ; 388 sb[11].StatID = (uint)Stats.ImageMS ;
369 sb[11].StatValue = m_imageMS / framesUpdated; 389 sb[11].StatValue = m_imageMS * perframe;
370 390
371 sb[12].StatID = (uint)Stats.OtherMS; 391 sb[12].StatID = (uint)Stats.OtherMS;
372 sb[12].StatValue = m_otherMS / framesUpdated; 392 sb[12].StatValue = m_otherMS * perframe;
373 393
374 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 394 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
375 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 395 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -381,7 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
381 sb[15].StatValue = m_unAckedBytes; 401 sb[15].StatValue = m_unAckedBytes;
382 402
383 sb[16].StatID = (uint)Stats.AgentMS; 403 sb[16].StatID = (uint)Stats.AgentMS;
384 sb[16].StatValue = m_agentMS / framesUpdated; 404 sb[16].StatValue = m_agentMS * perframe;
385 405
386 sb[17].StatID = (uint)Stats.PendingDownloads; 406 sb[17].StatID = (uint)Stats.PendingDownloads;
387 sb[17].StatValue = m_pendingDownloads; 407 sb[17].StatValue = m_pendingDownloads;
@@ -396,7 +416,10 @@ namespace OpenSim.Region.Framework.Scenes
396 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 416 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
397 417
398 sb[21].StatID = (uint)Stats.SimSpareMs; 418 sb[21].StatID = (uint)Stats.SimSpareMs;
399 sb[21].StatValue = m_spareMS / framesUpdated; 419 sb[21].StatValue = sparetime;
420
421 sb[22].StatID = (uint)Stats.SimSleepMs;
422 sb[22].StatValue = sleeptime;
400 423
401 for (int i = 0; i < 22; i++) 424 for (int i = 0; i < 22; i++)
402 { 425 {
@@ -429,13 +452,14 @@ namespace OpenSim.Region.Framework.Scenes
429 // Need to change things so that stats source can indicate whether they are per second or 452 // Need to change things so that stats source can indicate whether they are per second or
430 // per frame. 453 // per frame.
431 if (tuple.Key.EndsWith("MS")) 454 if (tuple.Key.EndsWith("MS"))
432 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 455 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
433 else 456 else
434 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 457 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
435 } 458 }
436 } 459 }
437 } 460 }
438 461
462// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
439 ResetValues(); 463 ResetValues();
440 } 464 }
441 } 465 }
@@ -458,7 +482,8 @@ namespace OpenSim.Region.Framework.Scenes
458 m_physicsMS = 0; 482 m_physicsMS = 0;
459 m_imageMS = 0; 483 m_imageMS = 0;
460 m_otherMS = 0; 484 m_otherMS = 0;
461 m_spareMS = 0; 485// m_spareMS = 0;
486 m_sleeptimeMS = 0;
462 487
463//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 488//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
464//Ckrinke m_scriptMS = 0; 489//Ckrinke m_scriptMS = 0;
@@ -537,11 +562,6 @@ namespace OpenSim.Region.Framework.Scenes
537 m_frameMS += ms; 562 m_frameMS += ms;
538 } 563 }
539 564
540 public void AddSpareMS(int ms)
541 {
542 m_spareMS += ms;
543 }
544
545 public void addNetMS(int ms) 565 public void addNetMS(int ms)
546 { 566 {
547 m_netMS += ms; 567 m_netMS += ms;
@@ -567,6 +587,11 @@ namespace OpenSim.Region.Framework.Scenes
567 m_otherMS += ms; 587 m_otherMS += ms;
568 } 588 }
569 589
590 public void addSleepMS(int ms)
591 {
592 m_sleeptimeMS += ms;
593 }
594
570 public void AddPendingDownloads(int count) 595 public void AddPendingDownloads(int count)
571 { 596 {
572 m_pendingDownloads += count; 597 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index bae25cd..3b83e58 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -670,6 +670,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
670 public event ObjectDrop OnObjectDrop; 670 public event ObjectDrop OnObjectDrop;
671 public event StartAnim OnStartAnim; 671 public event StartAnim OnStartAnim;
672 public event StopAnim OnStopAnim; 672 public event StopAnim OnStopAnim;
673 public event ChangeAnim OnChangeAnim;
673 public event LinkObjects OnLinkObjects; 674 public event LinkObjects OnLinkObjects;
674 public event DelinkObjects OnDelinkObjects; 675 public event DelinkObjects OnDelinkObjects;
675 public event RequestMapBlocks OnRequestMapBlocks; 676 public event RequestMapBlocks OnRequestMapBlocks;
@@ -715,6 +716,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
715 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 716 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
716 public event UpdatePrimFlags OnUpdatePrimFlags; 717 public event UpdatePrimFlags OnUpdatePrimFlags;
717 public event UpdatePrimTexture OnUpdatePrimTexture; 718 public event UpdatePrimTexture OnUpdatePrimTexture;
719 public event ClientChangeObject onClientChangeObject;
718 public event UpdateVector OnUpdatePrimGroupPosition; 720 public event UpdateVector OnUpdatePrimGroupPosition;
719 public event UpdateVector OnUpdatePrimSinglePosition; 721 public event UpdateVector OnUpdatePrimSinglePosition;
720 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 722 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -819,6 +821,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
819 public event ObjectOwner OnObjectOwner; 821 public event ObjectOwner OnObjectOwner;
820 public event DirPlacesQuery OnDirPlacesQuery; 822 public event DirPlacesQuery OnDirPlacesQuery;
821 public event DirFindQuery OnDirFindQuery; 823 public event DirFindQuery OnDirFindQuery;
824 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
822 public event DirLandQuery OnDirLandQuery; 825 public event DirLandQuery OnDirLandQuery;
823 public event DirPopularQuery OnDirPopularQuery; 826 public event DirPopularQuery OnDirPopularQuery;
824 public event DirClassifiedQuery OnDirClassifiedQuery; 827 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -835,7 +838,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
835 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 838 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
836 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 839 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
837 public event ClassifiedDelete OnClassifiedDelete; 840 public event ClassifiedDelete OnClassifiedDelete;
838 public event ClassifiedDelete OnClassifiedGodDelete; 841 public event ClassifiedGodDelete OnClassifiedGodDelete;
839 public event EventNotificationAddRequest OnEventNotificationAddRequest; 842 public event EventNotificationAddRequest OnEventNotificationAddRequest;
840 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 843 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
841 public event EventGodDelete OnEventGodDelete; 844 public event EventGodDelete OnEventGodDelete;
@@ -865,6 +868,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
865 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 868 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
866 public event SimWideDeletesDelegate OnSimWideDeletes; 869 public event SimWideDeletesDelegate OnSimWideDeletes;
867 public event SendPostcard OnSendPostcard; 870 public event SendPostcard OnSendPostcard;
871 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
868 public event MuteListEntryUpdate OnUpdateMuteListEntry; 872 public event MuteListEntryUpdate OnUpdateMuteListEntry;
869 public event MuteListEntryRemove OnRemoveMuteListEntry; 873 public event MuteListEntryRemove OnRemoveMuteListEntry;
870 public event GodlikeMessage onGodlikeMessage; 874 public event GodlikeMessage onGodlikeMessage;
@@ -886,6 +890,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
886 890
887 public void Close() 891 public void Close()
888 { 892 {
893 Close(true);
894 }
895
896 public void Close(bool sendStop)
897 {
889 Disconnect(); 898 Disconnect();
890 } 899 }
891 900
@@ -1114,7 +1123,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1114 1123
1115 } 1124 }
1116 1125
1117 public void SendXferPacket(ulong xferID, uint packet, byte[] data) 1126 public void SendXferPacket(ulong xferID, uint packet, byte[] data, bool isTaskInventory)
1118 { 1127 {
1119 1128
1120 } 1129 }
@@ -1672,5 +1681,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1672 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1681 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1673 { 1682 {
1674 } 1683 }
1684
1685 public void SendPartPhysicsProprieties(ISceneEntity entity)
1686 {
1687 }
1688
1675 } 1689 }
1676} 1690}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
index cb89cd1..417b620 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
@@ -183,7 +183,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
183 hostPart.ParentGroup.RootPart.ScheduleFullUpdate(); 183 hostPart.ParentGroup.RootPart.ScheduleFullUpdate();
184 } 184 }
185 185
186 attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true); 186 attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true, true);
187 } 187 }
188 } 188 }
189} 189}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 7fafdc6..7b20446 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -568,7 +568,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
568 568
569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
570 { 570 {
571 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 571// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
572 572
573 Hashtable response = new Hashtable(); 573 Hashtable response = new Hashtable();
574 response["content_type"] = "text/xml"; 574 response["content_type"] = "text/xml";
@@ -719,7 +719,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
719 719
720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
721 { 721 {
722 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 722 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
723// string requestbody = (string)request["body"]; 723// string requestbody = (string)request["body"];
724// string uri = (string)request["uri"]; 724// string uri = (string)request["uri"];
725// string contenttype = (string)request["content-type"]; 725// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index a36fd74..a30a38d 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) ||
@@ -469,8 +469,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
469 avatarName = avatar.Name; 469 avatarName = avatar.Name;
470 470
471 m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: scene = {0}, agentID = {1}", scene, agentID); 471 m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: scene = {0}, agentID = {1}", scene, agentID);
472 m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: request: {0}, path: {1}, param: {2}", 472// m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: request: {0}, path: {1}, param: {2}",
473 request, path, param); 473// request, path, param);
474 474
475 XmlElement resp; 475 XmlElement resp;
476 bool retry = false; 476 bool retry = false;
@@ -577,7 +577,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
577 577
578 string r = LLSDHelpers.SerialiseLLSDReply(voiceAccountResponse); 578 string r = LLSDHelpers.SerialiseLLSDReply(voiceAccountResponse);
579 579
580 m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: avatar \"{0}\": {1}", avatarName, r); 580// m_log.DebugFormat("[VivoxVoice][PROVISIONVOICE]: avatar \"{0}\": {1}", avatarName, r);
581 581
582 return r; 582 return r;
583 } 583 }
@@ -625,8 +625,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
625 // voice channel 625 // voice channel
626 LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 626 LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
627 627
628 m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}", 628// m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
629 scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param); 629// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);
630 // m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: avatar \"{0}\": location: {1} {2} {3}", 630 // m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: avatar \"{0}\": location: {1} {2} {3}",
631 // avatarName, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z); 631 // avatarName, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);
632 632
@@ -656,8 +656,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
656 parcelVoiceInfo = new LLSDParcelVoiceInfoResponse(scene.RegionInfo.RegionName, land.LocalID, creds); 656 parcelVoiceInfo = new LLSDParcelVoiceInfoResponse(scene.RegionInfo.RegionName, land.LocalID, creds);
657 string r = LLSDHelpers.SerialiseLLSDReply(parcelVoiceInfo); 657 string r = LLSDHelpers.SerialiseLLSDReply(parcelVoiceInfo);
658 658
659 m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": {4}", 659// m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": {4}",
660 scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, r); 660// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, r);
661 return r; 661 return r;
662 } 662 }
663 catch (Exception e) 663 catch (Exception e)
@@ -684,11 +684,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
684 public string ChatSessionRequest(Scene scene, string request, string path, string param, 684 public string ChatSessionRequest(Scene scene, string request, string path, string param,
685 UUID agentID, Caps caps) 685 UUID agentID, Caps caps)
686 { 686 {
687 ScenePresence avatar = scene.GetScenePresence(agentID); 687// ScenePresence avatar = scene.GetScenePresence(agentID);
688 string avatarName = avatar.Name; 688// string avatarName = avatar.Name;
689 689
690 m_log.DebugFormat("[VivoxVoice][CHATSESSION]: avatar \"{0}\": request: {1}, path: {2}, param: {3}", 690// m_log.DebugFormat("[VivoxVoice][CHATSESSION]: avatar \"{0}\": request: {1}, path: {2}, param: {3}",
691 avatarName, request, path, param); 691// avatarName, request, path, param);
692 return "<llsd>true</llsd>"; 692 return "<llsd>true</llsd>";
693 } 693 }
694 694
@@ -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);
@@ -1112,7 +1119,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1112 try 1119 try
1113 { 1120 {
1114 // Otherwise prepare the request 1121 // Otherwise prepare the request
1115 m_log.DebugFormat("[VivoxVoice] Sending request <{0}>", requrl); 1122// m_log.DebugFormat("[VivoxVoice] Sending request <{0}>", requrl);
1116 1123
1117 HttpWebRequest req = (HttpWebRequest)WebRequest.Create(requrl); 1124 HttpWebRequest req = (HttpWebRequest)WebRequest.Create(requrl);
1118 HttpWebResponse rsp = null; 1125 HttpWebResponse rsp = null;
@@ -1314,4 +1321,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1314 return false; 1321 return false;
1315 } 1322 }
1316 } 1323 }
1317} \ No newline at end of file 1324}
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index e669f4c..65bd26c 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -892,7 +892,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
892 msg.dialog = dialog; 892 msg.dialog = dialog;
893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
894 msg.fromGroup = true; 894 msg.fromGroup = true;
895 msg.offline = (byte)0; 895 msg.offline = (byte)1; // Allow this message to be stored for offline use
896 msg.ParentEstateID = 0; 896 msg.ParentEstateID = 0;
897 msg.Position = Vector3.Zero; 897 msg.Position = Vector3.Zero;
898 msg.RegionID = UUID.Zero.Guid; 898 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index c1957e2..59ff9b8 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -121,12 +121,18 @@ namespace OpenSim.Region.OptionalModules
121 121
122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) 122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
123 { 123 {
124 if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
125 return true;
126
124 SceneObjectPart obj = scene.GetSceneObjectPart(objectID); 127 SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
125 Vector3 oldPoint = obj.GroupPosition; 128 Vector3 oldPoint = obj.GroupPosition;
126 int objectCount = obj.ParentGroup.PrimCount; 129 int objectCount = obj.ParentGroup.PrimCount;
127 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); 130 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
128 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); 131 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
129 132
133 if (newParcel == null)
134 return true;
135
130 int usedPrims = newParcel.PrimCounts.Total; 136 int usedPrims = newParcel.PrimCounts.Total;
131 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); 137 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
132 138
@@ -171,4 +177,4 @@ namespace OpenSim.Region.OptionalModules
171 return true; 177 return true;
172 } 178 }
173 } 179 }
174} \ No newline at end of file 180}
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 9c838d0..d206f69 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 67989ba..d00a6c0 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
47 private readonly string m_firstname; 47 private readonly string m_firstname;
48 private readonly string m_lastname; 48 private readonly string m_lastname;
49 private readonly Vector3 m_startPos; 49 private readonly Vector3 m_startPos;
50 private readonly UUID m_uuid = UUID.Random(); 50 private UUID m_uuid = UUID.Random();
51 private readonly Scene m_scene; 51 private readonly Scene m_scene;
52 private readonly UUID m_ownerID; 52 private readonly UUID m_ownerID;
53 53
@@ -221,7 +221,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
221#pragma warning disable 67 221#pragma warning disable 67
222 public event Action<IClientAPI> OnLogout; 222 public event Action<IClientAPI> OnLogout;
223 public event ObjectPermissions OnObjectPermissions; 223 public event ObjectPermissions OnObjectPermissions;
224 224 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
225 public event MoneyTransferRequest OnMoneyTransferRequest; 225 public event MoneyTransferRequest OnMoneyTransferRequest;
226 public event ParcelBuy OnParcelBuy; 226 public event ParcelBuy OnParcelBuy;
227 public event Action<IClientAPI> OnConnectionClosed; 227 public event Action<IClientAPI> OnConnectionClosed;
@@ -241,6 +241,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
241 public event ObjectDrop OnObjectDrop; 241 public event ObjectDrop OnObjectDrop;
242 public event StartAnim OnStartAnim; 242 public event StartAnim OnStartAnim;
243 public event StopAnim OnStopAnim; 243 public event StopAnim OnStopAnim;
244 public event ChangeAnim OnChangeAnim;
244 public event LinkObjects OnLinkObjects; 245 public event LinkObjects OnLinkObjects;
245 public event DelinkObjects OnDelinkObjects; 246 public event DelinkObjects OnDelinkObjects;
246 public event RequestMapBlocks OnRequestMapBlocks; 247 public event RequestMapBlocks OnRequestMapBlocks;
@@ -290,6 +291,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
290 public event UpdatePrimTexture OnUpdatePrimTexture; 291 public event UpdatePrimTexture OnUpdatePrimTexture;
291 public event UpdateVector OnUpdatePrimGroupPosition; 292 public event UpdateVector OnUpdatePrimGroupPosition;
292 public event UpdateVector OnUpdatePrimSinglePosition; 293 public event UpdateVector OnUpdatePrimSinglePosition;
294 public event ClientChangeObject onClientChangeObject;
293 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 295 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
294 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; 296 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
295 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; 297 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
@@ -427,7 +429,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
427 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 429 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
428 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 430 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
429 public event ClassifiedDelete OnClassifiedDelete; 431 public event ClassifiedDelete OnClassifiedDelete;
430 public event ClassifiedDelete OnClassifiedGodDelete; 432 public event ClassifiedGodDelete OnClassifiedGodDelete;
431 433
432 public event EventNotificationAddRequest OnEventNotificationAddRequest; 434 public event EventNotificationAddRequest OnEventNotificationAddRequest;
433 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 435 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -466,6 +468,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
466 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 468 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
467 public event SimWideDeletesDelegate OnSimWideDeletes; 469 public event SimWideDeletesDelegate OnSimWideDeletes;
468 public event SendPostcard OnSendPostcard; 470 public event SendPostcard OnSendPostcard;
471 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
469 public event MuteListEntryUpdate OnUpdateMuteListEntry; 472 public event MuteListEntryUpdate OnUpdateMuteListEntry;
470 public event MuteListEntryRemove OnRemoveMuteListEntry; 473 public event MuteListEntryRemove OnRemoveMuteListEntry;
471 public event GodlikeMessage onGodlikeMessage; 474 public event GodlikeMessage onGodlikeMessage;
@@ -493,6 +496,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
493 public virtual UUID AgentId 496 public virtual UUID AgentId
494 { 497 {
495 get { return m_uuid; } 498 get { return m_uuid; }
499 set { m_uuid = value; }
496 } 500 }
497 501
498 public UUID SessionId 502 public UUID SessionId
@@ -751,7 +755,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
751 { 755 {
752 } 756 }
753 757
754 public virtual void SendXferPacket(ulong xferID, uint packet, byte[] data) 758 public virtual void SendXferPacket(ulong xferID, uint packet, byte[] data, bool isTaskInventory)
755 { 759 {
756 } 760 }
757 public virtual void SendAbortXferPacket(ulong xferID) 761 public virtual void SendAbortXferPacket(ulong xferID)
@@ -901,8 +905,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
901 905
902 public void Close() 906 public void Close()
903 { 907 {
904 // Remove ourselves from the scene 908 Close(true);
905 m_scene.RemoveClient(AgentId, false); 909 }
910
911 public void Close(bool sendStop)
912 {
906 } 913 }
907 914
908 public void Start() 915 public void Start()
@@ -1227,5 +1234,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1227 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1234 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1228 { 1235 {
1229 } 1236 }
1237
1238 public void SendPartPhysicsProprieties(ISceneEntity entity)
1239 {
1240 }
1241
1230 } 1242 }
1231} 1243}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 3f25bcf..f16927c 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -124,9 +124,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
124 NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, owner, senseAsAgent, scene); 124 NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, owner, senseAsAgent, scene);
125 npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue); 125 npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
126 126
127 m_log.DebugFormat( 127// m_log.DebugFormat(
128 "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}", 128// "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
129 firstname, lastname, npcAvatar.AgentId, owner, senseAsAgent, position, scene.RegionInfo.RegionName); 129// firstname, lastname, npcAvatar.AgentId, owner, senseAsAgent, position, scene.RegionInfo.RegionName);
130 130
131 AgentCircuitData acd = new AgentCircuitData(); 131 AgentCircuitData acd = new AgentCircuitData();
132 acd.AgentID = npcAvatar.AgentId; 132 acd.AgentID = npcAvatar.AgentId;
@@ -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
158 sp.CompleteMovement(npcAvatar, false);
159 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
160 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
161 154
162 return npcAvatar.AgentId; 155 ScenePresence sp;
163 } 156 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
164 else 157 {
165 { 158 sp.CompleteMovement(npcAvatar, false);
166 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID); 159 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
167 return UUID.Zero; 160// m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
161 }
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)
@@ -178,9 +179,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
178 ScenePresence sp; 179 ScenePresence sp;
179 if (scene.TryGetScenePresence(agentID, out sp)) 180 if (scene.TryGetScenePresence(agentID, out sp))
180 { 181 {
181 m_log.DebugFormat( 182// m_log.DebugFormat(
182 "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", 183// "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
183 sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget); 184// sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
184 185
185 sp.MoveToTarget(pos, noFly, landAtTarget); 186 sp.MoveToTarget(pos, noFly, landAtTarget);
186 sp.SetAlwaysRun = running; 187 sp.SetAlwaysRun = running;
@@ -347,7 +348,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
347 scene.RemoveClient(agentID, false); 348 scene.RemoveClient(agentID, false);
348 m_avatars.Remove(agentID); 349 m_avatars.Remove(agentID);
349 350
350 m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", agentID, av.Name); 351// m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", agentID, av.Name);
351 return true; 352 return true;
352 } 353 }
353 } 354 }
@@ -362,9 +363,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
362 { 363 {
363 NPCAvatar av; 364 NPCAvatar av;
364 if (m_avatars.TryGetValue(npcID, out av)) 365 if (m_avatars.TryGetValue(npcID, out av))
366 {
367 if (npcID == callerID)
368 return true;
365 return CheckPermissions(av, callerID); 369 return CheckPermissions(av, callerID);
370 }
366 else 371 else
372 {
367 return false; 373 return false;
374 }
368 } 375 }
369 } 376 }
370 377
@@ -376,7 +383,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
376 /// <returns>true if they do, false if they don't.</returns> 383 /// <returns>true if they do, false if they don't.</returns>
377 private bool CheckPermissions(NPCAvatar av, UUID callerID) 384 private bool CheckPermissions(NPCAvatar av, UUID callerID)
378 { 385 {
379 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID; 386 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID || av.AgentId == callerID;
380 } 387 }
381 } 388 }
382} 389}
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..a8c99f7 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Runtime.InteropServices;
30using OpenSim.Framework; 31using OpenSim.Framework;
31using OpenMetaverse; 32using OpenMetaverse;
32 33
@@ -36,6 +37,9 @@ namespace OpenSim.Region.Physics.Manager
36 { 37 {
37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
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);
40 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical,bool convex);
41 void ReleaseMesh(IMesh mesh);
42 void ExpireReleaseMeshs();
39 } 43 }
40 44
41 // Values for level of detail to be passed to the mesher. 45 // Values for level of detail to be passed to the mesher.
@@ -53,6 +57,17 @@ namespace OpenSim.Region.Physics.Manager
53 { 57 {
54 } 58 }
55 59
60 [StructLayout(LayoutKind.Explicit)]
61 public struct AMeshKey
62 {
63 [FieldOffset(0)]
64 public UUID uuid;
65 [FieldOffset(0)]
66 public ulong hashA;
67 [FieldOffset(8)]
68 public ulong hashB;
69 }
70
56 public interface IMesh 71 public interface IMesh
57 { 72 {
58 List<Vector3> getVertexList(); 73 List<Vector3> getVertexList();
@@ -65,5 +80,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 80 void releasePinned();
66 void Append(IMesh newMesh); 81 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 82 void TransformLinear(float[,] matrix, float[] offset);
83 Vector3 GetCentroid();
68 } 84 }
69} 85}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..a2c72c3 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -43,7 +43,8 @@ namespace OpenSim.Region.Physics.Manager
43 Unknown = 0, 43 Unknown = 0,
44 Agent = 1, 44 Agent = 1,
45 Prim = 2, 45 Prim = 2,
46 Ground = 3 46 Ground = 3,
47 Water = 4
47 } 48 }
48 49
49 public enum PIDHoverType 50 public enum PIDHoverType
@@ -59,15 +60,30 @@ namespace OpenSim.Region.Physics.Manager
59 public Vector3 Position; 60 public Vector3 Position;
60 public Vector3 SurfaceNormal; 61 public Vector3 SurfaceNormal;
61 public float PenetrationDepth; 62 public float PenetrationDepth;
63 public float RelativeSpeed;
62 64
63 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth) 65 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
64 { 66 {
65 Position = position; 67 Position = position;
66 SurfaceNormal = surfaceNormal; 68 SurfaceNormal = surfaceNormal;
67 PenetrationDepth = penetrationDepth; 69 PenetrationDepth = penetrationDepth;
70 RelativeSpeed = 0f; // for now let this one be set explicity
68 } 71 }
69 } 72 }
70 73
74 public struct ContactData
75 {
76 public float mu;
77 public float bounce;
78 public bool softcolide;
79
80 public ContactData(float _mu, float _bounce, bool _softcolide)
81 {
82 mu = _mu;
83 bounce = _bounce;
84 softcolide = _softcolide;
85 }
86 }
71 /// <summary> 87 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 88 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 89 /// </summary>
@@ -99,7 +115,7 @@ namespace OpenSim.Region.Physics.Manager
99 m_objCollisionList.Add(localID, contact); 115 m_objCollisionList.Add(localID, contact);
100 } 116 }
101 else 117 else
102 { 118 {
103 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth) 119 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
104 m_objCollisionList[localID] = contact; 120 m_objCollisionList[localID] = contact;
105 } 121 }
@@ -135,6 +151,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 151 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 152 public event CollisionUpdate OnCollisionUpdate;
137 153
154 public virtual void SetVehicle(object vdata) { }
155
138 public event OutOfBounds OnOutOfBounds; 156 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 157#pragma warning restore 67
140 158
@@ -142,11 +160,29 @@ namespace OpenSim.Region.Physics.Manager
142 { 160 {
143 get { return new NullPhysicsActor(); } 161 get { return new NullPhysicsActor(); }
144 } 162 }
163
164 public virtual bool Building { get; set; }
165
166 public virtual void getContactData(ref ContactData cdata)
167 {
168 cdata.mu = 0;
169 cdata.bounce = 0;
170 }
145 171
146 public abstract bool Stopped { get; } 172 public abstract bool Stopped { get; }
147 173
148 public abstract Vector3 Size { get; set; } 174 public abstract Vector3 Size { get; set; }
149 175
176 public virtual bool Phantom { get; set; }
177
178 public virtual bool IsVolumeDtc
179 {
180 get { return false; }
181 set { return; }
182 }
183
184 public virtual byte PhysicsShapeType { get; set; }
185
150 public abstract PrimitiveBaseShape Shape { set; } 186 public abstract PrimitiveBaseShape Shape { set; }
151 187
152 uint m_baseLocalID; 188 uint m_baseLocalID;
@@ -167,7 +203,7 @@ namespace OpenSim.Region.Physics.Manager
167 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or 203 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or
168 /// water. This is not a problem due to the formatting of names given by prims and avatars. 204 /// water. This is not a problem due to the formatting of names given by prims and avatars.
169 /// </remarks> 205 /// </remarks>
170 public string Name { get; protected set; } 206 public string Name { get; set; }
171 207
172 /// <summary> 208 /// <summary>
173 /// This is being used by ODE joint code. 209 /// This is being used by ODE joint code.
@@ -218,9 +254,11 @@ namespace OpenSim.Region.Physics.Manager
218 handler(e); 254 handler(e);
219 } 255 }
220 256
221 public virtual void SetMaterial (int material) 257 public virtual void SetMaterial (int material) { }
222 { 258 public virtual float Density { get; set; }
223 } 259 public virtual float GravModifier { get; set; }
260 public virtual float Friction { get; set; }
261 public virtual float Bounce { get; set; }
224 262
225 /// <summary> 263 /// <summary>
226 /// Position of this actor. 264 /// Position of this actor.
@@ -249,6 +287,34 @@ namespace OpenSim.Region.Physics.Manager
249 public abstract Vector3 GeometricCenter { get; } 287 public abstract Vector3 GeometricCenter { get; }
250 public abstract Vector3 CenterOfMass { get; } 288 public abstract Vector3 CenterOfMass { get; }
251 289
290 public virtual Vector3 OOBsize
291 {
292 get
293 {
294 Vector3 s=Size;
295 s.X *=0.5f;
296 s.Y *=0.5f;
297 s.Z *=0.5f;
298 return s;
299 }
300 }
301
302 public virtual Vector3 OOBoffset
303 {
304 get
305 {
306 return Vector3.Zero;
307 }
308 }
309
310 public virtual float OOBRadiusSQ
311 {
312 get
313 {
314 return Size.LengthSquared() * 0.25f; // ((0.5^2)
315 }
316 }
317
252 /// <summary> 318 /// <summary>
253 /// Velocity of this actor. 319 /// Velocity of this actor.
254 /// </summary> 320 /// </summary>
@@ -300,13 +366,21 @@ namespace OpenSim.Region.Physics.Manager
300 public abstract void SubscribeEvents(int ms); 366 public abstract void SubscribeEvents(int ms);
301 public abstract void UnSubscribeEvents(); 367 public abstract void UnSubscribeEvents();
302 public abstract bool SubscribedEvents(); 368 public abstract bool SubscribedEvents();
369
370 public virtual void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { }
371
372 // Warning in a parent part it returns itself, not null
373 public virtual PhysicsActor ParentActor { get { return this; } }
374
303 } 375 }
304 376
305 public class NullPhysicsActor : PhysicsActor 377 public class NullPhysicsActor : PhysicsActor
306 { 378 {
379 private ActorTypes m_actorType = ActorTypes.Unknown;
380
307 public override bool Stopped 381 public override bool Stopped
308 { 382 {
309 get{ return false; } 383 get{ return true; }
310 } 384 }
311 385
312 public override Vector3 Position 386 public override Vector3 Position
@@ -323,6 +397,7 @@ namespace OpenSim.Region.Physics.Manager
323 397
324 public override uint LocalID 398 public override uint LocalID
325 { 399 {
400 get { return 0; }
326 set { return; } 401 set { return; }
327 } 402 }
328 403
@@ -382,50 +457,17 @@ namespace OpenSim.Region.Physics.Manager
382 set { return; } 457 set { return; }
383 } 458 }
384 459
385 public override void VehicleFloatParam(int param, float value) 460 public override void VehicleFloatParam(int param, float value) {}
386 { 461 public override void VehicleVectorParam(int param, Vector3 value) { }
387 462 public override void VehicleRotationParam(int param, Quaternion rotation) { }
388 } 463 public override void VehicleFlags(int param, bool remove) { }
389 464 public override void SetVolumeDetect(int param) {}
390 public override void VehicleVectorParam(int param, Vector3 value) 465 public override void SetMaterial(int material) {}
391 { 466 public override Vector3 CenterOfMass { get { return Vector3.Zero; }}
392
393 }
394
395 public override void VehicleRotationParam(int param, Quaternion rotation)
396 {
397
398 }
399
400 public override void VehicleFlags(int param, bool remove)
401 {
402
403 }
404
405 public override void SetVolumeDetect(int param)
406 {
407
408 }
409
410 public override void SetMaterial(int material)
411 {
412
413 }
414
415 public override Vector3 CenterOfMass
416 {
417 get { return Vector3.Zero; }
418 }
419 467
420 public override Vector3 GeometricCenter 468 public override Vector3 GeometricCenter { get { return Vector3.Zero; }}
421 {
422 get { return Vector3.Zero; }
423 }
424 469
425 public override PrimitiveBaseShape Shape 470 public override PrimitiveBaseShape Shape { set { return; }}
426 {
427 set { return; }
428 }
429 471
430 public override Vector3 Velocity 472 public override Vector3 Velocity
431 { 473 {
@@ -445,9 +487,7 @@ namespace OpenSim.Region.Physics.Manager
445 set { } 487 set { }
446 } 488 }
447 489
448 public override void CrossingFailure() 490 public override void CrossingFailure() {}
449 {
450 }
451 491
452 public override Quaternion Orientation 492 public override Quaternion Orientation
453 { 493 {
@@ -487,8 +527,20 @@ namespace OpenSim.Region.Physics.Manager
487 527
488 public override int PhysicsActorType 528 public override int PhysicsActorType
489 { 529 {
490 get { return (int) ActorTypes.Unknown; } 530 get { return (int)m_actorType; }
491 set { return; } 531 set {
532 ActorTypes type = (ActorTypes)value;
533 switch (type)
534 {
535 case ActorTypes.Ground:
536 case ActorTypes.Water:
537 m_actorType = type;
538 break;
539 default:
540 m_actorType = ActorTypes.Unknown;
541 break;
542 }
543 }
492 } 544 }
493 545
494 public override bool Kinematic 546 public override bool Kinematic
@@ -497,26 +549,11 @@ namespace OpenSim.Region.Physics.Manager
497 set { return; } 549 set { return; }
498 } 550 }
499 551
500 public override void link(PhysicsActor obj) 552 public override void link(PhysicsActor obj) { }
501 { 553 public override void delink() { }
502 } 554 public override void LockAngularMotion(Vector3 axis) { }
503 555 public override void AddForce(Vector3 force, bool pushforce) { }
504 public override void delink() 556 public override void AddAngularForce(Vector3 force, bool pushforce) { }
505 {
506 }
507
508 public override void LockAngularMotion(Vector3 axis)
509 {
510 }
511
512 public override void AddForce(Vector3 force, bool pushforce)
513 {
514 }
515
516 public override void AddAngularForce(Vector3 force, bool pushforce)
517 {
518
519 }
520 557
521 public override Vector3 RotationalVelocity 558 public override Vector3 RotationalVelocity
522 { 559 {
@@ -538,21 +575,10 @@ namespace OpenSim.Region.Physics.Manager
538 public override float APIDStrength { set { return; } } 575 public override float APIDStrength { set { return; } }
539 public override float APIDDamping { set { return; } } 576 public override float APIDDamping { set { return; } }
540 577
541 public override void SetMomentum(Vector3 momentum) 578 public override void SetMomentum(Vector3 momentum) { }
542 {
543 }
544
545 public override void SubscribeEvents(int ms)
546 {
547 579
548 } 580 public override void SubscribeEvents(int ms) { }
549 public override void UnSubscribeEvents() 581 public override void UnSubscribeEvents() { }
550 { 582 public override bool SubscribedEvents() { return false; }
551
552 }
553 public override bool SubscribedEvents()
554 {
555 return false;
556 }
557 } 583 }
558} 584}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 6a0558a..5274f3b 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 public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback); 74 public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
47 public delegate void AssetReceivedDelegate(AssetBase asset); 75 public delegate void AssetReceivedDelegate(AssetBase asset);
48 76
@@ -57,6 +85,8 @@ namespace OpenSim.Region.Physics.Manager
57 public Vector3 Normal; 85 public Vector3 Normal;
58 } 86 }
59 87
88
89
60 public abstract class PhysicsScene 90 public abstract class PhysicsScene
61 { 91 {
62// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 92// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -130,6 +160,25 @@ namespace OpenSim.Region.Physics.Manager
130 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 160 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
131 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 161 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
132 162
163 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
164 uint localid, byte[] sdata)
165 {
166 return null;
167 }
168
169 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
170 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
171 {
172 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
173 }
174
175
176 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
177 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
178 {
179 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
180 }
181
133 public virtual float TimeDilation 182 public virtual float TimeDilation
134 { 183 {
135 get { return 1.0f; } 184 get { return 1.0f; }
@@ -241,7 +290,7 @@ namespace OpenSim.Region.Physics.Manager
241 } 290 }
242 291
243 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 292 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
244 293 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
245 public virtual void UnCombine(PhysicsScene pScene) {} 294 public virtual void UnCombine(PhysicsScene pScene) {}
246 295
247 /// <summary> 296 /// <summary>
@@ -279,5 +328,23 @@ namespace OpenSim.Region.Physics.Manager
279 { 328 {
280 return new List<ContactResult>(); 329 return new List<ContactResult>();
281 } 330 }
331
332 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
333 {
334 return null;
335 }
336
337 public virtual bool SuportsRaycastWorldFiltered()
338 {
339 return false;
340 }
341
342 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
343 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
344 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
345 {
346 return new List<ContactResult>();
347 }
348
282 } 349 }
283} 350}
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..f555cb9 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
@@ -74,5 +79,7 @@ namespace OpenSim.Region.Physics.Manager
74 79
75 return null; 80 return null;
76 } 81 }
82 public void ReleaseMesh(IMesh mesh) { }
83 public void ExpireReleaseMeshs() { }
77 } 84 }
78} 85}
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..3c4f737 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
@@ -743,5 +763,7 @@ namespace OpenSim.Region.Physics.Meshing
743 763
744 return mesh; 764 return mesh;
745 } 765 }
766 public void ReleaseMesh(IMesh imesh) { }
767 public void ExpireReleaseMeshs() { }
746 } 768 }
747} 769}
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..98c0f0b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,412 @@
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
41 private Dictionary<Vertex, int> m_vertices;
42 private List<Triangle> m_triangles;
43 GCHandle m_pinnedVertexes;
44 GCHandle m_pinnedIndex;
45 IntPtr m_verticesPtr = IntPtr.Zero;
46 int m_vertexCount = 0;
47 IntPtr m_indicesPtr = IntPtr.Zero;
48 int m_indexCount = 0;
49 public float[] m_normals;
50 Vector3 m_centroid;
51 int m_centroidDiv;
52
53
54 private class vertexcomp : IEqualityComparer<Vertex>
55 {
56 public bool Equals(Vertex v1, Vertex v2)
57 {
58 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
59 return true;
60 else
61 return false;
62 }
63 public int GetHashCode(Vertex v)
64 {
65 int a = v.X.GetHashCode();
66 int b = v.Y.GetHashCode();
67 int c = v.Z.GetHashCode();
68 return (a << 16) ^ (b << 8) ^ c;
69 }
70 }
71
72 public Mesh()
73 {
74 vertexcomp vcomp = new vertexcomp();
75
76 m_vertices = new Dictionary<Vertex, int>(vcomp);
77 m_triangles = new List<Triangle>();
78 m_centroid = Vector3.Zero;
79 m_centroidDiv = 0;
80 }
81
82 public int RefCount { get; set; }
83
84 public AMeshKey Key { get; set; }
85
86 public void Scale(Vector3 scale)
87 {
88
89
90 }
91
92 public Mesh Clone()
93 {
94 Mesh result = new Mesh();
95
96 foreach (Triangle t in m_triangles)
97 {
98 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
99 }
100 result.m_centroid = m_centroid;
101 result.m_centroidDiv = m_centroidDiv;
102 return result;
103 }
104
105 public void Add(Triangle triangle)
106 {
107 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
108 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
109 // If a vertex of the triangle is not yet in the vertices list,
110 // add it and set its index to the current index count
111 // vertex == seems broken
112 // skip colapsed triangles
113 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
114 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
115 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
116 )
117 {
118 return;
119 }
120
121 if (m_vertices.Count == 0)
122 {
123 m_centroidDiv = 0;
124 m_centroid = Vector3.Zero;
125 }
126
127 if (!m_vertices.ContainsKey(triangle.v1))
128 {
129 m_vertices[triangle.v1] = m_vertices.Count;
130 m_centroid.X += triangle.v1.X;
131 m_centroid.Y += triangle.v1.Y;
132 m_centroid.Z += triangle.v1.Z;
133 m_centroidDiv++;
134 }
135 if (!m_vertices.ContainsKey(triangle.v2))
136 {
137 m_vertices[triangle.v2] = m_vertices.Count;
138 m_centroid.X += triangle.v2.X;
139 m_centroid.Y += triangle.v2.Y;
140 m_centroid.Z += triangle.v2.Z;
141 m_centroidDiv++;
142 }
143 if (!m_vertices.ContainsKey(triangle.v3))
144 {
145 m_vertices[triangle.v3] = m_vertices.Count;
146 m_centroid.X += triangle.v3.X;
147 m_centroid.Y += triangle.v3.Y;
148 m_centroid.Z += triangle.v3.Z;
149 m_centroidDiv++;
150 }
151 m_triangles.Add(triangle);
152 }
153
154 public Vector3 GetCentroid()
155 {
156 if (m_centroidDiv > 0)
157 return new Vector3(m_centroid.X / m_centroidDiv, m_centroid.Y / m_centroidDiv, m_centroid.Z / m_centroidDiv);
158 else
159 return Vector3.Zero;
160 }
161
162 public void CalcNormals()
163 {
164 int iTriangles = m_triangles.Count;
165
166 this.m_normals = new float[iTriangles * 3];
167
168 int i = 0;
169 foreach (Triangle t in m_triangles)
170 {
171 float ux, uy, uz;
172 float vx, vy, vz;
173 float wx, wy, wz;
174
175 ux = t.v1.X;
176 uy = t.v1.Y;
177 uz = t.v1.Z;
178
179 vx = t.v2.X;
180 vy = t.v2.Y;
181 vz = t.v2.Z;
182
183 wx = t.v3.X;
184 wy = t.v3.Y;
185 wz = t.v3.Z;
186
187
188 // Vectors for edges
189 float e1x, e1y, e1z;
190 float e2x, e2y, e2z;
191
192 e1x = ux - vx;
193 e1y = uy - vy;
194 e1z = uz - vz;
195
196 e2x = ux - wx;
197 e2y = uy - wy;
198 e2z = uz - wz;
199
200
201 // Cross product for normal
202 float nx, ny, nz;
203 nx = e1y * e2z - e1z * e2y;
204 ny = e1z * e2x - e1x * e2z;
205 nz = e1x * e2y - e1y * e2x;
206
207 // Length
208 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
209 float lReciprocal = 1.0f / l;
210
211 // Normalized "normal"
212 //nx /= l;
213 //ny /= l;
214 //nz /= l;
215
216 m_normals[i] = nx * lReciprocal;
217 m_normals[i + 1] = ny * lReciprocal;
218 m_normals[i + 2] = nz * lReciprocal;
219
220 i += 3;
221 }
222 }
223
224 public List<Vector3> getVertexList()
225 {
226 List<Vector3> result = new List<Vector3>();
227 foreach (Vertex v in m_vertices.Keys)
228 {
229 result.Add(new Vector3(v.X, v.Y, v.Z));
230 }
231 return result;
232 }
233
234 private float[] getVertexListAsFloat()
235 {
236 if (m_vertices == null)
237 throw new NotSupportedException();
238 float[] result = new float[m_vertices.Count * 3];
239 foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
240 {
241 Vertex v = kvp.Key;
242 int i = kvp.Value;
243 result[3 * i + 0] = v.X;
244 result[3 * i + 1] = v.Y;
245 result[3 * i + 2] = v.Z;
246 }
247 return result;
248 }
249
250 public float[] getVertexListAsFloatLocked()
251 {
252 if (m_pinnedVertexes.IsAllocated)
253 return (float[])(m_pinnedVertexes.Target);
254
255 float[] result = getVertexListAsFloat();
256 m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
257 // Inform the garbage collector of this unmanaged allocation so it can schedule
258 // the next GC round more intelligently
259 GC.AddMemoryPressure(Buffer.ByteLength(result));
260
261 return result;
262 }
263
264 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
265 {
266 // A vertex is 3 floats
267 vertexStride = 3 * sizeof(float);
268
269 // If there isn't an unmanaged array allocated yet, do it now
270 if (m_verticesPtr == IntPtr.Zero)
271 {
272 float[] vertexList = getVertexListAsFloat();
273 // Each vertex is 3 elements (floats)
274 m_vertexCount = vertexList.Length / 3;
275 int byteCount = m_vertexCount * vertexStride;
276 m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
277 System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
278 }
279 vertices = m_verticesPtr;
280 vertexCount = m_vertexCount;
281 }
282
283 public int[] getIndexListAsInt()
284 {
285 if (m_triangles == null)
286 throw new NotSupportedException();
287 int[] result = new int[m_triangles.Count * 3];
288 for (int i = 0; i < m_triangles.Count; i++)
289 {
290 Triangle t = m_triangles[i];
291 result[3 * i + 0] = m_vertices[t.v1];
292 result[3 * i + 1] = m_vertices[t.v2];
293 result[3 * i + 2] = m_vertices[t.v3];
294 }
295 return result;
296 }
297
298 /// <summary>
299 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
300 /// </summary>
301 /// <returns></returns>
302 public int[] getIndexListAsIntLocked()
303 {
304 if (m_pinnedIndex.IsAllocated)
305 return (int[])(m_pinnedIndex.Target);
306
307 int[] result = getIndexListAsInt();
308 m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
309 // Inform the garbage collector of this unmanaged allocation so it can schedule
310 // the next GC round more intelligently
311 GC.AddMemoryPressure(Buffer.ByteLength(result));
312
313 return result;
314 }
315
316 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
317 {
318 // If there isn't an unmanaged array allocated yet, do it now
319 if (m_indicesPtr == IntPtr.Zero)
320 {
321 int[] indexList = getIndexListAsInt();
322 m_indexCount = indexList.Length;
323 int byteCount = m_indexCount * sizeof(int);
324 m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
325 System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
326 }
327 // A triangle is 3 ints (indices)
328 triStride = 3 * sizeof(int);
329 indices = m_indicesPtr;
330 indexCount = m_indexCount;
331 }
332
333 public void releasePinned()
334 {
335 if (m_pinnedVertexes.IsAllocated)
336 m_pinnedVertexes.Free();
337 if (m_pinnedIndex.IsAllocated)
338 m_pinnedIndex.Free();
339 if (m_verticesPtr != IntPtr.Zero)
340 {
341 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
342 m_verticesPtr = IntPtr.Zero;
343 }
344 if (m_indicesPtr != IntPtr.Zero)
345 {
346 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
347 m_indicesPtr = IntPtr.Zero;
348 }
349 }
350
351 /// <summary>
352 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
353 /// </summary>
354 public void releaseSourceMeshData()
355 {
356 m_triangles = null;
357 m_vertices = null;
358 }
359
360 public void Append(IMesh newMesh)
361 {
362 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
363 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
364
365 if (!(newMesh is Mesh))
366 return;
367
368 foreach (Triangle t in ((Mesh)newMesh).m_triangles)
369 Add(t);
370 }
371
372 // Do a linear transformation of mesh.
373 public void TransformLinear(float[,] matrix, float[] offset)
374 {
375 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
376 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
377
378 foreach (Vertex v in m_vertices.Keys)
379 {
380 if (v == null)
381 continue;
382 float x, y, z;
383 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
384 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
385 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
386 v.X = x + offset[0];
387 v.Y = y + offset[1];
388 v.Z = z + offset[2];
389 }
390 }
391
392 public void DumpRaw(String path, String name, String title)
393 {
394 if (path == null)
395 return;
396 String fileName = name + "_" + title + ".raw";
397 String completePath = System.IO.Path.Combine(path, fileName);
398 StreamWriter sw = new StreamWriter(completePath);
399 foreach (Triangle t in m_triangles)
400 {
401 String s = t.ToStringRaw();
402 sw.WriteLine(s);
403 }
404 sw.Close();
405 }
406
407 public void TrimExcess()
408 {
409 m_triangles.TrimExcess();
410 }
411 }
412}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..4c40175
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,1187 @@
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// private Dictionary<ulong, Mesh> m_uniqueReleasedMeshes = new Dictionary<ulong, Mesh>();
87 private Dictionary<AMeshKey, Mesh> m_uniqueMeshes = new Dictionary<AMeshKey, Mesh>();
88 private Dictionary<AMeshKey, Mesh> m_uniqueReleasedMeshes = new Dictionary<AMeshKey, Mesh>();
89
90 public Meshmerizer(IConfigSource config)
91 {
92 IConfig start_config = config.Configs["Startup"];
93 IConfig mesh_config = config.Configs["Mesh"];
94
95 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
96
97 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
98
99 if (Environment.OSVersion.Platform == PlatformID.Unix)
100 {
101 cacheSculptAlphaMaps = false;
102 }
103 else
104 cacheSculptAlphaMaps = cacheSculptMaps;
105
106 if(mesh_config != null)
107 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
108
109 try
110 {
111 if (!Directory.Exists(decodedSculptMapPath))
112 Directory.CreateDirectory(decodedSculptMapPath);
113 }
114 catch (Exception e)
115 {
116 m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
117 }
118 }
119
120 /// <summary>
121 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
122 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
123 /// for some reason
124 /// </summary>
125 /// <param name="minX"></param>
126 /// <param name="maxX"></param>
127 /// <param name="minY"></param>
128 /// <param name="maxY"></param>
129 /// <param name="minZ"></param>
130 /// <param name="maxZ"></param>
131 /// <returns></returns>
132 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
133 {
134 Mesh box = new Mesh();
135 List<Vertex> vertices = new List<Vertex>();
136 // bottom
137
138 vertices.Add(new Vertex(minX, maxY, minZ));
139 vertices.Add(new Vertex(maxX, maxY, minZ));
140 vertices.Add(new Vertex(maxX, minY, minZ));
141 vertices.Add(new Vertex(minX, minY, minZ));
142
143 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
144 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
145
146 // top
147
148 vertices.Add(new Vertex(maxX, maxY, maxZ));
149 vertices.Add(new Vertex(minX, maxY, maxZ));
150 vertices.Add(new Vertex(minX, minY, maxZ));
151 vertices.Add(new Vertex(maxX, minY, maxZ));
152
153 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
154 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
155
156 // sides
157
158 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
159 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
160
161 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
162 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
163
164 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
165 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
166
167 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
168 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
169
170 return box;
171 }
172
173 /// <summary>
174 /// Creates a simple bounding box mesh for a complex input mesh
175 /// </summary>
176 /// <param name="meshIn"></param>
177 /// <returns></returns>
178 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
179 {
180 float minX = float.MaxValue;
181 float maxX = float.MinValue;
182 float minY = float.MaxValue;
183 float maxY = float.MinValue;
184 float minZ = float.MaxValue;
185 float maxZ = float.MinValue;
186
187 foreach (Vector3 v in meshIn.getVertexList())
188 {
189 if (v.X < minX) minX = v.X;
190 if (v.Y < minY) minY = v.Y;
191 if (v.Z < minZ) minZ = v.Z;
192
193 if (v.X > maxX) maxX = v.X;
194 if (v.Y > maxY) maxY = v.Y;
195 if (v.Z > maxZ) maxZ = v.Z;
196 }
197
198 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
199 }
200
201 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
202 {
203 m_log.Error(message);
204 m_log.Error("\nPrim Name: " + primName);
205 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
206 }
207
208 /// <summary>
209 /// Add a submesh to an existing list of coords and faces.
210 /// </summary>
211 /// <param name="subMeshData"></param>
212 /// <param name="size">Size of entire object</param>
213 /// <param name="coords"></param>
214 /// <param name="faces"></param>
215 private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
216 {
217 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
218
219 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
220 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
221 // geometry for this submesh.
222 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
223 return;
224
225 OpenMetaverse.Vector3 posMax;
226 OpenMetaverse.Vector3 posMin;
227 if (subMeshData.ContainsKey("PositionDomain"))
228 {
229 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
230 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
231 }
232 else
233 {
234 posMax = new Vector3(0.5f, 0.5f, 0.5f);
235 posMin = new Vector3(-0.5f, -0.5f, -0.5f);
236 }
237
238 ushort faceIndexOffset = (ushort)coords.Count;
239
240 byte[] posBytes = subMeshData["Position"].AsBinary();
241 for (int i = 0; i < posBytes.Length; i += 6)
242 {
243 ushort uX = Utils.BytesToUInt16(posBytes, i);
244 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
245 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
246
247 Coord c = new Coord(
248 Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
249 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
250 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
251
252 coords.Add(c);
253 }
254
255 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
256 for (int i = 0; i < triangleBytes.Length; i += 6)
257 {
258 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
259 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
260 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
261 Face f = new Face(v1, v2, v3);
262 faces.Add(f);
263 }
264 }
265
266 /// <summary>
267 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
268 /// </summary>
269 /// <param name="primName"></param>
270 /// <param name="primShape"></param>
271 /// <param name="size"></param>
272 /// <param name="lod"></param>
273 /// <returns></returns>
274 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool convex)
275 {
276// m_log.DebugFormat(
277// "[MESH]: Creating physics proxy for {0}, shape {1}",
278// primName, (OpenMetaverse.SculptType)primShape.SculptType);
279
280 List<Coord> coords;
281 List<Face> faces;
282
283 if (primShape.SculptEntry)
284 {
285 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
286 {
287 if (!useMeshiesPhysicsMesh)
288 return null;
289
290 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces, convex))
291 return null;
292 }
293 else
294 {
295 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
296 return null;
297 }
298 }
299 else
300 {
301 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
302 return null;
303 }
304
305 primShape.SculptData = Utils.EmptyBytes;
306
307 int numCoords = coords.Count;
308 int numFaces = faces.Count;
309
310 Mesh mesh = new Mesh();
311 // Add the corresponding triangles to the mesh
312 for (int i = 0; i < numFaces; i++)
313 {
314 Face f = faces[i];
315 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
316 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
317 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
318 }
319
320 coords.Clear();
321 faces.Clear();
322
323 return mesh;
324 }
325
326 /// <summary>
327 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
328 /// </summary>
329 /// <param name="primName"></param>
330 /// <param name="primShape"></param>
331 /// <param name="size"></param>
332 /// <param name="coords">Coords are added to this list by the method.</param>
333 /// <param name="faces">Faces are added to this list by the method.</param>
334 /// <returns>true if coords and faces were successfully generated, false if not</returns>
335 private bool GenerateCoordsAndFacesFromPrimMeshData(
336 string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces, bool convex)
337 {
338// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
339
340 bool usemesh = false;
341
342 coords = new List<Coord>();
343 faces = new List<Face>();
344 OSD meshOsd = null;
345
346 if (primShape.SculptData.Length <= 0)
347 {
348 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
349 return false;
350 }
351
352 long start = 0;
353 using (MemoryStream data = new MemoryStream(primShape.SculptData))
354 {
355 try
356 {
357 OSD osd = OSDParser.DeserializeLLSDBinary(data);
358 if (osd is OSDMap)
359 meshOsd = (OSDMap)osd;
360 else
361 {
362 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
363 return false;
364 }
365 }
366 catch (Exception e)
367 {
368 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
369 }
370
371 start = data.Position;
372 }
373
374 if (meshOsd is OSDMap)
375 {
376 OSDMap physicsParms = null;
377 OSDMap map = (OSDMap)meshOsd;
378
379 if (!convex)
380 {
381 if (map.ContainsKey("physics_shape"))
382 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
383 else if (map.ContainsKey("physics_mesh"))
384 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
385
386 if (physicsParms != null)
387 usemesh = true;
388 }
389
390 if(!usemesh && (map.ContainsKey("physics_convex")))
391 physicsParms = (OSDMap)map["physics_convex"];
392
393
394 if (physicsParms == null)
395 {
396 m_log.Warn("[MESH]: unknown mesh type");
397 return false;
398 }
399
400 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
401 int physSize = physicsParms["size"].AsInteger();
402
403 if (physOffset < 0 || physSize == 0)
404 return false; // no mesh data in asset
405
406 OSD decodedMeshOsd = new OSD();
407 byte[] meshBytes = new byte[physSize];
408 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
409// byte[] decompressed = new byte[physSize * 5];
410 try
411 {
412 using (MemoryStream inMs = new MemoryStream(meshBytes))
413 {
414 using (MemoryStream outMs = new MemoryStream())
415 {
416 using (ZOutputStream zOut = new ZOutputStream(outMs))
417 {
418 byte[] readBuffer = new byte[2048];
419 int readLen = 0;
420 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
421 {
422 zOut.Write(readBuffer, 0, readLen);
423 }
424 zOut.Flush();
425 outMs.Seek(0, SeekOrigin.Begin);
426
427 byte[] decompressedBuf = outMs.GetBuffer();
428
429 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
430 }
431 }
432 }
433 }
434 catch (Exception e)
435 {
436 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
437 return false;
438 }
439
440 if (usemesh)
441 {
442 OSDArray decodedMeshOsdArray = null;
443
444 // physics_shape is an array of OSDMaps, one for each submesh
445 if (decodedMeshOsd is OSDArray)
446 {
447 // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
448
449 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
450 foreach (OSD subMeshOsd in decodedMeshOsdArray)
451 {
452 if (subMeshOsd is OSDMap)
453 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
454 }
455 }
456 }
457 else
458 {
459 OSDMap cmap = (OSDMap)decodedMeshOsd;
460 if (cmap == null)
461 return false;
462
463 byte[] data;
464
465 List<float3> vs = new List<float3>();
466 PHullResult hullr = new PHullResult();
467 float3 f3;
468 Coord c;
469 Face f;
470 Vector3 range;
471 Vector3 min;
472
473 const float invMaxU16 = 1.0f / 65535f;
474 int t1;
475 int t2;
476 int t3;
477 int i;
478 int nverts;
479 int nindexs;
480
481 if (cmap.ContainsKey("Max"))
482 range = cmap["Max"].AsVector3();
483 else
484 range = new Vector3(0.5f, 0.5f, 0.5f);
485
486 if (cmap.ContainsKey("Min"))
487 min = cmap["Min"].AsVector3();
488 else
489 min = new Vector3(-0.5f, -0.5f, -0.5f);
490
491 range = range - min;
492 range *= invMaxU16;
493
494 if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions"))
495 {
496 List<int> hsizes = new List<int>();
497 int totalpoints = 0;
498 data = cmap["HullList"].AsBinary();
499 for (i = 0; i < data.Length; i++)
500 {
501 t1 = data[i];
502 if (t1 == 0)
503 t1 = 256;
504 totalpoints += t1;
505 hsizes.Add(t1);
506 }
507
508 data = cmap["Positions"].AsBinary();
509 int ptr = 0;
510 int vertsoffset = 0;
511
512 if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point
513 {
514 foreach (int hullsize in hsizes)
515 {
516 for (i = 0; i < hullsize; i++ )
517 {
518 t1 = data[ptr++];
519 t1 += data[ptr++] << 8;
520 t2 = data[ptr++];
521 t2 += data[ptr++] << 8;
522 t3 = data[ptr++];
523 t3 += data[ptr++] << 8;
524
525 f3 = new float3((t1 * range.X + min.X) * size.X,
526 (t2 * range.Y + min.Y) * size.Y,
527 (t3 * range.Z + min.Z) * size.Z);
528 vs.Add(f3);
529 }
530
531 if(hullsize <3)
532 {
533 vs.Clear();
534 continue;
535 }
536
537 if (hullsize <5)
538 {
539 foreach (float3 point in vs)
540 {
541 c.X = point.x;
542 c.Y = point.y;
543 c.Z = point.z;
544 coords.Add(c);
545 }
546 f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2);
547 faces.Add(f);
548
549 if (hullsize == 4)
550 {
551 // not sure about orientation..
552 f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3);
553 faces.Add(f);
554 f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1);
555 faces.Add(f);
556 f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1);
557 faces.Add(f);
558 }
559 vertsoffset += vs.Count;
560 vs.Clear();
561 continue;
562 }
563
564 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
565 {
566 vs.Clear();
567 continue;
568 }
569
570 nverts = hullr.Vertices.Count;
571 nindexs = hullr.Indices.Count;
572
573 if (nindexs % 3 != 0)
574 {
575 vs.Clear();
576 continue;
577 }
578
579 for (i = 0; i < nverts; i++)
580 {
581 c.X = hullr.Vertices[i].x;
582 c.Y = hullr.Vertices[i].y;
583 c.Z = hullr.Vertices[i].z;
584 coords.Add(c);
585 }
586
587 for (i = 0; i < nindexs; i += 3)
588 {
589 t1 = hullr.Indices[i];
590 if (t1 > nverts)
591 break;
592 t2 = hullr.Indices[i + 1];
593 if (t2 > nverts)
594 break;
595 t3 = hullr.Indices[i + 2];
596 if (t3 > nverts)
597 break;
598 f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3);
599 faces.Add(f);
600 }
601 vertsoffset += nverts;
602 vs.Clear();
603 }
604 }
605 if (coords.Count > 0 && faces.Count > 0)
606 return true;
607 }
608
609 vs.Clear();
610
611 if (cmap.ContainsKey("BoundingVerts"))
612 {
613 data = cmap["BoundingVerts"].AsBinary();
614
615 for (i = 0; i < data.Length; )
616 {
617 t1 = data[i++];
618 t1 += data[i++] << 8;
619 t2 = data[i++];
620 t2 += data[i++] << 8;
621 t3 = data[i++];
622 t3 += data[i++] << 8;
623
624 f3 = new float3((t1 * range.X + min.X) * size.X,
625 (t2 * range.Y + min.Y) * size.Y,
626 (t3 * range.Z + min.Z) * size.Z);
627 vs.Add(f3);
628 }
629
630 if (vs.Count < 3)
631 {
632 vs.Clear();
633 return false;
634 }
635
636 if (vs.Count < 5)
637 {
638 foreach (float3 point in vs)
639 {
640 c.X = point.x;
641 c.Y = point.y;
642 c.Z = point.z;
643 coords.Add(c);
644 }
645 f = new Face(0, 1, 2);
646 faces.Add(f);
647
648 if (vs.Count == 4)
649 {
650 f = new Face(0, 2, 3);
651 faces.Add(f);
652 f = new Face(0, 3, 1);
653 faces.Add(f);
654 f = new Face( 3, 2, 1);
655 faces.Add(f);
656 }
657 vs.Clear();
658 return true;
659 }
660
661 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
662 return false;
663
664 nverts = hullr.Vertices.Count;
665 nindexs = hullr.Indices.Count;
666
667 if (nindexs % 3 != 0)
668 return false;
669
670 for (i = 0; i < nverts; i++)
671 {
672 c.X = hullr.Vertices[i].x;
673 c.Y = hullr.Vertices[i].y;
674 c.Z = hullr.Vertices[i].z;
675 coords.Add(c);
676 }
677 for (i = 0; i < nindexs; i += 3)
678 {
679 t1 = hullr.Indices[i];
680 if (t1 > nverts)
681 break;
682 t2 = hullr.Indices[i + 1];
683 if (t2 > nverts)
684 break;
685 t3 = hullr.Indices[i + 2];
686 if (t3 > nverts)
687 break;
688 f = new Face(t1, t2, t3);
689 faces.Add(f);
690 }
691
692 if (coords.Count > 0 && faces.Count > 0)
693 return true;
694 }
695 else
696 return false;
697 }
698 }
699
700 return true;
701 }
702
703 /// <summary>
704 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
705 /// </summary>
706 /// <param name="primName"></param>
707 /// <param name="primShape"></param>
708 /// <param name="size"></param>
709 /// <param name="lod"></param>
710 /// <param name="coords">Coords are added to this list by the method.</param>
711 /// <param name="faces">Faces are added to this list by the method.</param>
712 /// <returns>true if coords and faces were successfully generated, false if not</returns>
713 private bool GenerateCoordsAndFacesFromPrimSculptData(
714 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
715 {
716 coords = new List<Coord>();
717 faces = new List<Face>();
718 PrimMesher.SculptMesh sculptMesh;
719 Image idata = null;
720 string decodedSculptFileName = "";
721
722 if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
723 {
724 decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
725 try
726 {
727 if (File.Exists(decodedSculptFileName))
728 {
729 idata = Image.FromFile(decodedSculptFileName);
730 }
731 }
732 catch (Exception e)
733 {
734 m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
735
736 }
737 //if (idata != null)
738 // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
739 }
740
741 if (idata == null)
742 {
743 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
744 return false;
745
746 try
747 {
748 OpenMetaverse.Imaging.ManagedImage unusedData;
749 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
750
751 if (idata == null)
752 {
753 // In some cases it seems that the decode can return a null bitmap without throwing
754 // an exception
755 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
756
757 return false;
758 }
759
760 unusedData = null;
761
762 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
763
764 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
765 // don't cache images with alpha channel in linux since mono can't load them correctly)
766 {
767 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
768 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
769 }
770 }
771 catch (DllNotFoundException)
772 {
773 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!");
774 return false;
775 }
776 catch (IndexOutOfRangeException)
777 {
778 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
779 return false;
780 }
781 catch (Exception ex)
782 {
783 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
784 return false;
785 }
786 }
787
788 PrimMesher.SculptMesh.SculptType sculptType;
789 // remove mirror and invert bits
790 OpenMetaverse.SculptType pbsSculptType = ((OpenMetaverse.SculptType)(primShape.SculptType & 0x3f));
791 switch (pbsSculptType)
792 {
793 case OpenMetaverse.SculptType.Cylinder:
794 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
795 break;
796 case OpenMetaverse.SculptType.Plane:
797 sculptType = PrimMesher.SculptMesh.SculptType.plane;
798 break;
799 case OpenMetaverse.SculptType.Torus:
800 sculptType = PrimMesher.SculptMesh.SculptType.torus;
801 break;
802 case OpenMetaverse.SculptType.Sphere:
803 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
804 break;
805 default:
806 sculptType = PrimMesher.SculptMesh.SculptType.plane;
807 break;
808 }
809
810 bool mirror = ((primShape.SculptType & 128) != 0);
811 bool invert = ((primShape.SculptType & 64) != 0);
812
813 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, mirror, invert);
814
815 idata.Dispose();
816
817 sculptMesh.DumpRaw(baseDir, primName, "primMesh");
818
819 sculptMesh.Scale(size.X, size.Y, size.Z);
820
821 coords = sculptMesh.coords;
822 faces = sculptMesh.faces;
823
824 return true;
825 }
826
827 /// <summary>
828 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
829 /// </summary>
830 /// <param name="primName"></param>
831 /// <param name="primShape"></param>
832 /// <param name="size"></param>
833 /// <param name="coords">Coords are added to this list by the method.</param>
834 /// <param name="faces">Faces are added to this list by the method.</param>
835 /// <returns>true if coords and faces were successfully generated, false if not</returns>
836 private bool GenerateCoordsAndFacesFromPrimShapeData(
837 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
838 {
839 PrimMesh primMesh;
840 coords = new List<Coord>();
841 faces = new List<Face>();
842
843 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
844 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
845 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
846 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
847 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
848 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
849
850 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
851 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
852 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
853 if (profileHollow > 0.95f)
854 profileHollow = 0.95f;
855
856 int sides = 4;
857 LevelOfDetail iLOD = (LevelOfDetail)lod;
858 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
859 sides = 3;
860 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
861 {
862 switch (iLOD)
863 {
864 case LevelOfDetail.High: sides = 24; break;
865 case LevelOfDetail.Medium: sides = 12; break;
866 case LevelOfDetail.Low: sides = 6; break;
867 case LevelOfDetail.VeryLow: sides = 3; break;
868 default: sides = 24; break;
869 }
870 }
871 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
872 { // half circle, prim is a sphere
873 switch (iLOD)
874 {
875 case LevelOfDetail.High: sides = 24; break;
876 case LevelOfDetail.Medium: sides = 12; break;
877 case LevelOfDetail.Low: sides = 6; break;
878 case LevelOfDetail.VeryLow: sides = 3; break;
879 default: sides = 24; break;
880 }
881
882 profileBegin = 0.5f * profileBegin + 0.5f;
883 profileEnd = 0.5f * profileEnd + 0.5f;
884 }
885
886 int hollowSides = sides;
887 if (primShape.HollowShape == HollowShape.Circle)
888 {
889 switch (iLOD)
890 {
891 case LevelOfDetail.High: hollowSides = 24; break;
892 case LevelOfDetail.Medium: hollowSides = 12; break;
893 case LevelOfDetail.Low: hollowSides = 6; break;
894 case LevelOfDetail.VeryLow: hollowSides = 3; break;
895 default: hollowSides = 24; break;
896 }
897 }
898 else if (primShape.HollowShape == HollowShape.Square)
899 hollowSides = 4;
900 else if (primShape.HollowShape == HollowShape.Triangle)
901 hollowSides = 3;
902
903 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
904
905 if (primMesh.errorMessage != null)
906 if (primMesh.errorMessage.Length > 0)
907 m_log.Error("[ERROR] " + primMesh.errorMessage);
908
909 primMesh.topShearX = pathShearX;
910 primMesh.topShearY = pathShearY;
911 primMesh.pathCutBegin = pathBegin;
912 primMesh.pathCutEnd = pathEnd;
913
914 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
915 {
916 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
917 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
918 primMesh.taperX = pathScaleX;
919 primMesh.taperY = pathScaleY;
920
921 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
922 {
923 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
924 if (profileBegin < 0.0f) profileBegin = 0.0f;
925 if (profileEnd > 1.0f) profileEnd = 1.0f;
926 }
927#if SPAM
928 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
929#endif
930 try
931 {
932 primMesh.ExtrudeLinear();
933 }
934 catch (Exception ex)
935 {
936 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
937 return false;
938 }
939 }
940 else
941 {
942 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
943 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
944 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
945 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
946 primMesh.skew = 0.01f * primShape.PathSkew;
947 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
948 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
949 primMesh.taperX = primShape.PathTaperX * 0.01f;
950 primMesh.taperY = primShape.PathTaperY * 0.01f;
951
952 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
953 {
954 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
955 if (profileBegin < 0.0f) profileBegin = 0.0f;
956 if (profileEnd > 1.0f) profileEnd = 1.0f;
957 }
958#if SPAM
959 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
960#endif
961 try
962 {
963 primMesh.ExtrudeCircular();
964 }
965 catch (Exception ex)
966 {
967 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
968 return false;
969 }
970 }
971
972 primMesh.DumpRaw(baseDir, primName, "primMesh");
973
974 primMesh.Scale(size.X, size.Y, size.Z);
975
976 coords = primMesh.coords;
977 faces = primMesh.faces;
978
979 return true;
980 }
981
982 public AMeshKey GetMeshUniqueKey(PrimitiveBaseShape primShape, Vector3 size, byte lod, bool convex)
983 {
984 AMeshKey key = new AMeshKey();
985 Byte[] someBytes;
986
987 key.hashB = 5181;
988 ulong hash = 5381;
989
990 if (primShape.SculptEntry)
991 {
992 key.uuid = primShape.SculptTexture;
993 key.hashB = mdjb2(key.hashB, primShape.SculptType);
994 }
995 else
996 {
997 hash = mdjb2(hash, primShape.PathCurve);
998 hash = mdjb2(hash, (byte)primShape.HollowShape);
999 hash = mdjb2(hash, (byte)primShape.ProfileShape);
1000 hash = mdjb2(hash, primShape.PathBegin);
1001 hash = mdjb2(hash, primShape.PathEnd);
1002 hash = mdjb2(hash, primShape.PathScaleX);
1003 hash = mdjb2(hash, primShape.PathScaleY);
1004 hash = mdjb2(hash, primShape.PathShearX);
1005 hash = mdjb2(hash, primShape.PathShearY);
1006 hash = mdjb2(hash, (byte)primShape.PathTwist);
1007 hash = mdjb2(hash, (byte)primShape.PathTwistBegin);
1008 hash = mdjb2(hash, (byte)primShape.PathRadiusOffset);
1009 hash = mdjb2(hash, (byte)primShape.PathTaperX);
1010 hash = mdjb2(hash, (byte)primShape.PathTaperY);
1011 hash = mdjb2(hash, primShape.PathRevolutions);
1012 hash = mdjb2(hash, (byte)primShape.PathSkew);
1013 hash = mdjb2(hash, primShape.ProfileBegin);
1014 hash = mdjb2(hash, primShape.ProfileEnd);
1015 hash = mdjb2(hash, primShape.ProfileHollow);
1016 key.hashA = hash;
1017 }
1018
1019 hash = key.hashB;
1020
1021 someBytes = size.GetBytes();
1022 for (int i = 0; i < someBytes.Length; i++)
1023 hash = mdjb2(hash, someBytes[i]);
1024
1025 hash = mdjb2(hash, lod);
1026
1027 hash &= 0x3fffffffffffffff;
1028
1029 if (convex)
1030 hash |= 0x4000000000000000;
1031
1032 if (primShape.SculptEntry)
1033 hash |= 0x8000000000000000;
1034
1035 key.hashB = hash;
1036
1037 return key;
1038 }
1039
1040 private ulong mdjb2(ulong hash, byte c)
1041 {
1042 return ((hash << 5) + hash) + (ulong)c;
1043 }
1044
1045 private ulong mdjb2(ulong hash, ushort c)
1046 {
1047 hash = ((hash << 5) + hash) + (ulong)((byte)c);
1048 return ((hash << 5) + hash) + (ulong)(c >> 8);
1049 }
1050
1051
1052 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
1053 {
1054 return CreateMesh(primName, primShape, size, lod, false,false);
1055 }
1056
1057 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
1058 {
1059 return CreateMesh(primName, primShape, size, lod, false,false);
1060 }
1061
1062 private static Vector3 m_MeshUnitSize = new Vector3(0.5f, 0.5f, 0.5f);
1063
1064 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
1065 {
1066#if SPAM
1067 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
1068#endif
1069
1070 Mesh mesh = null;
1071// ulong key = 0;
1072
1073
1074 if (size.X < 0.01f) size.X = 0.01f;
1075 if (size.Y < 0.01f) size.Y = 0.01f;
1076 if (size.Z < 0.01f) size.Z = 0.01f;
1077
1078 // try to find a identical mesh on meshs in use
1079// key = primShape.GetMeshKey(size, lod, convex);
1080 AMeshKey key = GetMeshUniqueKey(primShape,size,(byte)lod, convex);
1081
1082 lock (m_uniqueMeshes)
1083 {
1084 m_uniqueMeshes.TryGetValue(key, out mesh);
1085
1086 if (mesh != null)
1087 {
1088 mesh.RefCount++;
1089 return mesh;
1090 }
1091 }
1092
1093 // try to find a identical mesh on meshs recently released
1094 lock (m_uniqueReleasedMeshes)
1095 {
1096 m_uniqueReleasedMeshes.TryGetValue(key, out mesh);
1097 if (mesh != null)
1098 {
1099 m_uniqueReleasedMeshes.Remove(key);
1100 lock (m_uniqueMeshes)
1101 m_uniqueMeshes.Add(key, mesh);
1102 mesh.RefCount = 1;
1103 return mesh;
1104 }
1105 }
1106
1107 mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod,convex);
1108
1109 if (mesh != null)
1110 {
1111 if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
1112 {
1113#if SPAM
1114 m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
1115 minSizeForComplexMesh.ToString() + " - creating simple bounding box");
1116#endif
1117 mesh = CreateBoundingBoxMesh(mesh);
1118 mesh.DumpRaw(baseDir, primName, "Z extruded");
1119 }
1120
1121 // trim the vertex and triangle lists to free up memory
1122 mesh.TrimExcess();
1123 mesh.Key = key;
1124 mesh.RefCount = 1;
1125
1126 lock(m_uniqueMeshes)
1127 m_uniqueMeshes.Add(key, mesh);
1128 }
1129
1130 return mesh;
1131 }
1132
1133 public void ReleaseMesh(IMesh imesh)
1134 {
1135 if (imesh == null)
1136 return;
1137
1138 Mesh mesh = (Mesh)imesh;
1139
1140 int curRefCount = mesh.RefCount;
1141 curRefCount--;
1142
1143 if (curRefCount > 0)
1144 {
1145 mesh.RefCount = curRefCount;
1146 return;
1147 }
1148
1149 lock (m_uniqueMeshes)
1150 {
1151 mesh.RefCount = 0;
1152 m_uniqueMeshes.Remove(mesh.Key);
1153 lock (m_uniqueReleasedMeshes)
1154 m_uniqueReleasedMeshes.Add(mesh.Key, mesh);
1155 }
1156 }
1157
1158 public void ExpireReleaseMeshs()
1159 {
1160 if (m_uniqueReleasedMeshes.Count == 0)
1161 return;
1162
1163 List<Mesh> meshstodelete = new List<Mesh>();
1164 int refcntr;
1165
1166 lock (m_uniqueReleasedMeshes)
1167 {
1168 foreach (Mesh m in m_uniqueReleasedMeshes.Values)
1169 {
1170 refcntr = m.RefCount;
1171 refcntr--;
1172 if (refcntr > -6)
1173 m.RefCount = refcntr;
1174 else
1175 meshstodelete.Add(m);
1176 }
1177
1178 foreach (Mesh m in meshstodelete)
1179 {
1180 m_uniqueReleasedMeshes.Remove(m.Key);
1181 m.releaseSourceMeshData();
1182 m.releasePinned();
1183 }
1184 }
1185 }
1186 }
1187}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..4049ee1
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
@@ -0,0 +1,2324 @@
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 public UVCoord Flip()
241 {
242 this.U = 1.0f - this.U;
243 this.V = 1.0f - this.V;
244 return this;
245 }
246 }
247
248 public struct Face
249 {
250 public int primFace;
251
252 // vertices
253 public int v1;
254 public int v2;
255 public int v3;
256
257 //normals
258 public int n1;
259 public int n2;
260 public int n3;
261
262 // uvs
263 public int uv1;
264 public int uv2;
265 public int uv3;
266
267 public Face(int v1, int v2, int v3)
268 {
269 primFace = 0;
270
271 this.v1 = v1;
272 this.v2 = v2;
273 this.v3 = v3;
274
275 this.n1 = 0;
276 this.n2 = 0;
277 this.n3 = 0;
278
279 this.uv1 = 0;
280 this.uv2 = 0;
281 this.uv3 = 0;
282
283 }
284
285 public Face(int v1, int v2, int v3, int n1, int n2, int n3)
286 {
287 primFace = 0;
288
289 this.v1 = v1;
290 this.v2 = v2;
291 this.v3 = v3;
292
293 this.n1 = n1;
294 this.n2 = n2;
295 this.n3 = n3;
296
297 this.uv1 = 0;
298 this.uv2 = 0;
299 this.uv3 = 0;
300 }
301
302 public Coord SurfaceNormal(List<Coord> coordList)
303 {
304 Coord c1 = coordList[this.v1];
305 Coord c2 = coordList[this.v2];
306 Coord c3 = coordList[this.v3];
307
308 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
309 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
310
311 return Coord.Cross(edge1, edge2).Normalize();
312 }
313 }
314
315 public struct ViewerFace
316 {
317 public int primFaceNumber;
318
319 public Coord v1;
320 public Coord v2;
321 public Coord v3;
322
323 public int coordIndex1;
324 public int coordIndex2;
325 public int coordIndex3;
326
327 public Coord n1;
328 public Coord n2;
329 public Coord n3;
330
331 public UVCoord uv1;
332 public UVCoord uv2;
333 public UVCoord uv3;
334
335 public ViewerFace(int primFaceNumber)
336 {
337 this.primFaceNumber = primFaceNumber;
338
339 this.v1 = new Coord();
340 this.v2 = new Coord();
341 this.v3 = new Coord();
342
343 this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
344
345 this.n1 = new Coord();
346 this.n2 = new Coord();
347 this.n3 = new Coord();
348
349 this.uv1 = new UVCoord();
350 this.uv2 = new UVCoord();
351 this.uv3 = new UVCoord();
352 }
353
354 public void Scale(float x, float y, float z)
355 {
356 this.v1.X *= x;
357 this.v1.Y *= y;
358 this.v1.Z *= z;
359
360 this.v2.X *= x;
361 this.v2.Y *= y;
362 this.v2.Z *= z;
363
364 this.v3.X *= x;
365 this.v3.Y *= y;
366 this.v3.Z *= z;
367 }
368
369 public void AddPos(float x, float y, float z)
370 {
371 this.v1.X += x;
372 this.v2.X += x;
373 this.v3.X += x;
374
375 this.v1.Y += y;
376 this.v2.Y += y;
377 this.v3.Y += y;
378
379 this.v1.Z += z;
380 this.v2.Z += z;
381 this.v3.Z += z;
382 }
383
384 public void AddRot(Quat q)
385 {
386 this.v1 *= q;
387 this.v2 *= q;
388 this.v3 *= q;
389
390 this.n1 *= q;
391 this.n2 *= q;
392 this.n3 *= q;
393 }
394
395 public void CalcSurfaceNormal()
396 {
397
398 Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
399 Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
400
401 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
402 }
403 }
404
405 internal struct Angle
406 {
407 internal float angle;
408 internal float X;
409 internal float Y;
410
411 internal Angle(float angle, float x, float y)
412 {
413 this.angle = angle;
414 this.X = x;
415 this.Y = y;
416 }
417 }
418
419 internal class AngleList
420 {
421 private float iX, iY; // intersection point
422
423 private static Angle[] angles3 =
424 {
425 new Angle(0.0f, 1.0f, 0.0f),
426 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
427 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
428 new Angle(1.0f, 1.0f, 0.0f)
429 };
430
431 private static Coord[] normals3 =
432 {
433 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
434 new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
435 new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
436 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
437 };
438
439 private static Angle[] angles4 =
440 {
441 new Angle(0.0f, 1.0f, 0.0f),
442 new Angle(0.25f, 0.0f, 1.0f),
443 new Angle(0.5f, -1.0f, 0.0f),
444 new Angle(0.75f, 0.0f, -1.0f),
445 new Angle(1.0f, 1.0f, 0.0f)
446 };
447
448 private static Coord[] normals4 =
449 {
450 new Coord(0.5f, 0.5f, 0.0f).Normalize(),
451 new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
452 new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
453 new Coord(0.5f, -0.5f, 0.0f).Normalize(),
454 new Coord(0.5f, 0.5f, 0.0f).Normalize()
455 };
456
457 private static Angle[] angles24 =
458 {
459 new Angle(0.0f, 1.0f, 0.0f),
460 new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
461 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
462 new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
463 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
464 new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
465 new Angle(0.25f, 0.0f, 1.0f),
466 new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
467 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
468 new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
469 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
470 new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
471 new Angle(0.5f, -1.0f, 0.0f),
472 new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
473 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
474 new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
475 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
476 new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
477 new Angle(0.75f, 0.0f, -1.0f),
478 new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
479 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
480 new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
481 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
482 new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
483 new Angle(1.0f, 1.0f, 0.0f)
484 };
485
486 private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
487 {
488 float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
489 return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
490 }
491
492 private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
493 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
494 double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
495 double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
496
497 if (denom != 0.0)
498 {
499 double ua = uaNumerator / denom;
500 iX = (float)(x1 + ua * (x2 - x1));
501 iY = (float)(y1 + ua * (y2 - y1));
502 }
503 }
504
505 internal List<Angle> angles;
506 internal List<Coord> normals;
507
508 internal void makeAngles(int sides, float startAngle, float stopAngle)
509 {
510 angles = new List<Angle>();
511 normals = new List<Coord>();
512
513 double twoPi = System.Math.PI * 2.0;
514 float twoPiInv = 1.0f / (float)twoPi;
515
516 if (sides < 1)
517 throw new Exception("number of sides not greater than zero");
518 if (stopAngle <= startAngle)
519 throw new Exception("stopAngle not greater than startAngle");
520
521 if ((sides == 3 || sides == 4 || sides == 24))
522 {
523 startAngle *= twoPiInv;
524 stopAngle *= twoPiInv;
525
526 Angle[] sourceAngles;
527 if (sides == 3)
528 sourceAngles = angles3;
529 else if (sides == 4)
530 sourceAngles = angles4;
531 else sourceAngles = angles24;
532
533 int startAngleIndex = (int)(startAngle * sides);
534 int endAngleIndex = sourceAngles.Length - 1;
535 if (stopAngle < 1.0f)
536 endAngleIndex = (int)(stopAngle * sides) + 1;
537 if (endAngleIndex == startAngleIndex)
538 endAngleIndex++;
539
540 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
541 {
542 angles.Add(sourceAngles[angleIndex]);
543 if (sides == 3)
544 normals.Add(normals3[angleIndex]);
545 else if (sides == 4)
546 normals.Add(normals4[angleIndex]);
547 }
548
549 if (startAngle > 0.0f)
550 angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
551
552 if (stopAngle < 1.0f)
553 {
554 int lastAngleIndex = angles.Count - 1;
555 angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
556 }
557 }
558 else
559 {
560 double stepSize = twoPi / sides;
561
562 int startStep = (int)(startAngle / stepSize);
563 double angle = stepSize * startStep;
564 int step = startStep;
565 double stopAngleTest = stopAngle;
566 if (stopAngle < twoPi)
567 {
568 stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
569 if (stopAngleTest < stopAngle)
570 stopAngleTest += stepSize;
571 if (stopAngleTest > twoPi)
572 stopAngleTest = twoPi;
573 }
574
575 while (angle <= stopAngleTest)
576 {
577 Angle newAngle;
578 newAngle.angle = (float)angle;
579 newAngle.X = (float)System.Math.Cos(angle);
580 newAngle.Y = (float)System.Math.Sin(angle);
581 angles.Add(newAngle);
582 step += 1;
583 angle = stepSize * step;
584 }
585
586 if (startAngle > angles[0].angle)
587 {
588 Angle newAngle;
589 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));
590 newAngle.angle = startAngle;
591 newAngle.X = iX;
592 newAngle.Y = iY;
593 angles[0] = newAngle;
594 }
595
596 int index = angles.Count - 1;
597 if (stopAngle < angles[index].angle)
598 {
599 Angle newAngle;
600 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));
601 newAngle.angle = stopAngle;
602 newAngle.X = iX;
603 newAngle.Y = iY;
604 angles[index] = newAngle;
605 }
606 }
607 }
608 }
609
610 /// <summary>
611 /// generates a profile for extrusion
612 /// </summary>
613 public class Profile
614 {
615 private const float twoPi = 2.0f * (float)Math.PI;
616
617 public string errorMessage = null;
618
619 public List<Coord> coords;
620 public List<Face> faces;
621 public List<Coord> vertexNormals;
622 public List<float> us;
623 public List<UVCoord> faceUVs;
624 public List<int> faceNumbers;
625
626 // use these for making individual meshes for each prim face
627 public List<int> outerCoordIndices = null;
628 public List<int> hollowCoordIndices = null;
629 public List<int> cut1CoordIndices = null;
630 public List<int> cut2CoordIndices = null;
631
632 public Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
633 public Coord cutNormal1 = new Coord();
634 public Coord cutNormal2 = new Coord();
635
636 public int numOuterVerts = 0;
637 public int numHollowVerts = 0;
638
639 public int outerFaceNumber = -1;
640 public int hollowFaceNumber = -1;
641
642 public bool calcVertexNormals = false;
643 public int bottomFaceNumber = 0;
644 public int numPrimFaces = 0;
645
646 public Profile()
647 {
648 this.coords = new List<Coord>();
649 this.faces = new List<Face>();
650 this.vertexNormals = new List<Coord>();
651 this.us = new List<float>();
652 this.faceUVs = new List<UVCoord>();
653 this.faceNumbers = new List<int>();
654 }
655
656 public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
657 {
658 this.calcVertexNormals = calcVertexNormals;
659 this.coords = new List<Coord>();
660 this.faces = new List<Face>();
661 this.vertexNormals = new List<Coord>();
662 this.us = new List<float>();
663 this.faceUVs = new List<UVCoord>();
664 this.faceNumbers = new List<int>();
665
666 Coord center = new Coord(0.0f, 0.0f, 0.0f);
667
668 List<Coord> hollowCoords = new List<Coord>();
669 List<Coord> hollowNormals = new List<Coord>();
670 List<float> hollowUs = new List<float>();
671
672 if (calcVertexNormals)
673 {
674 this.outerCoordIndices = new List<int>();
675 this.hollowCoordIndices = new List<int>();
676 this.cut1CoordIndices = new List<int>();
677 this.cut2CoordIndices = new List<int>();
678 }
679
680 bool hasHollow = (hollow > 0.0f);
681
682 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
683
684 AngleList angles = new AngleList();
685 AngleList hollowAngles = new AngleList();
686
687 float xScale = 0.5f;
688 float yScale = 0.5f;
689 if (sides == 4) // corners of a square are sqrt(2) from center
690 {
691 xScale = 0.707107f;
692 yScale = 0.707107f;
693 }
694
695 float startAngle = profileStart * twoPi;
696 float stopAngle = profileEnd * twoPi;
697
698 try { angles.makeAngles(sides, startAngle, stopAngle); }
699 catch (Exception ex)
700 {
701
702 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
703 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
704
705 return;
706 }
707
708 this.numOuterVerts = angles.angles.Count;
709
710 // flag to create as few triangles as possible for 3 or 4 side profile
711 bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
712
713 if (hasHollow)
714 {
715 if (sides == hollowSides)
716 hollowAngles = angles;
717 else
718 {
719 try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
720 catch (Exception ex)
721 {
722 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
723 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
724
725 return;
726 }
727 }
728 this.numHollowVerts = hollowAngles.angles.Count;
729 }
730 else if (!simpleFace)
731 {
732 this.coords.Add(center);
733 if (this.calcVertexNormals)
734 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
735 this.us.Add(0.0f);
736 }
737
738 float z = 0.0f;
739
740 Angle angle;
741 Coord newVert = new Coord();
742 if (hasHollow && hollowSides != sides)
743 {
744 int numHollowAngles = hollowAngles.angles.Count;
745 for (int i = 0; i < numHollowAngles; i++)
746 {
747 angle = hollowAngles.angles[i];
748 newVert.X = hollow * xScale * angle.X;
749 newVert.Y = hollow * yScale * angle.Y;
750 newVert.Z = z;
751
752 hollowCoords.Add(newVert);
753 if (this.calcVertexNormals)
754 {
755 if (hollowSides < 5)
756 hollowNormals.Add(hollowAngles.normals[i].Invert());
757 else
758 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
759
760 if (hollowSides == 4)
761 hollowUs.Add(angle.angle * hollow * 0.707107f);
762 else
763 hollowUs.Add(angle.angle * hollow);
764 }
765 }
766 }
767
768 int index = 0;
769 int numAngles = angles.angles.Count;
770
771 for (int i = 0; i < numAngles; i++)
772 {
773 angle = angles.angles[i];
774 newVert.X = angle.X * xScale;
775 newVert.Y = angle.Y * yScale;
776 newVert.Z = z;
777 this.coords.Add(newVert);
778 if (this.calcVertexNormals)
779 {
780 this.outerCoordIndices.Add(this.coords.Count - 1);
781
782 if (sides < 5)
783 {
784 this.vertexNormals.Add(angles.normals[i]);
785 float u = angle.angle;
786 this.us.Add(u);
787 }
788 else
789 {
790 this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
791 this.us.Add(angle.angle);
792 }
793 }
794
795 if (hasHollow)
796 {
797 if (hollowSides == sides)
798 {
799 newVert.X *= hollow;
800 newVert.Y *= hollow;
801 newVert.Z = z;
802 hollowCoords.Add(newVert);
803 if (this.calcVertexNormals)
804 {
805 if (sides < 5)
806 {
807 hollowNormals.Add(angles.normals[i].Invert());
808 }
809
810 else
811 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
812
813 hollowUs.Add(angle.angle * hollow);
814 }
815 }
816 }
817 else if (!simpleFace && createFaces && angle.angle > 0.0001f)
818 {
819 Face newFace = new Face();
820 newFace.v1 = 0;
821 newFace.v2 = index;
822 newFace.v3 = index + 1;
823
824 this.faces.Add(newFace);
825 }
826 index += 1;
827 }
828
829 if (hasHollow)
830 {
831 hollowCoords.Reverse();
832 if (this.calcVertexNormals)
833 {
834 hollowNormals.Reverse();
835 hollowUs.Reverse();
836 }
837
838 if (createFaces)
839 {
840 int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
841
842 if (this.numOuterVerts == this.numHollowVerts)
843 {
844 Face newFace = new Face();
845
846 for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
847 {
848 newFace.v1 = coordIndex;
849 newFace.v2 = coordIndex + 1;
850 newFace.v3 = numTotalVerts - coordIndex - 1;
851 this.faces.Add(newFace);
852
853 newFace.v1 = coordIndex + 1;
854 newFace.v2 = numTotalVerts - coordIndex - 2;
855 newFace.v3 = numTotalVerts - coordIndex - 1;
856 this.faces.Add(newFace);
857 }
858 }
859 else
860 {
861 if (this.numOuterVerts < this.numHollowVerts)
862 {
863 Face newFace = new Face();
864 int j = 0; // j is the index for outer vertices
865 int maxJ = this.numOuterVerts - 1;
866 for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
867 {
868 if (j < maxJ)
869 if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
870 {
871 newFace.v1 = numTotalVerts - i - 1;
872 newFace.v2 = j;
873 newFace.v3 = j + 1;
874
875 this.faces.Add(newFace);
876 j += 1;
877 }
878
879 newFace.v1 = j;
880 newFace.v2 = numTotalVerts - i - 2;
881 newFace.v3 = numTotalVerts - i - 1;
882
883 this.faces.Add(newFace);
884 }
885 }
886 else // numHollowVerts < numOuterVerts
887 {
888 Face newFace = new Face();
889 int j = 0; // j is the index for inner vertices
890 int maxJ = this.numHollowVerts - 1;
891 for (int i = 0; i < this.numOuterVerts; i++)
892 {
893 if (j < maxJ)
894 if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
895 {
896 newFace.v1 = i;
897 newFace.v2 = numTotalVerts - j - 2;
898 newFace.v3 = numTotalVerts - j - 1;
899
900 this.faces.Add(newFace);
901 j += 1;
902 }
903
904 newFace.v1 = numTotalVerts - j - 1;
905 newFace.v2 = i;
906 newFace.v3 = i + 1;
907
908 this.faces.Add(newFace);
909 }
910 }
911 }
912 }
913
914 if (calcVertexNormals)
915 {
916 foreach (Coord hc in hollowCoords)
917 {
918 this.coords.Add(hc);
919 hollowCoordIndices.Add(this.coords.Count - 1);
920 }
921 }
922 else
923 this.coords.AddRange(hollowCoords);
924
925 if (this.calcVertexNormals)
926 {
927 this.vertexNormals.AddRange(hollowNormals);
928 this.us.AddRange(hollowUs);
929
930 }
931 }
932
933 if (simpleFace && createFaces)
934 {
935 if (sides == 3)
936 this.faces.Add(new Face(0, 1, 2));
937 else if (sides == 4)
938 {
939 this.faces.Add(new Face(0, 1, 2));
940 this.faces.Add(new Face(0, 2, 3));
941 }
942 }
943
944 if (calcVertexNormals && hasProfileCut)
945 {
946 int lastOuterVertIndex = this.numOuterVerts - 1;
947
948 if (hasHollow)
949 {
950 this.cut1CoordIndices.Add(0);
951 this.cut1CoordIndices.Add(this.coords.Count - 1);
952
953 this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
954 this.cut2CoordIndices.Add(lastOuterVertIndex);
955
956 this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
957 this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
958
959 this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
960 this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
961 }
962
963 else
964 {
965 this.cut1CoordIndices.Add(0);
966 this.cut1CoordIndices.Add(1);
967
968 this.cut2CoordIndices.Add(lastOuterVertIndex);
969 this.cut2CoordIndices.Add(0);
970
971 this.cutNormal1.X = this.vertexNormals[1].Y;
972 this.cutNormal1.Y = -this.vertexNormals[1].X;
973
974 this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
975 this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
976
977 }
978 this.cutNormal1.Normalize();
979 this.cutNormal2.Normalize();
980 }
981
982 this.MakeFaceUVs();
983
984 hollowCoords = null;
985 hollowNormals = null;
986 hollowUs = null;
987
988 if (calcVertexNormals)
989 { // calculate prim face numbers
990
991 // face number order is top, outer, hollow, bottom, start cut, end cut
992 // I know it's ugly but so is the whole concept of prim face numbers
993
994 int faceNum = 1; // start with outer faces
995 this.outerFaceNumber = faceNum;
996
997 int startVert = hasProfileCut && !hasHollow ? 1 : 0;
998 if (startVert > 0)
999 this.faceNumbers.Add(-1);
1000 for (int i = 0; i < this.numOuterVerts - 1; i++)
1001 this.faceNumbers.Add(sides < 5 && i <= sides ? faceNum++ : faceNum);
1002
1003 this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
1004
1005 if (sides > 4 && (hasHollow || hasProfileCut))
1006 faceNum++;
1007
1008 if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
1009 faceNum++;
1010
1011 if (hasHollow)
1012 {
1013 for (int i = 0; i < this.numHollowVerts; i++)
1014 this.faceNumbers.Add(faceNum);
1015
1016 this.hollowFaceNumber = faceNum++;
1017 }
1018
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 public void MakeFaceUVs()
1034 {
1035 this.faceUVs = new List<UVCoord>();
1036 foreach (Coord c in this.coords)
1037 this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y)));
1038 }
1039
1040 public Profile Copy()
1041 {
1042 return this.Copy(true);
1043 }
1044
1045 public 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 public void AddPos(Coord v)
1075 {
1076 this.AddPos(v.X, v.Y, v.Z);
1077 }
1078
1079 public 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 public 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 public 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 public 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 public 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 public 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 public 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 (this.taperX > 0.999f)
1265 this.taperX = 0.999f;
1266 if (this.taperX < -0.999f)
1267 this.taperX = -0.999f;
1268 if (this.taperY > 0.999f)
1269 this.taperY = 0.999f;
1270 if (this.taperY < -0.999f)
1271 this.taperY = -0.999f;
1272
1273 if (pathType == PathType.Linear || pathType == PathType.Flexible)
1274 {
1275 int step = 0;
1276
1277 float length = this.pathCutEnd - this.pathCutBegin;
1278 float twistTotal = twistEnd - twistBegin;
1279 float twistTotalAbs = Math.Abs(twistTotal);
1280 if (twistTotalAbs > 0.01f)
1281 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1282
1283 float start = -0.5f;
1284 float stepSize = length / (float)steps;
1285 float percentOfPathMultiplier = stepSize * 0.999999f;
1286 float xOffset = this.topShearX * this.pathCutBegin;
1287 float yOffset = this.topShearY * this.pathCutBegin;
1288 float zOffset = start;
1289 float xOffsetStepIncrement = this.topShearX * length / steps;
1290 float yOffsetStepIncrement = this.topShearY * length / steps;
1291
1292 float percentOfPath = this.pathCutBegin;
1293 zOffset += percentOfPath;
1294
1295 // sanity checks
1296
1297 bool done = false;
1298
1299 while (!done)
1300 {
1301 PathNode newNode = new PathNode();
1302
1303 newNode.xScale = 1.0f;
1304 if (this.taperX == 0.0f)
1305 newNode.xScale = 1.0f;
1306 else if (this.taperX > 0.0f)
1307 newNode.xScale = 1.0f - percentOfPath * this.taperX;
1308 else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
1309
1310 newNode.yScale = 1.0f;
1311 if (this.taperY == 0.0f)
1312 newNode.yScale = 1.0f;
1313 else if (this.taperY > 0.0f)
1314 newNode.yScale = 1.0f - percentOfPath * this.taperY;
1315 else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
1316
1317 float twist = twistBegin + twistTotal * percentOfPath;
1318
1319 newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1320 newNode.position = new Coord(xOffset, yOffset, zOffset);
1321 newNode.percentOfPath = percentOfPath;
1322
1323 pathNodes.Add(newNode);
1324
1325 if (step < steps)
1326 {
1327 step += 1;
1328 percentOfPath += percentOfPathMultiplier;
1329 xOffset += xOffsetStepIncrement;
1330 yOffset += yOffsetStepIncrement;
1331 zOffset += stepSize;
1332 if (percentOfPath > this.pathCutEnd)
1333 done = true;
1334 }
1335 else done = true;
1336 }
1337 } // end of linear path code
1338
1339 else // pathType == Circular
1340 {
1341 float twistTotal = twistEnd - twistBegin;
1342
1343 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
1344 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
1345 // accurately match the viewer
1346 float twistTotalAbs = Math.Abs(twistTotal);
1347 if (twistTotalAbs > 0.01f)
1348 {
1349 if (twistTotalAbs > Math.PI * 1.5f)
1350 steps *= 2;
1351 if (twistTotalAbs > Math.PI * 3.0f)
1352 steps *= 2;
1353 }
1354
1355 float yPathScale = this.holeSizeY * 0.5f;
1356 float pathLength = this.pathCutEnd - this.pathCutBegin;
1357 float totalSkew = this.skew * 2.0f * pathLength;
1358 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
1359 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
1360 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
1361
1362 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
1363 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
1364 // to calculate the sine for generating the path radius appears to approximate it's effects there
1365 // too, but there are some subtle differences in the radius which are noticeable as the prim size
1366 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
1367 // the meshes generated with this technique appear nearly identical in shape to the same prims when
1368 // displayed by the viewer.
1369
1370 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
1371 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
1372 float stepSize = twoPi / this.stepsPerRevolution;
1373
1374 int step = (int)(startAngle / stepSize);
1375 float angle = startAngle;
1376
1377 bool done = false;
1378 while (!done) // loop through the length of the path and add the layers
1379 {
1380 PathNode newNode = new PathNode();
1381
1382 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1383 float yProfileScale = this.holeSizeY;
1384
1385 float percentOfPath = angle / (twoPi * this.revolutions);
1386 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
1387
1388 if (this.taperX > 0.01f)
1389 xProfileScale *= 1.0f - percentOfPath * this.taperX;
1390 else if (this.taperX < -0.01f)
1391 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
1392
1393 if (this.taperY > 0.01f)
1394 yProfileScale *= 1.0f - percentOfPath * this.taperY;
1395 else if (this.taperY < -0.01f)
1396 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
1397
1398 newNode.xScale = xProfileScale;
1399 newNode.yScale = yProfileScale;
1400
1401 float radiusScale = 1.0f;
1402 if (this.radius > 0.001f)
1403 radiusScale = 1.0f - this.radius * percentOfPath;
1404 else if (this.radius < 0.001f)
1405 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
1406
1407 float twist = twistBegin + twistTotal * percentOfPath;
1408
1409 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
1410 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
1411
1412 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
1413
1414 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
1415
1416 newNode.position = new Coord(xOffset, yOffset, zOffset);
1417
1418 // now orient the rotation of the profile layer relative to it's position on the path
1419 // adding taperY to the angle used to generate the quat appears to approximate the viewer
1420
1421 newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
1422
1423 // next apply twist rotation to the profile layer
1424 if (twistTotal != 0.0f || twistBegin != 0.0f)
1425 newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1426
1427 newNode.percentOfPath = percentOfPath;
1428
1429 pathNodes.Add(newNode);
1430
1431 // calculate terms for next iteration
1432 // calculate the angle for the next iteration of the loop
1433
1434 if (angle >= endAngle - 0.01)
1435 done = true;
1436 else
1437 {
1438 step += 1;
1439 angle = stepSize * step;
1440 if (angle > endAngle)
1441 angle = endAngle;
1442 }
1443 }
1444 }
1445 }
1446 }
1447
1448 public class PrimMesh
1449 {
1450 public string errorMessage = "";
1451 private const float twoPi = 2.0f * (float)Math.PI;
1452
1453 public List<Coord> coords;
1454 public List<Coord> normals;
1455 public List<Face> faces;
1456
1457 public List<ViewerFace> viewerFaces;
1458
1459 private int sides = 4;
1460 private int hollowSides = 4;
1461 private float profileStart = 0.0f;
1462 private float profileEnd = 1.0f;
1463 private float hollow = 0.0f;
1464 public int twistBegin = 0;
1465 public int twistEnd = 0;
1466 public float topShearX = 0.0f;
1467 public float topShearY = 0.0f;
1468 public float pathCutBegin = 0.0f;
1469 public float pathCutEnd = 1.0f;
1470 public float dimpleBegin = 0.0f;
1471 public float dimpleEnd = 1.0f;
1472 public float skew = 0.0f;
1473 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1474 public float holeSizeY = 0.25f;
1475 public float taperX = 0.0f;
1476 public float taperY = 0.0f;
1477 public float radius = 0.0f;
1478 public float revolutions = 1.0f;
1479 public int stepsPerRevolution = 24;
1480
1481 private int profileOuterFaceNumber = -1;
1482 private int profileHollowFaceNumber = -1;
1483
1484 private bool hasProfileCut = false;
1485 private bool hasHollow = false;
1486 public bool calcVertexNormals = false;
1487 private bool normalsProcessed = false;
1488 public bool viewerMode = false;
1489 public bool sphereMode = false;
1490
1491 public int numPrimFaces = 0;
1492
1493 /// <summary>
1494 /// Human readable string representation of the parameters used to create a mesh.
1495 /// </summary>
1496 /// <returns></returns>
1497 public string ParamsToDisplayString()
1498 {
1499 string s = "";
1500 s += "sides..................: " + this.sides.ToString();
1501 s += "\nhollowSides..........: " + this.hollowSides.ToString();
1502 s += "\nprofileStart.........: " + this.profileStart.ToString();
1503 s += "\nprofileEnd...........: " + this.profileEnd.ToString();
1504 s += "\nhollow...............: " + this.hollow.ToString();
1505 s += "\ntwistBegin...........: " + this.twistBegin.ToString();
1506 s += "\ntwistEnd.............: " + this.twistEnd.ToString();
1507 s += "\ntopShearX............: " + this.topShearX.ToString();
1508 s += "\ntopShearY............: " + this.topShearY.ToString();
1509 s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
1510 s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
1511 s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
1512 s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
1513 s += "\nskew.................: " + this.skew.ToString();
1514 s += "\nholeSizeX............: " + this.holeSizeX.ToString();
1515 s += "\nholeSizeY............: " + this.holeSizeY.ToString();
1516 s += "\ntaperX...............: " + this.taperX.ToString();
1517 s += "\ntaperY...............: " + this.taperY.ToString();
1518 s += "\nradius...............: " + this.radius.ToString();
1519 s += "\nrevolutions..........: " + this.revolutions.ToString();
1520 s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
1521 s += "\nsphereMode...........: " + this.sphereMode.ToString();
1522 s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
1523 s += "\nhasHollow............: " + this.hasHollow.ToString();
1524 s += "\nviewerMode...........: " + this.viewerMode.ToString();
1525
1526 return s;
1527 }
1528
1529 public int ProfileOuterFaceNumber
1530 {
1531 get { return profileOuterFaceNumber; }
1532 }
1533
1534 public int ProfileHollowFaceNumber
1535 {
1536 get { return profileHollowFaceNumber; }
1537 }
1538
1539 public bool HasProfileCut
1540 {
1541 get { return hasProfileCut; }
1542 }
1543
1544 public bool HasHollow
1545 {
1546 get { return hasHollow; }
1547 }
1548
1549
1550 /// <summary>
1551 /// Constructs a PrimMesh object and creates the profile for extrusion.
1552 /// </summary>
1553 /// <param name="sides"></param>
1554 /// <param name="profileStart"></param>
1555 /// <param name="profileEnd"></param>
1556 /// <param name="hollow"></param>
1557 /// <param name="hollowSides"></param>
1558 public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
1559 {
1560 this.coords = new List<Coord>();
1561 this.faces = new List<Face>();
1562
1563 this.sides = sides;
1564 this.profileStart = profileStart;
1565 this.profileEnd = profileEnd;
1566 this.hollow = hollow;
1567 this.hollowSides = hollowSides;
1568
1569 if (sides < 3)
1570 this.sides = 3;
1571 if (hollowSides < 3)
1572 this.hollowSides = 3;
1573 if (profileStart < 0.0f)
1574 this.profileStart = 0.0f;
1575 if (profileEnd > 1.0f)
1576 this.profileEnd = 1.0f;
1577 if (profileEnd < 0.02f)
1578 this.profileEnd = 0.02f;
1579 if (profileStart >= profileEnd)
1580 this.profileStart = profileEnd - 0.02f;
1581 if (hollow > 0.99f)
1582 this.hollow = 0.99f;
1583 if (hollow < 0.0f)
1584 this.hollow = 0.0f;
1585 }
1586
1587 /// <summary>
1588 /// Extrudes a profile along a path.
1589 /// </summary>
1590 public void Extrude(PathType pathType)
1591 {
1592 bool needEndFaces = false;
1593
1594 this.coords = new List<Coord>();
1595 this.faces = new List<Face>();
1596
1597 if (this.viewerMode)
1598 {
1599 this.viewerFaces = new List<ViewerFace>();
1600 this.calcVertexNormals = true;
1601 }
1602
1603 if (this.calcVertexNormals)
1604 this.normals = new List<Coord>();
1605
1606 int steps = 1;
1607
1608 float length = this.pathCutEnd - this.pathCutBegin;
1609 normalsProcessed = false;
1610
1611 if (this.viewerMode && this.sides == 3)
1612 {
1613 // prisms don't taper well so add some vertical resolution
1614 // other prims may benefit from this but just do prisms for now
1615 if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
1616 steps = (int)(steps * 4.5 * length);
1617 }
1618
1619 if (this.sphereMode)
1620 this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1621 else
1622 this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1623 this.hasHollow = (this.hollow > 0.001f);
1624
1625 float twistBegin = this.twistBegin / 360.0f * twoPi;
1626 float twistEnd = this.twistEnd / 360.0f * twoPi;
1627 float twistTotal = twistEnd - twistBegin;
1628 float twistTotalAbs = Math.Abs(twistTotal);
1629 if (twistTotalAbs > 0.01f)
1630 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1631
1632 float hollow = this.hollow;
1633
1634 if (pathType == PathType.Circular)
1635 {
1636 needEndFaces = false;
1637 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
1638 needEndFaces = true;
1639 else if (this.taperX != 0.0f || this.taperY != 0.0f)
1640 needEndFaces = true;
1641 else if (this.skew != 0.0f)
1642 needEndFaces = true;
1643 else if (twistTotal != 0.0f)
1644 needEndFaces = true;
1645 else if (this.radius != 0.0f)
1646 needEndFaces = true;
1647 }
1648 else needEndFaces = true;
1649
1650 // sanity checks
1651 float initialProfileRot = 0.0f;
1652 if (pathType == PathType.Circular)
1653 {
1654 if (this.sides == 3)
1655 {
1656 initialProfileRot = (float)Math.PI;
1657 if (this.hollowSides == 4)
1658 {
1659 if (hollow > 0.7f)
1660 hollow = 0.7f;
1661 hollow *= 0.707f;
1662 }
1663 else hollow *= 0.5f;
1664 }
1665 else if (this.sides == 4)
1666 {
1667 initialProfileRot = 0.25f * (float)Math.PI;
1668 if (this.hollowSides != 4)
1669 hollow *= 0.707f;
1670 }
1671 else if (this.sides > 4)
1672 {
1673 initialProfileRot = (float)Math.PI;
1674 if (this.hollowSides == 4)
1675 {
1676 if (hollow > 0.7f)
1677 hollow = 0.7f;
1678 hollow /= 0.7f;
1679 }
1680 }
1681 }
1682 else
1683 {
1684 if (this.sides == 3)
1685 {
1686 if (this.hollowSides == 4)
1687 {
1688 if (hollow > 0.7f)
1689 hollow = 0.7f;
1690 hollow *= 0.707f;
1691 }
1692 else hollow *= 0.5f;
1693 }
1694 else if (this.sides == 4)
1695 {
1696 initialProfileRot = 1.25f * (float)Math.PI;
1697 if (this.hollowSides != 4)
1698 hollow *= 0.707f;
1699 }
1700 else if (this.sides == 24 && this.hollowSides == 4)
1701 hollow *= 1.414f;
1702 }
1703
1704 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
1705 this.errorMessage = profile.errorMessage;
1706
1707 this.numPrimFaces = profile.numPrimFaces;
1708
1709 int cut1FaceNumber = profile.bottomFaceNumber + 1;
1710 int cut2FaceNumber = cut1FaceNumber + 1;
1711 if (!needEndFaces)
1712 {
1713 cut1FaceNumber -= 2;
1714 cut2FaceNumber -= 2;
1715 }
1716
1717 profileOuterFaceNumber = profile.outerFaceNumber;
1718 if (!needEndFaces)
1719 profileOuterFaceNumber--;
1720
1721 if (hasHollow)
1722 {
1723 profileHollowFaceNumber = profile.hollowFaceNumber;
1724 if (!needEndFaces)
1725 profileHollowFaceNumber--;
1726 }
1727
1728 int cut1Vert = -1;
1729 int cut2Vert = -1;
1730 if (hasProfileCut)
1731 {
1732 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
1733 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1734 }
1735
1736 if (initialProfileRot != 0.0f)
1737 {
1738 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
1739 if (viewerMode)
1740 profile.MakeFaceUVs();
1741 }
1742
1743 Coord lastCutNormal1 = new Coord();
1744 Coord lastCutNormal2 = new Coord();
1745 float thisV = 0.0f;
1746 float lastV = 0.0f;
1747
1748 Path path = new Path();
1749 path.twistBegin = twistBegin;
1750 path.twistEnd = twistEnd;
1751 path.topShearX = topShearX;
1752 path.topShearY = topShearY;
1753 path.pathCutBegin = pathCutBegin;
1754 path.pathCutEnd = pathCutEnd;
1755 path.dimpleBegin = dimpleBegin;
1756 path.dimpleEnd = dimpleEnd;
1757 path.skew = skew;
1758 path.holeSizeX = holeSizeX;
1759 path.holeSizeY = holeSizeY;
1760 path.taperX = taperX;
1761 path.taperY = taperY;
1762 path.radius = radius;
1763 path.revolutions = revolutions;
1764 path.stepsPerRevolution = stepsPerRevolution;
1765
1766 path.Create(pathType, steps);
1767
1768 for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1769 {
1770 PathNode node = path.pathNodes[nodeIndex];
1771 Profile newLayer = profile.Copy();
1772 newLayer.Scale(node.xScale, node.yScale);
1773
1774 newLayer.AddRot(node.rotation);
1775 newLayer.AddPos(node.position);
1776
1777 if (needEndFaces && nodeIndex == 0)
1778 {
1779 newLayer.FlipNormals();
1780
1781 // add the bottom faces to the viewerFaces list
1782 if (this.viewerMode)
1783 {
1784 Coord faceNormal = newLayer.faceNormal;
1785 ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
1786 int numFaces = newLayer.faces.Count;
1787 List<Face> faces = newLayer.faces;
1788
1789 for (int i = 0; i < numFaces; i++)
1790 {
1791 Face face = faces[i];
1792 newViewerFace.v1 = newLayer.coords[face.v1];
1793 newViewerFace.v2 = newLayer.coords[face.v2];
1794 newViewerFace.v3 = newLayer.coords[face.v3];
1795
1796 newViewerFace.coordIndex1 = face.v1;
1797 newViewerFace.coordIndex2 = face.v2;
1798 newViewerFace.coordIndex3 = face.v3;
1799
1800 newViewerFace.n1 = faceNormal;
1801 newViewerFace.n2 = faceNormal;
1802 newViewerFace.n3 = faceNormal;
1803
1804 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
1805 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
1806 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
1807
1808 if (pathType == PathType.Linear)
1809 {
1810 newViewerFace.uv1.Flip();
1811 newViewerFace.uv2.Flip();
1812 newViewerFace.uv3.Flip();
1813 }
1814
1815 this.viewerFaces.Add(newViewerFace);
1816 }
1817 }
1818 } // if (nodeIndex == 0)
1819
1820 // append this layer
1821
1822 int coordsLen = this.coords.Count;
1823 newLayer.AddValue2FaceVertexIndices(coordsLen);
1824
1825 this.coords.AddRange(newLayer.coords);
1826
1827 if (this.calcVertexNormals)
1828 {
1829 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
1830 this.normals.AddRange(newLayer.vertexNormals);
1831 }
1832
1833 if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
1834 this.faces.AddRange(newLayer.faces);
1835
1836 // fill faces between layers
1837
1838 int numVerts = newLayer.coords.Count;
1839 Face newFace1 = new Face();
1840 Face newFace2 = new Face();
1841
1842 thisV = 1.0f - node.percentOfPath;
1843
1844 if (nodeIndex > 0)
1845 {
1846 int startVert = coordsLen + 1;
1847 int endVert = this.coords.Count;
1848
1849 if (sides < 5 || this.hasProfileCut || this.hasHollow)
1850 startVert--;
1851
1852 for (int i = startVert; i < endVert; i++)
1853 {
1854 int iNext = i + 1;
1855 if (i == endVert - 1)
1856 iNext = startVert;
1857
1858 int whichVert = i - startVert;
1859
1860 newFace1.v1 = i;
1861 newFace1.v2 = i - numVerts;
1862 newFace1.v3 = iNext;
1863
1864 newFace1.n1 = newFace1.v1;
1865 newFace1.n2 = newFace1.v2;
1866 newFace1.n3 = newFace1.v3;
1867 this.faces.Add(newFace1);
1868
1869 newFace2.v1 = iNext;
1870 newFace2.v2 = i - numVerts;
1871 newFace2.v3 = iNext - numVerts;
1872
1873 newFace2.n1 = newFace2.v1;
1874 newFace2.n2 = newFace2.v2;
1875 newFace2.n3 = newFace2.v3;
1876 this.faces.Add(newFace2);
1877
1878 if (this.viewerMode)
1879 {
1880 // add the side faces to the list of viewerFaces here
1881
1882 int primFaceNum = profile.faceNumbers[whichVert];
1883 if (!needEndFaces)
1884 primFaceNum -= 1;
1885
1886 ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
1887 ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
1888
1889 int uIndex = whichVert;
1890 if (!hasHollow && sides > 4 && uIndex < newLayer.us.Count - 1)
1891 {
1892 uIndex++;
1893 }
1894
1895 float u1 = newLayer.us[uIndex];
1896 float u2 = 1.0f;
1897 if (uIndex < (int)newLayer.us.Count - 1)
1898 u2 = newLayer.us[uIndex + 1];
1899
1900 if (whichVert == cut1Vert || whichVert == cut2Vert)
1901 {
1902 u1 = 0.0f;
1903 u2 = 1.0f;
1904 }
1905 else if (sides < 5)
1906 {
1907 if (whichVert < profile.numOuterVerts)
1908 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
1909 // to reflect the entire texture width
1910 u1 *= sides;
1911 u2 *= sides;
1912 u2 -= (int)u1;
1913 u1 -= (int)u1;
1914 if (u2 < 0.1f)
1915 u2 = 1.0f;
1916 }
1917 }
1918
1919 if (this.sphereMode)
1920 {
1921 if (whichVert != cut1Vert && whichVert != cut2Vert)
1922 {
1923 u1 = u1 * 2.0f - 1.0f;
1924 u2 = u2 * 2.0f - 1.0f;
1925
1926 if (whichVert >= newLayer.numOuterVerts)
1927 {
1928 u1 -= hollow;
1929 u2 -= hollow;
1930 }
1931
1932 }
1933 }
1934
1935 newViewerFace1.uv1.U = u1;
1936 newViewerFace1.uv2.U = u1;
1937 newViewerFace1.uv3.U = u2;
1938
1939 newViewerFace1.uv1.V = thisV;
1940 newViewerFace1.uv2.V = lastV;
1941 newViewerFace1.uv3.V = thisV;
1942
1943 newViewerFace2.uv1.U = u2;
1944 newViewerFace2.uv2.U = u1;
1945 newViewerFace2.uv3.U = u2;
1946
1947 newViewerFace2.uv1.V = thisV;
1948 newViewerFace2.uv2.V = lastV;
1949 newViewerFace2.uv3.V = lastV;
1950
1951 newViewerFace1.v1 = this.coords[newFace1.v1];
1952 newViewerFace1.v2 = this.coords[newFace1.v2];
1953 newViewerFace1.v3 = this.coords[newFace1.v3];
1954
1955 newViewerFace2.v1 = this.coords[newFace2.v1];
1956 newViewerFace2.v2 = this.coords[newFace2.v2];
1957 newViewerFace2.v3 = this.coords[newFace2.v3];
1958
1959 newViewerFace1.coordIndex1 = newFace1.v1;
1960 newViewerFace1.coordIndex2 = newFace1.v2;
1961 newViewerFace1.coordIndex3 = newFace1.v3;
1962
1963 newViewerFace2.coordIndex1 = newFace2.v1;
1964 newViewerFace2.coordIndex2 = newFace2.v2;
1965 newViewerFace2.coordIndex3 = newFace2.v3;
1966
1967 // profile cut faces
1968 if (whichVert == cut1Vert)
1969 {
1970 newViewerFace1.primFaceNumber = cut1FaceNumber;
1971 newViewerFace2.primFaceNumber = cut1FaceNumber;
1972 newViewerFace1.n1 = newLayer.cutNormal1;
1973 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
1974
1975 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
1976 newViewerFace2.n2 = lastCutNormal1;
1977 }
1978 else if (whichVert == cut2Vert)
1979 {
1980 newViewerFace1.primFaceNumber = cut2FaceNumber;
1981 newViewerFace2.primFaceNumber = cut2FaceNumber;
1982 newViewerFace1.n1 = newLayer.cutNormal2;
1983 newViewerFace1.n2 = lastCutNormal2;
1984 newViewerFace1.n3 = lastCutNormal2;
1985
1986 newViewerFace2.n1 = newLayer.cutNormal2;
1987 newViewerFace2.n3 = newLayer.cutNormal2;
1988 newViewerFace2.n2 = lastCutNormal2;
1989 }
1990
1991 else // outer and hollow faces
1992 {
1993 if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
1994 { // looks terrible when path is twisted... need vertex normals here
1995 newViewerFace1.CalcSurfaceNormal();
1996 newViewerFace2.CalcSurfaceNormal();
1997 }
1998 else
1999 {
2000 newViewerFace1.n1 = this.normals[newFace1.n1];
2001 newViewerFace1.n2 = this.normals[newFace1.n2];
2002 newViewerFace1.n3 = this.normals[newFace1.n3];
2003
2004 newViewerFace2.n1 = this.normals[newFace2.n1];
2005 newViewerFace2.n2 = this.normals[newFace2.n2];
2006 newViewerFace2.n3 = this.normals[newFace2.n3];
2007 }
2008 }
2009
2010 this.viewerFaces.Add(newViewerFace1);
2011 this.viewerFaces.Add(newViewerFace2);
2012
2013 }
2014 }
2015 }
2016
2017 lastCutNormal1 = newLayer.cutNormal1;
2018 lastCutNormal2 = newLayer.cutNormal2;
2019 lastV = thisV;
2020
2021 if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
2022 {
2023 // add the top faces to the viewerFaces list here
2024 Coord faceNormal = newLayer.faceNormal;
2025 ViewerFace newViewerFace = new ViewerFace(0);
2026 int numFaces = newLayer.faces.Count;
2027 List<Face> faces = newLayer.faces;
2028
2029 for (int i = 0; i < numFaces; i++)
2030 {
2031 Face face = faces[i];
2032 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2033 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2034 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2035
2036 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2037 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2038 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2039
2040 newViewerFace.n1 = faceNormal;
2041 newViewerFace.n2 = faceNormal;
2042 newViewerFace.n3 = faceNormal;
2043
2044 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2045 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2046 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2047
2048 if (pathType == PathType.Linear)
2049 {
2050 newViewerFace.uv1.Flip();
2051 newViewerFace.uv2.Flip();
2052 newViewerFace.uv3.Flip();
2053 }
2054
2055 this.viewerFaces.Add(newViewerFace);
2056 }
2057 }
2058
2059
2060 } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
2061
2062 }
2063
2064
2065 /// <summary>
2066 /// DEPRICATED - use Extrude(PathType.Linear) instead
2067 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
2068 /// </summary>
2069 ///
2070 public void ExtrudeLinear()
2071 {
2072 this.Extrude(PathType.Linear);
2073 }
2074
2075
2076 /// <summary>
2077 /// DEPRICATED - use Extrude(PathType.Circular) instead
2078 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
2079 /// </summary>
2080 ///
2081 public void ExtrudeCircular()
2082 {
2083 this.Extrude(PathType.Circular);
2084 }
2085
2086
2087 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
2088 {
2089 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
2090 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
2091
2092 Coord normal = Coord.Cross(edge1, edge2);
2093
2094 normal.Normalize();
2095
2096 return normal;
2097 }
2098
2099 private Coord SurfaceNormal(Face face)
2100 {
2101 return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
2102 }
2103
2104 /// <summary>
2105 /// Calculate the surface normal for a face in the list of faces
2106 /// </summary>
2107 /// <param name="faceIndex"></param>
2108 /// <returns></returns>
2109 public Coord SurfaceNormal(int faceIndex)
2110 {
2111 int numFaces = this.faces.Count;
2112 if (faceIndex < 0 || faceIndex >= numFaces)
2113 throw new Exception("faceIndex out of range");
2114
2115 return SurfaceNormal(this.faces[faceIndex]);
2116 }
2117
2118 /// <summary>
2119 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
2120 /// </summary>
2121 /// <returns></returns>
2122 public PrimMesh Copy()
2123 {
2124 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
2125 copy.twistBegin = this.twistBegin;
2126 copy.twistEnd = this.twistEnd;
2127 copy.topShearX = this.topShearX;
2128 copy.topShearY = this.topShearY;
2129 copy.pathCutBegin = this.pathCutBegin;
2130 copy.pathCutEnd = this.pathCutEnd;
2131 copy.dimpleBegin = this.dimpleBegin;
2132 copy.dimpleEnd = this.dimpleEnd;
2133 copy.skew = this.skew;
2134 copy.holeSizeX = this.holeSizeX;
2135 copy.holeSizeY = this.holeSizeY;
2136 copy.taperX = this.taperX;
2137 copy.taperY = this.taperY;
2138 copy.radius = this.radius;
2139 copy.revolutions = this.revolutions;
2140 copy.stepsPerRevolution = this.stepsPerRevolution;
2141 copy.calcVertexNormals = this.calcVertexNormals;
2142 copy.normalsProcessed = this.normalsProcessed;
2143 copy.viewerMode = this.viewerMode;
2144 copy.numPrimFaces = this.numPrimFaces;
2145 copy.errorMessage = this.errorMessage;
2146
2147 copy.coords = new List<Coord>(this.coords);
2148 copy.faces = new List<Face>(this.faces);
2149 copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
2150 copy.normals = new List<Coord>(this.normals);
2151
2152 return copy;
2153 }
2154
2155 /// <summary>
2156 /// Calculate surface normals for all of the faces in the list of faces in this mesh
2157 /// </summary>
2158 public void CalcNormals()
2159 {
2160 if (normalsProcessed)
2161 return;
2162
2163 normalsProcessed = true;
2164
2165 int numFaces = faces.Count;
2166
2167 if (!this.calcVertexNormals)
2168 this.normals = new List<Coord>();
2169
2170 for (int i = 0; i < numFaces; i++)
2171 {
2172 Face face = faces[i];
2173
2174 this.normals.Add(SurfaceNormal(i).Normalize());
2175
2176 int normIndex = normals.Count - 1;
2177 face.n1 = normIndex;
2178 face.n2 = normIndex;
2179 face.n3 = normIndex;
2180
2181 this.faces[i] = face;
2182 }
2183 }
2184
2185 /// <summary>
2186 /// Adds a value to each XYZ vertex coordinate in the mesh
2187 /// </summary>
2188 /// <param name="x"></param>
2189 /// <param name="y"></param>
2190 /// <param name="z"></param>
2191 public void AddPos(float x, float y, float z)
2192 {
2193 int i;
2194 int numVerts = this.coords.Count;
2195 Coord vert;
2196
2197 for (i = 0; i < numVerts; i++)
2198 {
2199 vert = this.coords[i];
2200 vert.X += x;
2201 vert.Y += y;
2202 vert.Z += z;
2203 this.coords[i] = vert;
2204 }
2205
2206 if (this.viewerFaces != null)
2207 {
2208 int numViewerFaces = this.viewerFaces.Count;
2209
2210 for (i = 0; i < numViewerFaces; i++)
2211 {
2212 ViewerFace v = this.viewerFaces[i];
2213 v.AddPos(x, y, z);
2214 this.viewerFaces[i] = v;
2215 }
2216 }
2217 }
2218
2219 /// <summary>
2220 /// Rotates the mesh
2221 /// </summary>
2222 /// <param name="q"></param>
2223 public void AddRot(Quat q)
2224 {
2225 int i;
2226 int numVerts = this.coords.Count;
2227
2228 for (i = 0; i < numVerts; i++)
2229 this.coords[i] *= q;
2230
2231 if (this.normals != null)
2232 {
2233 int numNormals = this.normals.Count;
2234 for (i = 0; i < numNormals; i++)
2235 this.normals[i] *= q;
2236 }
2237
2238 if (this.viewerFaces != null)
2239 {
2240 int numViewerFaces = this.viewerFaces.Count;
2241
2242 for (i = 0; i < numViewerFaces; i++)
2243 {
2244 ViewerFace v = this.viewerFaces[i];
2245 v.v1 *= q;
2246 v.v2 *= q;
2247 v.v3 *= q;
2248
2249 v.n1 *= q;
2250 v.n2 *= q;
2251 v.n3 *= q;
2252 this.viewerFaces[i] = v;
2253 }
2254 }
2255 }
2256
2257#if VERTEX_INDEXER
2258 public VertexIndexer GetVertexIndexer()
2259 {
2260 if (this.viewerMode && this.viewerFaces.Count > 0)
2261 return new VertexIndexer(this);
2262 return null;
2263 }
2264#endif
2265
2266 /// <summary>
2267 /// Scales the mesh
2268 /// </summary>
2269 /// <param name="x"></param>
2270 /// <param name="y"></param>
2271 /// <param name="z"></param>
2272 public void Scale(float x, float y, float z)
2273 {
2274 int i;
2275 int numVerts = this.coords.Count;
2276 //Coord vert;
2277
2278 Coord m = new Coord(x, y, z);
2279 for (i = 0; i < numVerts; i++)
2280 this.coords[i] *= m;
2281
2282 if (this.viewerFaces != null)
2283 {
2284 int numViewerFaces = this.viewerFaces.Count;
2285 for (i = 0; i < numViewerFaces; i++)
2286 {
2287 ViewerFace v = this.viewerFaces[i];
2288 v.v1 *= m;
2289 v.v2 *= m;
2290 v.v3 *= m;
2291 this.viewerFaces[i] = v;
2292 }
2293
2294 }
2295
2296 }
2297
2298 /// <summary>
2299 /// Dumps the mesh to a Blender compatible "Raw" format file
2300 /// </summary>
2301 /// <param name="path"></param>
2302 /// <param name="name"></param>
2303 /// <param name="title"></param>
2304 public void DumpRaw(String path, String name, String title)
2305 {
2306 if (path == null)
2307 return;
2308 String fileName = name + "_" + title + ".raw";
2309 String completePath = System.IO.Path.Combine(path, fileName);
2310 StreamWriter sw = new StreamWriter(completePath);
2311
2312 for (int i = 0; i < this.faces.Count; i++)
2313 {
2314 string s = this.coords[this.faces[i].v1].ToString();
2315 s += " " + this.coords[this.faces[i].v2].ToString();
2316 s += " " + this.coords[this.faces[i].v3].ToString();
2317
2318 sw.WriteLine(s);
2319 }
2320
2321 sw.Close();
2322 }
2323 }
2324}
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
new file mode 100644
index 0000000..1c75db6
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
@@ -0,0 +1,244 @@
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;
31
32using System.Drawing;
33using System.Drawing.Imaging;
34
35namespace PrimMesher
36{
37 public class SculptMap
38 {
39 public int width;
40 public int height;
41 public byte[] redBytes;
42 public byte[] greenBytes;
43 public byte[] blueBytes;
44
45 public SculptMap()
46 {
47 }
48
49 public SculptMap(Bitmap bm, int lod)
50 {
51 int bmW = bm.Width;
52 int bmH = bm.Height;
53
54 if (bmW == 0 || bmH == 0)
55 throw new Exception("SculptMap: bitmap has no data");
56
57 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
58
59 bool needsScaling = false;
60 bool smallMap = false;
61
62 width = bmW;
63 height = bmH;
64
65 while (width * height > numLodPixels * 4)
66 {
67 width >>= 1;
68 height >>= 1;
69 needsScaling = true;
70 }
71
72 try
73 {
74 if (needsScaling)
75 bm = ScaleImage(bm, width, height);
76 }
77
78 catch (Exception e)
79 {
80 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
81 }
82
83 if (width * height > numLodPixels)
84 {
85 smallMap = false;
86 width >>= 1;
87 height >>= 1;
88 }
89 else
90 smallMap = true;
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 Color c;
99
100 try
101 {
102 for (int y = 0; y <= height; y++)
103 {
104 for (int x = 0; x < width; x++)
105 {
106 if (smallMap)
107 c = bm.GetPixel(x, y < height ? y : y - 1);
108 else
109 c = bm.GetPixel(x * 2, y < height ? y * 2 : y * 2 - 1);
110
111 redBytes[byteNdx] = c.R;
112 greenBytes[byteNdx] = c.G;
113 blueBytes[byteNdx] = c.B;
114
115 ++byteNdx;
116 }
117
118 if (smallMap)
119 c = bm.GetPixel(width - 1, y < height ? y : y - 1);
120 else
121 c = bm.GetPixel(width * 2 - 1, y < height ? y * 2 : y * 2 - 1);
122
123 redBytes[byteNdx] = c.R;
124 greenBytes[byteNdx] = c.G;
125 blueBytes[byteNdx] = c.B;
126
127 ++byteNdx;
128 }
129 }
130 catch (Exception e)
131 {
132 throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
133 }
134
135 width++;
136 height++;
137 }
138
139 public List<List<Coord>> ToRows(bool mirror)
140 {
141 int numRows = height;
142 int numCols = width;
143
144 List<List<Coord>> rows = new List<List<Coord>>(numRows);
145
146 float pixScale = 1.0f / 255;
147
148 int rowNdx, colNdx;
149 int smNdx = 0;
150
151 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
152 {
153 List<Coord> row = new List<Coord>(numCols);
154 for (colNdx = 0; colNdx < numCols; colNdx++)
155 {
156
157 if (mirror)
158 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
159 else
160 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
161
162 ++smNdx;
163 }
164 rows.Add(row);
165 }
166 return rows;
167 }
168
169 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
170 {
171
172 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
173
174 Color c;
175
176
177 // will let last step to be eventually diferent, as seems to be in sl
178
179 float xscale = (float)srcImage.Width / (float)destWidth;
180 float yscale = (float)srcImage.Height / (float)destHeight;
181
182 int lastsx = srcImage.Width - 1;
183 int lastsy = srcImage.Height - 1;
184 int lastdx = destWidth - 1;
185 int lastdy = destHeight - 1;
186
187 float sy = 0.5f;
188 float sx;
189
190 for (int y = 0; y < lastdy; y++)
191 {
192 sx = 0.5f;
193 for (int x = 0; x < lastdx; x++)
194 {
195 try
196 {
197 c = srcImage.GetPixel((int)(sx), (int)(sy));
198 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
199 }
200 catch (IndexOutOfRangeException)
201 {
202 }
203 sx += xscale;
204 }
205 try
206 {
207 c = srcImage.GetPixel(lastsx, (int)(sy));
208 scaledImage.SetPixel(lastdx, y, Color.FromArgb(c.R, c.G, c.B));
209 }
210 catch (IndexOutOfRangeException)
211 {
212 }
213
214 sy += yscale;
215 }
216
217 sx = 0.5f;
218 for (int x = 0; x < lastdx; x++)
219 {
220 try
221 {
222 c = srcImage.GetPixel((int)(sx), lastsy);
223 scaledImage.SetPixel(x, lastdy, Color.FromArgb(c.R, c.G, c.B));
224 }
225 catch (IndexOutOfRangeException)
226 {
227 }
228
229 sx += xscale;
230 }
231 try
232 {
233 c = srcImage.GetPixel(lastsx, lastsy);
234 scaledImage.SetPixel(lastdx, lastdy, Color.FromArgb(c.R, c.G, c.B));
235 }
236 catch (IndexOutOfRangeException)
237 {
238 }
239
240 srcImage.Dispose();
241 return scaledImage;
242 }
243 }
244} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
new file mode 100644
index 0000000..bc1375b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
@@ -0,0 +1,220 @@
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
33using System.Drawing;
34using System.Drawing.Imaging;
35
36namespace PrimMesher
37{
38
39 public class SculptMesh
40 {
41 public List<Coord> coords;
42 public List<Face> faces;
43
44 public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
45
46
47 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool mirror, bool invert)
48 {
49 if (mirror)
50 invert = !invert;
51
52 SculptMap smap = new SculptMap(sculptBitmap, lod);
53
54 List<List<Coord>> rows = smap.ToRows(mirror);
55
56 _SculptMesh(rows, sculptType, invert);
57 }
58
59 private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool invert)
60 {
61 coords = new List<Coord>();
62 faces = new List<Face>();
63
64 sculptType = (SculptType)(((int)sculptType) & 0x07);
65
66 int width = rows[0].Count;
67
68 int p1, p2, p3, p4;
69
70 int imageX, imageY;
71
72 if (sculptType != SculptType.plane)
73 {
74 if (rows.Count % 2 == 0)
75 {
76 for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
77 rows[rowNdx].Add(rows[rowNdx][0]);
78 }
79 else
80 {
81 int lastIndex = rows[0].Count - 1;
82
83 for (int i = 0; i < rows.Count; i++)
84 rows[i][0] = rows[i][lastIndex];
85 }
86 }
87
88 Coord topPole = rows[0][width / 2];
89 Coord bottomPole = rows[rows.Count - 1][width / 2];
90
91 if (sculptType == SculptType.sphere)
92 {
93 if (rows.Count % 2 == 0)
94 {
95 int count = rows[0].Count;
96 List<Coord> topPoleRow = new List<Coord>(count);
97 List<Coord> bottomPoleRow = new List<Coord>(count);
98
99 for (int i = 0; i < count; i++)
100 {
101 topPoleRow.Add(topPole);
102 bottomPoleRow.Add(bottomPole);
103 }
104 rows.Insert(0, topPoleRow);
105 rows.Add(bottomPoleRow);
106 }
107 else
108 {
109 int count = rows[0].Count;
110
111 List<Coord> topPoleRow = rows[0];
112 List<Coord> bottomPoleRow = rows[rows.Count - 1];
113
114 for (int i = 0; i < count; i++)
115 {
116 topPoleRow[i] = topPole;
117 bottomPoleRow[i] = bottomPole;
118 }
119 }
120 }
121
122 if (sculptType == SculptType.torus)
123 rows.Add(rows[0]);
124
125 int coordsDown = rows.Count;
126 int coordsAcross = rows[0].Count;
127
128 float widthUnit = 1.0f / (coordsAcross - 1);
129 float heightUnit = 1.0f / (coordsDown - 1);
130
131 for (imageY = 0; imageY < coordsDown; imageY++)
132 {
133 int rowOffset = imageY * coordsAcross;
134
135 for (imageX = 0; imageX < coordsAcross; imageX++)
136 {
137 /*
138 * p1-----p2
139 * | \ f2 |
140 * | \ |
141 * | f1 \|
142 * p3-----p4
143 */
144
145 p4 = rowOffset + imageX;
146 p3 = p4 - 1;
147
148 p2 = p4 - coordsAcross;
149 p1 = p3 - coordsAcross;
150
151 this.coords.Add(rows[imageY][imageX]);
152
153 if (imageY > 0 && imageX > 0)
154 {
155 Face f1, f2;
156
157 if (invert)
158 {
159 f1 = new Face(p1, p4, p3);
160 f2 = new Face(p1, p2, p4);
161 }
162 else
163 {
164 f1 = new Face(p1, p3, p4);
165 f2 = new Face(p1, p4, p2);
166 }
167
168 this.faces.Add(f1);
169 this.faces.Add(f2);
170 }
171 }
172 }
173 }
174
175 /// <summary>
176 /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
177 /// </summary>
178 /// <returns></returns>
179 public SculptMesh Copy()
180 {
181 return new SculptMesh(this);
182 }
183
184 public SculptMesh(SculptMesh sm)
185 {
186 coords = new List<Coord>(sm.coords);
187 faces = new List<Face>(sm.faces);
188 }
189
190 public void Scale(float x, float y, float z)
191 {
192 int i;
193 int numVerts = this.coords.Count;
194
195 Coord m = new Coord(x, y, z);
196 for (i = 0; i < numVerts; i++)
197 this.coords[i] *= m;
198 }
199
200 public void DumpRaw(String path, String name, String title)
201 {
202 if (path == null)
203 return;
204 String fileName = name + "_" + title + ".raw";
205 String completePath = System.IO.Path.Combine(path, fileName);
206 StreamWriter sw = new StreamWriter(completePath);
207
208 for (int i = 0; i < this.faces.Count; i++)
209 {
210 string s = this.coords[this.faces[i].v1].ToString();
211 s += " " + this.coords[this.faces[i].v2].ToString();
212 s += " " + this.coords[this.faces[i].v3].ToString();
213
214 sw.WriteLine(s);
215 }
216
217 sw.Close();
218 }
219 }
220}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d46341b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("Ubit Variation")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..c363310
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1477 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity;
79 private Vector3 _target_velocity;
80 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity;
82 private float m_mass = 80f;
83 public float m_density = 60f;
84 private bool m_pidControllerActive = true;
85 public float PID_D = 800.0f;
86 public float PID_P = 900.0f;
87 //private static float POSTURE_SERVO = 10000.0f;
88 public float CAPSULE_RADIUS = 0.37f;
89 public float CAPSULE_LENGTH = 2.140599f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_iscollidingObj = false;
96 private bool m_alwaysRun = false;
97 private int m_requestedUpdateFrequency = 0;
98 private uint m_localID = 0;
99 public bool m_returnCollisions = false;
100 // taints and their non-tainted counterparts
101 public bool m_isPhysical = false; // the current physical status
102 public float MinimumGroundFlightOffset = 3f;
103
104 private float m_buoyancy = 0f;
105
106 private bool m_freemove = false;
107 // private CollisionLocker ode;
108
109// private string m_name = String.Empty;
110 // other filter control
111 int m_colliderfilter = 0;
112 int m_colliderGroundfilter = 0;
113 int m_colliderObjectfilter = 0;
114
115 // Default we're a Character
116 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
117
118 // Default, Collide with Other Geometries, spaces, bodies and characters.
119 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
120 | CollisionCategories.Geom
121 | CollisionCategories.VolumeDtc
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 public int m_eventsubscription = 0;
132 private int m_cureventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = null;
134 private bool SentEmptyCollisionsEvent;
135
136 // unique UUID of this character object
137 public UUID m_uuid;
138 public bool bad = false;
139
140 float mu;
141
142 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
143 {
144 m_uuid = UUID.Random();
145
146 if (pos.IsFinite())
147 {
148 if (pos.Z > 99999f)
149 {
150 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
151 }
152 if (pos.Z < -100f) // shouldn't this be 0 ?
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 _position = pos;
157 }
158 else
159 {
160 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
161 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
162 }
163
164 _parent_scene = parent_scene;
165
166 PID_D = pid_d;
167 PID_P = pid_p;
168 CAPSULE_RADIUS = capsule_radius;
169 m_density = density;
170 m_mass = 80f; // sure we have a default
171
172 // force lower density for testing
173 m_density = 3.0f;
174
175
176 mu = parent_scene.AvatarFriction;
177
178 walkDivisor = walk_divisor;
179 runDivisor = rundivisor;
180
181 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
182 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
183
184 m_isPhysical = false; // current status: no ODE information exists
185
186 Name = avName;
187
188 AddChange(changes.Add, null);
189 }
190
191 public override int PhysicsActorType
192 {
193 get { return (int)ActorTypes.Agent; }
194 set { return; }
195 }
196
197 public override void getContactData(ref ContactData cdata)
198 {
199 cdata.mu = mu;
200 cdata.bounce = 0;
201 cdata.softcolide = false;
202 }
203
204 public override bool Building { get; set; }
205
206 /// <summary>
207 /// If this is set, the avatar will move faster
208 /// </summary>
209 public override bool SetAlwaysRun
210 {
211 get { return m_alwaysRun; }
212 set { m_alwaysRun = value; }
213 }
214
215 public override uint LocalID
216 {
217 get { return m_localID; }
218 set { m_localID = value; }
219 }
220
221 public override PhysicsActor ParentActor
222 {
223 get { return (PhysicsActor)this; }
224 }
225
226 public override bool Grabbed
227 {
228 set { return; }
229 }
230
231 public override bool Selected
232 {
233 set { return; }
234 }
235
236 public override float Buoyancy
237 {
238 get { return m_buoyancy; }
239 set { m_buoyancy = value; }
240 }
241
242 public override bool FloatOnWater
243 {
244 set { return; }
245 }
246
247 public override bool IsPhysical
248 {
249 get { return m_isPhysical; }
250 set { return; }
251 }
252
253 public override bool ThrottleUpdates
254 {
255 get { return false; }
256 set { return; }
257 }
258
259 public override bool Flying
260 {
261 get { return flying; }
262 set
263 {
264 flying = value;
265 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
266 }
267 }
268
269 /// <summary>
270 /// Returns if the avatar is colliding in general.
271 /// This includes the ground and objects and avatar.
272 /// </summary>
273 public override bool IsColliding
274 {
275 get { return (m_iscolliding || m_iscollidingGround); }
276 set
277 {
278 if (value)
279 {
280 m_colliderfilter += 2;
281 if (m_colliderfilter > 2)
282 m_colliderfilter = 2;
283 }
284 else
285 {
286 m_colliderfilter--;
287 if (m_colliderfilter < 0)
288 m_colliderfilter = 0;
289 }
290
291 if (m_colliderfilter == 0)
292 m_iscolliding = false;
293 else
294 {
295 m_pidControllerActive = true;
296 m_iscolliding = true;
297 }
298 }
299 }
300
301 /// <summary>
302 /// Returns if an avatar is colliding with the ground
303 /// </summary>
304 public override bool CollidingGround
305 {
306 get { return m_iscollidingGround; }
307 set
308 {
309 /* we now control this
310 if (value)
311 {
312 m_colliderGroundfilter += 2;
313 if (m_colliderGroundfilter > 2)
314 m_colliderGroundfilter = 2;
315 }
316 else
317 {
318 m_colliderGroundfilter--;
319 if (m_colliderGroundfilter < 0)
320 m_colliderGroundfilter = 0;
321 }
322
323 if (m_colliderGroundfilter == 0)
324 m_iscollidingGround = false;
325 else
326 m_iscollidingGround = true;
327 */
328 }
329
330 }
331
332 /// <summary>
333 /// Returns if the avatar is colliding with an object
334 /// </summary>
335 public override bool CollidingObj
336 {
337 get { return m_iscollidingObj; }
338 set
339 {
340 // Ubit filter this also
341 if (value)
342 {
343 m_colliderObjectfilter += 2;
344 if (m_colliderObjectfilter > 2)
345 m_colliderObjectfilter = 2;
346 }
347 else
348 {
349 m_colliderObjectfilter--;
350 if (m_colliderObjectfilter < 0)
351 m_colliderObjectfilter = 0;
352 }
353
354 if (m_colliderObjectfilter == 0)
355 m_iscollidingObj = false;
356 else
357 m_iscollidingObj = true;
358
359 // m_iscollidingObj = value;
360
361 if (m_iscollidingObj)
362 m_pidControllerActive = false;
363 else
364 m_pidControllerActive = true;
365 }
366 }
367
368 /// <summary>
369 /// turn the PID controller on or off.
370 /// The PID Controller will turn on all by itself in many situations
371 /// </summary>
372 /// <param name="status"></param>
373 public void SetPidStatus(bool status)
374 {
375 m_pidControllerActive = status;
376 }
377
378 public override bool Stopped
379 {
380 get { return _zeroFlag; }
381 }
382
383 /// <summary>
384 /// This 'puts' an avatar somewhere in the physics space.
385 /// Not really a good choice unless you 'know' it's a good
386 /// spot otherwise you're likely to orbit the avatar.
387 /// </summary>
388 public override Vector3 Position
389 {
390 get { return _position; }
391 set
392 {
393 if (value.IsFinite())
394 {
395 if (value.Z > 9999999f)
396 {
397 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
398 }
399 if (value.Z < -100f)
400 {
401 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
402 }
403 AddChange(changes.Position, value);
404 }
405 else
406 {
407 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
408 }
409 }
410 }
411
412 public override Vector3 RotationalVelocity
413 {
414 get { return m_rotationalVelocity; }
415 set { m_rotationalVelocity = value; }
416 }
417
418 /// <summary>
419 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
420 /// and use it to offset landings properly
421 /// </summary>
422 public override Vector3 Size
423 {
424 get {
425 float d = CAPSULE_RADIUS * 2;
426 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
427 set
428 {
429 if (value.IsFinite())
430 {
431 AddChange(changes.Size, value);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
436 }
437 }
438 }
439
440 /// <summary>
441 /// This creates the Avatar's physical Surrogate at the position supplied
442 /// </summary>
443 /// <param name="npositionX"></param>
444 /// <param name="npositionY"></param>
445 /// <param name="npositionZ"></param>
446
447 //
448 /// <summary>
449 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
450 /// This may be used in calculations in the scene/scenepresence
451 /// </summary>
452 public override float Mass
453 {
454 get
455 {
456 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
457 return m_density * AVvolume;
458 }
459 }
460 public override void link(PhysicsActor obj)
461 {
462
463 }
464
465 public override void delink()
466 {
467
468 }
469
470 public override void LockAngularMotion(Vector3 axis)
471 {
472
473 }
474
475
476 public override Vector3 Force
477 {
478 get { return _target_velocity; }
479 set { return; }
480 }
481
482 public override int VehicleType
483 {
484 get { return 0; }
485 set { return; }
486 }
487
488 public override void VehicleFloatParam(int param, float value)
489 {
490
491 }
492
493 public override void VehicleVectorParam(int param, Vector3 value)
494 {
495
496 }
497
498 public override void VehicleRotationParam(int param, Quaternion rotation)
499 {
500
501 }
502
503 public override void VehicleFlags(int param, bool remove)
504 {
505
506 }
507
508 public override void SetVolumeDetect(int param)
509 {
510
511 }
512
513 public override Vector3 CenterOfMass
514 {
515 get
516 {
517 Vector3 pos = _position;
518 return pos;
519 }
520 }
521
522 public override Vector3 GeometricCenter
523 {
524 get
525 {
526 Vector3 pos = _position;
527 return pos;
528 }
529 }
530
531 public override PrimitiveBaseShape Shape
532 {
533 set { return; }
534 }
535
536 public override Vector3 Velocity
537 {
538 get
539 {
540 return _velocity;
541 }
542 set
543 {
544 if (value.IsFinite())
545 {
546 AddChange(changes.Velocity, value);
547 }
548 else
549 {
550 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
551 }
552 }
553 }
554
555 public override Vector3 Torque
556 {
557 get { return Vector3.Zero; }
558 set { return; }
559 }
560
561 public override float CollisionScore
562 {
563 get { return 0f; }
564 set { }
565 }
566
567 public override bool Kinematic
568 {
569 get { return false; }
570 set { }
571 }
572
573 public override Quaternion Orientation
574 {
575 get { return Quaternion.Identity; }
576 set
577 {
578 }
579 }
580
581 public override Vector3 Acceleration
582 {
583 get { return _acceleration; }
584 set { }
585 }
586
587 public void SetAcceleration(Vector3 accel)
588 {
589 m_pidControllerActive = true;
590 _acceleration = accel;
591 }
592
593 /// <summary>
594 /// Adds the force supplied to the Target Velocity
595 /// The PID controller takes this target velocity and tries to make it a reality
596 /// </summary>
597 /// <param name="force"></param>
598 public override void AddForce(Vector3 force, bool pushforce)
599 {
600 if (force.IsFinite())
601 {
602 if (pushforce)
603 {
604 AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
605 }
606 else
607 {
608 AddChange(changes.Velocity, force);
609 }
610 }
611 else
612 {
613 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
614 }
615 //m_lastUpdateSent = false;
616 }
617
618 public override void AddAngularForce(Vector3 force, bool pushforce)
619 {
620
621 }
622
623 public override void SetMomentum(Vector3 momentum)
624 {
625 if (momentum.IsFinite())
626 AddChange(changes.Momentum, momentum);
627 }
628
629
630 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
631 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
632 // place that is safe to call this routine AvatarGeomAndBodyCreation.
633 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
634 {
635 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
636 if (CAPSULE_LENGTH <= 0)
637 {
638 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
639 CAPSULE_LENGTH = 0.01f;
640
641 }
642
643 if (CAPSULE_RADIUS <= 0)
644 {
645 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
646 CAPSULE_RADIUS = 0.01f;
647
648 }
649 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
650
651 d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories);
652 d.GeomSetCollideBits(Shell, (uint)m_collisionFlags);
653
654 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
655
656 m_mass = ShellMass.mass; // update mass
657
658 // rescale PID parameters
659 PID_D = _parent_scene.avPIDD;
660 PID_P = _parent_scene.avPIDP;
661
662 // rescale PID parameters so that this aren't affected by mass
663 // and so don't get unstable for some masses
664 // also scale by ode time step so you don't need to refix them
665
666 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
667 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
668 PID_P /= 50 * 80;
669 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
670
671 Body = d.BodyCreate(_parent_scene.world);
672
673 _zeroFlag = false;
674 m_pidControllerActive = true;
675 m_freemove = false;
676
677 d.BodySetAutoDisableFlag(Body, false);
678 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
679
680 _position.X = npositionX;
681 _position.Y = npositionY;
682 _position.Z = npositionZ;
683
684 d.BodySetMass(Body, ref ShellMass);
685 d.GeomSetBody(Shell, Body);
686
687 // The purpose of the AMotor here is to keep the avatar's physical
688 // surrogate from rotating while moving
689 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
690 d.JointAttach(Amotor, Body, IntPtr.Zero);
691
692 d.JointSetAMotorMode(Amotor, 0);
693 d.JointSetAMotorNumAxes(Amotor, 3);
694 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
695 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
696 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
697
698 d.JointSetAMotorAngle(Amotor, 0, 0);
699 d.JointSetAMotorAngle(Amotor, 1, 0);
700 d.JointSetAMotorAngle(Amotor, 2, 0);
701
702 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
703 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
704 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
705 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
706 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
707 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
708
709 // These lowstops and high stops are effectively (no wiggle room)
710 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
711 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
712 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
713 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
714 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
715 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
716
717 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
718 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
719 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
720
721 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
722 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
723 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
724 }
725
726 /// <summary>
727 /// Destroys the avatar body and geom
728
729 private void AvatarGeomAndBodyDestroy()
730 {
731 // Kill the Amotor
732 if (Amotor != IntPtr.Zero)
733 {
734 d.JointDestroy(Amotor);
735 Amotor = IntPtr.Zero;
736 }
737
738 if (Body != IntPtr.Zero)
739 {
740 //kill the body
741 d.BodyDestroy(Body);
742 Body = IntPtr.Zero;
743 }
744
745 //kill the Geometry
746 if (Shell != IntPtr.Zero)
747 {
748// _parent_scene.geom_name_map.Remove(Shell);
749 _parent_scene.actor_name_map.Remove(Shell);
750 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
751 d.GeomDestroy(Shell);
752 Shell = IntPtr.Zero;
753 }
754 }
755
756 /// <summary>
757 /// Called from Simulate
758 /// This is the avatar's movement control + PID Controller
759 /// </summary>
760 /// <param name="timeStep"></param>
761 public void Move(float timeStep, List<OdeCharacter> defects)
762 {
763 if (Body == IntPtr.Zero)
764 return;
765
766 d.Vector3 dtmp = d.BodyGetPosition(Body);
767 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
768
769 // the Amotor still lets avatar rotation to drift during colisions
770 // so force it back to identity
771
772 d.Quaternion qtmp;
773 qtmp.W = 1;
774 qtmp.X = 0;
775 qtmp.Y = 0;
776 qtmp.Z = 0;
777 d.BodySetQuaternion(Body, ref qtmp);
778
779 if (m_pidControllerActive == false)
780 {
781 _zeroPosition = localpos;
782 }
783
784 if (!localpos.IsFinite())
785 {
786 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
787 defects.Add(this);
788 // _parent_scene.RemoveCharacter(this);
789
790 // destroy avatar capsule and related ODE data
791 AvatarGeomAndBodyDestroy();
792 return;
793 }
794
795 // check outbounds forcing to be in world
796 bool fixbody = false;
797 if (localpos.X < 0.0f)
798 {
799 fixbody = true;
800 localpos.X = 0.1f;
801 }
802 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
803 {
804 fixbody = true;
805 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
806 }
807 if (localpos.Y < 0.0f)
808 {
809 fixbody = true;
810 localpos.Y = 0.1f;
811 }
812 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
813 {
814 fixbody = true;
815 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
816 }
817 if (fixbody)
818 {
819 m_freemove = false;
820 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
821 }
822
823 float breakfactor;
824
825 Vector3 vec = Vector3.Zero;
826 dtmp = d.BodyGetLinearVel(Body);
827 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
828 float velLengthSquared = vel.LengthSquared();
829
830 float movementdivisor = 1f;
831 //Ubit change divisions into multiplications below
832 if (!m_alwaysRun)
833 movementdivisor = 1 / walkDivisor;
834 else
835 movementdivisor = 1 / runDivisor;
836
837 //******************************************
838 // colide with land
839 d.AABB aabb;
840 d.GeomGetAABB(Shell, out aabb);
841 float chrminZ = aabb.MinZ;
842
843 Vector3 posch = localpos;
844
845 float ftmp;
846
847 if (flying)
848 {
849 ftmp = timeStep;
850 posch.X += vel.X * ftmp;
851 posch.Y += vel.Y * ftmp;
852 }
853
854 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
855 if (chrminZ < terrainheight)
856 {
857 float depth = terrainheight - chrminZ;
858 if (!flying)
859 {
860 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
861 }
862 else
863 vec.Z = depth * PID_P * 50;
864
865 if (depth < 0.1f)
866 {
867 m_colliderGroundfilter++;
868 if (m_colliderGroundfilter > 2)
869 {
870 m_iscolliding = true;
871 m_colliderfilter = 2;
872
873 if (m_colliderGroundfilter > 10)
874 {
875 m_colliderGroundfilter = 10;
876 m_freemove = false;
877 }
878
879 m_iscollidingGround = true;
880
881 ContactPoint contact = new ContactPoint();
882 contact.PenetrationDepth = depth;
883 contact.Position.X = localpos.X;
884 contact.Position.Y = localpos.Y;
885 contact.Position.Z = chrminZ;
886 contact.SurfaceNormal.X = 0f;
887 contact.SurfaceNormal.Y = 0f;
888 contact.SurfaceNormal.Z = -1f;
889 contact.RelativeSpeed = -vel.Z;
890 AddCollisionEvent(0, contact);
891
892 vec.Z *= 0.5f;
893 }
894 }
895
896 else
897 {
898 m_colliderGroundfilter = 0;
899 m_iscollidingGround = false;
900 }
901 }
902 else
903 {
904 m_colliderGroundfilter = 0;
905 m_iscollidingGround = false;
906 }
907
908 //******************************************
909
910 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
911
912 // if (!tviszero || m_iscolliding || velLengthSquared <0.01)
913 if (!tviszero)
914 m_freemove = false;
915
916 if (!m_freemove)
917 {
918
919 // if velocity is zero, use position control; otherwise, velocity control
920 if (tviszero && m_iscolliding)
921 {
922 // keep track of where we stopped. No more slippin' & slidin'
923 if (!_zeroFlag)
924 {
925 _zeroFlag = true;
926 _zeroPosition = localpos;
927 }
928 if (m_pidControllerActive)
929 {
930 // We only want to deactivate the PID Controller if we think we want to have our surrogate
931 // react to the physics scene by moving it's position.
932 // Avatar to Avatar collisions
933 // Prim to avatar collisions
934
935 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
936 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
937 if (flying)
938 {
939 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
940 }
941 }
942 //PidStatus = true;
943 }
944 else
945 {
946 m_pidControllerActive = true;
947 _zeroFlag = false;
948
949 if (m_iscolliding)
950 {
951 if (!flying)
952 {
953 if (_target_velocity.Z > 0.0f)
954 {
955 // We're colliding with something and we're not flying but we're moving
956 // This means we're walking or running. JUMPING
957 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
958 }
959 // We're standing on something
960 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
961 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
962 }
963 else
964 {
965 // We're flying and colliding with something
966 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
967 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
968 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
969 }
970 }
971 else // ie not colliding
972 {
973 if (flying) //(!m_iscolliding && flying)
974 {
975 // we're in mid air suspended
976 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
977 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
978 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
979 }
980
981 else
982 {
983 // we're not colliding and we're not flying so that means we're falling!
984 // m_iscolliding includes collisions with the ground.
985
986 // d.Vector3 pos = d.BodyGetPosition(Body);
987 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
988 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
989 }
990 }
991 }
992
993 if (velLengthSquared > 2500.0f) // 50m/s apply breaks
994 {
995 breakfactor = 0.16f * m_mass;
996 vec.X -= breakfactor * vel.X;
997 vec.Y -= breakfactor * vel.Y;
998 vec.Z -= breakfactor * vel.Z;
999 }
1000 }
1001 else
1002 {
1003 breakfactor = m_mass;
1004 vec.X -= breakfactor * vel.X;
1005 vec.Y -= breakfactor * vel.Y;
1006 if (flying)
1007 vec.Z -= breakfactor * vel.Z;
1008 else
1009 vec.Z -= .5f* m_mass * vel.Z;
1010 }
1011
1012 if (flying)
1013 {
1014 vec.Z -= _parent_scene.gravityz * m_mass;
1015
1016 //Added for auto fly height. Kitto Flora
1017 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
1018
1019 if (localpos.Z < target_altitude)
1020 {
1021 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
1022 }
1023 // end add Kitto Flora
1024 }
1025
1026 if (vec.IsFinite())
1027 {
1028 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1029 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1030 }
1031 else
1032 {
1033 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1034 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1035 defects.Add(this);
1036 // _parent_scene.RemoveCharacter(this);
1037 // destroy avatar capsule and related ODE data
1038 AvatarGeomAndBodyDestroy();
1039 return;
1040 }
1041
1042 // update our local ideia of position velocity and aceleration
1043 _position = localpos;
1044 if (_zeroFlag)
1045 {
1046 _velocity = Vector3.Zero;
1047 _acceleration = Vector3.Zero;
1048 }
1049 else
1050 {
1051 _acceleration = _velocity; // previus velocity
1052 _velocity = vel;
1053 _acceleration = (vel - _acceleration) / timeStep;
1054 }
1055
1056 }
1057
1058 /// <summary>
1059 /// Updates the reported position and velocity.
1060 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1061 /// also outbounds checking
1062 /// copy and outbounds now done in move(..) at ode rate
1063 ///
1064 /// </summary>
1065 public void UpdatePositionAndVelocity()
1066 {
1067 return;
1068
1069// if (Body == IntPtr.Zero)
1070// return;
1071
1072 }
1073
1074 /// <summary>
1075 /// Cleanup the things we use in the scene.
1076 /// </summary>
1077 public void Destroy()
1078 {
1079 AddChange(changes.Remove, null);
1080 }
1081
1082 public override void CrossingFailure()
1083 {
1084 }
1085
1086 public override Vector3 PIDTarget { set { return; } }
1087 public override bool PIDActive { set { return; } }
1088 public override float PIDTau { set { return; } }
1089
1090 public override float PIDHoverHeight { set { return; } }
1091 public override bool PIDHoverActive { set { return; } }
1092 public override PIDHoverType PIDHoverType { set { return; } }
1093 public override float PIDHoverTau { set { return; } }
1094
1095 public override Quaternion APIDTarget { set { return; } }
1096
1097 public override bool APIDActive { set { return; } }
1098
1099 public override float APIDStrength { set { return; } }
1100
1101 public override float APIDDamping { set { return; } }
1102
1103
1104 public override void SubscribeEvents(int ms)
1105 {
1106 m_eventsubscription = ms;
1107 m_cureventsubscription = 0;
1108 if (CollisionEventsThisFrame == null)
1109 CollisionEventsThisFrame = new CollisionEventUpdate();
1110 SentEmptyCollisionsEvent = false;
1111 }
1112
1113 public override void UnSubscribeEvents()
1114 {
1115 if (CollisionEventsThisFrame != null)
1116 {
1117 CollisionEventsThisFrame.Clear();
1118 CollisionEventsThisFrame = null;
1119 }
1120 m_eventsubscription = 0;
1121 }
1122
1123 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1124 {
1125 if (CollisionEventsThisFrame == null)
1126 CollisionEventsThisFrame = new CollisionEventUpdate();
1127 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1128 _parent_scene.AddCollisionEventReporting(this);
1129 }
1130
1131 public void SendCollisions()
1132 {
1133 if (CollisionEventsThisFrame == null)
1134 return;
1135
1136 if (m_cureventsubscription < m_eventsubscription)
1137 return;
1138
1139 m_cureventsubscription = 0;
1140
1141 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1142
1143 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1144 {
1145 base.SendCollisionUpdate(CollisionEventsThisFrame);
1146
1147 if (ncolisions == 0)
1148 {
1149 SentEmptyCollisionsEvent = true;
1150 _parent_scene.RemoveCollisionEventReporting(this);
1151 }
1152 else
1153 {
1154 SentEmptyCollisionsEvent = false;
1155 CollisionEventsThisFrame.Clear();
1156 }
1157 }
1158 }
1159
1160 internal void AddCollisionFrameTime(int t)
1161 {
1162 // protect it from overflow crashing
1163 if (m_cureventsubscription < 50000)
1164 m_cureventsubscription += t;
1165 }
1166
1167 public override bool SubscribedEvents()
1168 {
1169 if (m_eventsubscription > 0)
1170 return true;
1171 return false;
1172 }
1173
1174 private void changePhysicsStatus(bool NewStatus)
1175 {
1176 if (NewStatus != m_isPhysical)
1177 {
1178 if (NewStatus)
1179 {
1180 // Create avatar capsule and related ODE data
1181 if ((Shell != IntPtr.Zero))
1182 {
1183 // a lost shell ?
1184 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1185 + (Shell != IntPtr.Zero ? "Shell " : "")
1186 + (Body != IntPtr.Zero ? "Body " : "")
1187 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1188 AvatarGeomAndBodyDestroy();
1189 }
1190
1191 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1192
1193 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1194 _parent_scene.AddCharacter(this);
1195 }
1196 else
1197 {
1198 _parent_scene.RemoveCollisionEventReporting(this);
1199 _parent_scene.RemoveCharacter(this);
1200 // destroy avatar capsule and related ODE data
1201 AvatarGeomAndBodyDestroy();
1202 }
1203 m_freemove = false;
1204 m_isPhysical = NewStatus;
1205 }
1206 }
1207
1208 private void changeAdd()
1209 {
1210 changePhysicsStatus(true);
1211 }
1212
1213 private void changeRemove()
1214 {
1215 changePhysicsStatus(false);
1216 }
1217
1218 private void changeShape(PrimitiveBaseShape arg)
1219 {
1220 }
1221
1222 private void changeSize(Vector3 Size)
1223 {
1224 if (Size.IsFinite())
1225 {
1226 float caplen = Size.Z;
1227
1228 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1229
1230 if (caplen != CAPSULE_LENGTH)
1231 {
1232 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1233 {
1234 AvatarGeomAndBodyDestroy();
1235
1236 float prevCapsule = CAPSULE_LENGTH;
1237 CAPSULE_LENGTH = caplen;
1238
1239 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1240 _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
1241
1242 Velocity = Vector3.Zero;
1243
1244 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1245 }
1246 else
1247 {
1248 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1249 + (Shell == IntPtr.Zero ? "Shell " : "")
1250 + (Body == IntPtr.Zero ? "Body " : "")
1251 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1252 }
1253 }
1254 m_freemove = false;
1255 m_pidControllerActive = true;
1256 }
1257 else
1258 {
1259 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1260 }
1261 }
1262
1263 private void changePosition( Vector3 newPos)
1264 {
1265 if (Body != IntPtr.Zero)
1266 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1267 _position = newPos;
1268 m_freemove = false;
1269 m_pidControllerActive = true;
1270 }
1271
1272 private void changeOrientation(Quaternion newOri)
1273 {
1274 }
1275
1276 private void changeVelocity(Vector3 newVel)
1277 {
1278 m_pidControllerActive = true;
1279 m_freemove = false;
1280 _target_velocity = newVel;
1281 }
1282
1283 private void changeSetTorque(Vector3 newTorque)
1284 {
1285 }
1286
1287 private void changeAddForce(Vector3 newForce)
1288 {
1289 }
1290
1291 private void changeAddAngularForce(Vector3 arg)
1292 {
1293 }
1294
1295 private void changeAngularLock(Vector3 arg)
1296 {
1297 }
1298
1299 private void changeFloatOnWater(bool arg)
1300 {
1301 }
1302
1303 private void changeVolumedetetion(bool arg)
1304 {
1305 }
1306
1307 private void changeSelectedStatus(bool arg)
1308 {
1309 }
1310
1311 private void changeDisable(bool arg)
1312 {
1313 }
1314
1315 private void changeBuilding(bool arg)
1316 {
1317 }
1318
1319 private void setFreeMove()
1320 {
1321 m_pidControllerActive = true;
1322 _zeroFlag = false;
1323 _target_velocity = Vector3.Zero;
1324 m_freemove = true;
1325 m_colliderfilter = -2;
1326 m_colliderObjectfilter = -2;
1327 m_colliderGroundfilter = -2;
1328
1329 m_iscolliding = false;
1330 m_iscollidingGround = false;
1331 m_iscollidingObj = false;
1332
1333 CollisionEventsThisFrame.Clear();
1334 }
1335
1336 private void changeForce(Vector3 newForce)
1337 {
1338 setFreeMove();
1339
1340 if (Body != IntPtr.Zero)
1341 {
1342 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1343 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1344 }
1345 }
1346
1347 // for now momentum is actually velocity
1348 private void changeMomentum(Vector3 newmomentum)
1349 {
1350 _velocity = newmomentum;
1351 setFreeMove();
1352
1353 if (Body != IntPtr.Zero)
1354 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1355 }
1356
1357 private void donullchange()
1358 {
1359 }
1360
1361 public bool DoAChange(changes what, object arg)
1362 {
1363 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1364 {
1365 return false;
1366 }
1367
1368 // nasty switch
1369 switch (what)
1370 {
1371 case changes.Add:
1372 changeAdd();
1373 break;
1374 case changes.Remove:
1375 changeRemove();
1376 break;
1377
1378 case changes.Position:
1379 changePosition((Vector3)arg);
1380 break;
1381
1382 case changes.Orientation:
1383 changeOrientation((Quaternion)arg);
1384 break;
1385
1386 case changes.PosOffset:
1387 donullchange();
1388 break;
1389
1390 case changes.OriOffset:
1391 donullchange();
1392 break;
1393
1394 case changes.Velocity:
1395 changeVelocity((Vector3)arg);
1396 break;
1397
1398 // case changes.Acceleration:
1399 // changeacceleration((Vector3)arg);
1400 // break;
1401 // case changes.AngVelocity:
1402 // changeangvelocity((Vector3)arg);
1403 // break;
1404
1405 case changes.Force:
1406 changeForce((Vector3)arg);
1407 break;
1408
1409 case changes.Torque:
1410 changeSetTorque((Vector3)arg);
1411 break;
1412
1413 case changes.AddForce:
1414 changeAddForce((Vector3)arg);
1415 break;
1416
1417 case changes.AddAngForce:
1418 changeAddAngularForce((Vector3)arg);
1419 break;
1420
1421 case changes.AngLock:
1422 changeAngularLock((Vector3)arg);
1423 break;
1424
1425 case changes.Size:
1426 changeSize((Vector3)arg);
1427 break;
1428
1429 case changes.Momentum:
1430 changeMomentum((Vector3)arg);
1431 break;
1432/* not in use for now
1433 case changes.Shape:
1434 changeShape((PrimitiveBaseShape)arg);
1435 break;
1436
1437 case changes.CollidesWater:
1438 changeFloatOnWater((bool)arg);
1439 break;
1440
1441 case changes.VolumeDtc:
1442 changeVolumedetetion((bool)arg);
1443 break;
1444
1445 case changes.Physical:
1446 changePhysicsStatus((bool)arg);
1447 break;
1448
1449 case changes.Selected:
1450 changeSelectedStatus((bool)arg);
1451 break;
1452
1453 case changes.disabled:
1454 changeDisable((bool)arg);
1455 break;
1456
1457 case changes.building:
1458 changeBuilding((bool)arg);
1459 break;
1460*/
1461 case changes.Null:
1462 donullchange();
1463 break;
1464
1465 default:
1466 donullchange();
1467 break;
1468 }
1469 return false;
1470 }
1471
1472 public void AddChange(changes what, object arg)
1473 {
1474 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1475 }
1476 }
1477}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..a7dda7a
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,1087 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Extensive change Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 // WARNING this are working copies for internel use
67 // their values may not be the corresponding parameter
68
69 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
70 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
71
72 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
73
74 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
75 // HOVER_TERRAIN_ONLY
76 // HOVER_GLOBAL_HEIGHT
77 // NO_DEFLECTION_UP
78 // HOVER_WATER_ONLY
79 // HOVER_UP_ONLY
80 // LIMIT_MOTOR_UP
81 // LIMIT_ROLL_ONLY
82 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
83
84 // Linear properties
85 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
86 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
87 private float m_linearMotorDecayTimescale = 120;
88 private float m_linearMotorTimescale = 1000;
89 private Vector3 m_linearMotorOffset = Vector3.Zero;
90
91 //Angular properties
92 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
93 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
94 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
95 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
96
97 //Deflection properties
98 private float m_angularDeflectionEfficiency = 0;
99 private float m_angularDeflectionTimescale = 1000;
100 private float m_linearDeflectionEfficiency = 0;
101 private float m_linearDeflectionTimescale = 1000;
102
103 //Banking properties
104 private float m_bankingEfficiency = 0;
105 private float m_bankingMix = 0;
106 private float m_bankingTimescale = 1000;
107
108 //Hover and Buoyancy properties
109 private float m_VhoverHeight = 0f;
110 private float m_VhoverEfficiency = 0f;
111 private float m_VhoverTimescale = 1000f;
112 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
113 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
114 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
115 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
116
117 //Attractor properties
118 private float m_verticalAttractionEfficiency = 1.0f; // damped
119 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
120
121
122 // auxiliar
123 private float m_lmEfect = 0f; // current linear motor eficiency
124 private float m_lmDecay = 0f; // current linear decay
125
126 private float m_amEfect = 0; // current angular motor eficiency
127 private float m_amDecay = 0f; // current linear decay
128
129 private float m_ffactor = 1.0f;
130
131 private float m_timestep = 0.02f;
132 private float m_invtimestep = 50;
133
134
135 float m_ampwr;
136 float m_amdampX;
137 float m_amdampY;
138 float m_amdampZ;
139
140
141 public float FrictionFactor
142 {
143 get
144 {
145 return m_ffactor;
146 }
147 }
148
149
150 public ODEDynamics(OdePrim rootp)
151 {
152 rootPrim = rootp;
153 _pParentScene = rootPrim._parent_scene;
154 m_timestep = _pParentScene.ODE_STEPSIZE;
155 m_invtimestep = 1.0f / m_timestep;
156 }
157
158 public void DoSetVehicle(VehicleData vd)
159 {
160 m_type = vd.m_type;
161 m_flags = vd.m_flags;
162
163
164 // Linear properties
165 m_linearMotorDirection = vd.m_linearMotorDirection;
166
167 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
168 if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
169 if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
170 if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
171
172 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
173 if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
174 m_linearMotorDecayTimescale += 0.2f;
175 m_linearMotorDecayTimescale *= m_invtimestep;
176
177 m_linearMotorTimescale = vd.m_linearMotorTimescale;
178 if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
179
180 m_linearMotorOffset = vd.m_linearMotorOffset;
181
182 //Angular properties
183 m_angularMotorDirection = vd.m_angularMotorDirection;
184 m_angularMotorTimescale = vd.m_angularMotorTimescale;
185 if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
186
187 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
188 if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
189 m_angularMotorDecayTimescale *= m_invtimestep;
190
191 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
192 if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
193 if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
194 if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
195
196 //Deflection properties
197 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
198 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
199 if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
200
201 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
202 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
203 if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
204
205 //Banking properties
206 m_bankingEfficiency = vd.m_bankingEfficiency;
207 m_bankingMix = vd.m_bankingMix;
208 m_bankingTimescale = vd.m_bankingTimescale;
209 if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
210
211 //Hover and Buoyancy properties
212 m_VhoverHeight = vd.m_VhoverHeight;
213 m_VhoverEfficiency = vd.m_VhoverEfficiency;
214 m_VhoverTimescale = vd.m_VhoverTimescale;
215 if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
216
217 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
218
219 //Attractor properties
220 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
221 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
222 if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
223
224 // Axis
225 m_referenceFrame = vd.m_referenceFrame;
226
227 m_lmEfect = 0;
228 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
229 m_amEfect = 0;
230 m_ffactor = 1.0f;
231 }
232
233 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
234 {
235 float len;
236
237 switch (pParam)
238 {
239 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
240 if (pValue < 0f) pValue = 0f;
241 if (pValue > 1f) pValue = 1f;
242 m_angularDeflectionEfficiency = pValue;
243 break;
244 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
245 if (pValue < m_timestep) pValue = m_timestep;
246 m_angularDeflectionTimescale = pValue;
247 break;
248 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
249 if (pValue < m_timestep) pValue = m_timestep;
250 else if (pValue > 120) pValue = 120;
251 m_angularMotorDecayTimescale = pValue * m_invtimestep;
252 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
253 break;
254 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
255 if (pValue < m_timestep) pValue = m_timestep;
256 m_angularMotorTimescale = pValue;
257 break;
258 case Vehicle.BANKING_EFFICIENCY:
259 if (pValue < -1f) pValue = -1f;
260 if (pValue > 1f) pValue = 1f;
261 m_bankingEfficiency = pValue;
262 break;
263 case Vehicle.BANKING_MIX:
264 if (pValue < 0f) pValue = 0f;
265 if (pValue > 1f) pValue = 1f;
266 m_bankingMix = pValue;
267 break;
268 case Vehicle.BANKING_TIMESCALE:
269 if (pValue < m_timestep) pValue = m_timestep;
270 m_bankingTimescale = pValue;
271 break;
272 case Vehicle.BUOYANCY:
273 if (pValue < -1f) pValue = -1f;
274 if (pValue > 1f) pValue = 1f;
275 m_VehicleBuoyancy = pValue;
276 break;
277 case Vehicle.HOVER_EFFICIENCY:
278 if (pValue < 0f) pValue = 0f;
279 if (pValue > 1f) pValue = 1f;
280 m_VhoverEfficiency = pValue;
281 break;
282 case Vehicle.HOVER_HEIGHT:
283 m_VhoverHeight = pValue;
284 break;
285 case Vehicle.HOVER_TIMESCALE:
286 if (pValue < m_timestep) pValue = m_timestep;
287 m_VhoverTimescale = pValue;
288 break;
289 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
290 if (pValue < 0f) pValue = 0f;
291 if (pValue > 1f) pValue = 1f;
292 m_linearDeflectionEfficiency = pValue;
293 break;
294 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
295 if (pValue < m_timestep) pValue = m_timestep;
296 m_linearDeflectionTimescale = pValue;
297 break;
298 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
299 if (pValue < m_timestep) pValue = m_timestep;
300 else if (pValue > 120) pValue = 120;
301 m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
302 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
303 break;
304 case Vehicle.LINEAR_MOTOR_TIMESCALE:
305 if (pValue < m_timestep) pValue = m_timestep;
306 m_linearMotorTimescale = pValue;
307 break;
308 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
309 if (pValue < 0f) pValue = 0f;
310 if (pValue > 1f) pValue = 1f;
311 m_verticalAttractionEfficiency = pValue;
312 break;
313 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
314 if (pValue < m_timestep) pValue = m_timestep;
315 m_verticalAttractionTimescale = pValue;
316 break;
317
318 // These are vector properties but the engine lets you use a single float value to
319 // set all of the components to the same value
320 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
321 if (pValue < m_timestep) pValue = m_timestep;
322 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
323 break;
324 case Vehicle.ANGULAR_MOTOR_DIRECTION:
325 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
326 len = m_angularMotorDirection.Length();
327 if (len > 12.566f)
328 m_angularMotorDirection *= (12.566f / len);
329
330 m_amEfect = 1.0f ; // turn it on
331 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
332
333 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
334 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
335 d.BodyEnable(rootPrim.Body);
336 break;
337 case Vehicle.LINEAR_FRICTION_TIMESCALE:
338 if (pValue < m_timestep) pValue = m_timestep;
339 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
340 break;
341 case Vehicle.LINEAR_MOTOR_DIRECTION:
342 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
343 len = m_linearMotorDirection.Length();
344 if (len > 100.0f)
345 m_linearMotorDirection *= (100.0f / len);
346
347 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
348 m_lmEfect = 1.0f; // turn it on
349
350 m_ffactor = 0.0f;
351 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
352 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
353 d.BodyEnable(rootPrim.Body);
354 break;
355 case Vehicle.LINEAR_MOTOR_OFFSET:
356 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
357 len = m_linearMotorOffset.Length();
358 if (len > 100.0f)
359 m_linearMotorOffset *= (100.0f / len);
360 break;
361 }
362 }//end ProcessFloatVehicleParam
363
364 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
365 {
366 float len;
367
368 switch (pParam)
369 {
370 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
371 if (pValue.X < m_timestep) pValue.X = m_timestep;
372 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
373 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
374
375 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
376 break;
377 case Vehicle.ANGULAR_MOTOR_DIRECTION:
378 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
379 // Limit requested angular speed to 2 rps= 4 pi rads/sec
380 len = m_angularMotorDirection.Length();
381 if (len > 12.566f)
382 m_angularMotorDirection *= (12.566f / len);
383
384 m_amEfect = 1.0f; // turn it on
385 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
386
387 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
388 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
389 d.BodyEnable(rootPrim.Body);
390 break;
391 case Vehicle.LINEAR_FRICTION_TIMESCALE:
392 if (pValue.X < m_timestep) pValue.X = m_timestep;
393 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
394 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
395 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
396 break;
397 case Vehicle.LINEAR_MOTOR_DIRECTION:
398 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
399 len = m_linearMotorDirection.Length();
400 if (len > 100.0f)
401 m_linearMotorDirection *= (100.0f / len);
402
403 m_lmEfect = 1.0f; // turn it on
404 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
405
406 m_ffactor = 0.0f;
407 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
408 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
409 d.BodyEnable(rootPrim.Body);
410 break;
411 case Vehicle.LINEAR_MOTOR_OFFSET:
412 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
413 len = m_linearMotorOffset.Length();
414 if (len > 100.0f)
415 m_linearMotorOffset *= (100.0f / len);
416 break;
417 case Vehicle.BLOCK_EXIT:
418 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
419 break;
420 }
421 }//end ProcessVectorVehicleParam
422
423 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
424 {
425 switch (pParam)
426 {
427 case Vehicle.REFERENCE_FRAME:
428 // m_referenceFrame = Quaternion.Inverse(pValue);
429 m_referenceFrame = pValue;
430 break;
431 case Vehicle.ROLL_FRAME:
432 m_RollreferenceFrame = pValue;
433 break;
434 }
435 }//end ProcessRotationVehicleParam
436
437 internal void ProcessVehicleFlags(int pParam, bool remove)
438 {
439 if (remove)
440 {
441 m_flags &= ~((VehicleFlag)pParam);
442 }
443 else
444 {
445 m_flags |= (VehicleFlag)pParam;
446 }
447 }//end ProcessVehicleFlags
448
449 internal void ProcessTypeChange(Vehicle pType)
450 {
451 m_lmEfect = 0;
452
453 m_amEfect = 0;
454 m_ffactor = 1f;
455
456 m_linearMotorDirection = Vector3.Zero;
457 m_angularMotorDirection = Vector3.Zero;
458
459 m_BlockingEndPoint = Vector3.Zero;
460 m_RollreferenceFrame = Quaternion.Identity;
461 m_linearMotorOffset = Vector3.Zero;
462
463 m_referenceFrame = Quaternion.Identity;
464
465 // Set Defaults For Type
466 m_type = pType;
467 switch (pType)
468 {
469 case Vehicle.TYPE_NONE:
470 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
471 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
472 m_linearMotorTimescale = 1000;
473 m_linearMotorDecayTimescale = 120 * m_invtimestep;
474 m_angularMotorTimescale = 1000;
475 m_angularMotorDecayTimescale = 1000 * m_invtimestep;
476 m_VhoverHeight = 0;
477 m_VhoverEfficiency = 1;
478 m_VhoverTimescale = 1000;
479 m_VehicleBuoyancy = 0;
480 m_linearDeflectionEfficiency = 0;
481 m_linearDeflectionTimescale = 1000;
482 m_angularDeflectionEfficiency = 0;
483 m_angularDeflectionTimescale = 1000;
484 m_bankingEfficiency = 0;
485 m_bankingMix = 1;
486 m_bankingTimescale = 1000;
487 m_verticalAttractionEfficiency = 0;
488 m_verticalAttractionTimescale = 1000;
489
490 m_flags = (VehicleFlag)0;
491 break;
492
493 case Vehicle.TYPE_SLED:
494 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
495 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
496 m_linearMotorTimescale = 1000;
497 m_linearMotorDecayTimescale = 120 * m_invtimestep;
498 m_angularMotorTimescale = 1000;
499 m_angularMotorDecayTimescale = 120 * m_invtimestep;
500 m_VhoverHeight = 0;
501 m_VhoverEfficiency = 1;
502 m_VhoverTimescale = 10;
503 m_VehicleBuoyancy = 0;
504 m_linearDeflectionEfficiency = 1;
505 m_linearDeflectionTimescale = 1;
506 m_angularDeflectionEfficiency = 0;
507 m_angularDeflectionTimescale = 10;
508 m_verticalAttractionEfficiency = 1;
509 m_verticalAttractionTimescale = 1000;
510 m_bankingEfficiency = 0;
511 m_bankingMix = 1;
512 m_bankingTimescale = 10;
513 m_flags &=
514 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
515 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
516 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
517 VehicleFlag.LIMIT_ROLL_ONLY |
518 VehicleFlag.LIMIT_MOTOR_UP);
519 break;
520
521 case Vehicle.TYPE_CAR:
522 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
523 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
524 m_linearMotorTimescale = 1;
525 m_linearMotorDecayTimescale = 60 * m_invtimestep;
526 m_angularMotorTimescale = 1;
527 m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
528 m_VhoverHeight = 0;
529 m_VhoverEfficiency = 0;
530 m_VhoverTimescale = 1000;
531 m_VehicleBuoyancy = 0;
532 m_linearDeflectionEfficiency = 1;
533 m_linearDeflectionTimescale = 2;
534 m_angularDeflectionEfficiency = 0;
535 m_angularDeflectionTimescale = 10;
536 m_verticalAttractionEfficiency = 1f;
537 m_verticalAttractionTimescale = 10f;
538 m_bankingEfficiency = -0.2f;
539 m_bankingMix = 1;
540 m_bankingTimescale = 1;
541 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
542 VehicleFlag.HOVER_TERRAIN_ONLY |
543 VehicleFlag.HOVER_GLOBAL_HEIGHT);
544 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
545 VehicleFlag.LIMIT_ROLL_ONLY |
546 VehicleFlag.LIMIT_MOTOR_UP |
547 VehicleFlag.HOVER_UP_ONLY);
548 break;
549 case Vehicle.TYPE_BOAT:
550 m_linearFrictionTimescale = new Vector3(10, 3, 2);
551 m_angularFrictionTimescale = new Vector3(10, 10, 10);
552 m_linearMotorTimescale = 5;
553 m_linearMotorDecayTimescale = 60 * m_invtimestep;
554 m_angularMotorTimescale = 4;
555 m_angularMotorDecayTimescale = 4 * m_invtimestep;
556 m_VhoverHeight = 0;
557 m_VhoverEfficiency = 0.5f;
558 m_VhoverTimescale = 2;
559 m_VehicleBuoyancy = 1;
560 m_linearDeflectionEfficiency = 0.5f;
561 m_linearDeflectionTimescale = 3;
562 m_angularDeflectionEfficiency = 0.5f;
563 m_angularDeflectionTimescale = 5;
564 m_verticalAttractionEfficiency = 0.5f;
565 m_verticalAttractionTimescale = 5f;
566 m_bankingEfficiency = -0.3f;
567 m_bankingMix = 0.8f;
568 m_bankingTimescale = 1;
569 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
570 VehicleFlag.HOVER_GLOBAL_HEIGHT |
571 VehicleFlag.HOVER_UP_ONLY); // |
572// VehicleFlag.LIMIT_ROLL_ONLY);
573 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
574 VehicleFlag.LIMIT_MOTOR_UP |
575 VehicleFlag.HOVER_UP_ONLY | // new sl
576 VehicleFlag.HOVER_WATER_ONLY);
577 break;
578
579 case Vehicle.TYPE_AIRPLANE:
580 m_linearFrictionTimescale = new Vector3(200, 10, 5);
581 m_angularFrictionTimescale = new Vector3(20, 20, 20);
582 m_linearMotorTimescale = 2;
583 m_linearMotorDecayTimescale = 60 * m_invtimestep;
584 m_angularMotorTimescale = 4;
585 m_angularMotorDecayTimescale = 8 * m_invtimestep;
586 m_VhoverHeight = 0;
587 m_VhoverEfficiency = 0.5f;
588 m_VhoverTimescale = 1000;
589 m_VehicleBuoyancy = 0;
590 m_linearDeflectionEfficiency = 0.5f;
591 m_linearDeflectionTimescale = 0.5f;
592 m_angularDeflectionEfficiency = 1;
593 m_angularDeflectionTimescale = 2;
594 m_verticalAttractionEfficiency = 0.9f;
595 m_verticalAttractionTimescale = 2f;
596 m_bankingEfficiency = 1;
597 m_bankingMix = 0.7f;
598 m_bankingTimescale = 2;
599 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
600 VehicleFlag.HOVER_TERRAIN_ONLY |
601 VehicleFlag.HOVER_GLOBAL_HEIGHT |
602 VehicleFlag.HOVER_UP_ONLY |
603 VehicleFlag.NO_DEFLECTION_UP |
604 VehicleFlag.LIMIT_MOTOR_UP);
605 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
606 break;
607
608 case Vehicle.TYPE_BALLOON:
609 m_linearFrictionTimescale = new Vector3(5, 5, 5);
610 m_angularFrictionTimescale = new Vector3(10, 10, 10);
611 m_linearMotorTimescale = 5;
612 m_linearMotorDecayTimescale = 60 * m_invtimestep;
613 m_angularMotorTimescale = 6;
614 m_angularMotorDecayTimescale = 10 * m_invtimestep;
615 m_VhoverHeight = 5;
616 m_VhoverEfficiency = 0.8f;
617 m_VhoverTimescale = 10;
618 m_VehicleBuoyancy = 1;
619 m_linearDeflectionEfficiency = 0;
620 m_linearDeflectionTimescale = 5 * m_invtimestep;
621 m_angularDeflectionEfficiency = 0;
622 m_angularDeflectionTimescale = 5;
623 m_verticalAttractionEfficiency = 1f;
624 m_verticalAttractionTimescale = 1000f;
625 m_bankingEfficiency = 0;
626 m_bankingMix = 0.7f;
627 m_bankingTimescale = 5;
628 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
629 VehicleFlag.HOVER_TERRAIN_ONLY |
630 VehicleFlag.HOVER_UP_ONLY |
631 VehicleFlag.NO_DEFLECTION_UP |
632 VehicleFlag.LIMIT_MOTOR_UP | //);
633 VehicleFlag.LIMIT_ROLL_ONLY | // new sl
634 VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
635
636// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
637// VehicleFlag.HOVER_GLOBAL_HEIGHT);
638 break;
639
640 }
641
642 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
643 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
644
645 }//end SetDefaultsForType
646
647 internal void Stop()
648 {
649 m_lmEfect = 0;
650 m_lmDecay = 0f;
651 m_amEfect = 0;
652 m_amDecay = 0;
653 m_ffactor = 1f;
654 }
655
656 public static Vector3 Xrot(Quaternion rot)
657 {
658 Vector3 vec;
659 rot.Normalize(); // just in case
660 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
661 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
662 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
663 return vec;
664 }
665
666 public static Vector3 Zrot(Quaternion rot)
667 {
668 Vector3 vec;
669 rot.Normalize(); // just in case
670 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
671 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
672 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
673
674 return vec;
675 }
676
677 private const float pi = (float)Math.PI;
678 private const float halfpi = 0.5f * (float)Math.PI;
679 private const float twopi = 2.0f * pi;
680
681 public static Vector3 ubitRot2Euler(Quaternion rot)
682 {
683 // returns roll in X
684 // pitch in Y
685 // yaw in Z
686 Vector3 vec;
687
688 // assuming rot is normalised
689 // rot.Normalize();
690
691 float zX = rot.X * rot.Z + rot.Y * rot.W;
692
693 if (zX < -0.49999f)
694 {
695 vec.X = 0;
696 vec.Y = -halfpi;
697 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
698 }
699 else if (zX > 0.49999f)
700 {
701 vec.X = 0;
702 vec.Y = halfpi;
703 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
704 }
705 else
706 {
707 vec.Y = (float)Math.Asin(2 * zX);
708
709 float sqw = rot.W * rot.W;
710
711 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
712 float zZ = rot.Z * rot.Z + sqw - 0.5f;
713
714 vec.X = (float)Math.Atan2(minuszY, zZ);
715
716 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
717 float yY = rot.X * rot.X + sqw - 0.5f;
718 vec.Z = (float)Math.Atan2(yX, yY);
719 }
720 return vec;
721 }
722
723 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
724 {
725 // assuming rot is normalised
726 // rot.Normalize();
727
728 float zX = rot.X * rot.Z + rot.Y * rot.W;
729
730 if (zX < -0.49999f)
731 {
732 roll = 0;
733 pitch = -halfpi;
734 }
735 else if (zX > 0.49999f)
736 {
737 roll = 0;
738 pitch = halfpi;
739 }
740 else
741 {
742 pitch = (float)Math.Asin(2 * zX);
743
744 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
745 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
746
747 roll = (float)Math.Atan2(minuszY, zZ);
748 }
749 return ;
750 }
751
752 internal void Step()
753 {
754 IntPtr Body = rootPrim.Body;
755
756 d.Mass dmass;
757 d.BodyGetMass(Body, out dmass);
758
759 d.Quaternion rot = d.BodyGetQuaternion(Body);
760 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
761 Quaternion rotq = objrotq; // rotq = rotation of object
762 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
763 Quaternion irotq = Quaternion.Inverse(rotq);
764
765 d.Vector3 dvtmp;
766 Vector3 tmpV;
767 Vector3 curVel; // velocity in world
768 Vector3 curAngVel; // angular velocity in world
769 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
770 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
771 d.Vector3 dtorque = new d.Vector3();
772
773 dvtmp = d.BodyGetLinearVel(Body);
774 curVel.X = dvtmp.X;
775 curVel.Y = dvtmp.Y;
776 curVel.Z = dvtmp.Z;
777 Vector3 curLocalVel = curVel * irotq; // current velocity in local
778
779 dvtmp = d.BodyGetAngularVel(Body);
780 curAngVel.X = dvtmp.X;
781 curAngVel.Y = dvtmp.Y;
782 curAngVel.Z = dvtmp.Z;
783 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
784
785 float ldampZ = 0;
786
787 // linear motor
788 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
789 {
790 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
791 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
792 tmpV *= rotq; // to world
793
794 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
795 tmpV.Z = 0;
796
797 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
798 {
799 // have offset, do it now
800 tmpV *= dmass.mass;
801 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
802 }
803 else
804 {
805 force.X += tmpV.X;
806 force.Y += tmpV.Y;
807 force.Z += tmpV.Z;
808 }
809
810 m_lmEfect *= m_lmDecay;
811// m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
812 m_ffactor = 0.0f;
813 }
814 else
815 {
816 m_lmEfect = 0;
817 m_ffactor = 1f;
818 }
819
820 // hover
821 if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
822 {
823 // d.Vector3 pos = d.BodyGetPosition(Body);
824 d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
825 pos.Z -= 0.21f; // minor offset that seems to be always there in sl
826
827 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
828 float perr;
829
830 // default to global but don't go underground
831 perr = m_VhoverHeight - pos.Z;
832
833 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
834 {
835 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
836 {
837 perr += _pParentScene.GetWaterLevel();
838 }
839 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
840 {
841 perr += t;
842 }
843 else
844 {
845 float w = _pParentScene.GetWaterLevel();
846 if (t > w)
847 perr += t;
848 else
849 perr += w;
850 }
851 }
852 else if (t > m_VhoverHeight)
853 perr = t - pos.Z; ;
854
855 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
856 {
857 ldampZ = m_VhoverEfficiency * m_invtimestep;
858
859 perr *= (1.0f + ldampZ) / m_VhoverTimescale;
860
861 // force.Z += perr - curVel.Z * tmp;
862 force.Z += perr;
863 ldampZ *= -curVel.Z;
864
865 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
866 }
867 else // no buoyancy
868 force.Z += _pParentScene.gravityz;
869 }
870 else
871 {
872 // default gravity and Buoyancy
873 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
874 }
875
876 // linear deflection
877 if (m_linearDeflectionEfficiency > 0)
878 {
879 float len = curVel.Length();
880 if (len > 0.01) // if moving
881 {
882 Vector3 atAxis;
883 atAxis = Xrot(rotq); // where are we pointing to
884 atAxis *= len; // make it same size as world velocity vector
885
886 tmpV = -atAxis; // oposite direction
887 atAxis -= curVel; // error to one direction
888 len = atAxis.LengthSquared();
889
890 tmpV -= curVel; // error to oposite
891 float lens = tmpV.LengthSquared();
892
893 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
894 {
895 if (len < lens)
896 tmpV = atAxis;
897
898 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
899 force.X += tmpV.X;
900 force.Y += tmpV.Y;
901 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
902 force.Z += tmpV.Z;
903 }
904 }
905 }
906
907 // linear friction/damping
908 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
909 {
910 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
911 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
912 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
913 tmpV *= rotq; // to world
914
915 if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z))
916 tmpV.Z = ldampZ;
917 force.X += tmpV.X;
918 force.Y += tmpV.Y;
919 force.Z += tmpV.Z;
920 }
921
922 // vertical atractor
923 if (m_verticalAttractionTimescale < 300)
924 {
925 float roll;
926 float pitch;
927
928
929
930 float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale;
931
932 float ftmp2;
933 ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep;
934 m_amdampX = ftmp2;
935
936 m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency;
937
938 GetRollPitch(irotq, out roll, out pitch);
939
940 if (roll > halfpi)
941 roll = pi - roll;
942 else if (roll < -halfpi)
943 roll = -pi - roll;
944
945 float effroll = pitch / halfpi;
946 effroll *= effroll;
947 effroll = 1 - effroll;
948 effroll *= roll;
949
950
951 torque.X += effroll * ftmp;
952
953 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
954 {
955 float effpitch = roll / halfpi;
956 effpitch *= effpitch;
957 effpitch = 1 - effpitch;
958 effpitch *= pitch;
959
960 torque.Y += effpitch * ftmp;
961 }
962
963 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
964 {
965
966 float broll = effroll;
967 /*
968 if (broll > halfpi)
969 broll = pi - broll;
970 else if (broll < -halfpi)
971 broll = -pi - broll;
972 */
973 broll *= m_bankingEfficiency;
974 if (m_bankingMix != 0)
975 {
976 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
977 if (vfact > 1.0f) vfact = 1.0f;
978
979 if (curLocalVel.X >= 0)
980 broll *= (1 + (vfact - 1) * m_bankingMix);
981 else
982 broll *= -(1 + (vfact - 1) * m_bankingMix);
983 }
984 // make z rot be in world Z not local as seems to be in sl
985
986 broll = broll / m_bankingTimescale;
987
988
989 tmpV = Zrot(irotq);
990 tmpV *= broll;
991
992 torque.X += tmpV.X;
993 torque.Y += tmpV.Y;
994 torque.Z += tmpV.Z;
995
996 m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
997 m_amdampY = m_amdampZ;
998
999 }
1000 else
1001 {
1002 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1003 m_amdampY = m_amdampX;
1004 }
1005 }
1006 else
1007 {
1008 m_ampwr = 1.0f;
1009 m_amdampX = 1 / m_angularFrictionTimescale.X;
1010 m_amdampY = 1 / m_angularFrictionTimescale.Y;
1011 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1012 }
1013
1014 // angular motor
1015 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
1016 {
1017 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
1018 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
1019 torque.X += tmpV.X * m_ampwr;
1020 torque.Y += tmpV.Y * m_ampwr;
1021 torque.Z += tmpV.Z;
1022
1023 m_amEfect *= m_amDecay;
1024 }
1025 else
1026 m_amEfect = 0;
1027
1028 // angular deflection
1029 if (m_angularDeflectionEfficiency > 0)
1030 {
1031 Vector3 dirv;
1032
1033 if (curLocalVel.X > 0.01f)
1034 dirv = curLocalVel;
1035 else if (curLocalVel.X < -0.01f)
1036 // use oposite
1037 dirv = -curLocalVel;
1038 else
1039 {
1040 // make it fall into small positive x case
1041 dirv.X = 0.01f;
1042 dirv.Y = curLocalVel.Y;
1043 dirv.Z = curLocalVel.Z;
1044 }
1045
1046 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
1047
1048 if (Math.Abs(dirv.Z) > 0.01)
1049 {
1050 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
1051 }
1052
1053 if (Math.Abs(dirv.Y) > 0.01)
1054 {
1055 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
1056 }
1057 }
1058
1059 // angular friction
1060 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
1061 {
1062 torque.X -= curLocalAngVel.X * m_amdampX;
1063 torque.Y -= curLocalAngVel.Y * m_amdampY;
1064 torque.Z -= curLocalAngVel.Z * m_amdampZ;
1065 }
1066
1067
1068
1069 if (force.X != 0 || force.Y != 0 || force.Z != 0)
1070 {
1071 force *= dmass.mass;
1072 d.BodyAddForce(Body, force.X, force.Y, force.Z);
1073 }
1074
1075 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
1076 {
1077 torque *= m_referenceFrame; // to object frame
1078 dtorque.X = torque.X ;
1079 dtorque.Y = torque.Y;
1080 dtorque.Z = torque.Z;
1081
1082 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
1083 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
1084 }
1085 }
1086 }
1087}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..fbc6134
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,4031 @@
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
60namespace OpenSim.Region.Physics.OdePlugin
61{
62 public class OdePrim : PhysicsActor
63 {
64 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
65
66 private bool m_isphysical;
67 private bool m_fakeisphysical;
68 private bool m_isphantom;
69 private bool m_fakeisphantom;
70 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
71 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72
73 protected bool m_building;
74 protected bool m_forcePosOrRotation;
75 private bool m_iscolliding;
76
77 internal bool m_isSelected;
78 private bool m_delaySelect;
79 private bool m_lastdoneSelected;
80 internal bool m_outbounds;
81
82 private Quaternion m_lastorientation = new Quaternion();
83 private Quaternion _orientation;
84
85 private Vector3 _position;
86 private Vector3 _velocity;
87 private Vector3 _torque;
88 private Vector3 m_lastVelocity;
89 private Vector3 m_lastposition;
90 private Vector3 m_rotationalVelocity;
91 private Vector3 _size;
92 private Vector3 _acceleration;
93 private Vector3 m_angularlock = Vector3.One;
94 private IntPtr Amotor = IntPtr.Zero;
95
96 private Vector3 m_force;
97 private Vector3 m_forceacc;
98 private Vector3 m_angularForceacc;
99
100 private float m_invTimeStep = 50.0f;
101 private float m_timeStep = .02f;
102
103 private Vector3 m_PIDTarget;
104 private float m_PIDTau;
105 private bool m_usePID;
106
107 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
108 // and are for non-VEHICLES only.
109
110 private float m_PIDHoverHeight;
111 private float m_PIDHoverTau;
112 private bool m_useHoverPID;
113 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
114 private float m_targetHoverHeight;
115 private float m_groundHeight;
116 private float m_waterHeight;
117 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
118
119 private int body_autodisable_frames = 5;
120 public int bodydisablecontrol = 0;
121
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125 // Default colide nonphysical don't try to colide with anything
126 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
127
128 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
129 CollisionCategories.Character |
130 CollisionCategories.Land |
131 CollisionCategories.VolumeDtc);
132
133// private bool m_collidesLand = true;
134 private bool m_collidesWater;
135// public bool m_returnCollisions;
136
137 private bool m_NoColide; // for now only for internal use for bad meshs
138
139
140 // Default, Collide with Other Geometries, spaces and Bodies
141 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
142
143 public bool m_disabled;
144
145 private uint m_localID;
146
147 private IMesh m_mesh;
148 private object m_meshlock = new object();
149 private PrimitiveBaseShape _pbs;
150 public OdeScene _parent_scene;
151
152 /// <summary>
153 /// The physics space which contains prim geometry
154 /// </summary>
155 public IntPtr m_targetSpace = IntPtr.Zero;
156
157 public IntPtr prim_geom;
158 public IntPtr _triMeshData;
159
160 private PhysicsActor _parent;
161
162 private List<OdePrim> childrenPrim = new List<OdePrim>();
163
164
165// private bool m_throttleUpdates;
166// private int throttleCounter;
167 public float m_collisionscore;
168 private int m_colliderfilter = 0;
169
170 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
171
172 private float m_density = 10.000006836f; // Aluminum g/cm3;
173 private byte m_shapetype;
174 public bool _zeroFlag;
175 private bool m_lastUpdateSent;
176
177 public IntPtr Body = IntPtr.Zero;
178// public String Name { get; private set; }
179 private Vector3 _target_velocity;
180
181 public Vector3 primOOBsize; // prim real dimensions from mesh
182 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
183 public float primOOBradiusSQ;
184 public d.Mass primdMass; // prim inertia information on it's own referencial
185 float primMass; // prim own mass
186 float primVolume; // prim own volume;
187 float _mass; // object mass acording to case
188 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
189
190 public int givefakepos = 0;
191 private Vector3 fakepos;
192 public int givefakeori = 0;
193 private Quaternion fakeori;
194
195 private int m_eventsubscription;
196 private int m_cureventsubscription;
197 private CollisionEventUpdate CollisionEventsThisFrame = null;
198 private bool SentEmptyCollisionsEvent;
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 public override bool Phantom // this is not reliable for internal use
237 {
238 get { return m_fakeisphantom; }
239 set
240 {
241 m_fakeisphantom = value;
242 AddChange(changes.Phantom, value);
243 }
244 }
245
246 public override bool Building // this is not reliable for internal use
247 {
248 get { return m_building; }
249 set
250 {
251 if (value)
252 m_building = true;
253 AddChange(changes.building, value);
254 }
255 }
256
257 public override void getContactData(ref ContactData cdata)
258 {
259 cdata.mu = mu;
260 cdata.bounce = bounce;
261
262 // cdata.softcolide = m_softcolide;
263 cdata.softcolide = false;
264
265 if (m_isphysical)
266 {
267 ODEDynamics veh;
268 if (_parent != null)
269 veh = ((OdePrim)_parent).m_vehicle;
270 else
271 veh = m_vehicle;
272
273 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
274 cdata.mu *= veh.FrictionFactor;
275// cdata.mu *= 0;
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 { return m_localID; }
294 set { m_localID = value; }
295 }
296
297 public override PhysicsActor ParentActor
298 {
299 get
300 {
301 if (childPrim)
302 return _parent;
303 else
304 return (PhysicsActor)this;
305 }
306 }
307
308 public override bool Grabbed
309 {
310 set { return; }
311 }
312
313 public override bool Selected
314 {
315 set
316 {
317 if (value)
318 m_isSelected = value; // if true set imediatly to stop moves etc
319 AddChange(changes.Selected, value);
320 }
321 }
322
323 public override bool Flying
324 {
325 // no flying prims for you
326 get { return false; }
327 set { }
328 }
329
330 public override bool IsColliding
331 {
332 get { return m_iscolliding; }
333 set
334 {
335 if (value)
336 {
337 m_colliderfilter += 2;
338 if (m_colliderfilter > 2)
339 m_colliderfilter = 2;
340 }
341 else
342 {
343 m_colliderfilter--;
344 if (m_colliderfilter < 0)
345 m_colliderfilter = 0;
346 }
347
348 if (m_colliderfilter == 0)
349 m_iscolliding = false;
350 else
351 m_iscolliding = true;
352 }
353 }
354
355 public override bool CollidingGround
356 {
357 get { return false; }
358 set { return; }
359 }
360
361 public override bool CollidingObj
362 {
363 get { return false; }
364 set { return; }
365 }
366
367
368 public override bool ThrottleUpdates {get;set;}
369/*
370 {
371 get { return m_throttleUpdates; }
372 set { m_throttleUpdates = value; }
373 }
374*/
375 public override bool Stopped
376 {
377 get { return _zeroFlag; }
378 }
379
380 public override Vector3 Position
381 {
382 get
383 {
384 if (givefakepos > 0)
385 return fakepos;
386 else
387 return _position;
388 }
389
390 set
391 {
392 fakepos = value;
393 givefakepos++;
394 AddChange(changes.Position, value);
395 }
396 }
397
398 public override Vector3 Size
399 {
400 get { return _size; }
401 set
402 {
403 if (value.IsFinite())
404 {
405 AddChange(changes.Size, value);
406 }
407 else
408 {
409 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
410 }
411 }
412 }
413
414 public override float Mass
415 {
416 get { return primMass; }
417 }
418
419 public override Vector3 Force
420 {
421 //get { return Vector3.Zero; }
422 get { return m_force; }
423 set
424 {
425 if (value.IsFinite())
426 {
427 AddChange(changes.Force, value);
428 }
429 else
430 {
431 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
432 }
433 }
434 }
435
436 public override void SetVolumeDetect(int param)
437 {
438 m_fakeisVolumeDetect = (param != 0);
439 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
440 }
441
442 public override Vector3 GeometricCenter
443 {
444 // this is not real geometric center but a average of positions relative to root prim acording to
445 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
446 // ignoring tortured prims details since sl also seems to ignore
447 // so no real use in doing it on physics
448 get
449 {
450 return Vector3.Zero;
451 }
452 }
453
454 public override Vector3 CenterOfMass
455 {
456 get
457 {
458 lock (_parent_scene.OdeLock)
459 {
460 d.Vector3 dtmp;
461 if (!childPrim && Body != IntPtr.Zero)
462 {
463 dtmp = d.BodyGetPosition(Body);
464 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
465 }
466 else if (prim_geom != IntPtr.Zero)
467 {
468 d.Quaternion dq;
469 d.GeomCopyQuaternion(prim_geom, out dq);
470 Quaternion q;
471 q.X = dq.X;
472 q.Y = dq.Y;
473 q.Z = dq.Z;
474 q.W = dq.W;
475
476 Vector3 Ptot = primOOBoffset * q;
477 dtmp = d.GeomGetPosition(prim_geom);
478 Ptot.X += dtmp.X;
479 Ptot.Y += dtmp.Y;
480 Ptot.Z += dtmp.Z;
481
482 // if(childPrim) we only know about physical linksets
483 return Ptot;
484/*
485 float tmass = _mass;
486 Ptot *= tmass;
487
488 float m;
489
490 foreach (OdePrim prm in childrenPrim)
491 {
492 m = prm._mass;
493 Ptot += prm.CenterOfMass * m;
494 tmass += m;
495 }
496
497 if (tmass == 0)
498 tmass = 0;
499 else
500 tmass = 1.0f / tmass;
501
502 Ptot *= tmass;
503 return Ptot;
504*/
505 }
506 else
507 return _position;
508 }
509 }
510 }
511
512 public override Vector3 OOBsize
513 {
514 get
515 {
516 return primOOBsize;
517 }
518 }
519
520 public override Vector3 OOBoffset
521 {
522 get
523 {
524 return primOOBoffset;
525 }
526 }
527
528 public override float OOBRadiusSQ
529 {
530 get
531 {
532 return primOOBradiusSQ;
533 }
534 }
535
536 public override PrimitiveBaseShape Shape
537 {
538 set
539 {
540 AddChange(changes.Shape, value);
541 }
542 }
543
544 public override byte PhysicsShapeType
545 {
546 get
547 {
548 return m_shapetype;
549 }
550 set
551 {
552 m_shapetype = value;
553 AddChange(changes.Shape, null);
554 }
555 }
556
557
558 public override Vector3 Velocity
559 {
560 get
561 {
562 if (_zeroFlag)
563 return Vector3.Zero;
564 return _velocity;
565 }
566 set
567 {
568 if (value.IsFinite())
569 {
570 AddChange(changes.Velocity, value);
571 }
572 else
573 {
574 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
575 }
576
577 }
578 }
579
580 public override Vector3 Torque
581 {
582 get
583 {
584 if (!IsPhysical || Body == IntPtr.Zero)
585 return Vector3.Zero;
586
587 return _torque;
588 }
589
590 set
591 {
592 if (value.IsFinite())
593 {
594 AddChange(changes.Torque, value);
595 }
596 else
597 {
598 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
599 }
600 }
601 }
602
603 public override float CollisionScore
604 {
605 get { return m_collisionscore; }
606 set { m_collisionscore = value; }
607 }
608
609 public override bool Kinematic
610 {
611 get { return false; }
612 set { }
613 }
614
615 public override Quaternion Orientation
616 {
617 get
618 {
619 if (givefakeori > 0)
620 return fakeori;
621 else
622
623 return _orientation;
624 }
625 set
626 {
627 if (QuaternionIsFinite(value))
628 {
629 fakeori = value;
630 givefakeori++;
631 AddChange(changes.Orientation, value);
632 }
633 else
634 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
635
636 }
637 }
638
639 public override Vector3 Acceleration
640 {
641 get { return _acceleration; }
642 set { }
643 }
644
645 public override Vector3 RotationalVelocity
646 {
647 get
648 {
649 Vector3 pv = Vector3.Zero;
650 if (_zeroFlag)
651 return pv;
652
653 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
654 return pv;
655
656 return m_rotationalVelocity;
657 }
658 set
659 {
660 if (value.IsFinite())
661 {
662 AddChange(changes.AngVelocity, value);
663 }
664 else
665 {
666 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
667 }
668 }
669 }
670
671 public override float Buoyancy
672 {
673 get { return m_buoyancy; }
674 set
675 {
676 m_buoyancy = value;
677 }
678 }
679
680 public override bool FloatOnWater
681 {
682 set
683 {
684 AddChange(changes.CollidesWater, value);
685 }
686 }
687
688 public override Vector3 PIDTarget
689 {
690 set
691 {
692 if (value.IsFinite())
693 {
694 m_PIDTarget = value;
695 }
696 else
697 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
698 }
699 }
700
701 public override bool PIDActive { set { m_usePID = value; } }
702 public override float PIDTau
703 {
704 set
705 {
706 if (value <= 0)
707 m_PIDTau = 0;
708 else
709 {
710 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
711 if (value < mint)
712 m_PIDTau = mint;
713 else
714 m_PIDTau = value;
715 }
716 }
717 }
718
719 public override float PIDHoverHeight
720 {
721 set
722 {
723 m_PIDHoverHeight = value;
724 if (value == 0)
725 m_useHoverPID = false;
726 }
727 }
728 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
729 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
730 public override float PIDHoverTau
731 {
732 set
733 {
734 if (value <= 0)
735 m_PIDHoverTau = 0;
736 else
737 {
738 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
739 if (value < mint)
740 m_PIDHoverTau = mint;
741 else
742 m_PIDHoverTau = value;
743 }
744 }
745 }
746
747 public override Quaternion APIDTarget { set { return; } }
748
749 public override bool APIDActive { set { return; } }
750
751 public override float APIDStrength { set { return; } }
752
753 public override float APIDDamping { set { return; } }
754
755 public override int VehicleType
756 {
757 // we may need to put a fake on this
758 get
759 {
760 if (m_vehicle == null)
761 return (int)Vehicle.TYPE_NONE;
762 else
763 return (int)m_vehicle.Type;
764 }
765 set
766 {
767 AddChange(changes.VehicleType, value);
768 }
769 }
770
771 public override void VehicleFloatParam(int param, float value)
772 {
773 strVehicleFloatParam fp = new strVehicleFloatParam();
774 fp.param = param;
775 fp.value = value;
776 AddChange(changes.VehicleFloatParam, fp);
777 }
778
779 public override void VehicleVectorParam(int param, Vector3 value)
780 {
781 strVehicleVectorParam fp = new strVehicleVectorParam();
782 fp.param = param;
783 fp.value = value;
784 AddChange(changes.VehicleVectorParam, fp);
785 }
786
787 public override void VehicleRotationParam(int param, Quaternion value)
788 {
789 strVehicleQuatParam fp = new strVehicleQuatParam();
790 fp.param = param;
791 fp.value = value;
792 AddChange(changes.VehicleRotationParam, fp);
793 }
794
795 public override void VehicleFlags(int param, bool value)
796 {
797 strVehicleBoolParam bp = new strVehicleBoolParam();
798 bp.param = param;
799 bp.value = value;
800 AddChange(changes.VehicleFlags, bp);
801 }
802
803 public override void SetVehicle(object vdata)
804 {
805 AddChange(changes.SetVehicle, vdata);
806 }
807 public void SetAcceleration(Vector3 accel)
808 {
809 _acceleration = accel;
810 }
811
812 public override void AddForce(Vector3 force, bool pushforce)
813 {
814 if (force.IsFinite())
815 {
816 if(pushforce)
817 AddChange(changes.AddForce, force);
818 else // a impulse
819 AddChange(changes.AddForce, force * m_invTimeStep);
820 }
821 else
822 {
823 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
824 }
825 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
826 }
827
828 public override void AddAngularForce(Vector3 force, bool pushforce)
829 {
830 if (force.IsFinite())
831 {
832// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
833 AddChange(changes.AddAngForce, force);
834// else // a impulse
835// AddChange(changes.AddAngForce, force * m_invTimeStep);
836 }
837 else
838 {
839 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
840 }
841 }
842
843 public override void CrossingFailure()
844 {
845 if (m_outbounds)
846 {
847 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
848 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
849 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
850
851 m_lastposition = _position;
852 _velocity.X = 0;
853 _velocity.Y = 0;
854 _velocity.Z = 0;
855
856 m_lastVelocity = _velocity;
857 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
858 m_vehicle.Stop();
859
860 if(Body != IntPtr.Zero)
861 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
862 if (prim_geom != IntPtr.Zero)
863 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
864
865 m_outbounds = false;
866 changeDisable(false);
867 base.RequestPhysicsterseUpdate();
868 }
869 }
870
871 public override void SetMomentum(Vector3 momentum)
872 {
873 }
874
875 public override void SetMaterial(int pMaterial)
876 {
877 m_material = pMaterial;
878 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
879 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
880 }
881
882 public void setPrimForRemoval()
883 {
884 AddChange(changes.Remove, null);
885 }
886
887 public override void link(PhysicsActor obj)
888 {
889 AddChange(changes.Link, obj);
890 }
891
892 public override void delink()
893 {
894 AddChange(changes.DeLink, null);
895 }
896
897 public override void LockAngularMotion(Vector3 axis)
898 {
899 // reverse the zero/non zero values for ODE.
900 if (axis.IsFinite())
901 {
902 axis.X = (axis.X > 0) ? 1f : 0f;
903 axis.Y = (axis.Y > 0) ? 1f : 0f;
904 axis.Z = (axis.Z > 0) ? 1f : 0f;
905 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
906 AddChange(changes.AngLock, axis);
907 }
908 else
909 {
910 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
911 }
912 }
913
914 public override void SubscribeEvents(int ms)
915 {
916 m_eventsubscription = ms;
917 m_cureventsubscription = 0;
918 if (CollisionEventsThisFrame == null)
919 CollisionEventsThisFrame = new CollisionEventUpdate();
920 SentEmptyCollisionsEvent = false;
921 }
922
923 public override void UnSubscribeEvents()
924 {
925 if (CollisionEventsThisFrame != null)
926 {
927 CollisionEventsThisFrame.Clear();
928 CollisionEventsThisFrame = null;
929 }
930 m_eventsubscription = 0;
931 _parent_scene.RemoveCollisionEventReporting(this);
932 }
933
934 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
935 {
936 if (CollisionEventsThisFrame == null)
937 CollisionEventsThisFrame = new CollisionEventUpdate();
938// if(CollisionEventsThisFrame.Count < 32)
939 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
940 }
941
942 public void SendCollisions()
943 {
944 if (CollisionEventsThisFrame == null)
945 return;
946
947 if (m_cureventsubscription < m_eventsubscription)
948 return;
949
950 m_cureventsubscription = 0;
951
952 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
953
954 if (!SentEmptyCollisionsEvent || ncolisions > 0)
955 {
956 base.SendCollisionUpdate(CollisionEventsThisFrame);
957
958 if (ncolisions == 0)
959 {
960 SentEmptyCollisionsEvent = true;
961 _parent_scene.RemoveCollisionEventReporting(this);
962 }
963 else
964 {
965 SentEmptyCollisionsEvent = false;
966 CollisionEventsThisFrame.Clear();
967 }
968 }
969 }
970
971 internal void AddCollisionFrameTime(int t)
972 {
973 if (m_cureventsubscription < 50000)
974 m_cureventsubscription += t;
975 }
976
977 public override bool SubscribedEvents()
978 {
979 if (m_eventsubscription > 0)
980 return true;
981 return false;
982 }
983
984
985 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
986 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
987 {
988 Name = primName;
989 LocalID = plocalID;
990
991 m_vehicle = null;
992
993 if (!pos.IsFinite())
994 {
995 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
996 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
997 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
998 }
999 _position = pos;
1000 givefakepos = 0;
1001
1002 m_timeStep = parent_scene.ODE_STEPSIZE;
1003 m_invTimeStep = 1f / m_timeStep;
1004
1005 m_density = parent_scene.geomDefaultDensity;
1006 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
1007 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
1008
1009 prim_geom = IntPtr.Zero;
1010 collide_geom = IntPtr.Zero;
1011 Body = IntPtr.Zero;
1012
1013 if (!size.IsFinite())
1014 {
1015 size = new Vector3(0.5f, 0.5f, 0.5f);
1016 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1017 }
1018
1019 if (size.X <= 0) size.X = 0.01f;
1020 if (size.Y <= 0) size.Y = 0.01f;
1021 if (size.Z <= 0) size.Z = 0.01f;
1022
1023 _size = size;
1024
1025 if (!QuaternionIsFinite(rotation))
1026 {
1027 rotation = Quaternion.Identity;
1028 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1029 }
1030
1031 _orientation = rotation;
1032 givefakeori = 0;
1033
1034 _pbs = pbs;
1035
1036 _parent_scene = parent_scene;
1037 m_targetSpace = IntPtr.Zero;
1038
1039 if (pos.Z < 0)
1040 {
1041 m_isphysical = false;
1042 }
1043 else
1044 {
1045 m_isphysical = pisPhysical;
1046 }
1047 m_fakeisphysical = m_isphysical;
1048
1049 m_isVolumeDetect = false;
1050 m_fakeisVolumeDetect = false;
1051
1052 m_force = Vector3.Zero;
1053
1054 m_iscolliding = false;
1055 m_colliderfilter = 0;
1056 m_NoColide = false;
1057
1058 hasOOBoffsetFromMesh = false;
1059 _triMeshData = IntPtr.Zero;
1060
1061 m_shapetype = _shapeType;
1062
1063 m_lastdoneSelected = false;
1064 m_isSelected = false;
1065 m_delaySelect = false;
1066
1067 m_isphantom = pisPhantom;
1068 m_fakeisphantom = pisPhantom;
1069
1070 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1071 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1072
1073 CalcPrimBodyData();
1074
1075 m_mesh = null;
1076 if (_parent_scene.needsMeshing(pbs) && (pbs.SculptData.Length > 0))
1077 {
1078 bool convex;
1079 int clod = (int)LevelOfDetail.High;
1080 if (m_shapetype == 0)
1081 convex = false;
1082 else
1083 {
1084 convex = true;
1085 if (_pbs.SculptType != (byte)SculptType.Mesh)
1086 clod = (int)LevelOfDetail.Low;
1087 }
1088 m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, clod, true, convex);
1089 }
1090
1091 m_building = true; // control must set this to false when done
1092
1093 AddChange(changes.Add, null);
1094 }
1095
1096 private void resetCollisionAccounting()
1097 {
1098 m_collisionscore = 0;
1099 }
1100
1101 private void UpdateCollisionCatFlags()
1102 {
1103 if(m_isphysical && m_disabled)
1104 {
1105 m_collisionCategories = 0;
1106 m_collisionFlags = 0;
1107 }
1108
1109 else if (m_isSelected)
1110 {
1111 m_collisionCategories = CollisionCategories.Selected;
1112 m_collisionFlags = 0;
1113 }
1114
1115 else if (m_isVolumeDetect)
1116 {
1117 m_collisionCategories = CollisionCategories.VolumeDtc;
1118 if (m_isphysical)
1119 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1120 else
1121 m_collisionFlags = 0;
1122 }
1123 else if (m_isphantom)
1124 {
1125 m_collisionCategories = CollisionCategories.Phantom;
1126 if (m_isphysical)
1127 m_collisionFlags = CollisionCategories.Land;
1128 else
1129 m_collisionFlags = 0;
1130 }
1131 else
1132 {
1133 m_collisionCategories = CollisionCategories.Geom;
1134 if (m_isphysical)
1135 m_collisionFlags = m_default_collisionFlagsPhysical;
1136 else
1137 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1138 }
1139 }
1140
1141 private void ApplyCollisionCatFlags()
1142 {
1143 if (prim_geom != IntPtr.Zero)
1144 {
1145 if (!childPrim && childrenPrim.Count > 0)
1146 {
1147 foreach (OdePrim prm in childrenPrim)
1148 {
1149 if (m_isphysical && m_disabled)
1150 {
1151 prm.m_collisionCategories = 0;
1152 prm.m_collisionFlags = 0;
1153 }
1154 else
1155 {
1156 // preserve some
1157 if (prm.m_isSelected)
1158 {
1159 prm.m_collisionCategories = CollisionCategories.Selected;
1160 prm.m_collisionFlags = 0;
1161 }
1162 else if (prm.m_isVolumeDetect)
1163 {
1164 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1165 if (m_isphysical)
1166 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1167 else
1168 prm.m_collisionFlags = 0;
1169 }
1170 else if (prm.m_isphantom)
1171 {
1172 prm.m_collisionCategories = CollisionCategories.Phantom;
1173 if (m_isphysical)
1174 prm.m_collisionFlags = CollisionCategories.Land;
1175 else
1176 prm.m_collisionFlags = 0;
1177 }
1178 else
1179 {
1180 prm.m_collisionCategories = m_collisionCategories;
1181 prm.m_collisionFlags = m_collisionFlags;
1182 }
1183 }
1184
1185 if (prm.prim_geom != IntPtr.Zero)
1186 {
1187 if (prm.m_NoColide)
1188 {
1189 d.GeomSetCategoryBits(prm.prim_geom, 0);
1190 if (m_isphysical)
1191 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1192 else
1193 d.GeomSetCollideBits(prm.prim_geom, 0);
1194 }
1195 else
1196 {
1197 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1198 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1199 }
1200 }
1201 }
1202 }
1203
1204 if (m_NoColide)
1205 {
1206 d.GeomSetCategoryBits(prim_geom, 0);
1207 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1208 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1209 {
1210 d.GeomSetCategoryBits(collide_geom, 0);
1211 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1212 }
1213 }
1214 else
1215 {
1216 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1217 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1218 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1219 {
1220 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1221 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1222 }
1223 }
1224 }
1225 }
1226
1227 private void createAMotor(Vector3 axis)
1228 {
1229 if (Body == IntPtr.Zero)
1230 return;
1231
1232 if (Amotor != IntPtr.Zero)
1233 {
1234 d.JointDestroy(Amotor);
1235 Amotor = IntPtr.Zero;
1236 }
1237
1238 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1239
1240 if (axisnum <= 0)
1241 return;
1242
1243 // stop it
1244 d.BodySetTorque(Body, 0, 0, 0);
1245 d.BodySetAngularVel(Body, 0, 0, 0);
1246
1247 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1248 d.JointAttach(Amotor, Body, IntPtr.Zero);
1249
1250 d.JointSetAMotorMode(Amotor, 0);
1251
1252 d.JointSetAMotorNumAxes(Amotor, axisnum);
1253
1254 // get current orientation to lock
1255
1256 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1257 Quaternion curr; // crap convertion between identical things
1258 curr.X = dcur.X;
1259 curr.Y = dcur.Y;
1260 curr.Z = dcur.Z;
1261 curr.W = dcur.W;
1262 Vector3 ax;
1263
1264 int i = 0;
1265 int j = 0;
1266 if (axis.X == 0)
1267 {
1268 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1269 // ODE should do this with axis relative to body 1 but seems to fail
1270 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1271 d.JointSetAMotorAngle(Amotor, 0, 0);
1272 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1273 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1274 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1275 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1276 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1277 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1278 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1279 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1280 i++;
1281 j = 256; // move to next axis set
1282 }
1283
1284 if (axis.Y == 0)
1285 {
1286 ax = (new Vector3(0, 1, 0)) * curr;
1287 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1288 d.JointSetAMotorAngle(Amotor, i, 0);
1289 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1290 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1291 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1292 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1293 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1294 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1295 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1296 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1297 i++;
1298 j += 256;
1299 }
1300
1301 if (axis.Z == 0)
1302 {
1303 ax = (new Vector3(0, 0, 1)) * curr;
1304 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1305 d.JointSetAMotorAngle(Amotor, i, 0);
1306 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1307 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1308 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1309 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1310 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1311 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1312 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1313 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1314 }
1315 }
1316
1317 private bool setMesh(OdeScene parent_scene)
1318 {
1319 IntPtr vertices, indices;
1320 int vertexCount, indexCount;
1321 int vertexStride, triStride;
1322
1323 if (Body != IntPtr.Zero)
1324 {
1325 if (childPrim)
1326 {
1327 if (_parent != null)
1328 {
1329 OdePrim parent = (OdePrim)_parent;
1330 parent.ChildDelink(this, false);
1331 }
1332 }
1333 else
1334 {
1335 DestroyBody();
1336 }
1337 }
1338
1339 IMesh mesh = null;
1340
1341 lock (m_meshlock)
1342 {
1343 if (m_mesh == null)
1344 {
1345 bool convex;
1346 int clod = (int)LevelOfDetail.High;
1347
1348 if (m_shapetype == 0)
1349 convex = false;
1350 else
1351 {
1352 convex = true;
1353 if (_pbs.SculptType != (byte)SculptType.Mesh)
1354 clod = (int)LevelOfDetail.Low;
1355 }
1356
1357 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, clod, true, convex);
1358 }
1359 else
1360 {
1361 mesh = m_mesh;
1362 }
1363
1364 if (mesh == null)
1365 {
1366 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1367 return false;
1368 }
1369
1370
1371 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1372 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1373
1374 if (vertexCount == 0 || indexCount == 0)
1375 {
1376 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1377 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1378 mesh.releaseSourceMeshData();
1379 return false;
1380 }
1381
1382 primOOBoffset = mesh.GetCentroid();
1383 hasOOBoffsetFromMesh = true;
1384
1385 mesh.releaseSourceMeshData();
1386 m_mesh = mesh;
1387 }
1388
1389 IntPtr geo = IntPtr.Zero;
1390
1391 try
1392 {
1393 _triMeshData = d.GeomTriMeshDataCreate();
1394
1395 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1396 d.GeomTriMeshDataPreprocess(_triMeshData);
1397
1398 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1399 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1400 }
1401
1402 catch (Exception e)
1403 {
1404 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1405 if (_triMeshData != IntPtr.Zero)
1406 {
1407 d.GeomTriMeshDataDestroy(_triMeshData);
1408 _triMeshData = IntPtr.Zero;
1409 }
1410 return false;
1411 }
1412
1413 SetGeom(geo);
1414 return true;
1415 }
1416
1417 private void SetGeom(IntPtr geom)
1418 {
1419 prim_geom = geom;
1420 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1421 if (prim_geom != IntPtr.Zero)
1422 {
1423
1424 if (m_NoColide)
1425 {
1426 d.GeomSetCategoryBits(prim_geom, 0);
1427 if (m_isphysical)
1428 {
1429 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1430 }
1431 else
1432 {
1433 d.GeomSetCollideBits(prim_geom, 0);
1434 d.GeomDisable(prim_geom);
1435 }
1436 }
1437 else
1438 {
1439 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1440 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1441 }
1442
1443 CalcPrimBodyData();
1444
1445 _parent_scene.actor_name_map[prim_geom] = this;
1446
1447 }
1448 else
1449 m_log.Warn("Setting bad Geom");
1450 }
1451
1452
1453 /// <summary>
1454 /// Create a geometry for the given mesh in the given target space.
1455 /// </summary>
1456 /// <param name="m_targetSpace"></param>
1457 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1458 private void CreateGeom()
1459 {
1460 if (_triMeshData != IntPtr.Zero)
1461 {
1462 d.GeomTriMeshDataDestroy(_triMeshData);
1463 _triMeshData = IntPtr.Zero;
1464 }
1465
1466 bool haveMesh = false;
1467 hasOOBoffsetFromMesh = false;
1468 m_NoColide = false;
1469
1470 if (_parent_scene.needsMeshing(_pbs))
1471 {
1472 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1473 if (!haveMesh)
1474 m_NoColide = true;
1475 }
1476
1477 if (!haveMesh)
1478 {
1479 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1480 && _size.X == _size.Y && _size.Y == _size.Z)
1481 { // it's a sphere
1482 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1483 try
1484 {
1485 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1486 }
1487 catch (Exception e)
1488 {
1489 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1490 return;
1491 }
1492 }
1493 else
1494 {// do it as a box
1495 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1496 try
1497 {
1498 //Console.WriteLine(" CreateGeom 4");
1499 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1500 }
1501 catch (Exception e)
1502 {
1503 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1504 return;
1505 }
1506 }
1507 }
1508 }
1509
1510 /// <summary>
1511 /// Set a new geometry for this prim.
1512 /// </summary>
1513 /// <param name="geom"></param>
1514 private void RemoveGeom()
1515 {
1516 if (prim_geom != IntPtr.Zero)
1517 {
1518// _parent_scene.geom_name_map.Remove(prim_geom);
1519 _parent_scene.actor_name_map.Remove(prim_geom);
1520 try
1521 {
1522 d.GeomDestroy(prim_geom);
1523 if (_triMeshData != IntPtr.Zero)
1524 {
1525 d.GeomTriMeshDataDestroy(_triMeshData);
1526 _triMeshData = IntPtr.Zero;
1527 }
1528
1529 }
1530
1531
1532 // catch (System.AccessViolationException)
1533 catch (Exception e)
1534 {
1535 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1536 }
1537
1538 prim_geom = IntPtr.Zero;
1539 collide_geom = IntPtr.Zero;
1540 }
1541 else
1542 {
1543 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1544 }
1545
1546 if (m_mesh != null)
1547 {
1548 _parent_scene.mesher.ReleaseMesh(m_mesh);
1549 m_mesh = null;
1550 }
1551
1552 Body = IntPtr.Zero;
1553 hasOOBoffsetFromMesh = false;
1554 }
1555/*
1556 private void ChildSetGeom(OdePrim odePrim)
1557 {
1558 // well..
1559 DestroyBody();
1560 MakeBody();
1561 }
1562*/
1563 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1564 // should only be called for non physical prims unless they are becoming non physical
1565 private void SetInStaticSpace(OdePrim prim)
1566 {
1567 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1568 prim.m_targetSpace = targetSpace;
1569 collide_geom = IntPtr.Zero;
1570 }
1571
1572 public void enableBodySoft()
1573 {
1574 m_disabled = false;
1575 if (!childPrim && !m_isSelected)
1576 {
1577 if (m_isphysical && Body != IntPtr.Zero)
1578 {
1579 UpdateCollisionCatFlags();
1580 ApplyCollisionCatFlags();
1581
1582 d.BodyEnable(Body);
1583 }
1584 }
1585 resetCollisionAccounting();
1586 }
1587
1588 private void disableBodySoft()
1589 {
1590 m_disabled = true;
1591 if (!childPrim)
1592 {
1593 if (m_isphysical && Body != IntPtr.Zero)
1594 {
1595 if (m_isSelected)
1596 m_collisionFlags = CollisionCategories.Selected;
1597 else
1598 m_collisionCategories = 0;
1599 m_collisionFlags = 0;
1600 ApplyCollisionCatFlags();
1601 d.BodyDisable(Body);
1602 }
1603 }
1604 }
1605
1606 private void MakeBody()
1607 {
1608 if (!m_isphysical) // only physical get bodies
1609 return;
1610
1611 if (childPrim) // child prims don't get bodies;
1612 return;
1613
1614 if (m_building)
1615 return;
1616
1617 if (prim_geom == IntPtr.Zero)
1618 {
1619 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1620 return;
1621 }
1622
1623 if (Body != IntPtr.Zero)
1624 {
1625// d.BodyDestroy(Body);
1626// Body = IntPtr.Zero;
1627 // do a more complet destruction
1628 DestroyBody();
1629 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1630 }
1631
1632 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1633 {
1634 d.GeomSetBody(prim_geom, IntPtr.Zero);
1635 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1636 }
1637
1638 d.Matrix3 mymat = new d.Matrix3();
1639 d.Quaternion myrot = new d.Quaternion();
1640 d.Mass objdmass = new d.Mass { };
1641
1642 Body = d.BodyCreate(_parent_scene.world);
1643
1644 objdmass = primdMass;
1645
1646 // rotate inertia
1647 myrot.X = _orientation.X;
1648 myrot.Y = _orientation.Y;
1649 myrot.Z = _orientation.Z;
1650 myrot.W = _orientation.W;
1651
1652 d.RfromQ(out mymat, ref myrot);
1653 d.MassRotate(ref objdmass, ref mymat);
1654
1655 // set the body rotation
1656 d.BodySetRotation(Body, ref mymat);
1657
1658 // recompute full object inertia if needed
1659 if (childrenPrim.Count > 0)
1660 {
1661 d.Matrix3 mat = new d.Matrix3();
1662 d.Quaternion quat = new d.Quaternion();
1663 d.Mass tmpdmass = new d.Mass { };
1664 Vector3 rcm;
1665
1666 rcm.X = _position.X;
1667 rcm.Y = _position.Y;
1668 rcm.Z = _position.Z;
1669
1670 lock (childrenPrim)
1671 {
1672 foreach (OdePrim prm in childrenPrim)
1673 {
1674 if (prm.prim_geom == IntPtr.Zero)
1675 {
1676 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1677 continue;
1678 }
1679
1680 tmpdmass = prm.primdMass;
1681
1682 // apply prim current rotation to inertia
1683 quat.X = prm._orientation.X;
1684 quat.Y = prm._orientation.Y;
1685 quat.Z = prm._orientation.Z;
1686 quat.W = prm._orientation.W;
1687 d.RfromQ(out mat, ref quat);
1688 d.MassRotate(ref tmpdmass, ref mat);
1689
1690 Vector3 ppos = prm._position;
1691 ppos.X -= rcm.X;
1692 ppos.Y -= rcm.Y;
1693 ppos.Z -= rcm.Z;
1694 // refer inertia to root prim center of mass position
1695 d.MassTranslate(ref tmpdmass,
1696 ppos.X,
1697 ppos.Y,
1698 ppos.Z);
1699
1700 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1701 // fix prim colision cats
1702
1703 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1704 {
1705 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1706 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1707 }
1708
1709 d.GeomClearOffset(prm.prim_geom);
1710 d.GeomSetBody(prm.prim_geom, Body);
1711 prm.Body = Body;
1712 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1713 }
1714 }
1715 }
1716
1717 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1718 // associate root geom with body
1719 d.GeomSetBody(prim_geom, Body);
1720
1721 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1722 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1723
1724 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1725 myrot.X = -myrot.X;
1726 myrot.Y = -myrot.Y;
1727 myrot.Z = -myrot.Z;
1728
1729 d.RfromQ(out mymat, ref myrot);
1730 d.MassRotate(ref objdmass, ref mymat);
1731
1732 d.BodySetMass(Body, ref objdmass);
1733 _mass = objdmass.mass;
1734
1735 // disconnect from world gravity so we can apply buoyancy
1736 d.BodySetGravityMode(Body, false);
1737
1738 d.BodySetAutoDisableFlag(Body, true);
1739 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1740 d.BodySetDamping(Body, .005f, .005f);
1741
1742 if (m_targetSpace != IntPtr.Zero)
1743 {
1744 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1745 if (d.SpaceQuery(m_targetSpace, prim_geom))
1746 d.SpaceRemove(m_targetSpace, prim_geom);
1747 }
1748
1749 if (childrenPrim.Count == 0)
1750 {
1751 collide_geom = prim_geom;
1752 m_targetSpace = _parent_scene.ActiveSpace;
1753 }
1754 else
1755 {
1756 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1757 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1758 d.SpaceSetSublevel(m_targetSpace, 3);
1759 d.SpaceSetCleanup(m_targetSpace, false);
1760
1761 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1762 CollisionCategories.Geom |
1763 CollisionCategories.Phantom |
1764 CollisionCategories.VolumeDtc
1765 ));
1766 d.GeomSetCollideBits(m_targetSpace, 0);
1767 collide_geom = m_targetSpace;
1768 }
1769
1770 d.SpaceAdd(m_targetSpace, prim_geom);
1771
1772 if (m_delaySelect)
1773 {
1774 m_isSelected = true;
1775 m_delaySelect = false;
1776 }
1777
1778 m_collisionscore = 0;
1779
1780 UpdateCollisionCatFlags();
1781 ApplyCollisionCatFlags();
1782
1783 _parent_scene.addActivePrim(this);
1784
1785 lock (childrenPrim)
1786 {
1787 foreach (OdePrim prm in childrenPrim)
1788 {
1789 if (prm.prim_geom == IntPtr.Zero)
1790 continue;
1791
1792 Vector3 ppos = prm._position;
1793 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1794
1795 if (prm.m_targetSpace != m_targetSpace)
1796 {
1797 if (prm.m_targetSpace != IntPtr.Zero)
1798 {
1799 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1800 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1801 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1802 }
1803 prm.m_targetSpace = m_targetSpace;
1804 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1805 }
1806
1807 prm.m_collisionscore = 0;
1808
1809 if(!m_disabled)
1810 prm.m_disabled = false;
1811
1812 _parent_scene.addActivePrim(prm);
1813 }
1814 }
1815
1816 // The body doesn't already have a finite rotation mode set here
1817 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1818 {
1819 createAMotor(m_angularlock);
1820 }
1821
1822
1823 if (m_isSelected || m_disabled)
1824 {
1825 d.BodyDisable(Body);
1826 }
1827 else
1828 {
1829 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1830 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1831 }
1832 _parent_scene.addActiveGroups(this);
1833 }
1834
1835 private void DestroyBody()
1836 {
1837 if (Body != IntPtr.Zero)
1838 {
1839 _parent_scene.remActivePrim(this);
1840
1841 collide_geom = IntPtr.Zero;
1842
1843 if (m_disabled)
1844 m_collisionCategories = 0;
1845 else if (m_isSelected)
1846 m_collisionCategories = CollisionCategories.Selected;
1847 else if (m_isVolumeDetect)
1848 m_collisionCategories = CollisionCategories.VolumeDtc;
1849 else if (m_isphantom)
1850 m_collisionCategories = CollisionCategories.Phantom;
1851 else
1852 m_collisionCategories = CollisionCategories.Geom;
1853
1854 m_collisionFlags = 0;
1855
1856 if (prim_geom != IntPtr.Zero)
1857 {
1858 if (m_NoColide)
1859 {
1860 d.GeomSetCategoryBits(prim_geom, 0);
1861 d.GeomSetCollideBits(prim_geom, 0);
1862 }
1863 else
1864 {
1865 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1866 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1867 }
1868 UpdateDataFromGeom();
1869 d.GeomSetBody(prim_geom, IntPtr.Zero);
1870 SetInStaticSpace(this);
1871 }
1872
1873 if (!childPrim)
1874 {
1875 lock (childrenPrim)
1876 {
1877 foreach (OdePrim prm in childrenPrim)
1878 {
1879 _parent_scene.remActivePrim(prm);
1880
1881 if (prm.m_isSelected)
1882 prm.m_collisionCategories = CollisionCategories.Selected;
1883 else if (prm.m_isVolumeDetect)
1884 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1885 else if (prm.m_isphantom)
1886 prm.m_collisionCategories = CollisionCategories.Phantom;
1887 else
1888 prm.m_collisionCategories = CollisionCategories.Geom;
1889
1890 prm.m_collisionFlags = 0;
1891
1892 if (prm.prim_geom != IntPtr.Zero)
1893 {
1894 if (prm.m_NoColide)
1895 {
1896 d.GeomSetCategoryBits(prm.prim_geom, 0);
1897 d.GeomSetCollideBits(prm.prim_geom, 0);
1898 }
1899 else
1900 {
1901 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1902 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1903 }
1904 prm.UpdateDataFromGeom();
1905 SetInStaticSpace(prm);
1906 }
1907 prm.Body = IntPtr.Zero;
1908 prm._mass = prm.primMass;
1909 prm.m_collisionscore = 0;
1910 }
1911 }
1912 if (Amotor != IntPtr.Zero)
1913 {
1914 d.JointDestroy(Amotor);
1915 Amotor = IntPtr.Zero;
1916 }
1917 _parent_scene.remActiveGroup(this);
1918 d.BodyDestroy(Body);
1919 }
1920 Body = IntPtr.Zero;
1921 }
1922 _mass = primMass;
1923 m_collisionscore = 0;
1924 }
1925
1926 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1927 {
1928 d.Matrix3 mat = new d.Matrix3();
1929 d.Quaternion quat = new d.Quaternion();
1930
1931 d.Mass tmpdmass = new d.Mass { };
1932 d.Mass objdmass = new d.Mass { };
1933
1934 d.BodyGetMass(Body, out tmpdmass);
1935 objdmass = tmpdmass;
1936
1937 d.Vector3 dobjpos;
1938 d.Vector3 thispos;
1939
1940 // get current object position and rotation
1941 dobjpos = d.BodyGetPosition(Body);
1942
1943 // get prim own inertia in its local frame
1944 tmpdmass = primdMass;
1945
1946 // transform to object frame
1947 mat = d.GeomGetOffsetRotation(prim_geom);
1948 d.MassRotate(ref tmpdmass, ref mat);
1949
1950 thispos = d.GeomGetOffsetPosition(prim_geom);
1951 d.MassTranslate(ref tmpdmass,
1952 thispos.X,
1953 thispos.Y,
1954 thispos.Z);
1955
1956 // subtract current prim inertia from object
1957 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1958
1959 // back prim own inertia
1960 tmpdmass = primdMass;
1961
1962 // update to new position and orientation
1963 _position = NewPos;
1964 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1965 _orientation = newrot;
1966 quat.X = newrot.X;
1967 quat.Y = newrot.Y;
1968 quat.Z = newrot.Z;
1969 quat.W = newrot.W;
1970 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1971
1972 mat = d.GeomGetOffsetRotation(prim_geom);
1973 d.MassRotate(ref tmpdmass, ref mat);
1974
1975 thispos = d.GeomGetOffsetPosition(prim_geom);
1976 d.MassTranslate(ref tmpdmass,
1977 thispos.X,
1978 thispos.Y,
1979 thispos.Z);
1980
1981 d.MassAdd(ref objdmass, ref tmpdmass);
1982
1983 // fix all positions
1984 IntPtr g = d.BodyGetFirstGeom(Body);
1985 while (g != IntPtr.Zero)
1986 {
1987 thispos = d.GeomGetOffsetPosition(g);
1988 thispos.X -= objdmass.c.X;
1989 thispos.Y -= objdmass.c.Y;
1990 thispos.Z -= objdmass.c.Z;
1991 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1992 g = d.dBodyGetNextGeom(g);
1993 }
1994 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1995
1996 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1997 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1998 d.BodySetMass(Body, ref objdmass);
1999 _mass = objdmass.mass;
2000 }
2001
2002
2003
2004 private void FixInertia(Vector3 NewPos)
2005 {
2006 d.Matrix3 primmat = new d.Matrix3();
2007 d.Mass tmpdmass = new d.Mass { };
2008 d.Mass objdmass = new d.Mass { };
2009 d.Mass primmass = new d.Mass { };
2010
2011 d.Vector3 dobjpos;
2012 d.Vector3 thispos;
2013
2014 d.BodyGetMass(Body, out objdmass);
2015
2016 // get prim own inertia in its local frame
2017 primmass = primdMass;
2018 // transform to object frame
2019 primmat = d.GeomGetOffsetRotation(prim_geom);
2020 d.MassRotate(ref primmass, ref primmat);
2021
2022 tmpdmass = primmass;
2023
2024 thispos = d.GeomGetOffsetPosition(prim_geom);
2025 d.MassTranslate(ref tmpdmass,
2026 thispos.X,
2027 thispos.Y,
2028 thispos.Z);
2029
2030 // subtract current prim inertia from object
2031 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2032
2033 // update to new position
2034 _position = NewPos;
2035 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2036
2037 thispos = d.GeomGetOffsetPosition(prim_geom);
2038 d.MassTranslate(ref primmass,
2039 thispos.X,
2040 thispos.Y,
2041 thispos.Z);
2042
2043 d.MassAdd(ref objdmass, ref primmass);
2044
2045 // fix all positions
2046 IntPtr g = d.BodyGetFirstGeom(Body);
2047 while (g != IntPtr.Zero)
2048 {
2049 thispos = d.GeomGetOffsetPosition(g);
2050 thispos.X -= objdmass.c.X;
2051 thispos.Y -= objdmass.c.Y;
2052 thispos.Z -= objdmass.c.Z;
2053 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2054 g = d.dBodyGetNextGeom(g);
2055 }
2056
2057 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2058
2059 // get current object position and rotation
2060 dobjpos = d.BodyGetPosition(Body);
2061
2062 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2063 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2064 d.BodySetMass(Body, ref objdmass);
2065 _mass = objdmass.mass;
2066 }
2067
2068 private void FixInertia(Quaternion newrot)
2069 {
2070 d.Matrix3 mat = new d.Matrix3();
2071 d.Quaternion quat = new d.Quaternion();
2072
2073 d.Mass tmpdmass = new d.Mass { };
2074 d.Mass objdmass = new d.Mass { };
2075 d.Vector3 dobjpos;
2076 d.Vector3 thispos;
2077
2078 d.BodyGetMass(Body, out objdmass);
2079
2080 // get prim own inertia in its local frame
2081 tmpdmass = primdMass;
2082 mat = d.GeomGetOffsetRotation(prim_geom);
2083 d.MassRotate(ref tmpdmass, ref mat);
2084 // transform to object frame
2085 thispos = d.GeomGetOffsetPosition(prim_geom);
2086 d.MassTranslate(ref tmpdmass,
2087 thispos.X,
2088 thispos.Y,
2089 thispos.Z);
2090
2091 // subtract current prim inertia from object
2092 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2093
2094 // update to new orientation
2095 _orientation = newrot;
2096 quat.X = newrot.X;
2097 quat.Y = newrot.Y;
2098 quat.Z = newrot.Z;
2099 quat.W = newrot.W;
2100 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2101
2102 tmpdmass = primdMass;
2103 mat = d.GeomGetOffsetRotation(prim_geom);
2104 d.MassRotate(ref tmpdmass, ref mat);
2105 d.MassTranslate(ref tmpdmass,
2106 thispos.X,
2107 thispos.Y,
2108 thispos.Z);
2109
2110 d.MassAdd(ref objdmass, ref tmpdmass);
2111
2112 // fix all positions
2113 IntPtr g = d.BodyGetFirstGeom(Body);
2114 while (g != IntPtr.Zero)
2115 {
2116 thispos = d.GeomGetOffsetPosition(g);
2117 thispos.X -= objdmass.c.X;
2118 thispos.Y -= objdmass.c.Y;
2119 thispos.Z -= objdmass.c.Z;
2120 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2121 g = d.dBodyGetNextGeom(g);
2122 }
2123
2124 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2125 // get current object position and rotation
2126 dobjpos = d.BodyGetPosition(Body);
2127
2128 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2129 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2130 d.BodySetMass(Body, ref objdmass);
2131 _mass = objdmass.mass;
2132 }
2133
2134
2135 #region Mass Calculation
2136
2137 private float CalculatePrimVolume()
2138 {
2139 float volume = _size.X * _size.Y * _size.Z; // default
2140 float tmp;
2141
2142 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
2143 float hollowVolume = hollowAmount * hollowAmount;
2144
2145 switch (_pbs.ProfileShape)
2146 {
2147 case ProfileShape.Square:
2148 // default box
2149
2150 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2151 {
2152 if (hollowAmount > 0.0)
2153 {
2154 switch (_pbs.HollowShape)
2155 {
2156 case HollowShape.Square:
2157 case HollowShape.Same:
2158 break;
2159
2160 case HollowShape.Circle:
2161
2162 hollowVolume *= 0.78539816339f;
2163 break;
2164
2165 case HollowShape.Triangle:
2166
2167 hollowVolume *= (0.5f * .5f);
2168 break;
2169
2170 default:
2171 hollowVolume = 0;
2172 break;
2173 }
2174 volume *= (1.0f - hollowVolume);
2175 }
2176 }
2177
2178 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2179 {
2180 //a tube
2181
2182 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
2183 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
2184 volume -= volume * tmp * tmp;
2185
2186 if (hollowAmount > 0.0)
2187 {
2188 hollowVolume *= hollowAmount;
2189
2190 switch (_pbs.HollowShape)
2191 {
2192 case HollowShape.Square:
2193 case HollowShape.Same:
2194 break;
2195
2196 case HollowShape.Circle:
2197 hollowVolume *= 0.78539816339f;
2198 break;
2199
2200 case HollowShape.Triangle:
2201 hollowVolume *= 0.5f * 0.5f;
2202 break;
2203 default:
2204 hollowVolume = 0;
2205 break;
2206 }
2207 volume *= (1.0f - hollowVolume);
2208 }
2209 }
2210
2211 break;
2212
2213 case ProfileShape.Circle:
2214
2215 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2216 {
2217 volume *= 0.78539816339f; // elipse base
2218
2219 if (hollowAmount > 0.0)
2220 {
2221 switch (_pbs.HollowShape)
2222 {
2223 case HollowShape.Same:
2224 case HollowShape.Circle:
2225 break;
2226
2227 case HollowShape.Square:
2228 hollowVolume *= 0.5f * 2.5984480504799f;
2229 break;
2230
2231 case HollowShape.Triangle:
2232 hollowVolume *= .5f * 1.27323954473516f;
2233 break;
2234
2235 default:
2236 hollowVolume = 0;
2237 break;
2238 }
2239 volume *= (1.0f - hollowVolume);
2240 }
2241 }
2242
2243 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2244 {
2245 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
2246 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2247 volume *= (1.0f - tmp * tmp);
2248
2249 if (hollowAmount > 0.0)
2250 {
2251
2252 // calculate the hollow volume by it's shape compared to the prim shape
2253 hollowVolume *= hollowAmount;
2254
2255 switch (_pbs.HollowShape)
2256 {
2257 case HollowShape.Same:
2258 case HollowShape.Circle:
2259 break;
2260
2261 case HollowShape.Square:
2262 hollowVolume *= 0.5f * 2.5984480504799f;
2263 break;
2264
2265 case HollowShape.Triangle:
2266 hollowVolume *= .5f * 1.27323954473516f;
2267 break;
2268
2269 default:
2270 hollowVolume = 0;
2271 break;
2272 }
2273 volume *= (1.0f - hollowVolume);
2274 }
2275 }
2276 break;
2277
2278 case ProfileShape.HalfCircle:
2279 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2280 {
2281 volume *= 0.5236f;
2282
2283 if (hollowAmount > 0.0)
2284 {
2285 hollowVolume *= hollowAmount;
2286
2287 switch (_pbs.HollowShape)
2288 {
2289 case HollowShape.Circle:
2290 case HollowShape.Triangle: // diference in sl is minor and odd
2291 case HollowShape.Same:
2292 break;
2293
2294 case HollowShape.Square:
2295 hollowVolume *= 0.909f;
2296 break;
2297
2298 // case HollowShape.Triangle:
2299 // hollowVolume *= .827f;
2300 // break;
2301 default:
2302 hollowVolume = 0;
2303 break;
2304 }
2305 volume *= (1.0f - hollowVolume);
2306 }
2307
2308 }
2309 break;
2310
2311 case ProfileShape.EquilateralTriangle:
2312
2313 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2314 {
2315 volume *= 0.32475953f;
2316
2317 if (hollowAmount > 0.0)
2318 {
2319
2320 // calculate the hollow volume by it's shape compared to the prim shape
2321 switch (_pbs.HollowShape)
2322 {
2323 case HollowShape.Same:
2324 case HollowShape.Triangle:
2325 hollowVolume *= .25f;
2326 break;
2327
2328 case HollowShape.Square:
2329 hollowVolume *= 0.499849f * 3.07920140172638f;
2330 break;
2331
2332 case HollowShape.Circle:
2333 // Hollow shape is a perfect cyllinder in respect to the cube's scale
2334 // Cyllinder hollow volume calculation
2335
2336 hollowVolume *= 0.1963495f * 3.07920140172638f;
2337 break;
2338
2339 default:
2340 hollowVolume = 0;
2341 break;
2342 }
2343 volume *= (1.0f - hollowVolume);
2344 }
2345 }
2346 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2347 {
2348 volume *= 0.32475953f;
2349 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
2350 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2351 volume *= (1.0f - tmp * tmp);
2352
2353 if (hollowAmount > 0.0)
2354 {
2355
2356 hollowVolume *= hollowAmount;
2357
2358 switch (_pbs.HollowShape)
2359 {
2360 case HollowShape.Same:
2361 case HollowShape.Triangle:
2362 hollowVolume *= .25f;
2363 break;
2364
2365 case HollowShape.Square:
2366 hollowVolume *= 0.499849f * 3.07920140172638f;
2367 break;
2368
2369 case HollowShape.Circle:
2370
2371 hollowVolume *= 0.1963495f * 3.07920140172638f;
2372 break;
2373
2374 default:
2375 hollowVolume = 0;
2376 break;
2377 }
2378 volume *= (1.0f - hollowVolume);
2379 }
2380 }
2381 break;
2382
2383 default:
2384 break;
2385 }
2386
2387 float taperX1;
2388 float taperY1;
2389 float taperX;
2390 float taperY;
2391 float pathBegin;
2392 float pathEnd;
2393 float profileBegin;
2394 float profileEnd;
2395
2396 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
2397 {
2398 taperX1 = _pbs.PathScaleX * 0.01f;
2399 if (taperX1 > 1.0f)
2400 taperX1 = 2.0f - taperX1;
2401 taperX = 1.0f - taperX1;
2402
2403 taperY1 = _pbs.PathScaleY * 0.01f;
2404 if (taperY1 > 1.0f)
2405 taperY1 = 2.0f - taperY1;
2406 taperY = 1.0f - taperY1;
2407 }
2408 else
2409 {
2410 taperX = _pbs.PathTaperX * 0.01f;
2411 if (taperX < 0.0f)
2412 taperX = -taperX;
2413 taperX1 = 1.0f - taperX;
2414
2415 taperY = _pbs.PathTaperY * 0.01f;
2416 if (taperY < 0.0f)
2417 taperY = -taperY;
2418 taperY1 = 1.0f - taperY;
2419 }
2420
2421 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
2422
2423 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
2424 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
2425 volume *= (pathEnd - pathBegin);
2426
2427 // this is crude aproximation
2428 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
2429 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
2430 volume *= (profileEnd - profileBegin);
2431
2432 return volume;
2433 }
2434
2435
2436 private void CalcPrimBodyData()
2437 {
2438 float volume;
2439
2440 if (prim_geom == IntPtr.Zero)
2441 {
2442 // Ubit let's have a initial basic OOB
2443 primOOBsize.X = _size.X;
2444 primOOBsize.Y = _size.Y;
2445 primOOBsize.Z = _size.Z;
2446 primOOBoffset = Vector3.Zero;
2447 }
2448 else
2449 {
2450 d.AABB AABB;
2451 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2452
2453 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2454 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2455 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2456 if (!hasOOBoffsetFromMesh)
2457 {
2458 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2459 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2460 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2461 }
2462 }
2463
2464 // also its own inertia and mass
2465 // keep using basic shape mass for now
2466 volume = CalculatePrimVolume();
2467
2468 primVolume = volume;
2469 primMass = m_density * volume;
2470
2471 if (primMass <= 0)
2472 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2473 if (primMass > _parent_scene.maximumMassObject)
2474 primMass = _parent_scene.maximumMassObject;
2475
2476 _mass = primMass; // just in case
2477
2478 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2479
2480 d.MassTranslate(ref primdMass,
2481 primOOBoffset.X,
2482 primOOBoffset.Y,
2483 primOOBoffset.Z);
2484
2485 primOOBsize *= 0.5f; // let obb size be a corner coords
2486 primOOBradiusSQ = primOOBsize.LengthSquared();
2487 }
2488
2489
2490 #endregion
2491
2492
2493 /// <summary>
2494 /// Add a child prim to this parent prim.
2495 /// </summary>
2496 /// <param name="prim">Child prim</param>
2497 // I'm the parent
2498 // prim is the child
2499 public void ParentPrim(OdePrim prim)
2500 {
2501 //Console.WriteLine("ParentPrim " + m_primName);
2502 if (this.m_localID != prim.m_localID)
2503 {
2504 DestroyBody(); // for now we need to rebuil entire object on link change
2505
2506 lock (childrenPrim)
2507 {
2508 // adopt the prim
2509 if (!childrenPrim.Contains(prim))
2510 childrenPrim.Add(prim);
2511
2512 // see if this prim has kids and adopt them also
2513 // should not happen for now
2514 foreach (OdePrim prm in prim.childrenPrim)
2515 {
2516 if (!childrenPrim.Contains(prm))
2517 {
2518 if (prm.Body != IntPtr.Zero)
2519 {
2520 if (prm.prim_geom != IntPtr.Zero)
2521 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2522 if (prm.Body != prim.Body)
2523 prm.DestroyBody(); // don't loose bodies around
2524 prm.Body = IntPtr.Zero;
2525 }
2526
2527 childrenPrim.Add(prm);
2528 prm._parent = this;
2529 }
2530 }
2531 }
2532 //Remove old children from the prim
2533 prim.childrenPrim.Clear();
2534
2535 if (prim.Body != IntPtr.Zero)
2536 {
2537 if (prim.prim_geom != IntPtr.Zero)
2538 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2539 prim.DestroyBody(); // don't loose bodies around
2540 prim.Body = IntPtr.Zero;
2541 }
2542
2543 prim.childPrim = true;
2544 prim._parent = this;
2545
2546 MakeBody(); // full nasty reconstruction
2547 }
2548 }
2549
2550 private void UpdateChildsfromgeom()
2551 {
2552 if (childrenPrim.Count > 0)
2553 {
2554 foreach (OdePrim prm in childrenPrim)
2555 prm.UpdateDataFromGeom();
2556 }
2557 }
2558
2559 private void UpdateDataFromGeom()
2560 {
2561 if (prim_geom != IntPtr.Zero)
2562 {
2563 d.Quaternion qtmp;
2564 d.GeomCopyQuaternion(prim_geom, out qtmp);
2565 _orientation.X = qtmp.X;
2566 _orientation.Y = qtmp.Y;
2567 _orientation.Z = qtmp.Z;
2568 _orientation.W = qtmp.W;
2569
2570 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2571 _position.X = lpos.X;
2572 _position.Y = lpos.Y;
2573 _position.Z = lpos.Z;
2574 }
2575 }
2576
2577 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2578 {
2579 // Okay, we have a delinked child.. destroy all body and remake
2580 if (odePrim != this && !childrenPrim.Contains(odePrim))
2581 return;
2582
2583 DestroyBody();
2584
2585 if (odePrim == this) // delinking the root prim
2586 {
2587 OdePrim newroot = null;
2588 lock (childrenPrim)
2589 {
2590 if (childrenPrim.Count > 0)
2591 {
2592 newroot = childrenPrim[0];
2593 childrenPrim.RemoveAt(0);
2594 foreach (OdePrim prm in childrenPrim)
2595 {
2596 newroot.childrenPrim.Add(prm);
2597 }
2598 childrenPrim.Clear();
2599 }
2600 if (newroot != null)
2601 {
2602 newroot.childPrim = false;
2603 newroot._parent = null;
2604 if (remakebodies)
2605 newroot.MakeBody();
2606 }
2607 }
2608 }
2609
2610 else
2611 {
2612 lock (childrenPrim)
2613 {
2614 childrenPrim.Remove(odePrim);
2615 odePrim.childPrim = false;
2616 odePrim._parent = null;
2617 // odePrim.UpdateDataFromGeom();
2618 if (remakebodies)
2619 odePrim.MakeBody();
2620 }
2621 }
2622 if (remakebodies)
2623 MakeBody();
2624 }
2625
2626 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2627 {
2628 // Okay, we have a delinked child.. destroy all body and remake
2629 if (odePrim != this && !childrenPrim.Contains(odePrim))
2630 return;
2631
2632 DestroyBody();
2633
2634 if (odePrim == this)
2635 {
2636 OdePrim newroot = null;
2637 lock (childrenPrim)
2638 {
2639 if (childrenPrim.Count > 0)
2640 {
2641 newroot = childrenPrim[0];
2642 childrenPrim.RemoveAt(0);
2643 foreach (OdePrim prm in childrenPrim)
2644 {
2645 newroot.childrenPrim.Add(prm);
2646 }
2647 childrenPrim.Clear();
2648 }
2649 if (newroot != null)
2650 {
2651 newroot.childPrim = false;
2652 newroot._parent = null;
2653 newroot.MakeBody();
2654 }
2655 }
2656 if (reMakeBody)
2657 MakeBody();
2658 return;
2659 }
2660 else
2661 {
2662 lock (childrenPrim)
2663 {
2664 childrenPrim.Remove(odePrim);
2665 odePrim.childPrim = false;
2666 odePrim._parent = null;
2667 if (reMakeBody)
2668 odePrim.MakeBody();
2669 }
2670 }
2671 MakeBody();
2672 }
2673
2674 #region changes
2675
2676 private void changeadd()
2677 {
2678 CreateGeom();
2679
2680 if (prim_geom != IntPtr.Zero)
2681 {
2682 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2683 d.Quaternion myrot = new d.Quaternion();
2684 myrot.X = _orientation.X;
2685 myrot.Y = _orientation.Y;
2686 myrot.Z = _orientation.Z;
2687 myrot.W = _orientation.W;
2688 d.GeomSetQuaternion(prim_geom, ref myrot);
2689
2690 if (!m_isphysical)
2691 {
2692 SetInStaticSpace(this);
2693 UpdateCollisionCatFlags();
2694 ApplyCollisionCatFlags();
2695 }
2696 else
2697 MakeBody();
2698 }
2699 }
2700
2701 private void changeAngularLock(Vector3 newLock)
2702 {
2703 // do we have a Physical object?
2704 if (Body != IntPtr.Zero)
2705 {
2706 //Check that we have a Parent
2707 //If we have a parent then we're not authorative here
2708 if (_parent == null)
2709 {
2710 if (!newLock.ApproxEquals(Vector3.One, 0f))
2711 {
2712 createAMotor(newLock);
2713 }
2714 else
2715 {
2716 if (Amotor != IntPtr.Zero)
2717 {
2718 d.JointDestroy(Amotor);
2719 Amotor = IntPtr.Zero;
2720 }
2721 }
2722 }
2723 }
2724 // Store this for later in case we get turned into a separate body
2725 m_angularlock = newLock;
2726 }
2727
2728 private void changeLink(OdePrim NewParent)
2729 {
2730 if (_parent == null && NewParent != null)
2731 {
2732 NewParent.ParentPrim(this);
2733 }
2734 else if (_parent != null)
2735 {
2736 if (_parent is OdePrim)
2737 {
2738 if (NewParent != _parent)
2739 {
2740 (_parent as OdePrim).ChildDelink(this, false); // for now...
2741 childPrim = false;
2742
2743 if (NewParent != null)
2744 {
2745 NewParent.ParentPrim(this);
2746 }
2747 }
2748 }
2749 }
2750 _parent = NewParent;
2751 }
2752
2753
2754 private void Stop()
2755 {
2756 if (!childPrim)
2757 {
2758 m_force = Vector3.Zero;
2759 m_forceacc = Vector3.Zero;
2760 m_angularForceacc = Vector3.Zero;
2761 _torque = Vector3.Zero;
2762 _velocity = Vector3.Zero;
2763 _acceleration = Vector3.Zero;
2764 m_rotationalVelocity = Vector3.Zero;
2765 _target_velocity = Vector3.Zero;
2766 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2767 m_vehicle.Stop();
2768 }
2769
2770 if (Body != IntPtr.Zero)
2771 {
2772 d.BodySetForce(Body, 0f, 0f, 0f);
2773 d.BodySetTorque(Body, 0f, 0f, 0f);
2774 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2775 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2776 }
2777 }
2778
2779 private void changePhantomStatus(bool newval)
2780 {
2781 m_isphantom = newval;
2782
2783 UpdateCollisionCatFlags();
2784 ApplyCollisionCatFlags();
2785 }
2786
2787/* not in use
2788 internal void ChildSelectedChange(bool childSelect)
2789 {
2790 if(childPrim)
2791 return;
2792
2793 if (childSelect == m_isSelected)
2794 return;
2795
2796 if (childSelect)
2797 {
2798 DoSelectedStatus(true);
2799 }
2800
2801 else
2802 {
2803 foreach (OdePrim prm in childrenPrim)
2804 {
2805 if (prm.m_isSelected)
2806 return;
2807 }
2808 DoSelectedStatus(false);
2809 }
2810 }
2811*/
2812 private void changeSelectedStatus(bool newval)
2813 {
2814 if (m_lastdoneSelected == newval)
2815 return;
2816
2817 m_lastdoneSelected = newval;
2818 DoSelectedStatus(newval);
2819 }
2820
2821 private void CheckDelaySelect()
2822 {
2823 if (m_delaySelect)
2824 {
2825 DoSelectedStatus(m_isSelected);
2826 }
2827 }
2828
2829 private void DoSelectedStatus(bool newval)
2830 {
2831 m_isSelected = newval;
2832 Stop();
2833
2834 if (newval)
2835 {
2836 if (!childPrim && Body != IntPtr.Zero)
2837 d.BodyDisable(Body);
2838
2839 if (m_delaySelect || m_isphysical)
2840 {
2841 m_collisionCategories = CollisionCategories.Selected;
2842 m_collisionFlags = 0;
2843
2844 if (!childPrim)
2845 {
2846 foreach (OdePrim prm in childrenPrim)
2847 {
2848 prm.m_collisionCategories = m_collisionCategories;
2849 prm.m_collisionFlags = m_collisionFlags;
2850
2851 if (prm.prim_geom != null)
2852 {
2853
2854 if (prm.m_NoColide)
2855 {
2856 d.GeomSetCategoryBits(prm.prim_geom, 0);
2857 d.GeomSetCollideBits(prm.prim_geom, 0);
2858 }
2859 else
2860 {
2861 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2862 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2863 }
2864 }
2865 prm.m_delaySelect = false;
2866 }
2867 }
2868// else if (_parent != null)
2869// ((OdePrim)_parent).ChildSelectedChange(true);
2870
2871
2872 if (prim_geom != null)
2873 {
2874 if (m_NoColide)
2875 {
2876 d.GeomSetCategoryBits(prim_geom, 0);
2877 d.GeomSetCollideBits(prim_geom, 0);
2878 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2879 {
2880 d.GeomSetCategoryBits(collide_geom, 0);
2881 d.GeomSetCollideBits(collide_geom, 0);
2882 }
2883
2884 }
2885 else
2886 {
2887 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2888 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2889 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2890 {
2891 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2892 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2893 }
2894 }
2895 }
2896
2897 m_delaySelect = false;
2898 }
2899 else if(!m_isphysical)
2900 {
2901 m_delaySelect = true;
2902 }
2903 }
2904 else
2905 {
2906 if (!childPrim)
2907 {
2908 if (Body != IntPtr.Zero && !m_disabled)
2909 d.BodyEnable(Body);
2910 }
2911// else if (_parent != null)
2912// ((OdePrim)_parent).ChildSelectedChange(false);
2913
2914 UpdateCollisionCatFlags();
2915 ApplyCollisionCatFlags();
2916
2917 m_delaySelect = false;
2918 }
2919
2920 resetCollisionAccounting();
2921 }
2922
2923 private void changePosition(Vector3 newPos)
2924 {
2925 CheckDelaySelect();
2926 if (m_isphysical)
2927 {
2928 if (childPrim) // inertia is messed, must rebuild
2929 {
2930 if (m_building)
2931 {
2932 _position = newPos;
2933 }
2934
2935 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2936 {
2937 FixInertia(newPos);
2938 if (!d.BodyIsEnabled(Body))
2939 d.BodyEnable(Body);
2940 }
2941 }
2942 else
2943 {
2944 if (_position != newPos)
2945 {
2946 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2947 _position = newPos;
2948 }
2949 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2950 d.BodyEnable(Body);
2951 }
2952 }
2953 else
2954 {
2955 if (prim_geom != IntPtr.Zero)
2956 {
2957 if (newPos != _position)
2958 {
2959 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2960 _position = newPos;
2961
2962 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2963 }
2964 }
2965 }
2966 givefakepos--;
2967 if (givefakepos < 0)
2968 givefakepos = 0;
2969// changeSelectedStatus();
2970 resetCollisionAccounting();
2971 }
2972
2973 private void changeOrientation(Quaternion newOri)
2974 {
2975 CheckDelaySelect();
2976 if (m_isphysical)
2977 {
2978 if (childPrim) // inertia is messed, must rebuild
2979 {
2980 if (m_building)
2981 {
2982 _orientation = newOri;
2983 }
2984/*
2985 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2986 {
2987 FixInertia(_position, newOri);
2988 if (!d.BodyIsEnabled(Body))
2989 d.BodyEnable(Body);
2990 }
2991*/
2992 }
2993 else
2994 {
2995 if (newOri != _orientation)
2996 {
2997 d.Quaternion myrot = new d.Quaternion();
2998 myrot.X = newOri.X;
2999 myrot.Y = newOri.Y;
3000 myrot.Z = newOri.Z;
3001 myrot.W = newOri.W;
3002 d.GeomSetQuaternion(prim_geom, ref myrot);
3003 _orientation = newOri;
3004 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3005 createAMotor(m_angularlock);
3006 }
3007 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3008 d.BodyEnable(Body);
3009 }
3010 }
3011 else
3012 {
3013 if (prim_geom != IntPtr.Zero)
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 }
3025 }
3026 }
3027 givefakeori--;
3028 if (givefakeori < 0)
3029 givefakeori = 0;
3030 resetCollisionAccounting();
3031 }
3032
3033 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
3034 {
3035 CheckDelaySelect();
3036 if (m_isphysical)
3037 {
3038 if (childPrim && m_building) // inertia is messed, must rebuild
3039 {
3040 _position = newPos;
3041 _orientation = newOri;
3042 }
3043 else
3044 {
3045 if (newOri != _orientation)
3046 {
3047 d.Quaternion myrot = new d.Quaternion();
3048 myrot.X = newOri.X;
3049 myrot.Y = newOri.Y;
3050 myrot.Z = newOri.Z;
3051 myrot.W = newOri.W;
3052 d.GeomSetQuaternion(prim_geom, ref myrot);
3053 _orientation = newOri;
3054 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3055 createAMotor(m_angularlock);
3056 }
3057 if (_position != newPos)
3058 {
3059 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3060 _position = newPos;
3061 }
3062 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3063 d.BodyEnable(Body);
3064 }
3065 }
3066 else
3067 {
3068 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
3069 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
3070
3071 if (prim_geom != IntPtr.Zero)
3072 {
3073 if (newOri != _orientation)
3074 {
3075 d.Quaternion myrot = new d.Quaternion();
3076 myrot.X = newOri.X;
3077 myrot.Y = newOri.Y;
3078 myrot.Z = newOri.Z;
3079 myrot.W = newOri.W;
3080 d.GeomSetQuaternion(prim_geom, ref myrot);
3081 _orientation = newOri;
3082 }
3083
3084 if (newPos != _position)
3085 {
3086 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3087 _position = newPos;
3088
3089 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
3090 }
3091 }
3092 }
3093 givefakepos--;
3094 if (givefakepos < 0)
3095 givefakepos = 0;
3096 givefakeori--;
3097 if (givefakeori < 0)
3098 givefakeori = 0;
3099 resetCollisionAccounting();
3100 }
3101
3102
3103 private void changeDisable(bool disable)
3104 {
3105 if (disable)
3106 {
3107 if (!m_disabled)
3108 disableBodySoft();
3109 }
3110 else
3111 {
3112 if (m_disabled)
3113 enableBodySoft();
3114 }
3115 }
3116
3117 private void changePhysicsStatus(bool NewStatus)
3118 {
3119 CheckDelaySelect();
3120
3121 m_isphysical = NewStatus;
3122
3123 if (!childPrim)
3124 {
3125 if (NewStatus)
3126 {
3127 if (Body == IntPtr.Zero)
3128 MakeBody();
3129 }
3130 else
3131 {
3132 if (Body != IntPtr.Zero)
3133 {
3134 DestroyBody();
3135 }
3136 Stop();
3137 }
3138 }
3139
3140 resetCollisionAccounting();
3141 }
3142
3143 private void changeprimsizeshape()
3144 {
3145 CheckDelaySelect();
3146
3147 OdePrim parent = (OdePrim)_parent;
3148
3149 bool chp = childPrim;
3150
3151 if (chp)
3152 {
3153 if (parent != null)
3154 {
3155 parent.DestroyBody();
3156 }
3157 }
3158 else
3159 {
3160 DestroyBody();
3161 }
3162
3163 RemoveGeom();
3164
3165 // we don't need to do space calculation because the client sends a position update also.
3166 if (_size.X <= 0)
3167 _size.X = 0.01f;
3168 if (_size.Y <= 0)
3169 _size.Y = 0.01f;
3170 if (_size.Z <= 0)
3171 _size.Z = 0.01f;
3172 // Construction of new prim
3173
3174 CreateGeom();
3175
3176 if (prim_geom != IntPtr.Zero)
3177 {
3178 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3179 d.Quaternion myrot = new d.Quaternion();
3180 myrot.X = _orientation.X;
3181 myrot.Y = _orientation.Y;
3182 myrot.Z = _orientation.Z;
3183 myrot.W = _orientation.W;
3184 d.GeomSetQuaternion(prim_geom, ref myrot);
3185 }
3186
3187 if (m_isphysical)
3188 {
3189 if (chp)
3190 {
3191 if (parent != null)
3192 {
3193 parent.MakeBody();
3194 }
3195 }
3196 else
3197 MakeBody();
3198 }
3199
3200 else
3201 {
3202 UpdateCollisionCatFlags();
3203 ApplyCollisionCatFlags();
3204 }
3205
3206 resetCollisionAccounting();
3207 }
3208
3209 private void changeSize(Vector3 newSize)
3210 {
3211 _size = newSize;
3212 changeprimsizeshape();
3213 }
3214
3215 private void changeShape(PrimitiveBaseShape newShape)
3216 {
3217 if(newShape != null)
3218 _pbs = newShape;
3219 changeprimsizeshape();
3220 }
3221
3222 private void changeFloatOnWater(bool newval)
3223 {
3224 m_collidesWater = newval;
3225
3226 UpdateCollisionCatFlags();
3227 ApplyCollisionCatFlags();
3228 }
3229
3230 private void changeSetTorque(Vector3 newtorque)
3231 {
3232 if (!m_isSelected)
3233 {
3234 if (m_isphysical && Body != IntPtr.Zero)
3235 {
3236 if (m_disabled)
3237 enableBodySoft();
3238 else if (!d.BodyIsEnabled(Body))
3239 d.BodyEnable(Body);
3240
3241 }
3242 _torque = newtorque;
3243 }
3244 }
3245
3246 private void changeForce(Vector3 force)
3247 {
3248 m_force = force;
3249 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3250 d.BodyEnable(Body);
3251 }
3252
3253
3254 private void changeAddForce(Vector3 theforce)
3255 {
3256 m_forceacc += theforce;
3257 if (!m_isSelected)
3258 {
3259 lock (this)
3260 {
3261 //m_log.Info("[PHYSICS]: dequeing forcelist");
3262 if (m_isphysical && Body != IntPtr.Zero)
3263 {
3264 if (m_disabled)
3265 enableBodySoft();
3266 else if (!d.BodyIsEnabled(Body))
3267 d.BodyEnable(Body);
3268 }
3269 }
3270
3271 m_collisionscore = 0;
3272 }
3273 }
3274
3275 // actually angular impulse
3276 private void changeAddAngularImpulse(Vector3 aimpulse)
3277 {
3278 m_angularForceacc += aimpulse * m_invTimeStep;
3279 if (!m_isSelected)
3280 {
3281 lock (this)
3282 {
3283 if (m_isphysical && Body != IntPtr.Zero)
3284 {
3285 if (m_disabled)
3286 enableBodySoft();
3287 else if (!d.BodyIsEnabled(Body))
3288 d.BodyEnable(Body);
3289 }
3290 }
3291 m_collisionscore = 0;
3292 }
3293 }
3294
3295 private void changevelocity(Vector3 newVel)
3296 {
3297 float len = newVel.LengthSquared();
3298 if (len > 100000.0f) // limit to 100m/s
3299 {
3300 len = 100.0f / (float)Math.Sqrt(len);
3301 newVel *= len;
3302 }
3303
3304 if (!m_isSelected)
3305 {
3306 if (Body != IntPtr.Zero)
3307 {
3308 if (m_disabled)
3309 enableBodySoft();
3310 else if (!d.BodyIsEnabled(Body))
3311 d.BodyEnable(Body);
3312
3313 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3314 }
3315 //resetCollisionAccounting();
3316 }
3317 _velocity = newVel;
3318 }
3319
3320
3321 private void changeangvelocity(Vector3 newAngVel)
3322 {
3323 float len = newAngVel.LengthSquared();
3324 if (len > 144.0f) // limit to 12rad/s
3325 {
3326 len = 12.0f / (float)Math.Sqrt(len);
3327 newAngVel *= len;
3328 }
3329
3330 if (!m_isSelected)
3331 {
3332 if (Body != IntPtr.Zero)
3333 {
3334 if (m_disabled)
3335 enableBodySoft();
3336 else if (!d.BodyIsEnabled(Body))
3337 d.BodyEnable(Body);
3338
3339
3340 d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
3341 }
3342 //resetCollisionAccounting();
3343 }
3344 m_rotationalVelocity = newAngVel;
3345 }
3346
3347 private void changeVolumedetetion(bool newVolDtc)
3348 {
3349 m_isVolumeDetect = newVolDtc;
3350 m_fakeisVolumeDetect = newVolDtc;
3351 UpdateCollisionCatFlags();
3352 ApplyCollisionCatFlags();
3353 }
3354
3355 protected void changeBuilding(bool newbuilding)
3356 {
3357 // Check if we need to do anything
3358 if (newbuilding == m_building)
3359 return;
3360
3361 if ((bool)newbuilding)
3362 {
3363 m_building = true;
3364 if (!childPrim)
3365 DestroyBody();
3366 }
3367 else
3368 {
3369 m_building = false;
3370 CheckDelaySelect();
3371 if (!childPrim)
3372 MakeBody();
3373 }
3374 if (!childPrim && childrenPrim.Count > 0)
3375 {
3376 foreach (OdePrim prm in childrenPrim)
3377 prm.changeBuilding(m_building); // call directly
3378 }
3379 }
3380
3381 public void changeSetVehicle(VehicleData vdata)
3382 {
3383 if (m_vehicle == null)
3384 m_vehicle = new ODEDynamics(this);
3385 m_vehicle.DoSetVehicle(vdata);
3386 }
3387 private void changeVehicleType(int value)
3388 {
3389 if (value == (int)Vehicle.TYPE_NONE)
3390 {
3391 if (m_vehicle != null)
3392 m_vehicle = null;
3393 }
3394 else
3395 {
3396 if (m_vehicle == null)
3397 m_vehicle = new ODEDynamics(this);
3398
3399 m_vehicle.ProcessTypeChange((Vehicle)value);
3400 }
3401 }
3402
3403 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3404 {
3405 if (m_vehicle == null)
3406 return;
3407
3408 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3409 }
3410
3411 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3412 {
3413 if (m_vehicle == null)
3414 return;
3415 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3416 }
3417
3418 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3419 {
3420 if (m_vehicle == null)
3421 return;
3422 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3423 }
3424
3425 private void changeVehicleFlags(strVehicleBoolParam bp)
3426 {
3427 if (m_vehicle == null)
3428 return;
3429 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3430 }
3431
3432 #endregion
3433
3434 public void Move()
3435 {
3436 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3437 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3438 {
3439 if (!d.BodyIsEnabled(Body))
3440 {
3441 // let vehicles sleep
3442 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3443 return;
3444
3445 if (++bodydisablecontrol < 20)
3446 return;
3447
3448
3449 d.BodyEnable(Body);
3450 }
3451
3452 bodydisablecontrol = 0;
3453
3454 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3455
3456 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3457 {
3458 // 'VEHICLES' are dealt with in ODEDynamics.cs
3459 m_vehicle.Step();
3460 return;
3461 }
3462
3463 float fx = 0;
3464 float fy = 0;
3465 float fz = 0;
3466
3467 float m_mass = _mass;
3468
3469 if (m_usePID && m_PIDTau > 0)
3470 {
3471 // for now position error
3472 _target_velocity =
3473 new Vector3(
3474 (m_PIDTarget.X - lpos.X),
3475 (m_PIDTarget.Y - lpos.Y),
3476 (m_PIDTarget.Z - lpos.Z)
3477 );
3478
3479 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3480 {
3481 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3482 d.BodySetLinearVel(Body, 0, 0, 0);
3483 return;
3484 }
3485 else
3486 {
3487 _zeroFlag = false;
3488
3489 float tmp = 1 / m_PIDTau;
3490 _target_velocity *= tmp;
3491
3492 // apply limits
3493 tmp = _target_velocity.Length();
3494 if (tmp > 50.0f)
3495 {
3496 tmp = 50 / tmp;
3497 _target_velocity *= tmp;
3498 }
3499 else if (tmp < 0.05f)
3500 {
3501 tmp = 0.05f / tmp;
3502 _target_velocity *= tmp;
3503 }
3504
3505 d.Vector3 vel = d.BodyGetLinearVel(Body);
3506 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3507 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3508 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3509// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3510 }
3511 } // end if (m_usePID)
3512
3513 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3514 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3515 {
3516
3517 // Non-Vehicles have a limited set of Hover options.
3518 // determine what our target height really is based on HoverType
3519
3520 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3521
3522 switch (m_PIDHoverType)
3523 {
3524 case PIDHoverType.Ground:
3525 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3526 break;
3527
3528 case PIDHoverType.GroundAndWater:
3529 m_waterHeight = _parent_scene.GetWaterLevel();
3530 if (m_groundHeight > m_waterHeight)
3531 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3532 else
3533 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3534 break;
3535 } // end switch (m_PIDHoverType)
3536
3537 // don't go underground unless volumedetector
3538
3539 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3540 {
3541 d.Vector3 vel = d.BodyGetLinearVel(Body);
3542
3543 fz = (m_targetHoverHeight - lpos.Z);
3544
3545 // if error is zero, use position control; otherwise, velocity control
3546 if (Math.Abs(fz) < 0.01f)
3547 {
3548 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3549 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3550 }
3551 else
3552 {
3553 _zeroFlag = false;
3554 fz /= m_PIDHoverTau;
3555
3556 float tmp = Math.Abs(fz);
3557 if (tmp > 50)
3558 fz = 50 * Math.Sign(fz);
3559 else if (tmp < 0.1)
3560 fz = 0.1f * Math.Sign(fz);
3561
3562 fz = ((fz - vel.Z) * m_invTimeStep);
3563 }
3564 }
3565 }
3566 else
3567 {
3568 float b = (1.0f - m_buoyancy);
3569 fx = _parent_scene.gravityx * b;
3570 fy = _parent_scene.gravityy * b;
3571 fz = _parent_scene.gravityz * b;
3572 }
3573
3574 fx *= m_mass;
3575 fy *= m_mass;
3576 fz *= m_mass;
3577
3578 // constant force
3579 fx += m_force.X;
3580 fy += m_force.Y;
3581 fz += m_force.Z;
3582
3583 fx += m_forceacc.X;
3584 fy += m_forceacc.Y;
3585 fz += m_forceacc.Z;
3586
3587 m_forceacc = Vector3.Zero;
3588
3589 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3590 if (fx != 0 || fy != 0 || fz != 0)
3591 {
3592 d.BodyAddForce(Body, fx, fy, fz);
3593 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3594 }
3595
3596 Vector3 trq;
3597
3598 trq = _torque;
3599 trq += m_angularForceacc;
3600 m_angularForceacc = Vector3.Zero;
3601 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3602 {
3603 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3604 }
3605 }
3606 else
3607 { // is not physical, or is not a body or is selected
3608 // _zeroPosition = d.BodyGetPosition(Body);
3609 return;
3610 //Console.WriteLine("Nothing " + Name);
3611
3612 }
3613 }
3614
3615 public void UpdatePositionAndVelocity()
3616 {
3617 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3618 {
3619 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3620 {
3621 bool lastZeroFlag = _zeroFlag;
3622
3623 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3624
3625 // check outside region
3626 if (lpos.Z < -100 || lpos.Z > 100000f)
3627 {
3628 m_outbounds = true;
3629
3630 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3631 _acceleration.X = 0;
3632 _acceleration.Y = 0;
3633 _acceleration.Z = 0;
3634
3635 _velocity.X = 0;
3636 _velocity.Y = 0;
3637 _velocity.Z = 0;
3638 m_rotationalVelocity.X = 0;
3639 m_rotationalVelocity.Y = 0;
3640 m_rotationalVelocity.Z = 0;
3641
3642 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3643 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3644 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3645 m_lastposition = _position;
3646 m_lastorientation = _orientation;
3647
3648 base.RequestPhysicsterseUpdate();
3649
3650// throttleCounter = 0;
3651 _zeroFlag = true;
3652
3653 disableBodySoft(); // disable it and colisions
3654 base.RaiseOutOfBounds(_position);
3655 return;
3656 }
3657
3658 if (lpos.X < 0f)
3659 {
3660 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3661 m_outbounds = true;
3662 }
3663 else if (lpos.X > _parent_scene.WorldExtents.X)
3664 {
3665 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3666 m_outbounds = true;
3667 }
3668 if (lpos.Y < 0f)
3669 {
3670 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3671 m_outbounds = true;
3672 }
3673 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3674 {
3675 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3676 m_outbounds = true;
3677 }
3678
3679 if (m_outbounds)
3680 {
3681 m_lastposition = _position;
3682 m_lastorientation = _orientation;
3683
3684 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3685 m_rotationalVelocity.X = dtmp.X;
3686 m_rotationalVelocity.Y = dtmp.Y;
3687 m_rotationalVelocity.Z = dtmp.Z;
3688
3689 dtmp = d.BodyGetLinearVel(Body);
3690 _velocity.X = dtmp.X;
3691 _velocity.Y = dtmp.Y;
3692 _velocity.Z = dtmp.Z;
3693
3694 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3695 d.BodySetAngularVel(Body, 0, 0, 0);
3696 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3697 disableBodySoft(); // stop collisions
3698 UnSubscribeEvents();
3699
3700 base.RequestPhysicsterseUpdate();
3701 return;
3702 }
3703
3704 d.Quaternion ori;
3705 d.GeomCopyQuaternion(prim_geom, out ori);
3706
3707 // decide if moving
3708 // use positions since this are integrated quantities
3709 // tolerance values depende a lot on simulation noise...
3710 // use simple math.abs since we dont need to be exact
3711
3712 if (
3713 (Math.Abs(_position.X - lpos.X) < 0.001f)
3714 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3715 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3716 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3717 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3718 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3719 )
3720 {
3721 _zeroFlag = true;
3722 }
3723 else
3724 _zeroFlag = false;
3725
3726 // update velocities and aceleration
3727 if (!(_zeroFlag && lastZeroFlag))
3728 {
3729 d.Vector3 vel = d.BodyGetLinearVel(Body);
3730
3731 _acceleration = _velocity;
3732
3733 if ((Math.Abs(vel.X) < 0.001f) &&
3734 (Math.Abs(vel.Y) < 0.001f) &&
3735 (Math.Abs(vel.Z) < 0.001f))
3736 {
3737 _velocity = Vector3.Zero;
3738 float t = -m_invTimeStep;
3739 _acceleration = _acceleration * t;
3740 }
3741 else
3742 {
3743 _velocity.X = vel.X;
3744 _velocity.Y = vel.Y;
3745 _velocity.Z = vel.Z;
3746 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3747 }
3748
3749 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3750 (Math.Abs(_acceleration.Y) < 0.01f) &&
3751 (Math.Abs(_acceleration.Z) < 0.01f))
3752 {
3753 _acceleration = Vector3.Zero;
3754 }
3755
3756 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3757 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3758 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3759 )
3760 {
3761 m_rotationalVelocity = Vector3.Zero;
3762 }
3763 else
3764 {
3765 vel = d.BodyGetAngularVel(Body);
3766 m_rotationalVelocity.X = vel.X;
3767 m_rotationalVelocity.Y = vel.Y;
3768 m_rotationalVelocity.Z = vel.Z;
3769 }
3770 }
3771
3772 if (_zeroFlag)
3773 {
3774 if (lastZeroFlag)
3775 {
3776 _velocity = Vector3.Zero;
3777 _acceleration = Vector3.Zero;
3778 m_rotationalVelocity = Vector3.Zero;
3779 }
3780
3781 if (!m_lastUpdateSent)
3782 {
3783 base.RequestPhysicsterseUpdate();
3784 if (lastZeroFlag)
3785 m_lastUpdateSent = true;
3786 }
3787 return;
3788 }
3789
3790 _position.X = lpos.X;
3791 _position.Y = lpos.Y;
3792 _position.Z = lpos.Z;
3793
3794 _orientation.X = ori.X;
3795 _orientation.Y = ori.Y;
3796 _orientation.Z = ori.Z;
3797 _orientation.W = ori.W;
3798 base.RequestPhysicsterseUpdate();
3799 m_lastUpdateSent = false;
3800 }
3801 }
3802 }
3803
3804 internal static bool QuaternionIsFinite(Quaternion q)
3805 {
3806 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3807 return false;
3808 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3809 return false;
3810 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3811 return false;
3812 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3813 return false;
3814 return true;
3815 }
3816
3817 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3818 {
3819 // assumes object center of mass is zero
3820 float smass = part.mass;
3821 theobj.mass -= smass;
3822
3823 smass *= 1.0f / (theobj.mass); ;
3824
3825 theobj.c.X -= part.c.X * smass;
3826 theobj.c.Y -= part.c.Y * smass;
3827 theobj.c.Z -= part.c.Z * smass;
3828
3829 theobj.I.M00 -= part.I.M00;
3830 theobj.I.M01 -= part.I.M01;
3831 theobj.I.M02 -= part.I.M02;
3832 theobj.I.M10 -= part.I.M10;
3833 theobj.I.M11 -= part.I.M11;
3834 theobj.I.M12 -= part.I.M12;
3835 theobj.I.M20 -= part.I.M20;
3836 theobj.I.M21 -= part.I.M21;
3837 theobj.I.M22 -= part.I.M22;
3838 }
3839
3840 private void donullchange()
3841 {
3842 }
3843
3844 public bool DoAChange(changes what, object arg)
3845 {
3846 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3847 {
3848 return false;
3849 }
3850
3851 // nasty switch
3852 switch (what)
3853 {
3854 case changes.Add:
3855 changeadd();
3856 break;
3857 case changes.Remove:
3858 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3859 //When we return true, it destroys all of the prims in the linkset anyway
3860 if (_parent != null)
3861 {
3862 OdePrim parent = (OdePrim)_parent;
3863 parent.ChildRemove(this, false);
3864 }
3865 else
3866 ChildRemove(this, false);
3867
3868 m_vehicle = null;
3869 RemoveGeom();
3870 m_targetSpace = IntPtr.Zero;
3871 UnSubscribeEvents();
3872 return true;
3873
3874 case changes.Link:
3875 OdePrim tmp = (OdePrim)arg;
3876 changeLink(tmp);
3877 break;
3878
3879 case changes.DeLink:
3880 changeLink(null);
3881 break;
3882
3883 case changes.Position:
3884 changePosition((Vector3)arg);
3885 break;
3886
3887 case changes.Orientation:
3888 changeOrientation((Quaternion)arg);
3889 break;
3890
3891 case changes.PosOffset:
3892 donullchange();
3893 break;
3894
3895 case changes.OriOffset:
3896 donullchange();
3897 break;
3898
3899 case changes.Velocity:
3900 changevelocity((Vector3)arg);
3901 break;
3902
3903// case changes.Acceleration:
3904// changeacceleration((Vector3)arg);
3905// break;
3906
3907 case changes.AngVelocity:
3908 changeangvelocity((Vector3)arg);
3909 break;
3910
3911 case changes.Force:
3912 changeForce((Vector3)arg);
3913 break;
3914
3915 case changes.Torque:
3916 changeSetTorque((Vector3)arg);
3917 break;
3918
3919 case changes.AddForce:
3920 changeAddForce((Vector3)arg);
3921 break;
3922
3923 case changes.AddAngForce:
3924 changeAddAngularImpulse((Vector3)arg);
3925 break;
3926
3927 case changes.AngLock:
3928 changeAngularLock((Vector3)arg);
3929 break;
3930
3931 case changes.Size:
3932 changeSize((Vector3)arg);
3933 break;
3934
3935 case changes.Shape:
3936 changeShape((PrimitiveBaseShape)arg);
3937 break;
3938
3939 case changes.CollidesWater:
3940 changeFloatOnWater((bool)arg);
3941 break;
3942
3943 case changes.VolumeDtc:
3944 changeVolumedetetion((bool)arg);
3945 break;
3946
3947 case changes.Phantom:
3948 changePhantomStatus((bool)arg);
3949 break;
3950
3951 case changes.Physical:
3952 changePhysicsStatus((bool)arg);
3953 break;
3954
3955 case changes.Selected:
3956 changeSelectedStatus((bool)arg);
3957 break;
3958
3959 case changes.disabled:
3960 changeDisable((bool)arg);
3961 break;
3962
3963 case changes.building:
3964 changeBuilding((bool)arg);
3965 break;
3966
3967 case changes.VehicleType:
3968 changeVehicleType((int)arg);
3969 break;
3970
3971 case changes.VehicleFlags:
3972 changeVehicleFlags((strVehicleBoolParam) arg);
3973 break;
3974
3975 case changes.VehicleFloatParam:
3976 changeVehicleFloatParam((strVehicleFloatParam) arg);
3977 break;
3978
3979 case changes.VehicleVectorParam:
3980 changeVehicleVectorParam((strVehicleVectorParam) arg);
3981 break;
3982
3983 case changes.VehicleRotationParam:
3984 changeVehicleRotationParam((strVehicleQuatParam) arg);
3985 break;
3986
3987 case changes.SetVehicle:
3988 changeSetVehicle((VehicleData) arg);
3989 break;
3990 case changes.Null:
3991 donullchange();
3992 break;
3993
3994 default:
3995 donullchange();
3996 break;
3997 }
3998 return false;
3999 }
4000
4001 public void AddChange(changes what, object arg)
4002 {
4003 _parent_scene.AddChange((PhysicsActor) this, what, arg);
4004 }
4005
4006
4007 private struct strVehicleBoolParam
4008 {
4009 public int param;
4010 public bool value;
4011 }
4012
4013 private struct strVehicleFloatParam
4014 {
4015 public int param;
4016 public float value;
4017 }
4018
4019 private struct strVehicleQuatParam
4020 {
4021 public int param;
4022 public Quaternion value;
4023 }
4024
4025 private struct strVehicleVectorParam
4026 {
4027 public int param;
4028 public Vector3 value;
4029 }
4030 }
4031}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..21fe9c0
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,624 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.OdePlugin
40{
41 /// <summary>
42 /// Processes raycast requests as ODE is in a state to be able to do them.
43 /// This ensures that it's thread safe and there will be no conflicts.
44 /// Requests get returned by a different thread then they were requested by.
45 /// </summary>
46 public class ODERayCastRequestManager
47 {
48 /// <summary>
49 /// Pending ray requests
50 /// </summary>
51 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
52
53 /// <summary>
54 /// Scene that created this object.
55 /// </summary>
56 private OdeScene m_scene;
57
58 IntPtr ray; // the ray. we only need one for our lifetime
59
60 private const int ColisionContactGeomsPerTest = 5;
61 private const int DefaultMaxCount = 25;
62 private const int MaxTimePerCallMS = 30;
63
64 /// <summary>
65 /// ODE near callback delegate
66 /// </summary>
67 private d.NearCallback nearCallback;
68 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
69 private List<ContactResult> m_contactResults = new List<ContactResult>();
70 private RayFilterFlags CurrentRayFilter;
71 private int CurrentMaxCount;
72
73 public ODERayCastRequestManager(OdeScene pScene)
74 {
75 m_scene = pScene;
76 nearCallback = near;
77 ray = d.CreateRay(IntPtr.Zero, 1.0f);
78 d.GeomSetCategoryBits(ray,0);
79 }
80
81 /// <summary>
82 /// Queues request for a raycast to all world
83 /// </summary>
84 /// <param name="position">Origin of Ray</param>
85 /// <param name="direction">Ray direction</param>
86 /// <param name="length">Ray length</param>
87 /// <param name="retMethod">Return method to send the results</param>
88 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
89 {
90 ODERayRequest req = new ODERayRequest();
91 req.geom = IntPtr.Zero;
92 req.callbackMethod = retMethod;
93 req.Count = DefaultMaxCount;
94 req.length = length;
95 req.Normal = direction;
96 req.Origin = position;
97 req.filter = RayFilterFlags.AllPrims;
98
99 m_PendingRequests.Enqueue(req);
100 }
101
102 /// <summary>
103 /// Queues request for a raycast to particular part
104 /// </summary>
105 /// <param name="position">Origin of Ray</param>
106 /// <param name="direction">Ray direction</param>
107 /// <param name="length">Ray length</param>
108 /// <param name="retMethod">Return method to send the results</param>
109 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
110 {
111 ODERayRequest req = new ODERayRequest();
112 req.geom = geom;
113 req.callbackMethod = retMethod;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117 req.Count = DefaultMaxCount;
118 req.filter = RayFilterFlags.AllPrims;
119
120 m_PendingRequests.Enqueue(req);
121 }
122
123 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
124 {
125 ODERayRequest req = new ODERayRequest();
126 req.geom = IntPtr.Zero;
127 req.callbackMethod = retMethod;
128 req.Count = DefaultMaxCount;
129 req.length = length;
130 req.Normal = direction;
131 req.Origin = position;
132 req.filter = RayFilterFlags.AllPrims;
133
134 m_PendingRequests.Enqueue(req);
135 }
136
137 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
138 {
139 ODERayRequest req = new ODERayRequest();
140 req.geom = geom;
141 req.callbackMethod = retMethod;
142 req.length = length;
143 req.Normal = direction;
144 req.Origin = position;
145 req.Count = DefaultMaxCount;
146 req.filter = RayFilterFlags.AllPrims;
147
148 m_PendingRequests.Enqueue(req);
149 }
150
151 /// <summary>
152 /// Queues a raycast
153 /// </summary>
154 /// <param name="position">Origin of Ray</param>
155 /// <param name="direction">Ray normal</param>
156 /// <param name="length">Ray length</param>
157 /// <param name="count"></param>
158 /// <param name="retMethod">Return method to send the results</param>
159 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
160 {
161 ODERayRequest req = new ODERayRequest();
162 req.geom = IntPtr.Zero;
163 req.callbackMethod = retMethod;
164 req.length = length;
165 req.Normal = direction;
166 req.Origin = position;
167 req.Count = count;
168 req.filter = RayFilterFlags.AllPrims;
169
170 m_PendingRequests.Enqueue(req);
171 }
172
173
174 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count,RayFilterFlags filter , RayCallback retMethod)
175 {
176 ODERayRequest req = new ODERayRequest();
177 req.geom = IntPtr.Zero;
178 req.callbackMethod = retMethod;
179 req.length = length;
180 req.Normal = direction;
181 req.Origin = position;
182 req.Count = count;
183 req.filter = filter;
184
185 m_PendingRequests.Enqueue(req);
186 }
187
188 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
189 {
190 ODERayRequest req = new ODERayRequest();
191 req.geom = geom;
192 req.callbackMethod = retMethod;
193 req.length = length;
194 req.Normal = direction;
195 req.Origin = position;
196 req.Count = count;
197 req.filter = RayFilterFlags.AllPrims;
198
199 m_PendingRequests.Enqueue(req);
200 }
201
202 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
203 {
204 ODERayRequest req = new ODERayRequest();
205 req.geom = IntPtr.Zero;
206 req.callbackMethod = retMethod;
207 req.length = length;
208 req.Normal = direction;
209 req.Origin = position;
210 req.Count = count;
211 req.filter = RayFilterFlags.AllPrims;
212
213 m_PendingRequests.Enqueue(req);
214 }
215
216 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
217 {
218 ODERayRequest req = new ODERayRequest();
219 req.geom = geom;
220 req.callbackMethod = retMethod;
221 req.length = length;
222 req.Normal = direction;
223 req.Origin = position;
224 req.Count = count;
225 req.filter = RayFilterFlags.AllPrims;
226
227 m_PendingRequests.Enqueue(req);
228 }
229
230 /// <summary>
231 /// Process all queued raycast requests
232 /// </summary>
233 /// <returns>Time in MS the raycasts took to process.</returns>
234 public int ProcessQueuedRequests()
235 {
236
237 if (m_PendingRequests.Count <= 0)
238 return 0;
239
240 if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
241 // oops something got wrong or scene isn't ready still
242 {
243 m_PendingRequests.Clear();
244 return 0;
245 }
246
247 int time = Util.EnvironmentTickCount();
248
249 ODERayRequest req;
250 int closestHit;
251 int backfacecull;
252 CollisionCategories catflags;
253
254 while (m_PendingRequests.Dequeue(out req))
255 {
256 if (req.callbackMethod != null)
257 {
258 CurrentRayFilter = req.filter;
259 CurrentMaxCount = req.Count;
260
261 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
262 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
263
264 d.GeomRaySetLength(ray, req.length);
265 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
266 d.GeomRaySetParams(ray, 0, backfacecull);
267 d.GeomRaySetClosestHit(ray, closestHit);
268
269 if (req.callbackMethod is RaycastCallback)
270 // if we only want one get only one per colision pair saving memory
271 CurrentRayFilter |= RayFilterFlags.ClosestHit;
272
273 if (req.geom == IntPtr.Zero)
274 {
275 // translate ray filter to colision flags
276 catflags = 0;
277 if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
278 catflags |= CollisionCategories.VolumeDtc;
279 if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
280 catflags |= CollisionCategories.Phantom;
281 if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
282 catflags |= CollisionCategories.Character;
283 if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
284 catflags |= CollisionCategories.Geom;
285 if ((CurrentRayFilter & RayFilterFlags.land) != 0)
286 catflags |= CollisionCategories.Land;
287 if ((CurrentRayFilter & RayFilterFlags.water) != 0)
288 catflags |= CollisionCategories.Water;
289
290 if (catflags != 0)
291 doSpaceRay(req);
292 }
293 else
294 {
295 // if we select a geom don't use filters
296 d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
297 doGeomRay(req);
298 }
299 }
300
301 if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
302 break;
303 }
304
305 lock (m_contactResults)
306 m_contactResults.Clear();
307
308 return Util.EnvironmentTickCountSubtract(time);
309 }
310 /// <summary>
311 /// Method that actually initiates the raycast with spaces
312 /// </summary>
313 /// <param name="req"></param>
314 ///
315
316 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton;
317 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
318
319 private void doSpaceRay(ODERayRequest req)
320 {
321 // Collide tests
322 if ((CurrentRayFilter & FilterActiveSpace) != 0)
323 d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
324 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
325 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
326
327 if (req.callbackMethod is RaycastCallback)
328 {
329 // Define default results
330 bool hitYN = false;
331 uint hitConsumerID = 0;
332 float distance = float.MaxValue;
333 Vector3 closestcontact = Vector3.Zero;
334 Vector3 snormal = Vector3.Zero;
335
336 // Find closest contact and object.
337 lock (m_contactResults)
338 {
339 foreach (ContactResult cResult in m_contactResults)
340 {
341 if(cResult.Depth < distance)
342 {
343 closestcontact = cResult.Pos;
344 hitConsumerID = cResult.ConsumerID;
345 distance = cResult.Depth;
346 snormal = cResult.Normal;
347 }
348 }
349 m_contactResults.Clear();
350 }
351
352 if (distance > 0 && distance < float.MaxValue)
353 hitYN = true;
354 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
355 }
356 else
357 {
358 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
359 lock (m_PendingRequests)
360 {
361 cresult.AddRange(m_contactResults);
362 m_contactResults.Clear();
363 }
364 ((RayCallback)req.callbackMethod)(cresult);
365 }
366 }
367
368 /// <summary>
369 /// Method that actually initiates the raycast with a geom
370 /// </summary>
371 /// <param name="req"></param>
372 private void doGeomRay(ODERayRequest req)
373 {
374 // Collide test
375 d.SpaceCollide2(ray, req.geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
376
377 if (req.callbackMethod is RaycastCallback)
378 {
379 // Define default results
380 bool hitYN = false;
381 uint hitConsumerID = 0;
382 float distance = float.MaxValue;
383 Vector3 closestcontact = Vector3.Zero;
384 Vector3 snormal = Vector3.Zero;
385
386 // Find closest contact and object.
387 lock (m_contactResults)
388 {
389 foreach (ContactResult cResult in m_contactResults)
390 {
391 if(cResult.Depth < distance )
392 {
393 closestcontact = cResult.Pos;
394 hitConsumerID = cResult.ConsumerID;
395 distance = cResult.Depth;
396 snormal = cResult.Normal;
397 }
398 }
399 m_contactResults.Clear();
400 }
401
402 if (distance > 0 && distance < float.MaxValue)
403 hitYN = true;
404
405 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
406 }
407 else
408 {
409 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
410 lock (m_PendingRequests)
411 {
412 cresult.AddRange(m_contactResults);
413 m_contactResults.Clear();
414 }
415 ((RayCallback)req.callbackMethod)(cresult);
416 }
417 }
418
419 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
420 {
421 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
422 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
423 return false;
424
425 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
426 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
427 return true;
428 }
429
430 // This is the standard Near. g1 is the ray
431 private void near(IntPtr space, IntPtr g1, IntPtr g2)
432 {
433 if (g2 == IntPtr.Zero || g1 == g2)
434 return;
435
436 if (m_contactResults.Count >= CurrentMaxCount)
437 return;
438
439 if (d.GeomIsSpace(g2))
440 {
441 try
442 {
443 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
444 }
445 catch (Exception e)
446 {
447 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
448 }
449 return;
450 }
451
452 int count = 0;
453 try
454 {
455 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
456 }
457 catch (Exception e)
458 {
459 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
460 return;
461 }
462
463 if (count == 0)
464 return;
465
466 uint ID = 0;
467 PhysicsActor p2 = null;
468
469 m_scene.actor_name_map.TryGetValue(g2, out p2);
470
471 if (p2 == null)
472 {
473 /*
474 string name;
475
476 if (!m_scene.geom_name_map.TryGetValue(g2, out name))
477 return;
478
479 if (name == "Terrain")
480 {
481 // land colision
482 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
483 return;
484 }
485 else if (name == "Water")
486 {
487 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
488 return;
489 }
490 else
491 return;
492 */
493 return;
494 }
495 else
496 {
497 switch (p2.PhysicsActorType)
498 {
499 case (int)ActorTypes.Prim:
500
501 RayFilterFlags thisFlags;
502
503 if (p2.IsPhysical)
504 thisFlags = RayFilterFlags.physical;
505 else
506 thisFlags = RayFilterFlags.nonphysical;
507
508 if (p2.Phantom)
509 thisFlags |= RayFilterFlags.phantom;
510
511 if (p2.IsVolumeDtc)
512 thisFlags |= RayFilterFlags.volumedtc;
513
514 if ((thisFlags & CurrentRayFilter) == 0)
515 return;
516
517 ID = ((OdePrim)p2).LocalID;
518 break;
519
520 case (int)ActorTypes.Agent:
521
522 if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
523 return;
524 else
525 ID = ((OdeCharacter)p2).LocalID;
526 break;
527
528 case (int)ActorTypes.Ground:
529
530 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
531 return;
532 break;
533
534 case (int)ActorTypes.Water:
535
536 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
537 return;
538 break;
539
540 default:
541 return;
542 break;
543 }
544 }
545
546 d.ContactGeom curcontact = new d.ContactGeom();
547
548 // closestHit for now only works for meshs, so must do it for others
549 if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
550 {
551 // Loop all contacts, build results.
552 for (int i = 0; i < count; i++)
553 {
554 if (!GetCurContactGeom(i, ref curcontact))
555 break;
556
557 ContactResult collisionresult = new ContactResult();
558 collisionresult.ConsumerID = ID;
559 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
560 collisionresult.Depth = curcontact.depth;
561 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
562 curcontact.normal.Z);
563 lock (m_contactResults)
564 {
565 m_contactResults.Add(collisionresult);
566 if (m_contactResults.Count >= CurrentMaxCount)
567 return;
568 }
569 }
570 }
571 else
572 {
573 // keep only closest contact
574 ContactResult collisionresult = new ContactResult();
575 collisionresult.ConsumerID = ID;
576 collisionresult.Depth = float.MaxValue;
577
578 for (int i = 0; i < count; i++)
579 {
580 if (!GetCurContactGeom(i, ref curcontact))
581 break;
582
583 if (curcontact.depth < collisionresult.Depth)
584 {
585 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
586 collisionresult.Depth = curcontact.depth;
587 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
588 curcontact.normal.Z);
589 }
590 }
591
592 if (collisionresult.Depth != float.MaxValue)
593 {
594 lock (m_contactResults)
595 m_contactResults.Add(collisionresult);
596 }
597 }
598 }
599
600 /// <summary>
601 /// Dereference the creator scene so that it can be garbage collected if needed.
602 /// </summary>
603 internal void Dispose()
604 {
605 m_scene = null;
606 if (ray != IntPtr.Zero)
607 {
608 d.GeomDestroy(ray);
609 ray = IntPtr.Zero;
610 }
611 }
612 }
613
614 public struct ODERayRequest
615 {
616 public IntPtr geom;
617 public Vector3 Origin;
618 public Vector3 Normal;
619 public int Count;
620 public float length;
621 public object callbackMethod;
622 public RayFilterFlags filter;
623 }
624} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..403a4ce
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,2014 @@
1/*
2 * based on:
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 * changes by opensim team;
39 * changes by Aurora team http://www.aurora-sim.org/
40
41 * Revision/fixs by Ubit Umarov
42 */
43
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47
48namespace OdeAPI
49{
50//#if dDOUBLE
51// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
52// at least we save same memory and memory access time, FPU performance on intel usually is similar
53// using dReal = System.Double;
54//#else
55 using dReal = System.Single;
56//#endif
57
58 public static class d
59 {
60 public static dReal Infinity = dReal.MaxValue;
61 public static int NTotalBodies = 0;
62 public static int NTotalGeoms = 0;
63
64 public const uint CONTACTS_UNIMPORTANT = 0x80000000;
65
66 #region Flags and Enumerations
67
68 [Flags]
69 public enum AllocateODEDataFlags : uint
70 {
71 BasicData = 0,
72 CollisionData = 0x00000001,
73 All = ~0u
74 }
75
76 [Flags]
77 public enum IniteODEFlags : uint
78 {
79 dInitFlagManualThreadCleanup = 0x00000001
80 }
81
82 [Flags]
83 public enum ContactFlags : int
84 {
85 Mu2 = 0x001,
86 FDir1 = 0x002,
87 Bounce = 0x004,
88 SoftERP = 0x008,
89 SoftCFM = 0x010,
90 Motion1 = 0x020,
91 Motion2 = 0x040,
92 MotionN = 0x080,
93 Slip1 = 0x100,
94 Slip2 = 0x200,
95 Approx0 = 0x0000,
96 Approx1_1 = 0x1000,
97 Approx1_2 = 0x2000,
98 Approx1 = 0x3000
99 }
100
101 public enum GeomClassID : int
102 {
103 SphereClass,
104 BoxClass,
105 CapsuleClass,
106 CylinderClass,
107 PlaneClass,
108 RayClass,
109 ConvexClass,
110 GeomTransformClass,
111 TriMeshClass,
112 HeightfieldClass,
113 FirstSpaceClass,
114 SimpleSpaceClass = FirstSpaceClass,
115 HashSpaceClass,
116 QuadTreeSpaceClass,
117 LastSpaceClass = QuadTreeSpaceClass,
118 UbitTerrainClass,
119 FirstUserClass,
120 LastUserClass = FirstUserClass + MaxUserClasses - 1,
121 NumClasses,
122 MaxUserClasses = 5
123 }
124
125 public enum JointType : int
126 {
127 None,
128 Ball,
129 Hinge,
130 Slider,
131 Contact,
132 Universal,
133 Hinge2,
134 Fixed,
135 Null,
136 AMotor,
137 LMotor,
138 Plane2D
139 }
140
141 public enum JointParam : int
142 {
143 LoStop,
144 HiStop,
145 Vel,
146 FMax,
147 FudgeFactor,
148 Bounce,
149 CFM,
150 StopERP,
151 StopCFM,
152 SuspensionERP,
153 SuspensionCFM,
154 LoStop2 = 256,
155 HiStop2,
156 Vel2,
157 FMax2,
158 FudgeFactor2,
159 Bounce2,
160 CFM2,
161 StopERP2,
162 StopCFM2,
163 SuspensionERP2,
164 SuspensionCFM2,
165 LoStop3 = 512,
166 HiStop3,
167 Vel3,
168 FMax3,
169 FudgeFactor3,
170 Bounce3,
171 CFM3,
172 StopERP3,
173 StopCFM3,
174 SuspensionERP3,
175 SuspensionCFM3
176 }
177
178 public enum dSweepAndPruneAxis : int
179 {
180 XYZ = ((0)|(1<<2)|(2<<4)),
181 XZY = ((0)|(2<<2)|(1<<4)),
182 YXZ = ((1)|(0<<2)|(2<<4)),
183 YZX = ((1)|(2<<2)|(0<<4)),
184 ZXY = ((2)|(0<<2)|(1<<4)),
185 ZYX = ((2)|(1<<2)|(0<<4))
186 }
187
188 #endregion
189
190 #region Callbacks
191
192 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
193 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
194
195 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
196 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
197
198 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
199 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
200
201 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
202 public delegate ColliderFn GetColliderFnFn(int num);
203
204 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
205 public delegate void GeomDtorFn(IntPtr o);
206
207 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
208 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
209
210 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
211 public delegate dReal UbitTerrainGetHeight(IntPtr p_user_data, int x, int z);
212
213 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
214 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
215
216 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
217 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
218
219 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
220 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
221
222 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
223 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
224
225 #endregion
226
227 #region Structs
228
229 [StructLayout(LayoutKind.Sequential)]
230 public struct AABB
231 {
232 public dReal MinX, MaxX;
233 public dReal MinY, MaxY;
234 public dReal MinZ, MaxZ;
235 }
236
237
238 [StructLayout(LayoutKind.Sequential)]
239 public struct Contact
240 {
241 public SurfaceParameters surface;
242 public ContactGeom geom;
243 public Vector3 fdir1;
244 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
245 }
246
247
248 [StructLayout(LayoutKind.Sequential)]
249 public struct ContactGeom
250 {
251
252 public Vector3 pos;
253 public Vector3 normal;
254 public dReal depth;
255 public IntPtr g1;
256 public IntPtr g2;
257 public int side1;
258 public int side2;
259 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
260 }
261
262 [StructLayout(LayoutKind.Sequential)]
263 public struct GeomClass
264 {
265 public int bytes;
266 public GetColliderFnFn collider;
267 public GetAABBFn aabb;
268 public AABBTestFn aabb_test;
269 public GeomDtorFn dtor;
270 }
271
272
273 [StructLayout(LayoutKind.Sequential)]
274 public struct JointFeedback
275 {
276 public Vector3 f1;
277 public Vector3 t1;
278 public Vector3 f2;
279 public Vector3 t2;
280 }
281
282
283 [StructLayout(LayoutKind.Sequential)]
284 public struct Mass
285 {
286 public dReal mass;
287 public Vector4 c;
288 public Matrix3 I;
289 }
290
291
292 [StructLayout(LayoutKind.Sequential)]
293 public struct Matrix3
294 {
295 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
296 {
297 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
298 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
299 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
300 }
301 public dReal M00, M10, M20;
302 private dReal _m30;
303 public dReal M01, M11, M21;
304 private dReal _m31;
305 public dReal M02, M12, M22;
306 private dReal _m32;
307 }
308
309 [StructLayout(LayoutKind.Sequential)]
310 public struct Matrix4
311 {
312 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
313 dReal m01, dReal m11, dReal m21, dReal m31,
314 dReal m02, dReal m12, dReal m22, dReal m32,
315 dReal m03, dReal m13, dReal m23, dReal m33)
316 {
317 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
318 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
319 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
320 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
321 }
322 public dReal M00, M10, M20, M30;
323 public dReal M01, M11, M21, M31;
324 public dReal M02, M12, M22, M32;
325 public dReal M03, M13, M23, M33;
326 }
327
328 [StructLayout(LayoutKind.Sequential)]
329 public struct Quaternion
330 {
331 public dReal W, X, Y, Z;
332 }
333
334
335 [StructLayout(LayoutKind.Sequential)]
336 public struct SurfaceParameters
337 {
338 public ContactFlags mode;
339 public dReal mu;
340 public dReal mu2;
341 public dReal bounce;
342 public dReal bounce_vel;
343 public dReal soft_erp;
344 public dReal soft_cfm;
345 public dReal motion1;
346 public dReal motion2;
347 public dReal motionN;
348 public dReal slip1;
349 public dReal slip2;
350 }
351
352
353 [StructLayout(LayoutKind.Sequential)]
354 public struct Vector3
355 {
356 public Vector3(dReal x, dReal y, dReal z)
357 {
358 X = x; Y = y; Z = z; _w = 0.0f;
359 }
360 public dReal X, Y, Z;
361 private dReal _w;
362 }
363
364
365 [StructLayout(LayoutKind.Sequential)]
366 public struct Vector4
367 {
368 public Vector4(dReal x, dReal y, dReal z, dReal w)
369 {
370 X = x; Y = y; Z = z; W = w;
371 }
372 public dReal X, Y, Z, W;
373 }
374
375 #endregion
376
377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
378 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
379
380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
381 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
382
383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
384 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
385
386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
387 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
388
389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
390 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
391
392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
393 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
394
395 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
396 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
397
398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
399 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
400
401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
402 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
403
404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
405 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
406
407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
408 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
409
410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
411 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
412
413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
414 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
415
416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
417 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
418
419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
420 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
421
422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
423 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
424
425 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
426 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
427
428 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
429 public static extern IntPtr BodyiCreate(IntPtr world);
430 public static IntPtr BodyCreate(IntPtr world)
431 {
432 NTotalBodies++;
433 return BodyiCreate(world);
434 }
435
436 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
437 public static extern void BodyiDestroy(IntPtr body);
438 public static void BodyDestroy(IntPtr body)
439 {
440 NTotalBodies--;
441 BodyiDestroy(body);
442 }
443
444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
445 public static extern void BodyDisable(IntPtr body);
446
447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
448 public static extern void BodyEnable(IntPtr body);
449
450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
451 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
452
453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
454 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
455
456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
457 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
458
459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
460 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
461
462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
463 public static extern int BodyGetAutoDisableSteps(IntPtr body);
464
465 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
466 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
467
468 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
469 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
470 public static Vector3 BodyGetAngularVel(IntPtr body)
471 {
472 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
473 }
474
475 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
476 public static extern IntPtr BodyGetData(IntPtr body);
477
478 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
479 public static extern int BodyGetFiniteRotationMode(IntPtr body);
480
481 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
482 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
483
484 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
485 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
486 public static Vector3 BodyGetForce(IntPtr body)
487 {
488 unsafe { return *(BodyGetForceUnsafe(body)); }
489 }
490
491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
492 public static extern bool BodyGetGravityMode(IntPtr body);
493
494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
495 public static extern int BodyGetGyroscopicMode(IntPtr body);
496
497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
498 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
499
500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
501 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
502 public static Vector3 BodyGetLinearVel(IntPtr body)
503 {
504 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
505 }
506
507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
508 public static extern void BodyGetMass(IntPtr body, out Mass mass);
509
510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
511 public static extern int BodyGetNumJoints(IntPtr body);
512
513 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
514 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
515
516 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
517 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
518 public static Vector3 BodyGetPosition(IntPtr body)
519 {
520 unsafe { return *(BodyGetPositionUnsafe(body)); }
521 }
522
523 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
524 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
525
526 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
527 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
528 public static Quaternion BodyGetQuaternion(IntPtr body)
529 {
530 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
531 }
532
533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
534 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
535
536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
537 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
538
539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
540 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
541 public static Matrix3 BodyGetRotation(IntPtr body)
542 {
543 unsafe { return *(BodyGetRotationUnsafe(body)); }
544 }
545
546 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
547 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
548 public static Vector3 BodyGetTorque(IntPtr body)
549 {
550 unsafe { return *(BodyGetTorqueUnsafe(body)); }
551 }
552
553 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
554 public static extern IntPtr BodyGetWorld(IntPtr body);
555
556 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
557 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
558
559 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
560 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
561
562
563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
564 public static extern bool BodyIsEnabled(IntPtr body);
565
566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
567 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
568
569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
570 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
571
572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
573 public static extern void BodySetAutoDisableDefaults(IntPtr body);
574
575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
576 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
577
578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
579 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
580
581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
582 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
583
584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
585 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
586
587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
588 public static extern void BodySetData(IntPtr body, IntPtr data);
589
590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
591 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
592
593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
594 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
595
596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
597 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
598
599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
600 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
601
602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
603 public static extern dReal BodyGetLinearDamping(IntPtr body);
604
605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
606 public static extern dReal BodyGetAngularDamping(IntPtr body);
607
608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
609 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
610
611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
612 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
613
614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
615 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
616
617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
618 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
619
620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
621 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
622
623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
624 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
625
626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
627 public static extern void BodySetGravityMode(IntPtr body, bool mode);
628
629 /// <summary>
630 /// Sets the Gyroscopic term status on the body specified.
631 /// </summary>
632 /// <param name="body">Pointer to body</param>
633 /// <param name="enabled">NonZero enabled, Zero disabled</param>
634 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
635 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
636
637 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
638 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
639
640 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
641 public static extern void BodySetMass(IntPtr body, ref Mass mass);
642
643 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
644 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
645
646 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
647 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
648
649 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
650 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
651
652 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
653 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
654
655 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
656 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
657
658 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
659 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
660
661 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
662 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
663
664 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
665 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
666
667 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
668 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
669 ref Vector3 side1, ref Vector3 p2,
670 ref Matrix3 R2, ref Vector3 side2,
671 ref Vector3 normal, out dReal depth, out int return_code,
672 int maxc, out ContactGeom contact, int skip);
673
674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
675 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
676 ref Vector3 side1, ref Vector3 _p2,
677 ref Matrix3 R2, ref Vector3 side2);
678
679 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
680 public static extern void CleanupODEAllDataForThread();
681
682 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
683 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
684 ref Vector3 b1, ref Vector3 b2,
685 ref Vector3 cp1, ref Vector3 cp2);
686
687 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
688 public static extern void CloseODE();
689
690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
691 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
693 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
694
695 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
696 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
697
698 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
699 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
700 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
701 {
702 NTotalGeoms++;
703 return CreateiBox(space, lx, ly, lz);
704 }
705
706 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
707 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
708 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
709 {
710 NTotalGeoms++;
711 return CreateiCapsule(space, radius, length);
712 }
713
714 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
715 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
716 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
717 {
718 NTotalGeoms++;
719 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
720 }
721
722 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
723 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
724 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
725 {
726 NTotalGeoms++;
727 return CreateiCylinder(space, radius, length);
728 }
729
730 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
731 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
732 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
733 {
734 NTotalGeoms++;
735 return CreateiHeightfield(space, data, bPlaceable);
736 }
737
738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateUbitTerrain"), SuppressUnmanagedCodeSecurity]
739 public static extern IntPtr CreateiUbitTerrain(IntPtr space, IntPtr data, int bPlaceable);
740 public static IntPtr CreateUbitTerrain(IntPtr space, IntPtr data, int bPlaceable)
741 {
742 NTotalGeoms++;
743 return CreateiUbitTerrain(space, data, bPlaceable);
744 }
745
746
747
748
749
750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
751 public static extern IntPtr CreateiGeom(int classnum);
752 public static IntPtr CreateGeom(int classnum)
753 {
754 NTotalGeoms++;
755 return CreateiGeom(classnum);
756 }
757
758 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
759 public static extern int CreateGeomClass(ref GeomClass classptr);
760
761 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
762 public static extern IntPtr CreateGeomTransform(IntPtr space);
763
764 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
765 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
766 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
767 {
768 NTotalGeoms++;
769 return CreateiPlane(space, a, b, c, d);
770 }
771
772 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
773 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
774 public static IntPtr CreateRay(IntPtr space, dReal length)
775 {
776 NTotalGeoms++;
777 return CreateiRay(space, length);
778 }
779
780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
781 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
782 public static IntPtr CreateSphere(IntPtr space, dReal radius)
783 {
784 NTotalGeoms++;
785 return CreateiSphere(space, radius);
786 }
787
788 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
789 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
790 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
791 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
792 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
793 {
794 NTotalGeoms++;
795 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
796 }
797 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
798 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
799
800 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
801 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
802
803 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
804 public static extern int FactorCholesky(ref dReal A00, int n);
805
806 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
807 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
808
809 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
810 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
811
812 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
813 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
814
815 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
816 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
817
818 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
819 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
820
821 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
822 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
823
824 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
825 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
826
827 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
828 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
829
830 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
831 public static extern void GeomClearOffset(IntPtr geom);
832
833 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
834 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
835
836 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
837 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
838
839 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
840 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
841
842 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
843 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
844
845 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
846 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
847
848 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
849 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
850
851 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
852 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
853
854 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
855 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
856
857 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
858 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
859
860 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
861 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
862
863 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
864 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
865
866 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
867 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
868
869 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
870 public static extern void GeomiDestroy(IntPtr geom);
871 public static void GeomDestroy(IntPtr geom)
872 {
873 NTotalGeoms--;
874 GeomiDestroy(geom);
875 }
876
877
878 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
879 public static extern void GeomDisable(IntPtr geom);
880
881 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
882 public static extern void GeomEnable(IntPtr geom);
883
884 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
885 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
886
887 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
888 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
889
890 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
891 public static extern IntPtr GeomGetBody(IntPtr geom);
892
893 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
894 public static extern uint GeomGetCategoryBits(IntPtr geom);
895
896 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
897 public static extern IntPtr GeomGetClassData(IntPtr geom);
898
899 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
900 public static extern uint GeomGetCollideBits(IntPtr geom);
901
902 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
903 public static extern GeomClassID GeomGetClass(IntPtr geom);
904
905 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
906 public static extern IntPtr GeomGetData(IntPtr geom);
907
908 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
909 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
910 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
911 {
912 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
913 }
914
915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
916 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
917 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
918 {
919 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
920 }
921
922 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
923 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
924 public static Vector3 GeomGetPosition(IntPtr geom)
925 {
926 unsafe { return *(GeomGetPositionUnsafe(geom)); }
927 }
928
929 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
930 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
931
932 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
933 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
934
935 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
936 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
937 public static Matrix3 GeomGetRotation(IntPtr geom)
938 {
939 unsafe { return *(GeomGetRotationUnsafe(geom)); }
940 }
941
942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
943 public static extern IntPtr GeomGetSpace(IntPtr geom);
944
945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
946 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
947 dReal width, dReal depth, int widthSamples, int depthSamples,
948 dReal scale, dReal offset, dReal thickness, int bWrap);
949
950 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
951 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
952 dReal width, dReal depth, int widthSamples, int depthSamples,
953 dReal scale, dReal offset, dReal thickness, int bWrap);
954
955 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
956 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
957 dReal width, dReal depth, int widthSamples, int depthSamples,
958 dReal scale, dReal offset, dReal thickness, int bWrap);
959
960 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
961 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
962 dReal width, dReal depth, int widthSamples, int depthSamples,
963 dReal scale, dReal offset, dReal thickness, int bWrap);
964
965 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
966 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
967 dReal width, dReal depth, int widthSamples, int depthSamples,
968 dReal scale, dReal offset, dReal thickness, int bWrap);
969
970 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
971 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
972 dReal width, dReal depth, int widthSamples, int depthSamples,
973 dReal scale, dReal offset, dReal thickness, int bWrap);
974
975 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
976 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
977 dReal width, dReal depth, int widthSamples, int depthSamples,
978 dReal scale, dReal offset, dReal thickness, int bWrap);
979
980 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
981 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
982 dReal width, dReal depth, int widthSamples, int depthSamples,
983 dReal scale, dReal offset, dReal thickness, int bWrap);
984
985
986
987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
988 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
989 dReal width, dReal depth, int widthSamples, int depthSamples,
990 dReal scale, dReal offset, dReal thickness, int bWrap);
991
992 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
993 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
994 dReal width, dReal depth, int widthSamples, int depthSamples,
995 dReal scale, dReal offset, dReal thickness, int bWrap);
996
997 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
998 public static extern IntPtr GeomHeightfieldDataCreate();
999
1000 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
1001 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
1002
1003 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
1004 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1005
1006 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1007 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
1008
1009 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1010 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
1011
1012
1013 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1014 public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
1015 dReal sampleSize, int widthSamples, int depthSamples,
1016 dReal offset, dReal thickness, int bWrap);
1017
1018 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1019 public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1020 dReal sampleSize, int widthSamples, int depthSamples,
1021 dReal thickness, int bWrap);
1022
1023 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
1024 public static extern IntPtr GeomUbitTerrainDataCreate();
1025
1026 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
1027 public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
1028
1029 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
1030 public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1031
1032 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1033 public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
1034
1035 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1036 public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
1037
1038
1039 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
1040 public static extern bool GeomIsEnabled(IntPtr geom);
1041
1042 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
1043 public static extern bool GeomIsOffset(IntPtr geom);
1044
1045 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1046 public static extern bool GeomIsSpace(IntPtr geom);
1047
1048 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1049 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1050
1051 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1052 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1053
1054 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1055 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1056
1057 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1058 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1059
1060 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1061 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1062
1063 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1064 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1065
1066 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1067 public static extern int GeomRayGetClosestHit(IntPtr ray);
1068
1069 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1070 public static extern dReal GeomRayGetLength(IntPtr ray);
1071
1072 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1073 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1074
1075 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1076 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1077
1078 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1079 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1080
1081 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1082 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1083
1084 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1085 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1086
1087 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1088 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1089
1090 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1091 public static extern void GeomSetCategoryBits(IntPtr geom, uint bits);
1092
1093 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1094 public static extern void GeomSetCollideBits(IntPtr geom, uint bits);
1095
1096 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1097 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1098
1099 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1100 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1101
1102 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1103 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1104
1105 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1106 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1107
1108 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1109 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1110
1111 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1112 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1113
1114 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1115 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1116
1117 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1118 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1119
1120 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1121 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1122
1123 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1124 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1125
1126 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1127 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1128
1129 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1130 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1131
1132 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1133 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1134
1135 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1136 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1137
1138 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1139 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1140
1141 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1142 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1143
1144 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1145 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1146
1147 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1148 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1149
1150 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1151 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1152
1153 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1154 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1155
1156 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1157 public static extern int GeomTransformGetCleanup(IntPtr geom);
1158
1159 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1160 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1161
1162 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1163 public static extern int GeomTransformGetInfo(IntPtr geom);
1164
1165 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1166 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1167
1168 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1169 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1170
1171 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1172 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1173
1174 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1175 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1176 double[] vertices, int vertexStride, int vertexCount,
1177 int[] indices, int indexCount, int triStride);
1178
1179 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1180 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1181 IntPtr vertices, int vertexStride, int vertexCount,
1182 IntPtr indices, int indexCount, int triStride);
1183
1184 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1185 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1186 double[] vertices, int vertexStride, int vertexCount,
1187 int[] indices, int indexCount, int triStride,
1188 double[] normals);
1189
1190 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1191 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1192 IntPtr vertices, int vertexStride, int vertexCount,
1193 IntPtr indices, int indexCount, int triStride,
1194 IntPtr normals);
1195
1196 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1197 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1198 dReal[] vertices, int vertexStride, int vertexCount,
1199 int[] indices, int indexCount, int triStride);
1200
1201 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1202 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1203 IntPtr vertices, int vertexStride, int vertexCount,
1204 IntPtr indices, int indexCount, int triStride);
1205
1206 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1207 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1208 dReal[] vertices, int vertexStride, int vertexCount,
1209 int[] indices, int indexCount, int triStride,
1210 dReal[] normals);
1211
1212 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1213 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1214 IntPtr vertices, int vertexStride, int vertexCount,
1215 IntPtr indices, int indexCount, int triStride,
1216 IntPtr normals);
1217
1218 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1219 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1220 float[] vertices, int vertexStride, int vertexCount,
1221 int[] indices, int indexCount, int triStride);
1222
1223 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1224 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1225 IntPtr vertices, int vertexStride, int vertexCount,
1226 IntPtr indices, int indexCount, int triStride);
1227
1228 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1229 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1230 float[] vertices, int vertexStride, int vertexCount,
1231 int[] indices, int indexCount, int triStride,
1232 float[] normals);
1233
1234 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1235 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1236 IntPtr vertices, int vertexStride, int vertexCount,
1237 IntPtr indices, int indexCount, int triStride,
1238 IntPtr normals);
1239
1240 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1241 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1242
1243 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1244 public static extern IntPtr GeomTriMeshDataCreate();
1245
1246 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1247 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1248
1249 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1250 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1251
1252 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1253 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1254
1255 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1256 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1257
1258 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1259 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1260
1261 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1262 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1263
1264 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1265 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1266
1267 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1268 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1269
1270 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1271 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1272
1273 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1274 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1275 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1276 {
1277 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1278 }
1279
1280 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1281 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1282
1283 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1284 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1285
1286 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1287 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1288
1289 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1290 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1291
1292 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1293 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1294
1295 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1296 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1297
1298 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1299 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1300
1301 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1302 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1303
1304 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1305 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1306
1307 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1308 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1309
1310 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1311 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1312
1313 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1314 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1315
1316 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1317 public static extern IntPtr iGetConfiguration();
1318
1319 public static string GetConfiguration()
1320 {
1321 IntPtr ptr = iGetConfiguration();
1322 string s = Marshal.PtrToStringAnsi(ptr);
1323 return s;
1324 }
1325
1326 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1327 public static extern IntPtr HashSpaceCreate(IntPtr space);
1328
1329 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1330 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1331
1332 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1333 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1334
1335 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1336 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1337
1338 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1339 public static extern void InitODE();
1340
1341 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1342 public static extern int InitODE2(uint ODEInitFlags);
1343
1344 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1345 public static extern int IsPositiveDefinite(ref dReal A, int n);
1346
1347 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1348 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1349
1350 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1351 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1352
1353 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1354 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1355
1356 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1357 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1358
1359 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1360 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1361
1362 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1363 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1364
1365 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1366 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1367
1368 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1369 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1370
1371 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1372 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1373
1374 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1375 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1376
1377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1378 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1380 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1383 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1392 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1393
1394 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1395 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1396
1397 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1398 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1399
1400 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1401 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1402
1403 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1404 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1405
1406 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1407 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1408
1409 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1410 public static extern void JointDestroy(IntPtr j);
1411
1412 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1413 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1414
1415 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1416 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1417
1418 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1419 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1420
1421 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1422 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1423
1424 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1425 public static extern int JointGetAMotorMode(IntPtr j);
1426
1427 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1428 public static extern int JointGetAMotorNumAxes(IntPtr j);
1429
1430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1431 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1432
1433 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1434 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1435
1436 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1437 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1438
1439 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1440 public static extern IntPtr JointGetBody(IntPtr j);
1441
1442 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1443 public static extern IntPtr JointGetData(IntPtr j);
1444
1445 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1446 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1447 public static JointFeedback JointGetFeedback(IntPtr j)
1448 {
1449 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1450 }
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1456 public static extern dReal JointGetHingeAngle(IntPtr j);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1462 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1468 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1471 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1474 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1477 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1480 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1483 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1489 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1495 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1498 public static extern int JointGetLMotorNumAxes(IntPtr j);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1501 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1504 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1507 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1510 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1513 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1516 public static extern dReal JointGetPRPosition(IntPtr j);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1519 public static extern dReal JointGetPRPositionRate(IntPtr j);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1522 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1525 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1528 public static extern dReal JointGetSliderPosition(IntPtr j);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1531 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1534 public static extern JointType JointGetType(IntPtr j);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1537 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1540 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1543 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1546 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1549 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1552 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1555 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1558 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1564 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1567 public static extern IntPtr JointGroupCreate(int max_size);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointGroupDestroy(IntPtr group);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointGroupEmpty(IntPtr group);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetData(IntPtr j, IntPtr data);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetFixed(IntPtr j);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1627 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1630 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1633 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1636 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1639 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1642 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1645 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1648 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1651 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1654 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1657 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1660 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1663 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1664
1665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1666 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1669 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1672 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1675 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1678 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1681 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1684 public static extern void MassAdd(ref Mass a, ref Mass b);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1687 public static extern void MassAdjust(ref Mass m, dReal newmass);
1688
1689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1690 public static extern bool MassCheck(ref Mass m);
1691
1692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1693 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1694
1695 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1696 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1697
1698 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1699 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1700
1701 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1702 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1703
1704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1705 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1706
1707 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1708 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1709
1710 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1711 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1712
1713 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1714 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1715
1716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1717 public static extern void MassSetParameters(out Mass mass, dReal themass,
1718 dReal cgx, dReal cgy, dReal cgz,
1719 dReal i11, dReal i22, dReal i33,
1720 dReal i12, dReal i13, dReal i23);
1721
1722 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1723 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1724
1725 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1726 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1727
1728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1729 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1730
1731 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1732 public static extern void MassSetZero(out Mass mass);
1733
1734 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1735 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1736
1737 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1738 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1739
1740 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1741 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1742 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1743 {
1744 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1745 }
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1748 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1751 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1754 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1757 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1760 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1763 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1766 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1769 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1772 public static extern void QSetIdentity(out Quaternion q);
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1775 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1778 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1781 public static extern dReal RandReal();
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1784 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1787 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1790 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1793 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1796 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1799 public static extern void RSetIdentity(out Matrix3 R);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SetValue(out dReal a, int n);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SetZero(out dReal a, int n);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1808 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1811 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1814 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1817 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1820 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1823 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1826 public static extern bool SpaceLockQuery(IntPtr space);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1829 public static extern void SpaceClean(IntPtr space);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1832 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1835 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1838 public static extern void SpaceDestroy(IntPtr space);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1841 public static extern bool SpaceGetCleanup(IntPtr space);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1844 public static extern int SpaceGetNumGeoms(IntPtr space);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1847 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1850 public static extern int SpaceGetSublevel(IntPtr space);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1853 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1856 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1859 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1862 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1865 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1868 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1871 public static extern IntPtr WorldCreate();
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1874 public static extern void WorldDestroy(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1877 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1880 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1883 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1886 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1889 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1892 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1895 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1898 public static extern dReal WorldGetCFM(IntPtr world);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1901 public static extern dReal WorldGetERP(IntPtr world);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1904 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1907 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1910 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1913 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1916 public static extern dReal WorldGetAngularDamping(IntPtr world);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1919 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1922 public static extern dReal WorldGetLinearDamping(IntPtr world);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1925 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1928 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1931 public static extern dReal WorldGetQuickStepW(IntPtr world);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1934 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1959
1960 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1961 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1962
1963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1964 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1965
1966 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1967 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1968
1969 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1970 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1971
1972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1973 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1974
1975 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1976 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1977
1978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1979 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1980
1981 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1982 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1983
1984 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1985 public static extern void WorldSetERP(IntPtr world, dReal erp);
1986
1987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1988 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1989
1990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1991 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1992
1993 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1994 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1995
1996 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1997 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1998
1999 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
2000 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
2001
2002 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
2003 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
2004
2005 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
2006 public static extern void WorldStep(IntPtr world, dReal stepsize);
2007
2008 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
2009 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
2010
2011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
2012 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
2013 }
2014}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..d32188e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,90 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Threading;
33using System.IO;
34using System.Diagnostics;
35using log4net;
36using Nini.Config;
37using OdeAPI;
38using OpenSim.Framework;
39using OpenSim.Region.Physics.Manager;
40using OpenMetaverse;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// ODE plugin
46 /// </summary>
47 public class OdePlugin : IPhysicsPlugin
48 {
49 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
50
51 private OdeScene m_scene;
52
53 public bool Init()
54 {
55 if (Util.IsWindows())
56 Util.LoadArchSpecificWindowsDll("ode.dll");
57
58 if (d.InitODE2(0) != 0)
59 {
60 if (d.AllocateODEDataForThread(~0U) == 0)
61 {
62 d.CloseODE();
63 return false;
64 }
65 return true;
66 }
67 return false;
68 }
69
70 public PhysicsScene GetScene(String sceneIdentifier)
71 {
72 if (m_scene == null)
73 {
74
75 m_scene = new OdeScene(sceneIdentifier);
76 }
77 return (m_scene);
78 }
79
80 public string GetName()
81 {
82 return ("UbitODE");
83 }
84
85 public void Dispose()
86 {
87 d.CloseODE();
88 }
89 }
90} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
new file mode 100644
index 0000000..3ee5198
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2827 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define SPAM
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63 // colision flags of things others can colide with
64 // rays, sensors, probes removed since can't be colided with
65 // The top space where things are placed provided further selection
66 // ie physical are in active space nonphysical in static
67 // this should be exclusive as possible
68
69 [Flags]
70 public enum CollisionCategories : uint
71 {
72 Disabled = 0,
73 //by 'things' types
74 Space = 0x01,
75 Geom = 0x02, // aka prim/part
76 Character = 0x04,
77 Land = 0x08,
78 Water = 0x010,
79
80 // by state
81 Phantom = 0x01000,
82 VolumeDtc = 0x02000,
83 Selected = 0x04000,
84 NoShape = 0x08000,
85
86
87 All = 0xffffffff
88 }
89
90 /// <summary>
91 /// Material type for a primitive
92 /// </summary>
93 public enum Material : int
94 {
95 /// <summary></summary>
96 Stone = 0,
97 /// <summary></summary>
98 Metal = 1,
99 /// <summary></summary>
100 Glass = 2,
101 /// <summary></summary>
102 Wood = 3,
103 /// <summary></summary>
104 Flesh = 4,
105 /// <summary></summary>
106 Plastic = 5,
107 /// <summary></summary>
108 Rubber = 6,
109
110 light = 7 // compatibility with old viewers
111 }
112
113 public enum changes : int
114 {
115 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
116 Remove,
117 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
118 // or removes from a object if arg is null
119 DeLink,
120 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
121 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
122 PosOffset, // not in use
123 // arg Vector3 new position in local coords. Changes prim position in object
124 OriOffset, // not in use
125 // arg Vector3 new position in local coords. Changes prim position in object
126 Velocity,
127 AngVelocity,
128 Acceleration,
129 Force,
130 Torque,
131 Momentum,
132
133 AddForce,
134 AddAngForce,
135 AngLock,
136
137 Size,
138 Shape,
139
140 CollidesWater,
141 VolumeDtc,
142
143 Physical,
144 Phantom,
145 Selected,
146 disabled,
147 building,
148
149 VehicleType,
150 VehicleFloatParam,
151 VehicleVectorParam,
152 VehicleRotationParam,
153 VehicleFlags,
154 SetVehicle,
155
156 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
157 }
158
159 public struct ODEchangeitem
160 {
161 public PhysicsActor actor;
162 public OdeCharacter character;
163 public changes what;
164 public Object arg;
165 }
166
167 public class OdeScene : PhysicsScene
168 {
169 private readonly ILog m_log;
170 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
171
172 public bool OdeUbitLib = false;
173// private int threadid = 0;
174 private Random fluidRandomizer = new Random(Environment.TickCount);
175
176 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
177 const float MaxERP = 0.8f;
178 const float minERP = 0.1f;
179 const float comumContactCFM = 0.0001f;
180
181 float frictionMovementMult = 0.8f;
182
183 float TerrainBounce = 0.1f;
184 float TerrainFriction = 0.3f;
185
186 public float AvatarFriction = 0;// 0.9f * 0.5f;
187
188 private const uint m_regionWidth = Constants.RegionSize;
189 private const uint m_regionHeight = Constants.RegionSize;
190
191 public float ODE_STEPSIZE = 0.020f;
192 public float HalfOdeStep = 0.01f;
193 public int odetimestepMS = 20; // rounded
194 private float metersInSpace = 25.6f;
195 private float m_timeDilation = 1.0f;
196
197 private DateTime m_lastframe;
198 private DateTime m_lastMeshExpire;
199
200 public float gravityx = 0f;
201 public float gravityy = 0f;
202 public float gravityz = -9.8f;
203
204 private float waterlevel = 0f;
205 private int framecount = 0;
206
207 private int m_meshExpireCntr;
208
209// private IntPtr WaterGeom = IntPtr.Zero;
210// private IntPtr WaterHeightmapData = IntPtr.Zero;
211// private GCHandle WaterMapHandler = new GCHandle();
212
213 public float avPIDD = 2200f; // make it visible
214 public float avPIDP = 900f; // make it visible
215 private float avCapRadius = 0.37f;
216 private float avDensity = 3f;
217 private float avMovementDivisorWalk = 1.3f;
218 private float avMovementDivisorRun = 0.8f;
219 private float minimumGroundFlightOffset = 3f;
220 public float maximumMassObject = 10000.01f;
221
222 public bool meshSculptedPrim = true;
223 public bool forceSimplePrimMeshing = false;
224
225 public float meshSculptLOD = 32;
226 public float MeshSculptphysicalLOD = 32;
227
228 public float geomDefaultDensity = 10.000006836f;
229
230 public int geomContactPointsStartthrottle = 3;
231 public int geomUpdatesPerThrottledUpdate = 15;
232
233 public float bodyPIDD = 35f;
234 public float bodyPIDG = 25;
235
236// public int geomCrossingFailuresBeforeOutofbounds = 6;
237
238 public int bodyFramesAutoDisable = 5;
239
240
241 private d.NearCallback nearCallback;
242
243 private HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
244 private HashSet<OdePrim> _prims = new HashSet<OdePrim>();
245 private HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
246 private HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
247
248 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
249
250 /// <summary>
251 /// A list of actors that should receive collision events.
252 /// </summary>
253 private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
254 private List<PhysicsActor> _collisionEventPrimRemove = new List<PhysicsActor>();
255
256 private HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
257// public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
258 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
259
260 private float contactsurfacelayer = 0.002f;
261
262 private int contactsPerCollision = 80;
263 internal IntPtr ContactgeomsArray = IntPtr.Zero;
264 private IntPtr GlobalContactsArray = IntPtr.Zero;
265
266 const int maxContactsbeforedeath = 4000;
267 private volatile int m_global_contactcount = 0;
268
269 private IntPtr contactgroup;
270
271 public ContactData[] m_materialContactsData = new ContactData[8];
272
273 private Dictionary<Vector3, IntPtr> RegionTerrain = new Dictionary<Vector3, IntPtr>();
274 private Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
275 private Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
276
277 private int m_physicsiterations = 10;
278 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
279// private PhysicsActor PANull = new NullPhysicsActor();
280 private float step_time = 0.0f;
281
282 public IntPtr world;
283
284
285 // split the spaces acording to contents type
286 // ActiveSpace contains characters and active prims
287 // StaticSpace contains land and other that is mostly static in enviroment
288 // this can contain subspaces, like the grid in staticspace
289 // as now space only contains this 2 top spaces
290
291 public IntPtr TopSpace; // the global space
292 public IntPtr ActiveSpace; // space for active prims
293 public IntPtr StaticSpace; // space for the static things around
294
295 // some speedup variables
296 private int spaceGridMaxX;
297 private int spaceGridMaxY;
298 private float spacesPerMeter;
299
300 // split static geometry collision into a grid as before
301 private IntPtr[,] staticPrimspace;
302 private IntPtr[] staticPrimspaceOffRegion;
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();
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 odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f);
493
494 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
495 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
496
497 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
498 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
499
500 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
501 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
502
503 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
504 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
505
506 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
507 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
508
509 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
510 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
511
512 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
513 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
514
515 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
516 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
517
518 m_materialContactsData[(int)Material.light].mu = 0.0f;
519 m_materialContactsData[(int)Material.light].bounce = 0.0f;
520
521 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
522
523 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
524 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
525
526 d.WorldSetLinearDamping(world, 0.002f);
527 d.WorldSetAngularDamping(world, 0.002f);
528 d.WorldSetAngularDampingThreshold(world, 0f);
529 d.WorldSetLinearDampingThreshold(world, 0f);
530 d.WorldSetMaxAngularSpeed(world, 100f);
531
532 d.WorldSetCFM(world,1e-6f); // a bit harder than default
533 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
534 d.WorldSetERP(world, 0.6f); // higher than original
535
536 // Set how many steps we go without running collision testing
537 // This is in addition to the step size.
538 // Essentially Steps * m_physicsiterations
539 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
540
541 d.WorldSetContactMaxCorrectingVel(world, 60.0f);
542
543 spacesPerMeter = 1 / metersInSpace;
544 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
545 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
546
547 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
548
549 // create all spaces now
550 int i, j;
551 IntPtr newspace;
552
553 for (i = 0; i < spaceGridMaxX; i++)
554 for (j = 0; j < spaceGridMaxY; j++)
555 {
556 newspace = d.HashSpaceCreate(StaticSpace);
557 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
558 waitForSpaceUnlock(newspace);
559 d.SpaceSetSublevel(newspace, 2);
560 d.HashSpaceSetLevels(newspace, -2, 8);
561 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
562 CollisionCategories.Geom |
563 CollisionCategories.Land |
564 CollisionCategories.Water |
565 CollisionCategories.Phantom |
566 CollisionCategories.VolumeDtc
567 ));
568 d.GeomSetCollideBits(newspace, 0);
569
570 staticPrimspace[i, j] = newspace;
571 }
572 // let this now be real maximum values
573 spaceGridMaxX--;
574 spaceGridMaxY--;
575
576 // create 4 off world spaces (x<0,x>max,y<0,y>max)
577 staticPrimspaceOffRegion = new IntPtr[4];
578
579 for (i = 0; i < 4; i++)
580 {
581 newspace = d.HashSpaceCreate(StaticSpace);
582 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
583 waitForSpaceUnlock(newspace);
584 d.SpaceSetSublevel(newspace, 2);
585 d.HashSpaceSetLevels(newspace, -2, 8);
586 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
587 CollisionCategories.Geom |
588 CollisionCategories.Land |
589 CollisionCategories.Water |
590 CollisionCategories.Phantom |
591 CollisionCategories.VolumeDtc
592 ));
593 d.GeomSetCollideBits(newspace, 0);
594
595 staticPrimspaceOffRegion[i] = newspace;
596 }
597
598 m_lastframe = DateTime.UtcNow;
599 m_lastMeshExpire = m_lastframe;
600 }
601
602 internal void waitForSpaceUnlock(IntPtr space)
603 {
604 //if (space != IntPtr.Zero)
605 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
606 }
607
608 #region Collision Detection
609
610 // sets a global contact for a joint for contactgeom , and base contact description)
611
612 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
613 {
614 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
615 return IntPtr.Zero;
616
617 float erp = contactGeom.depth;
618 erp *= erpscale;
619 if (erp < minERP)
620 erp = minERP;
621 else if (erp > MaxERP)
622 erp = MaxERP;
623
624 float depth = contactGeom.depth * dscale;
625 if (depth > 0.5f)
626 depth = 0.5f;
627
628 d.Contact newcontact = new d.Contact();
629 newcontact.geom.depth = depth;
630 newcontact.geom.g1 = contactGeom.g1;
631 newcontact.geom.g2 = contactGeom.g2;
632 newcontact.geom.pos = contactGeom.pos;
633 newcontact.geom.normal = contactGeom.normal;
634 newcontact.geom.side1 = contactGeom.side1;
635 newcontact.geom.side2 = contactGeom.side2;
636
637 // this needs bounce also
638 newcontact.surface.mode = comumContactFlags;
639 newcontact.surface.mu = mu;
640 newcontact.surface.bounce = bounce;
641 newcontact.surface.soft_cfm = cfm;
642 newcontact.surface.soft_erp = erp;
643
644 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
645 Marshal.StructureToPtr(newcontact, contact, true);
646 return d.JointCreateContactPtr(world, contactgroup, contact);
647 }
648
649 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
650 {
651 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
652 return false;
653
654 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
655 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
656 return true;
657 }
658
659 /// <summary>
660 /// This is our near callback. A geometry is near a body
661 /// </summary>
662 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
663 /// <param name="g1">a geometry or space</param>
664 /// <param name="g2">another geometry or space</param>
665 ///
666
667 private void near(IntPtr space, IntPtr g1, IntPtr g2)
668 {
669 // no lock here! It's invoked from within Simulate(), which is thread-locked
670
671 if (m_global_contactcount >= maxContactsbeforedeath)
672 return;
673
674 // Test if we're colliding a geom with a space.
675 // If so we have to drill down into the space recursively
676
677 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
678 return;
679
680 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
681 {
682 // We'll be calling near recursivly if one
683 // of them is a space to find all of the
684 // contact points in the space
685 try
686 {
687 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
688 }
689 catch (AccessViolationException)
690 {
691 m_log.Warn("[PHYSICS]: Unable to collide test a space");
692 return;
693 }
694 //here one should check collisions of geoms inside a space
695 // but on each space we only should have geoms that not colide amoung each other
696 // so we don't dig inside spaces
697 return;
698 }
699
700 // get geom bodies to check if we already a joint contact
701 // guess this shouldn't happen now
702 IntPtr b1 = d.GeomGetBody(g1);
703 IntPtr b2 = d.GeomGetBody(g2);
704
705 // d.GeomClassID id = d.GeomGetClass(g1);
706
707 // Figure out how many contact points we have
708 int count = 0;
709 try
710 {
711 // Colliding Geom To Geom
712 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
713
714 if (g1 == g2)
715 return; // Can't collide with yourself
716
717 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
718 return;
719
720 if(d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
721 d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc)
722 {
723 int cflags;
724 unchecked
725 {
726 cflags = (int)(1 | d.CONTACTS_UNIMPORTANT);
727 }
728 count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
729 }
730 else
731 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
732 }
733 catch (SEHException)
734 {
735 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.");
736// ode.drelease(world);
737 base.TriggerPhysicsBasedRestart();
738 }
739 catch (Exception e)
740 {
741 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
742 return;
743 }
744
745 // contacts done
746 if (count == 0)
747 return;
748
749 // try get physical actors
750 PhysicsActor p1;
751 PhysicsActor p2;
752
753 if (!actor_name_map.TryGetValue(g1, out p1))
754 {
755 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1");
756 return;
757 }
758
759 if (!actor_name_map.TryGetValue(g2, out p2))
760 {
761 m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
762 return;
763 }
764
765 // update actors collision score
766 if (p1.CollisionScore >= float.MaxValue - count)
767 p1.CollisionScore = 0;
768 p1.CollisionScore += count;
769
770 if (p2.CollisionScore >= float.MaxValue - count)
771 p2.CollisionScore = 0;
772 p2.CollisionScore += count;
773
774 // get first contact
775 d.ContactGeom curContact = new d.ContactGeom();
776 if (!GetCurContactGeom(0, ref curContact))
777 return;
778 // for now it's the one with max depth
779 ContactPoint maxDepthContact = new ContactPoint(
780 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
781 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
782 curContact.depth
783 );
784 // do volume detection case
785 if (
786 (p1.IsVolumeDtc || p2.IsVolumeDtc))
787 {
788 collision_accounting_events(p1, p2, maxDepthContact);
789 return;
790 }
791
792 // big messy collision analises
793
794 Vector3 normoverride = Vector3.Zero; //damm c#
795
796 float mu = 0;
797 float bounce = 0;
798 float cfm = 0.0001f;
799 float erpscale = 1.0f;
800 float dscale = 1.0f;
801 bool IgnoreNegSides = false;
802
803 ContactData contactdata1 = new ContactData(0, 0, false);
804 ContactData contactdata2 = new ContactData(0, 0, false);
805
806 bool dop1foot = false;
807 bool dop2foot = false;
808 bool ignore = false;
809 bool AvanormOverride = false;
810
811 switch (p1.PhysicsActorType)
812 {
813 case (int)ActorTypes.Agent:
814 {
815 AvanormOverride = true;
816 Vector3 tmp = p2.Position - p1.Position;
817 normoverride = p2.Velocity - p1.Velocity;
818 mu = normoverride.LengthSquared();
819
820 if (mu > 1e-6)
821 {
822 mu = 1.0f / (float)Math.Sqrt(mu);
823 normoverride *= mu;
824 mu = Vector3.Dot(tmp, normoverride);
825 if (mu > 0)
826 normoverride *= -1;
827 }
828 else
829 {
830 tmp.Normalize();
831 normoverride = -tmp;
832 }
833
834 switch (p2.PhysicsActorType)
835 {
836 case (int)ActorTypes.Agent:
837 p1.CollidingObj = true;
838 p2.CollidingObj = true;
839 break;
840
841 case (int)ActorTypes.Prim:
842 if (p2.Velocity.LengthSquared() > 0.0f)
843 p2.CollidingObj = true;
844 dop1foot = true;
845 break;
846
847 default:
848 ignore = true; // avatar to terrain and water ignored
849 break;
850 }
851 break;
852 }
853
854 case (int)ActorTypes.Prim:
855 switch (p2.PhysicsActorType)
856 {
857 case (int)ActorTypes.Agent:
858 AvanormOverride = true;
859
860 Vector3 tmp = p2.Position - p1.Position;
861 normoverride = p2.Velocity - p1.Velocity;
862 mu = normoverride.LengthSquared();
863 if (mu > 1e-6)
864 {
865 mu = 1.0f / (float)Math.Sqrt(mu);
866 normoverride *= mu;
867 mu = Vector3.Dot(tmp, normoverride);
868 if (mu > 0)
869 normoverride *= -1;
870 }
871 else
872 {
873 tmp.Normalize();
874 normoverride = -tmp;
875 }
876
877 bounce = 0;
878 mu = 0;
879 cfm = 0.0001f;
880
881 dop2foot = true;
882 if (p1.Velocity.LengthSquared() > 0.0f)
883 p1.CollidingObj = true;
884 break;
885
886 case (int)ActorTypes.Prim:
887 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
888 {
889 p1.CollidingObj = true;
890 p2.CollidingObj = true;
891 }
892 p1.getContactData(ref contactdata1);
893 p2.getContactData(ref contactdata2);
894 bounce = contactdata1.bounce * contactdata2.bounce;
895 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
896
897 cfm = p1.Mass;
898 if (cfm > p2.Mass)
899 cfm = p2.Mass;
900 dscale = 10 / cfm;
901 dscale = (float)Math.Sqrt(dscale);
902 if (dscale > 1.0f)
903 dscale = 1.0f;
904 erpscale = cfm * 0.01f;
905 cfm = 0.0001f / cfm;
906 if (cfm > 0.01f)
907 cfm = 0.01f;
908 else if (cfm < 0.00001f)
909 cfm = 0.00001f;
910
911 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
912 mu *= frictionMovementMult;
913
914 break;
915
916 case (int)ActorTypes.Ground:
917 p1.getContactData(ref contactdata1);
918 bounce = contactdata1.bounce * TerrainBounce;
919 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
920 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
921 mu *= frictionMovementMult;
922 p1.CollidingGround = true;
923
924 cfm = p1.Mass;
925 dscale = 10 / cfm;
926 dscale = (float)Math.Sqrt(dscale);
927 if (dscale > 1.0f)
928 dscale = 1.0f;
929 erpscale = cfm * 0.01f;
930 cfm = 0.0001f / cfm;
931 if (cfm > 0.01f)
932 cfm = 0.01f;
933 else if (cfm < 0.00001f)
934 cfm = 0.00001f;
935
936 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
937 {
938 if (curContact.side1 > 0)
939 IgnoreNegSides = true;
940 }
941 break;
942
943 case (int)ActorTypes.Water:
944 default:
945 ignore = true;
946 break;
947 }
948 break;
949
950 case (int)ActorTypes.Ground:
951 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
952 {
953 p2.CollidingGround = true;
954 p2.getContactData(ref contactdata2);
955 bounce = contactdata2.bounce * TerrainBounce;
956 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
957
958 cfm = p2.Mass;
959 dscale = 10 / cfm;
960 dscale = (float)Math.Sqrt(dscale);
961
962 if (dscale > 1.0f)
963 dscale = 1.0f;
964
965 erpscale = cfm * 0.01f;
966 cfm = 0.0001f / cfm;
967 if (cfm > 0.01f)
968 cfm = 0.01f;
969 else if (cfm < 0.00001f)
970 cfm = 0.00001f;
971
972 if (curContact.side1 > 0) // should be 2 ?
973 IgnoreNegSides = true;
974
975 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
976 mu *= frictionMovementMult;
977 }
978 else
979 ignore = true;
980 break;
981
982 case (int)ActorTypes.Water:
983 default:
984 break;
985 }
986 if (ignore)
987 return;
988
989 IntPtr Joint;
990
991 int i = 0;
992 while(true)
993 {
994
995 if (IgnoreNegSides && curContact.side1 < 0)
996 {
997 if (++i >= count)
998 break;
999
1000 if (!GetCurContactGeom(i, ref curContact))
1001 break;
1002 }
1003 else
1004
1005 {
1006
1007 if (AvanormOverride)
1008 {
1009 if (curContact.depth > 0.3f)
1010 {
1011 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
1012 p1.IsColliding = true;
1013 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
1014 p2.IsColliding = true;
1015 curContact.normal.X = normoverride.X;
1016 curContact.normal.Y = normoverride.Y;
1017 curContact.normal.Z = normoverride.Z;
1018 }
1019
1020 else
1021 {
1022 if (dop1foot)
1023 {
1024 float sz = p1.Size.Z;
1025 Vector3 vtmp = p1.Position;
1026 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1027 if (ppos > 0f)
1028 {
1029 if (!p1.Flying)
1030 {
1031 d.AABB aabb;
1032 d.GeomGetAABB(g2, out aabb);
1033 float tmp = vtmp.Z - sz * .18f;
1034
1035 if (aabb.MaxZ < tmp)
1036 {
1037 vtmp.X = curContact.pos.X - vtmp.X;
1038 vtmp.Y = curContact.pos.Y - vtmp.Y;
1039 vtmp.Z = -0.2f;
1040 vtmp.Normalize();
1041 curContact.normal.X = vtmp.X;
1042 curContact.normal.Y = vtmp.Y;
1043 curContact.normal.Z = vtmp.Z;
1044 }
1045 }
1046 }
1047 else
1048 p1.IsColliding = true;
1049
1050 }
1051
1052 if (dop2foot)
1053 {
1054 float sz = p2.Size.Z;
1055 Vector3 vtmp = p2.Position;
1056 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1057 if (ppos > 0f)
1058 {
1059 if (!p2.Flying)
1060 {
1061 d.AABB aabb;
1062 d.GeomGetAABB(g1, out aabb);
1063 float tmp = vtmp.Z - sz * .18f;
1064
1065 if (aabb.MaxZ < tmp)
1066 {
1067 vtmp.X = curContact.pos.X - vtmp.X;
1068 vtmp.Y = curContact.pos.Y - vtmp.Y;
1069 vtmp.Z = -0.2f;
1070 vtmp.Normalize();
1071 curContact.normal.X = vtmp.X;
1072 curContact.normal.Y = vtmp.Y;
1073 curContact.normal.Z = vtmp.Z;
1074 }
1075 }
1076 }
1077 else
1078 p2.IsColliding = true;
1079
1080 }
1081 }
1082 }
1083
1084 Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
1085 d.JointAttach(Joint, b1, b2);
1086
1087 if (++m_global_contactcount >= maxContactsbeforedeath)
1088 break;
1089
1090 if (++i >= count)
1091 break;
1092
1093 if (!GetCurContactGeom(i, ref curContact))
1094 break;
1095
1096 if (curContact.depth > maxDepthContact.PenetrationDepth)
1097 {
1098 maxDepthContact.Position.X = curContact.pos.X;
1099 maxDepthContact.Position.Y = curContact.pos.Y;
1100 maxDepthContact.Position.Z = curContact.pos.Z;
1101 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
1102 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
1103 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
1104 maxDepthContact.PenetrationDepth = curContact.depth;
1105 }
1106 }
1107 }
1108
1109 collision_accounting_events(p1, p2, maxDepthContact);
1110
1111/*
1112 if (notskipedcount > geomContactPointsStartthrottle)
1113 {
1114 // If there are more then 3 contact points, it's likely
1115 // that we've got a pile of objects, so ...
1116 // We don't want to send out hundreds of terse updates over and over again
1117 // so lets throttle them and send them again after it's somewhat sorted out.
1118 this needs checking so out for now
1119 if (b1 != IntPtr.Zero)
1120 p1.ThrottleUpdates = true;
1121 if (b2 != IntPtr.Zero)
1122 p2.ThrottleUpdates = true;
1123
1124 }
1125 */
1126 }
1127
1128 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1129 {
1130 uint obj2LocalID = 0;
1131
1132 bool p1events = p1.SubscribedEvents();
1133 bool p2events = p2.SubscribedEvents();
1134
1135 if (p1.IsVolumeDtc)
1136 p2events = false;
1137 if (p2.IsVolumeDtc)
1138 p1events = false;
1139
1140 if (!p2events && !p1events)
1141 return;
1142
1143 Vector3 vel = Vector3.Zero;
1144 if (p2 != null && p2.IsPhysical)
1145 vel = p2.Velocity;
1146
1147 if (p1 != null && p1.IsPhysical)
1148 vel -= p1.Velocity;
1149
1150 contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
1151
1152 switch ((ActorTypes)p1.PhysicsActorType)
1153 {
1154 case ActorTypes.Agent:
1155 case ActorTypes.Prim:
1156 {
1157 switch ((ActorTypes)p2.PhysicsActorType)
1158 {
1159 case ActorTypes.Agent:
1160 case ActorTypes.Prim:
1161 if (p2events)
1162 {
1163 AddCollisionEventReporting(p2);
1164 p2.AddCollisionEvent(p1.ParentActor.LocalID, contact);
1165 }
1166 obj2LocalID = p2.ParentActor.LocalID;
1167 break;
1168
1169 case ActorTypes.Ground:
1170 case ActorTypes.Unknown:
1171 default:
1172 obj2LocalID = 0;
1173 break;
1174 }
1175 if (p1events)
1176 {
1177 contact.SurfaceNormal = -contact.SurfaceNormal;
1178 AddCollisionEventReporting(p1);
1179 p1.AddCollisionEvent(obj2LocalID, contact);
1180 }
1181 break;
1182 }
1183 case ActorTypes.Ground:
1184 case ActorTypes.Unknown:
1185 default:
1186 {
1187 if (p2events && !p2.IsVolumeDtc)
1188 {
1189 AddCollisionEventReporting(p2);
1190 p2.AddCollisionEvent(0, contact);
1191 }
1192 break;
1193 }
1194 }
1195 }
1196
1197 /// <summary>
1198 /// This is our collision testing routine in ODE
1199 /// </summary>
1200 /// <param name="timeStep"></param>
1201 private void collision_optimized()
1202 {
1203 lock (_characters)
1204 {
1205 try
1206 {
1207 foreach (OdeCharacter chr in _characters)
1208 {
1209 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1210 continue;
1211
1212 chr.IsColliding = false;
1213 // chr.CollidingGround = false; not done here
1214 chr.CollidingObj = false;
1215 // do colisions with static space
1216 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1217 }
1218 }
1219 catch (AccessViolationException)
1220 {
1221 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1222 }
1223
1224 }
1225
1226 lock (_activeprims)
1227 {
1228 foreach (OdePrim aprim in _activeprims)
1229 {
1230 aprim.CollisionScore = 0;
1231 aprim.IsColliding = false;
1232 }
1233 }
1234
1235 // collide active prims with static enviroment
1236 lock (_activegroups)
1237 {
1238 try
1239 {
1240 foreach (OdePrim prm in _activegroups)
1241 {
1242 if (!prm.m_outbounds)
1243 {
1244 if (d.BodyIsEnabled(prm.Body))
1245 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1246 }
1247 }
1248 }
1249 catch (AccessViolationException)
1250 {
1251 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1252 }
1253 }
1254 // finally colide active things amoung them
1255 try
1256 {
1257 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1258 }
1259 catch (AccessViolationException)
1260 {
1261 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1262 }
1263// _perloopContact.Clear();
1264 }
1265
1266 #endregion
1267 /// <summary>
1268 /// Add actor to the list that should receive collision events in the simulate loop.
1269 /// </summary>
1270 /// <param name="obj"></param>
1271 public void AddCollisionEventReporting(PhysicsActor obj)
1272 {
1273 if (!_collisionEventPrim.Contains(obj))
1274 _collisionEventPrim.Add(obj);
1275 }
1276
1277 /// <summary>
1278 /// Remove actor from the list that should receive collision events in the simulate loop.
1279 /// </summary>
1280 /// <param name="obj"></param>
1281 public void RemoveCollisionEventReporting(PhysicsActor obj)
1282 {
1283 if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
1284 _collisionEventPrimRemove.Add(obj);
1285 }
1286
1287
1288 #region Add/Remove Entities
1289
1290 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1291 {
1292 Vector3 pos;
1293 pos.X = position.X;
1294 pos.Y = position.Y;
1295 pos.Z = position.Z;
1296 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1297 newAv.Flying = isFlying;
1298 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1299
1300 return newAv;
1301 }
1302
1303 public void AddCharacter(OdeCharacter chr)
1304 {
1305 lock (_characters)
1306 {
1307 if (!_characters.Contains(chr))
1308 {
1309 _characters.Add(chr);
1310 if (chr.bad)
1311 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1312 }
1313 }
1314 }
1315
1316 public void RemoveCharacter(OdeCharacter chr)
1317 {
1318 lock (_characters)
1319 {
1320 if (_characters.Contains(chr))
1321 {
1322 _characters.Remove(chr);
1323 }
1324 }
1325 }
1326
1327 public void BadCharacter(OdeCharacter chr)
1328 {
1329 lock (_badCharacter)
1330 {
1331 if (!_badCharacter.Contains(chr))
1332 _badCharacter.Add(chr);
1333 }
1334 }
1335
1336 public override void RemoveAvatar(PhysicsActor actor)
1337 {
1338 //m_log.Debug("[PHYSICS]:ODELOCK");
1339 ((OdeCharacter) actor).Destroy();
1340 }
1341
1342 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1343 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1344 {
1345 Vector3 pos = position;
1346 Vector3 siz = size;
1347 Quaternion rot = rotation;
1348
1349 OdePrim newPrim;
1350 lock (OdeLock)
1351 {
1352 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
1353
1354 lock (_prims)
1355 _prims.Add(newPrim);
1356 }
1357 return newPrim;
1358 }
1359
1360 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1361 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1362 {
1363 Vector3 pos = position;
1364 Vector3 siz = size;
1365 Quaternion rot = rotation;
1366
1367 OdePrim newPrim;
1368 lock (OdeLock)
1369 {
1370 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
1371
1372 lock (_prims)
1373 _prims.Add(newPrim);
1374 }
1375 return newPrim;
1376 }
1377
1378 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1379 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1380 {
1381 Vector3 pos = position;
1382 Vector3 siz = size;
1383 Quaternion rot = rotation;
1384
1385 OdePrim newPrim;
1386 lock (OdeLock)
1387 {
1388 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
1389
1390 lock (_prims)
1391 _prims.Add(newPrim);
1392 }
1393 return newPrim;
1394 }
1395
1396 public void addActivePrim(OdePrim activatePrim)
1397 {
1398 // adds active prim..
1399 lock (_activeprims)
1400 {
1401 if (!_activeprims.Contains(activatePrim))
1402 _activeprims.Add(activatePrim);
1403 }
1404 }
1405
1406 public void addActiveGroups(OdePrim activatePrim)
1407 {
1408 lock (_activegroups)
1409 {
1410 if (!_activegroups.Contains(activatePrim))
1411 _activegroups.Add(activatePrim);
1412 }
1413 }
1414
1415 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1416 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1417 {
1418 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1419 }
1420
1421
1422 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1423 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1424 {
1425#if SPAM
1426 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1427#endif
1428
1429 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1430 }
1431
1432 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1433 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1434 {
1435#if SPAM
1436 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1437#endif
1438
1439 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1440 }
1441
1442 public override float TimeDilation
1443 {
1444 get { return m_timeDilation; }
1445 }
1446
1447 public override bool SupportsNINJAJoints
1448 {
1449 get { return false; }
1450 }
1451
1452
1453 public void remActivePrim(OdePrim deactivatePrim)
1454 {
1455 lock (_activeprims)
1456 {
1457 _activeprims.Remove(deactivatePrim);
1458 }
1459 }
1460 public void remActiveGroup(OdePrim deactivatePrim)
1461 {
1462 lock (_activegroups)
1463 {
1464 _activegroups.Remove(deactivatePrim);
1465 }
1466 }
1467
1468 public override void RemovePrim(PhysicsActor prim)
1469 {
1470 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1471 // removed in the next physics simulate pass.
1472 if (prim is OdePrim)
1473 {
1474// lock (OdeLock)
1475 {
1476
1477 OdePrim p = (OdePrim)prim;
1478 p.setPrimForRemoval();
1479 }
1480 }
1481 }
1482 /// <summary>
1483 /// This is called from within simulate but outside the locked portion
1484 /// We need to do our own locking here
1485 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1486 /// Simulate() -- justincc).
1487 ///
1488 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1489 ///
1490 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1491 /// that the space was using.
1492 /// </summary>
1493 /// <param name="prim"></param>
1494 public void RemovePrimThreadLocked(OdePrim prim)
1495 {
1496 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1497 lock (prim)
1498 {
1499// RemoveCollisionEventReporting(prim);
1500 lock (_prims)
1501 _prims.Remove(prim);
1502 }
1503
1504 }
1505 #endregion
1506
1507 #region Space Separation Calculation
1508
1509 /// <summary>
1510 /// Called when a static prim moves or becomes static
1511 /// Places the prim in a space one the static sub-spaces grid
1512 /// </summary>
1513 /// <param name="geom">the pointer to the geom that moved</param>
1514 /// <param name="pos">the position that the geom moved to</param>
1515 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1516 /// <returns>a pointer to the new space it's in</returns>
1517 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1518 {
1519 // moves a prim into another static sub-space or from another space into a static sub-space
1520
1521 // Called ODEPrim so
1522 // it's already in locked space.
1523
1524 if (geom == IntPtr.Zero) // shouldn't happen
1525 return IntPtr.Zero;
1526
1527 // get the static sub-space for current position
1528 IntPtr newspace = calculateSpaceForGeom(pos);
1529
1530 if (newspace == currentspace) // if we are there all done
1531 return newspace;
1532
1533 // else remove it from its current space
1534 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1535 {
1536 if (d.GeomIsSpace(currentspace))
1537 {
1538 waitForSpaceUnlock(currentspace);
1539 d.SpaceRemove(currentspace, geom);
1540
1541 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1542 {
1543 d.SpaceDestroy(currentspace);
1544 }
1545 }
1546 else
1547 {
1548 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1549 " Geom:" + geom);
1550 }
1551 }
1552 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1553 {
1554 currentspace = d.GeomGetSpace(geom);
1555 if (currentspace != IntPtr.Zero)
1556 {
1557 if (d.GeomIsSpace(currentspace))
1558 {
1559 waitForSpaceUnlock(currentspace);
1560 d.SpaceRemove(currentspace, geom);
1561
1562 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1563 {
1564 d.SpaceDestroy(currentspace);
1565 }
1566
1567 }
1568 }
1569 }
1570
1571 // put the geom in the newspace
1572 waitForSpaceUnlock(newspace);
1573 d.SpaceAdd(newspace, geom);
1574
1575 // let caller know this newspace
1576 return newspace;
1577 }
1578
1579 /// <summary>
1580 /// Calculates the space the prim should be in by its position
1581 /// </summary>
1582 /// <param name="pos"></param>
1583 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1584 public IntPtr calculateSpaceForGeom(Vector3 pos)
1585 {
1586 int x, y;
1587
1588 if (pos.X < 0)
1589 return staticPrimspaceOffRegion[0];
1590
1591 if (pos.Y < 0)
1592 return staticPrimspaceOffRegion[2];
1593
1594 x = (int)(pos.X * spacesPerMeter);
1595 if (x > spaceGridMaxX)
1596 return staticPrimspaceOffRegion[1];
1597
1598 y = (int)(pos.Y * spacesPerMeter);
1599 if (y > spaceGridMaxY)
1600 return staticPrimspaceOffRegion[3];
1601
1602 return staticPrimspace[x, y];
1603 }
1604
1605 #endregion
1606
1607 /// <summary>
1608 /// Routine to figure out if we need to mesh this prim with our mesher
1609 /// </summary>
1610 /// <param name="pbs"></param>
1611 /// <returns></returns>
1612 public bool needsMeshing(PrimitiveBaseShape pbs)
1613 {
1614 // check sculpts or meshs
1615 if (pbs.SculptEntry)
1616 {
1617 if (meshSculptedPrim)
1618 return true;
1619
1620 if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
1621 return true;
1622
1623 return false;
1624 }
1625
1626 if (forceSimplePrimMeshing)
1627 return true;
1628
1629 // 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
1630
1631 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1632 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1633 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1634 {
1635
1636 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1637 && pbs.ProfileHollow == 0
1638 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1639 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1640 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1641 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1642 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1643 {
1644#if SPAM
1645 m_log.Warn("NonMesh");
1646#endif
1647 return false;
1648 }
1649 }
1650
1651 // following code doesn't give meshs to boxes and spheres ever
1652 // and it's odd.. so for now just return true if asked to force meshs
1653 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1654
1655 int iPropertiesNotSupportedDefault = 0;
1656
1657 if (pbs.ProfileHollow != 0)
1658 iPropertiesNotSupportedDefault++;
1659
1660 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1661 iPropertiesNotSupportedDefault++;
1662
1663 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1664 iPropertiesNotSupportedDefault++;
1665
1666 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1667 iPropertiesNotSupportedDefault++;
1668
1669 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1670 iPropertiesNotSupportedDefault++;
1671
1672 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1673 iPropertiesNotSupportedDefault++;
1674
1675 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1676 iPropertiesNotSupportedDefault++;
1677
1678 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))
1679 iPropertiesNotSupportedDefault++;
1680
1681 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1682 iPropertiesNotSupportedDefault++;
1683
1684 // test for torus
1685 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1686 {
1687 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1688 {
1689 iPropertiesNotSupportedDefault++;
1690 }
1691 }
1692 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1693 {
1694 if (pbs.PathCurve == (byte)Extrusion.Straight)
1695 {
1696 iPropertiesNotSupportedDefault++;
1697 }
1698
1699 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1700 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1701 {
1702 iPropertiesNotSupportedDefault++;
1703 }
1704 }
1705 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1706 {
1707 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1708 {
1709 iPropertiesNotSupportedDefault++;
1710 }
1711 }
1712 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1713 {
1714 if (pbs.PathCurve == (byte)Extrusion.Straight)
1715 {
1716 iPropertiesNotSupportedDefault++;
1717 }
1718 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1719 {
1720 iPropertiesNotSupportedDefault++;
1721 }
1722 }
1723
1724 if (iPropertiesNotSupportedDefault == 0)
1725 {
1726#if SPAM
1727 m_log.Warn("NonMesh");
1728#endif
1729 return false;
1730 }
1731#if SPAM
1732 m_log.Debug("Mesh");
1733#endif
1734 return true;
1735 }
1736
1737 /// <summary>
1738 /// Called to queue a change to a actor
1739 /// to use in place of old taint mechanism so changes do have a time sequence
1740 /// </summary>
1741
1742 public void AddChange(PhysicsActor actor, changes what, Object arg)
1743 {
1744 ODEchangeitem item = new ODEchangeitem();
1745 item.actor = actor;
1746 item.what = what;
1747 item.arg = arg;
1748 ChangesQueue.Enqueue(item);
1749 }
1750
1751 /// <summary>
1752 /// Called after our prim properties are set Scale, position etc.
1753 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1754 /// This assures us that we have no race conditions
1755 /// </summary>
1756 /// <param name="prim"></param>
1757 public override void AddPhysicsActorTaint(PhysicsActor prim)
1758 {
1759 }
1760
1761 /// <summary>
1762 /// This is our main simulate loop
1763 /// It's thread locked by a Mutex in the scene.
1764 /// It holds Collisions, it instructs ODE to step through the physical reactions
1765 /// It moves the objects around in memory
1766 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1767 /// </summary>
1768 /// <param name="timeStep"></param>
1769 /// <returns></returns>
1770 public override float Simulate(float timeStep)
1771 {
1772
1773 DateTime now = DateTime.UtcNow;
1774 TimeSpan timedif = now - m_lastframe;
1775 m_lastframe = now;
1776 timeStep = (float)timedif.TotalSeconds;
1777
1778 // acumulate time so we can reduce error
1779 step_time += timeStep;
1780
1781 if (step_time < HalfOdeStep)
1782 return 0;
1783
1784 if (framecount < 0)
1785 framecount = 0;
1786
1787 framecount++;
1788
1789 int curphysiteractions;
1790
1791 // if in trouble reduce step resolution
1792 if (step_time >= m_SkipFramesAtms)
1793 curphysiteractions = m_physicsiterations / 2;
1794 else
1795 curphysiteractions = m_physicsiterations;
1796
1797 int nodeframes = 0;
1798
1799// checkThread();
1800
1801 lock (SimulationLock)
1802 lock(OdeLock)
1803 {
1804 if (world == IntPtr.Zero)
1805 return 0;
1806
1807 // adjust number of iterations per step
1808
1809// try
1810// {
1811 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1812/* }
1813 catch (StackOverflowException)
1814 {
1815 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1816// ode.drelease(world);
1817 base.TriggerPhysicsBasedRestart();
1818 }
1819*/
1820 while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
1821 {
1822 try
1823 {
1824 // clear pointer/counter to contacts to pass into joints
1825 m_global_contactcount = 0;
1826
1827 ODEchangeitem item;
1828
1829 if(ChangesQueue.Count >0)
1830 {
1831 int ttmpstart = Util.EnvironmentTickCount();
1832 int ttmp;
1833
1834 while(ChangesQueue.Dequeue(out item))
1835 {
1836 if (item.actor != null)
1837 {
1838 try
1839 {
1840 if (item.actor is OdeCharacter)
1841 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1842 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1843 RemovePrimThreadLocked((OdePrim)item.actor);
1844 }
1845 catch
1846 {
1847 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1848 };
1849 }
1850 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1851 if (ttmp > 20)
1852 break;
1853 }
1854 }
1855
1856 // Move characters
1857 lock (_characters)
1858 {
1859 List<OdeCharacter> defects = new List<OdeCharacter>();
1860 foreach (OdeCharacter actor in _characters)
1861 {
1862 if (actor != null)
1863 actor.Move(ODE_STEPSIZE, defects);
1864 }
1865 if (defects.Count != 0)
1866 {
1867 foreach (OdeCharacter defect in defects)
1868 {
1869 RemoveCharacter(defect);
1870 }
1871 defects.Clear();
1872 }
1873 }
1874
1875 // Move other active objects
1876 lock (_activegroups)
1877 {
1878 foreach (OdePrim aprim in _activegroups)
1879 {
1880 aprim.Move();
1881 }
1882 }
1883
1884 //if ((framecount % m_randomizeWater) == 0)
1885 // randomizeWater(waterlevel);
1886
1887 m_rayCastManager.ProcessQueuedRequests();
1888
1889 collision_optimized();
1890
1891 foreach (PhysicsActor obj in _collisionEventPrim)
1892 {
1893 if (obj == null)
1894 continue;
1895
1896 switch ((ActorTypes)obj.PhysicsActorType)
1897 {
1898 case ActorTypes.Agent:
1899 OdeCharacter cobj = (OdeCharacter)obj;
1900 cobj.AddCollisionFrameTime((int)(odetimestepMS));
1901 cobj.SendCollisions();
1902 break;
1903
1904 case ActorTypes.Prim:
1905 OdePrim pobj = (OdePrim)obj;
1906 if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds))
1907 if (!pobj.m_outbounds)
1908 {
1909 pobj.AddCollisionFrameTime((int)(odetimestepMS));
1910 pobj.SendCollisions();
1911 }
1912 break;
1913 }
1914 }
1915
1916 foreach (PhysicsActor obj in _collisionEventPrimRemove)
1917 _collisionEventPrim.Remove(obj);
1918
1919 _collisionEventPrimRemove.Clear();
1920
1921 // do a ode simulation step
1922 d.WorldQuickStep(world, ODE_STEPSIZE);
1923 d.JointGroupEmpty(contactgroup);
1924
1925 // update managed ideia of physical data and do updates to core
1926 /*
1927 lock (_characters)
1928 {
1929 foreach (OdeCharacter actor in _characters)
1930 {
1931 if (actor != null)
1932 {
1933 if (actor.bad)
1934 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1935
1936 actor.UpdatePositionAndVelocity();
1937 }
1938 }
1939 }
1940 */
1941
1942 lock (_activegroups)
1943 {
1944 {
1945 foreach (OdePrim actor in _activegroups)
1946 {
1947 if (actor.IsPhysical)
1948 {
1949 actor.UpdatePositionAndVelocity();
1950 }
1951 }
1952 }
1953 }
1954 }
1955 catch (Exception e)
1956 {
1957 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1958// ode.dunlock(world);
1959 }
1960
1961
1962 step_time -= ODE_STEPSIZE;
1963 nodeframes++;
1964 }
1965
1966 lock (_badCharacter)
1967 {
1968 if (_badCharacter.Count > 0)
1969 {
1970 foreach (OdeCharacter chr in _badCharacter)
1971 {
1972 RemoveCharacter(chr);
1973 }
1974
1975 _badCharacter.Clear();
1976 }
1977 }
1978
1979 timedif = now - m_lastMeshExpire;
1980
1981 if (timedif.Seconds > 10)
1982 {
1983 mesher.ExpireReleaseMeshs();
1984 m_lastMeshExpire = now;
1985 }
1986/*
1987 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1988 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1989 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1990 int nbodies = d.NTotalBodies;
1991 int ngeoms = d.NTotalGeoms;
1992*/
1993 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1994 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1995 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1996 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1997 {
1998 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1999 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
2000
2001 if (physics_logging_append_existing_logfile)
2002 {
2003 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
2004 TextWriter fwriter = File.AppendText(fname);
2005 fwriter.WriteLine(header);
2006 fwriter.Close();
2007 }
2008
2009 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
2010 }
2011
2012 // think time dilation as to do with dinamic step size that we dont' have
2013 // even so tell something to world
2014 if (nodeframes < 10) // we did the requested loops
2015 m_timeDilation = 1.0f;
2016 else if (step_time > 0)
2017 {
2018 m_timeDilation = timeStep / step_time;
2019 if (m_timeDilation > 1)
2020 m_timeDilation = 1;
2021 if (step_time > m_SkipFramesAtms)
2022 step_time = 0;
2023 }
2024 }
2025
2026// return nodeframes * ODE_STEPSIZE; // return real simulated time
2027 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
2028 }
2029
2030 /// <summary>
2031 public override void GetResults()
2032 {
2033 }
2034
2035 public override bool IsThreaded
2036 {
2037 // for now we won't be multithreaded
2038 get { return (false); }
2039 }
2040
2041 public float GetTerrainHeightAtXY(float x, float y)
2042 {
2043
2044
2045 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2046 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2047
2048
2049 IntPtr heightFieldGeom = IntPtr.Zero;
2050
2051 // get region map
2052 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
2053 return 0f;
2054
2055 if (heightFieldGeom == IntPtr.Zero)
2056 return 0f;
2057
2058 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
2059 return 0f;
2060
2061 // TerrainHeightField for ODE as offset 1m
2062 x += 1f - offsetX;
2063 y += 1f - offsetY;
2064
2065 // make position fit into array
2066 if (x < 0)
2067 x = 0;
2068 if (y < 0)
2069 y = 0;
2070
2071 // integer indexs
2072 int ix;
2073 int iy;
2074 // interpolators offset
2075 float dx;
2076 float dy;
2077
2078 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
2079
2080 if (OdeUbitLib)
2081 {
2082 if (x < regsize - 1)
2083 {
2084 ix = (int)x;
2085 dx = x - (float)ix;
2086 }
2087 else // out world use external height
2088 {
2089 ix = regsize - 2;
2090 dx = 0;
2091 }
2092 if (y < regsize - 1)
2093 {
2094 iy = (int)y;
2095 dy = y - (float)iy;
2096 }
2097 else
2098 {
2099 iy = regsize - 2;
2100 dy = 0;
2101 }
2102 }
2103
2104 else
2105 {
2106 // we still have square fixed size regions
2107 // also flip x and y because of how map is done for ODE fliped axis
2108 // so ix,iy,dx and dy are inter exchanged
2109 if (x < regsize - 1)
2110 {
2111 iy = (int)x;
2112 dy = x - (float)iy;
2113 }
2114 else // out world use external height
2115 {
2116 iy = regsize - 2;
2117 dy = 0;
2118 }
2119 if (y < regsize - 1)
2120 {
2121 ix = (int)y;
2122 dx = y - (float)ix;
2123 }
2124 else
2125 {
2126 ix = regsize - 2;
2127 dx = 0;
2128 }
2129 }
2130
2131 float h0;
2132 float h1;
2133 float h2;
2134
2135 iy *= regsize;
2136 iy += ix; // all indexes have iy + ix
2137
2138 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2139 /*
2140 if ((dx + dy) <= 1.0f)
2141 {
2142 h0 = ((float)heights[iy]); // 0,0 vertice
2143 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2144 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2145 }
2146 else
2147 {
2148 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2149 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2150 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2151 }
2152 */
2153 h0 = ((float)heights[iy]); // 0,0 vertice
2154
2155 if ((dy > dx))
2156 {
2157 iy += regsize;
2158 h2 = (float)heights[iy]; // 0,1 vertice
2159 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2160 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2161 }
2162 else
2163 {
2164 iy++;
2165 h2 = (float)heights[iy]; // vertice 1,0
2166 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2167 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2168 }
2169
2170 return h0 + h1 + h2;
2171 }
2172
2173
2174 public override void SetTerrain(float[] heightMap)
2175 {
2176 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2177 {
2178 if (m_parentScene is OdeScene)
2179 {
2180 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2181 }
2182 }
2183 else
2184 {
2185 SetTerrain(heightMap, m_worldOffset);
2186 }
2187 }
2188
2189 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2190 {
2191 SetTerrain(heightMap, pOffset);
2192 }
2193
2194 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2195 {
2196 if (OdeUbitLib)
2197 UbitSetTerrain(heightMap, pOffset);
2198 else
2199 OriSetTerrain(heightMap, pOffset);
2200 }
2201
2202 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2203 {
2204 // assumes 1m size grid and constante size square regions
2205 // needs to know about sims around in future
2206
2207 float[] _heightmap;
2208
2209 uint heightmapWidth = Constants.RegionSize + 2;
2210 uint heightmapHeight = Constants.RegionSize + 2;
2211
2212 uint heightmapWidthSamples = heightmapWidth + 1;
2213 uint heightmapHeightSamples = heightmapHeight + 1;
2214
2215 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2216
2217 const float scale = 1.0f;
2218 const float offset = 0.0f;
2219 const float thickness = 10f;
2220 const int wrap = 0;
2221
2222 uint regionsize = Constants.RegionSize;
2223
2224 float hfmin = float.MaxValue;
2225 float hfmax = float.MinValue;
2226 float val;
2227 uint xx;
2228 uint yy;
2229
2230 uint maxXXYY = regionsize - 1;
2231 // flipping map adding one margin all around so things don't fall in edges
2232
2233 uint xt = 0;
2234 xx = 0;
2235
2236 for (uint x = 0; x < heightmapWidthSamples; x++)
2237 {
2238 if (x > 1 && xx < maxXXYY)
2239 xx++;
2240 yy = 0;
2241 for (uint y = 0; y < heightmapHeightSamples; y++)
2242 {
2243 if (y > 1 && y < maxXXYY)
2244 yy += regionsize;
2245
2246 val = heightMap[yy + xx];
2247 if (val < 0.0f)
2248 val = 0.0f; // no neg terrain as in chode
2249 _heightmap[xt + y] = val;
2250
2251 if (hfmin > val)
2252 hfmin = val;
2253 if (hfmax < val)
2254 hfmax = val;
2255 }
2256 xt += heightmapHeightSamples;
2257 }
2258 lock (OdeLock)
2259 {
2260 IntPtr GroundGeom = IntPtr.Zero;
2261 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2262 {
2263 RegionTerrain.Remove(pOffset);
2264 if (GroundGeom != IntPtr.Zero)
2265 {
2266 actor_name_map.Remove(GroundGeom);
2267 d.GeomDestroy(GroundGeom);
2268
2269 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2270 {
2271 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2272 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2273 TerrainHeightFieldHeights.Remove(GroundGeom);
2274 }
2275 }
2276 }
2277 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2278
2279 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2280
2281 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2282 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2283 offset, thickness, wrap);
2284
2285 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2286 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2287 if (GroundGeom != IntPtr.Zero)
2288 {
2289 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2290 d.GeomSetCollideBits(GroundGeom, 0);
2291
2292 PhysicsActor pa = new NullPhysicsActor();
2293 pa.Name = "Terrain";
2294 pa.PhysicsActorType = (int)ActorTypes.Ground;
2295 actor_name_map[GroundGeom] = pa;
2296
2297// geom_name_map[GroundGeom] = "Terrain";
2298
2299 d.Matrix3 R = new d.Matrix3();
2300
2301 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2302 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2303
2304
2305 q1 = q1 * q2;
2306
2307 Vector3 v3;
2308 float angle;
2309 q1.GetAxisAngle(out v3, out angle);
2310
2311 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2312 d.GeomSetRotation(GroundGeom, ref R);
2313 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2314 RegionTerrain.Add(pOffset, GroundGeom);
2315 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2316 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2317 }
2318 }
2319 }
2320
2321 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2322 {
2323 // assumes 1m size grid and constante size square regions
2324 // needs to know about sims around in future
2325
2326 float[] _heightmap;
2327
2328 uint heightmapWidth = Constants.RegionSize + 2;
2329 uint heightmapHeight = Constants.RegionSize + 2;
2330
2331 uint heightmapWidthSamples = heightmapWidth + 1;
2332 uint heightmapHeightSamples = heightmapHeight + 1;
2333
2334 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2335
2336
2337 uint regionsize = Constants.RegionSize;
2338
2339 float hfmin = float.MaxValue;
2340// float hfmax = float.MinValue;
2341 float val;
2342
2343
2344 uint maxXXYY = regionsize - 1;
2345 // adding one margin all around so things don't fall in edges
2346
2347 uint xx;
2348 uint yy = 0;
2349 uint yt = 0;
2350
2351 for (uint y = 0; y < heightmapHeightSamples; y++)
2352 {
2353 if (y > 1 && y < maxXXYY)
2354 yy += regionsize;
2355 xx = 0;
2356 for (uint x = 0; x < heightmapWidthSamples; x++)
2357 {
2358 if (x > 1 && x < maxXXYY)
2359 xx++;
2360
2361 val = heightMap[yy + xx];
2362 if (val < 0.0f)
2363 val = 0.0f; // no neg terrain as in chode
2364 _heightmap[yt + x] = val;
2365
2366 if (hfmin > val)
2367 hfmin = val;
2368// if (hfmax < val)
2369// hfmax = val;
2370 }
2371 yt += heightmapWidthSamples;
2372 }
2373 lock (OdeLock)
2374 {
2375 IntPtr GroundGeom = IntPtr.Zero;
2376 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2377 {
2378 RegionTerrain.Remove(pOffset);
2379 if (GroundGeom != IntPtr.Zero)
2380 {
2381 actor_name_map.Remove(GroundGeom);
2382 d.GeomDestroy(GroundGeom);
2383
2384 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2385 {
2386 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2387 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2388 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2389 TerrainHeightFieldHeights.Remove(GroundGeom);
2390 }
2391 }
2392 }
2393 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2394
2395 const int wrap = 0;
2396 float thickness = hfmin;
2397 if (thickness < 0)
2398 thickness = 1;
2399
2400 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2401
2402 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2403 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2404 thickness, wrap);
2405
2406// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2407 GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
2408 if (GroundGeom != IntPtr.Zero)
2409 {
2410 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2411 d.GeomSetCollideBits(GroundGeom, 0);
2412
2413 PhysicsActor pa = new NullPhysicsActor();
2414 pa.Name = "Terrain";
2415 pa.PhysicsActorType = (int)ActorTypes.Ground;
2416 actor_name_map[GroundGeom] = pa;
2417
2418// geom_name_map[GroundGeom] = "Terrain";
2419
2420 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2421 RegionTerrain.Add(pOffset, GroundGeom);
2422 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2423 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2424 }
2425 }
2426 }
2427
2428
2429 public override void DeleteTerrain()
2430 {
2431 }
2432
2433 public float GetWaterLevel()
2434 {
2435 return waterlevel;
2436 }
2437
2438 public override bool SupportsCombining()
2439 {
2440 return true;
2441 }
2442/*
2443 public override void UnCombine(PhysicsScene pScene)
2444 {
2445 IntPtr localGround = IntPtr.Zero;
2446// float[] localHeightfield;
2447 bool proceed = false;
2448 List<IntPtr> geomDestroyList = new List<IntPtr>();
2449
2450 lock (OdeLock)
2451 {
2452 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2453 {
2454 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2455 {
2456 if (geom == localGround)
2457 {
2458// localHeightfield = TerrainHeightFieldHeights[geom];
2459 proceed = true;
2460 }
2461 else
2462 {
2463 geomDestroyList.Add(geom);
2464 }
2465 }
2466
2467 if (proceed)
2468 {
2469 m_worldOffset = Vector3.Zero;
2470 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2471 m_parentScene = null;
2472
2473 foreach (IntPtr g in geomDestroyList)
2474 {
2475 // removingHeightField needs to be done or the garbage collector will
2476 // collect the terrain data before we tell ODE to destroy it causing
2477 // memory corruption
2478 if (TerrainHeightFieldHeights.ContainsKey(g))
2479 {
2480// float[] removingHeightField = TerrainHeightFieldHeights[g];
2481 TerrainHeightFieldHeights.Remove(g);
2482
2483 if (RegionTerrain.ContainsKey(g))
2484 {
2485 RegionTerrain.Remove(g);
2486 }
2487
2488 d.GeomDestroy(g);
2489 //removingHeightField = new float[0];
2490 }
2491 }
2492
2493 }
2494 else
2495 {
2496 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2497 }
2498 }
2499 }
2500 }
2501*/
2502 public override void SetWaterLevel(float baseheight)
2503 {
2504 waterlevel = baseheight;
2505// randomizeWater(waterlevel);
2506 }
2507/*
2508 public void randomizeWater(float baseheight)
2509 {
2510 const uint heightmapWidth = Constants.RegionSize + 2;
2511 const uint heightmapHeight = Constants.RegionSize + 2;
2512 const uint heightmapWidthSamples = heightmapWidth + 1;
2513 const uint heightmapHeightSamples = heightmapHeight + 1;
2514
2515 const float scale = 1.0f;
2516 const float offset = 0.0f;
2517 const int wrap = 0;
2518
2519 float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples];
2520
2521 float maxheigh = float.MinValue;
2522 float minheigh = float.MaxValue;
2523 float val;
2524 for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++)
2525 {
2526
2527 val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f);
2528 _watermap[i] = val;
2529 if (maxheigh < val)
2530 maxheigh = val;
2531 if (minheigh > val)
2532 minheigh = val;
2533 }
2534
2535 float thickness = minheigh;
2536
2537 lock (OdeLock)
2538 {
2539 if (WaterGeom != IntPtr.Zero)
2540 {
2541 actor_name_map.Remove(WaterGeom);
2542 d.GeomDestroy(WaterGeom);
2543 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2544 WaterGeom = IntPtr.Zero;
2545 WaterHeightmapData = IntPtr.Zero;
2546 if(WaterMapHandler.IsAllocated)
2547 WaterMapHandler.Free();
2548 }
2549
2550 WaterHeightmapData = d.GeomHeightfieldDataCreate();
2551
2552 WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned);
2553
2554 d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight,
2555 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2556 offset, thickness, wrap);
2557 d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh);
2558 WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1);
2559 if (WaterGeom != IntPtr.Zero)
2560 {
2561 d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water));
2562 d.GeomSetCollideBits(WaterGeom, 0);
2563
2564
2565 PhysicsActor pa = new NullPhysicsActor();
2566 pa.Name = "Water";
2567 pa.PhysicsActorType = (int)ActorTypes.Water;
2568
2569 actor_name_map[WaterGeom] = pa;
2570// geom_name_map[WaterGeom] = "Water";
2571
2572 d.Matrix3 R = new d.Matrix3();
2573
2574 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2575 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2576
2577 q1 = q1 * q2;
2578 Vector3 v3;
2579 float angle;
2580 q1.GetAxisAngle(out v3, out angle);
2581
2582 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2583 d.GeomSetRotation(WaterGeom, ref R);
2584 d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0);
2585 }
2586 }
2587 }
2588*/
2589 public override void Dispose()
2590 {
2591 lock (OdeLock)
2592 {
2593 m_rayCastManager.Dispose();
2594 m_rayCastManager = null;
2595
2596 lock (_prims)
2597 {
2598 ChangesQueue.Clear();
2599 foreach (OdePrim prm in _prims)
2600 {
2601 prm.DoAChange(changes.Remove, null);
2602 _collisionEventPrim.Remove(prm);
2603 }
2604 _prims.Clear();
2605 }
2606
2607 OdeCharacter[] chtorem;
2608 lock (_characters)
2609 {
2610 chtorem = new OdeCharacter[_characters.Count];
2611 _characters.CopyTo(chtorem);
2612 }
2613
2614 ChangesQueue.Clear();
2615 foreach (OdeCharacter ch in chtorem)
2616 ch.DoAChange(changes.Remove, null);
2617
2618
2619 foreach (IntPtr GroundGeom in RegionTerrain.Values)
2620 {
2621 if (GroundGeom != IntPtr.Zero)
2622 d.GeomDestroy(GroundGeom);
2623 }
2624
2625 RegionTerrain.Clear();
2626
2627 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2628 {
2629 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2630 {
2631 if (gch.IsAllocated)
2632 gch.Free();
2633 }
2634 }
2635
2636 TerrainHeightFieldHeightsHandlers.Clear();
2637 TerrainHeightFieldHeights.Clear();
2638/*
2639 if (WaterGeom != IntPtr.Zero)
2640 {
2641 d.GeomDestroy(WaterGeom);
2642 WaterGeom = IntPtr.Zero;
2643 if (WaterHeightmapData != IntPtr.Zero)
2644 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2645 WaterHeightmapData = IntPtr.Zero;
2646
2647 if (WaterMapHandler.IsAllocated)
2648 WaterMapHandler.Free();
2649 }
2650*/
2651 if (ContactgeomsArray != IntPtr.Zero)
2652 Marshal.FreeHGlobal(ContactgeomsArray);
2653 if (GlobalContactsArray != IntPtr.Zero)
2654 Marshal.FreeHGlobal(GlobalContactsArray);
2655
2656
2657 d.WorldDestroy(world);
2658 world = IntPtr.Zero;
2659 //d.CloseODE();
2660 }
2661 }
2662
2663 public override Dictionary<uint, float> GetTopColliders()
2664 {
2665 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2666 int cnt = 0;
2667 lock (_prims)
2668 {
2669 foreach (OdePrim prm in _prims)
2670 {
2671 if (prm.CollisionScore > 0)
2672 {
2673 returncolliders.Add(prm.LocalID, prm.CollisionScore);
2674 cnt++;
2675 prm.CollisionScore = 0f;
2676 if (cnt > 25)
2677 {
2678 break;
2679 }
2680 }
2681 }
2682 }
2683 return returncolliders;
2684 }
2685
2686 public override bool SupportsRayCast()
2687 {
2688 return true;
2689 }
2690
2691 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2692 {
2693 if (retMethod != null)
2694 {
2695 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2696 }
2697 }
2698
2699 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2700 {
2701 if (retMethod != null)
2702 {
2703 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2704 }
2705 }
2706
2707 // don't like this
2708 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2709 {
2710 ContactResult[] ourResults = null;
2711 RayCallback retMethod = delegate(List<ContactResult> results)
2712 {
2713 ourResults = new ContactResult[results.Count];
2714 results.CopyTo(ourResults, 0);
2715 };
2716 int waitTime = 0;
2717 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2718 while (ourResults == null && waitTime < 1000)
2719 {
2720 Thread.Sleep(1);
2721 waitTime++;
2722 }
2723 if (ourResults == null)
2724 return new List<ContactResult>();
2725 return new List<ContactResult>(ourResults);
2726 }
2727
2728 public override bool SuportsRaycastWorldFiltered()
2729 {
2730 return true;
2731 }
2732
2733 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2734 {
2735 object SyncObject = new object();
2736 List<ContactResult> ourresults = new List<ContactResult>();
2737
2738 RayCallback retMethod = delegate(List<ContactResult> results)
2739 {
2740 lock (SyncObject)
2741 {
2742 ourresults = results;
2743 Monitor.PulseAll(SyncObject);
2744 }
2745 };
2746
2747 lock (SyncObject)
2748 {
2749 m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod);
2750 if (!Monitor.Wait(SyncObject, 500))
2751 return null;
2752 else
2753 return ourresults;
2754 }
2755 }
2756
2757 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2758 {
2759 if (retMethod != null && actor !=null)
2760 {
2761 IntPtr geom;
2762 if (actor is OdePrim)
2763 geom = ((OdePrim)actor).prim_geom;
2764 else if (actor is OdeCharacter)
2765 geom = ((OdePrim)actor).prim_geom;
2766 else
2767 return;
2768 if (geom == IntPtr.Zero)
2769 return;
2770 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2771 }
2772 }
2773
2774 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2775 {
2776 if (retMethod != null && actor != null)
2777 {
2778 IntPtr geom;
2779 if (actor is OdePrim)
2780 geom = ((OdePrim)actor).prim_geom;
2781 else if (actor is OdeCharacter)
2782 geom = ((OdePrim)actor).prim_geom;
2783 else
2784 return;
2785 if (geom == IntPtr.Zero)
2786 return;
2787
2788 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2789 }
2790 }
2791
2792 // don't like this
2793 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2794 {
2795 if (actor != null)
2796 {
2797 IntPtr geom;
2798 if (actor is OdePrim)
2799 geom = ((OdePrim)actor).prim_geom;
2800 else if (actor is OdeCharacter)
2801 geom = ((OdePrim)actor).prim_geom;
2802 else
2803 return new List<ContactResult>();
2804 if (geom == IntPtr.Zero)
2805 return new List<ContactResult>();
2806
2807 ContactResult[] ourResults = null;
2808 RayCallback retMethod = delegate(List<ContactResult> results)
2809 {
2810 ourResults = new ContactResult[results.Count];
2811 results.CopyTo(ourResults, 0);
2812 };
2813 int waitTime = 0;
2814 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2815 while (ourResults == null && waitTime < 1000)
2816 {
2817 Thread.Sleep(1);
2818 waitTime++;
2819 }
2820 if (ourResults == null)
2821 return new List<ContactResult>();
2822 return new List<ContactResult>(ourResults);
2823 }
2824 return new List<ContactResult>();
2825 }
2826 }
2827}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index 47a9cdc..94fd940 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -305,6 +305,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
305 return null; 305 return null;
306 } 306 }
307 307
308 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
309 {
310 // Remove a specific script
311
312 // Remove dataserver events
313 m_Dataserver[engine].RemoveEvents(localID, itemID);
314
315 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
316 if (comms != null)
317 comms.DeleteListener(itemID);
318
319 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
320 xmlrpc.DeleteChannels(itemID);
321 xmlrpc.CancelSRDRequests(itemID);
322
323 // Remove Sensors
324 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
325
326 }
327
308 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 328 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
309 { 329 {
310 List<Object> data = new List<Object>(); 330 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 7e48659..d6aafaf 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -24,14 +24,16 @@
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; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
34using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers;
35using Nini.Config; 37using Nini.Config;
36using log4net; 38using log4net;
37using OpenMetaverse; 39using OpenMetaverse;
@@ -44,6 +46,7 @@ using OpenSim.Region.CoreModules.World.Land;
44using OpenSim.Region.CoreModules.World.Terrain; 46using OpenSim.Region.CoreModules.World.Terrain;
45using OpenSim.Region.Framework.Interfaces; 47using OpenSim.Region.Framework.Interfaces;
46using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization;
47using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
48using OpenSim.Region.Physics.Manager; 51using OpenSim.Region.Physics.Manager;
49using OpenSim.Region.ScriptEngine.Shared; 52using OpenSim.Region.ScriptEngine.Shared;
@@ -65,6 +68,7 @@ using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
65using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 68using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
66using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 69using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
67using System.Reflection; 70using System.Reflection;
71using Timer = System.Timers.Timer;
68 72
69namespace OpenSim.Region.ScriptEngine.Shared.Api 73namespace OpenSim.Region.ScriptEngine.Shared.Api
70{ 74{
@@ -103,15 +107,52 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
103 protected int m_notecardLineReadCharsMax = 255; 107 protected int m_notecardLineReadCharsMax = 255;
104 protected int m_scriptConsoleChannel = 0; 108 protected int m_scriptConsoleChannel = 0;
105 protected bool m_scriptConsoleChannelEnabled = false; 109 protected bool m_scriptConsoleChannelEnabled = false;
110 protected bool m_debuggerSafe = false;
106 protected IUrlModule m_UrlModule = null; 111 protected IUrlModule m_UrlModule = null;
107 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = new Dictionary<UUID, UserInfoCacheEntry>(); 112 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
108 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp. 113 new Dictionary<UUID, UserInfoCacheEntry>();
114 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp.
115
116// protected Timer m_ShoutSayTimer;
117 protected int m_SayShoutCount = 0;
118 DateTime m_lastSayShoutCheck;
119
120 private Dictionary<string, string> MovementAnimationsForLSL =
121 new Dictionary<string, string> {
122 {"FLY", "Flying"},
123 {"FLYSLOW", "FlyingSlow"},
124 {"HOVER_UP", "Hovering Up"},
125 {"HOVER_DOWN", "Hovering Down"},
126 {"HOVER", "Hovering"},
127 {"LAND", "Landing"},
128 {"FALLDOWN", "Falling Down"},
129 {"PREJUMP", "PreJumping"},
130 {"JUMP", "Jumping"},
131 {"STANDUP", "Standing Up"},
132 {"SOFT_LAND", "Soft Landing"},
133 {"STAND", "Standing"},
134 {"CROUCHWALK", "CrouchWalking"},
135 {"RUN", "Running"},
136 {"WALK", "Walking"},
137 {"CROUCH", "Crouching"},
138 {"TURNLEFT", "Turning Left"},
139 {"TURNRIGHT", "Turning Right"}
140 };
109 141
110 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 142 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
111 { 143 {
144/*
145 m_ShoutSayTimer = new Timer(1000);
146 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
147 m_ShoutSayTimer.AutoReset = true;
148 m_ShoutSayTimer.Start();
149*/
150 m_lastSayShoutCheck = DateTime.UtcNow;
151
112 m_ScriptEngine = ScriptEngine; 152 m_ScriptEngine = ScriptEngine;
113 m_host = host; 153 m_host = host;
114 m_item = item; 154 m_item = item;
155 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
115 156
116 LoadLimits(); // read script limits from config. 157 LoadLimits(); // read script limits from config.
117 158
@@ -171,6 +212,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
171 get { return m_ScriptEngine.World; } 212 get { return m_ScriptEngine.World; }
172 } 213 }
173 214
215 [DebuggerNonUserCode]
174 public void state(string newState) 216 public void state(string newState)
175 { 217 {
176 m_ScriptEngine.SetState(m_item.ItemID, newState); 218 m_ScriptEngine.SetState(m_item.ItemID, newState);
@@ -180,6 +222,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
180 /// Reset the named script. The script must be present 222 /// Reset the named script. The script must be present
181 /// in the same prim. 223 /// in the same prim.
182 /// </summary> 224 /// </summary>
225 [DebuggerNonUserCode]
183 public void llResetScript() 226 public void llResetScript()
184 { 227 {
185 m_host.AddScriptLPS(1); 228 m_host.AddScriptLPS(1);
@@ -242,6 +285,57 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
242 } 285 }
243 } 286 }
244 287
288 public List<ScenePresence> GetLinkAvatars(int linkType)
289 {
290 List<ScenePresence> ret = new List<ScenePresence>();
291 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
292 return ret;
293
294 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
295
296 switch (linkType)
297 {
298 case ScriptBaseClass.LINK_SET:
299 return avs;
300
301 case ScriptBaseClass.LINK_ROOT:
302 return ret;
303
304 case ScriptBaseClass.LINK_ALL_OTHERS:
305 return avs;
306
307 case ScriptBaseClass.LINK_ALL_CHILDREN:
308 return avs;
309
310 case ScriptBaseClass.LINK_THIS:
311 return ret;
312
313 default:
314 if (linkType < 0)
315 return ret;
316
317 int partCount = m_host.ParentGroup.GetPartCount();
318
319 if (linkType <= partCount)
320 {
321 return ret;
322 }
323 else
324 {
325 linkType = linkType - partCount;
326 if (linkType > avs.Count)
327 {
328 return ret;
329 }
330 else
331 {
332 ret.Add(avs[linkType-1]);
333 return ret;
334 }
335 }
336 }
337 }
338
245 public List<SceneObjectPart> GetLinkParts(int linkType) 339 public List<SceneObjectPart> GetLinkParts(int linkType)
246 { 340 {
247 return GetLinkParts(m_host, linkType); 341 return GetLinkParts(m_host, linkType);
@@ -250,6 +344,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
250 private List<SceneObjectPart> GetLinkParts(SceneObjectPart part, int linkType) 344 private List<SceneObjectPart> GetLinkParts(SceneObjectPart part, int linkType)
251 { 345 {
252 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 346 List<SceneObjectPart> ret = new List<SceneObjectPart>();
347 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
348 return ret;
253 ret.Add(part); 349 ret.Add(part);
254 350
255 switch (linkType) 351 switch (linkType)
@@ -448,31 +544,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
448 544
449 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 545 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
450 546
451 /// <summary> 547 // Utility function for llRot2Euler
452 /// Convert an LSL rotation to a Euler vector. 548
453 /// </summary> 549 // normalize an angle between -PI and PI (-180 to +180 degrees)
454 /// <remarks> 550 protected double NormalizeAngle(double angle)
455 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
456 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
457 /// </remarks>
458 /// <param name="r"></param>
459 /// <returns></returns>
460 public LSL_Vector llRot2Euler(LSL_Rotation r)
461 { 551 {
462 m_host.AddScriptLPS(1); 552 if (angle > -Math.PI && angle < Math.PI)
553 return angle;
463 554
464 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 555 int numPis = (int)(Math.PI / angle);
465 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 556 double remainder = angle - Math.PI * numPis;
466 if (m == 0.0) return new LSL_Vector(); 557 if (numPis % 2 == 1)
467 double x = Math.Atan2(-v.y, v.z); 558 return Math.PI - angle;
468 double sin = v.x / m; 559 return remainder;
469 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities. 560 }
470 double y = Math.Asin(sin);
471 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
472 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)));
473 double z = Math.Atan2(v.y, v.x);
474 561
475 return new LSL_Vector(x, y, z); 562 public LSL_Vector llRot2Euler(LSL_Rotation q1)
563 {
564 m_host.AddScriptLPS(1);
565 LSL_Vector eul = new LSL_Vector();
566
567 double sqw = q1.s*q1.s;
568 double sqx = q1.x*q1.x;
569 double sqy = q1.z*q1.z;
570 double sqz = q1.y*q1.y;
571 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
572 double test = q1.x*q1.z + q1.y*q1.s;
573 if (test > 0.4999*unit) { // singularity at north pole
574 eul.z = 2 * Math.Atan2(q1.x,q1.s);
575 eul.y = Math.PI/2;
576 eul.x = 0;
577 return eul;
578 }
579 if (test < -0.4999*unit) { // singularity at south pole
580 eul.z = -2 * Math.Atan2(q1.x,q1.s);
581 eul.y = -Math.PI/2;
582 eul.x = 0;
583 return eul;
584 }
585 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
586 eul.y = Math.Asin(2*test/unit);
587 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
588 return eul;
476 } 589 }
477 590
478 /* From wiki: 591 /* From wiki:
@@ -525,18 +638,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
525 m_host.AddScriptLPS(1); 638 m_host.AddScriptLPS(1);
526 639
527 double x,y,z,s; 640 double x,y,z,s;
528 641 v.x *= 0.5;
529 double c1 = Math.Cos(v.x * 0.5); 642 v.y *= 0.5;
530 double c2 = Math.Cos(v.y * 0.5); 643 v.z *= 0.5;
531 double c3 = Math.Cos(v.z * 0.5); 644 double c1 = Math.Cos(v.x);
532 double s1 = Math.Sin(v.x * 0.5); 645 double c2 = Math.Cos(v.y);
533 double s2 = Math.Sin(v.y * 0.5); 646 double c1c2 = c1 * c2;
534 double s3 = Math.Sin(v.z * 0.5); 647 double s1 = Math.Sin(v.x);
535 648 double s2 = Math.Sin(v.y);
536 x = s1 * c2 * c3 + c1 * s2 * s3; 649 double s1s2 = s1 * s2;
537 y = c1 * s2 * c3 - s1 * c2 * s3; 650 double c1s2 = c1 * s2;
538 z = s1 * s2 * c3 + c1 * c2 * s3; 651 double s1c2 = s1 * c2;
539 s = c1 * c2 * c3 - s1 * s2 * s3; 652 double c3 = Math.Cos(v.z);
653 double s3 = Math.Sin(v.z);
654
655 x = s1c2 * c3 + c1s2 * s3;
656 y = c1s2 * c3 - s1c2 * s3;
657 z = s1s2 * c3 + c1c2 * s3;
658 s = c1c2 * c3 - s1s2 * s3;
540 659
541 return new LSL_Rotation(x, y, z, s); 660 return new LSL_Rotation(x, y, z, s);
542 } 661 }
@@ -674,77 +793,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
674 { 793 {
675 //A and B should both be normalized 794 //A and B should both be normalized
676 m_host.AddScriptLPS(1); 795 m_host.AddScriptLPS(1);
677 LSL_Rotation rotBetween; 796 /* This method is more accurate than the SL one, and thus causes problems
678 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 797 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
679 // continue calculation. 798
680 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 799 double dotProduct = LSL_Vector.Dot(a, b);
800 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
801 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
802 double angle = Math.Acos(dotProduct / magProduct);
803 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
804 double s = Math.Sin(angle / 2);
805
806 double x = axis.x * s;
807 double y = axis.y * s;
808 double z = axis.z * s;
809 double w = Math.Cos(angle / 2);
810
811 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
812 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
813
814 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
815 */
816
817 // This method mimics the 180 errors found in SL
818 // See www.euclideanspace.com... angleBetween
819 LSL_Vector vec_a = a;
820 LSL_Vector vec_b = b;
821
822 // Eliminate zero length
823 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
824 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
825 if (vec_a_mag < 0.00001 ||
826 vec_b_mag < 0.00001)
681 { 827 {
682 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 828 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
683 } 829 }
684 else 830
831 // Normalize
832 vec_a = llVecNorm(vec_a);
833 vec_b = llVecNorm(vec_b);
834
835 // Calculate axis and rotation angle
836 LSL_Vector axis = vec_a % vec_b;
837 LSL_Float cos_theta = vec_a * vec_b;
838
839 // Check if parallel
840 if (cos_theta > 0.99999)
685 { 841 {
686 a = LSL_Vector.Norm(a); 842 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
687 b = LSL_Vector.Norm(b); 843 }
688 double dotProduct = LSL_Vector.Dot(a, b); 844
689 // There are two degenerate cases possible. These are for vectors 180 or 845 // Check if anti-parallel
690 // 0 degrees apart. These have to be detected and handled individually. 846 else if (cos_theta < -0.99999)
691 // 847 {
692 // Check for vectors 180 degrees apart. 848 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
693 // A dot product of -1 would mean the angle between vectors is 180 degrees. 849 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
694 if (dotProduct < -0.9999999f) 850 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
695 { 851 }
696 // First assume X axis is orthogonal to the vectors. 852 else // other rotation
697 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 853 {
698 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 854 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
699 // Check for near zero vector. A very small non-zero number here will create 855 axis = llVecNorm(axis);
700 // a rotation in an undesired direction. 856 double x, y, z, s, t;
701 if (LSL_Vector.Mag(orthoVector) > 0.0001) 857 s = Math.Cos(theta);
702 { 858 t = Math.Sin(theta);
703 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 859 x = axis.x * t;
704 } 860 y = axis.y * t;
705 // If the magnitude of the vector was near zero, then assume the X axis is not 861 z = axis.z * t;
706 // orthogonal and use the Z axis instead. 862 return new LSL_Rotation(x,y,z,s);
707 else
708 {
709 // Set 180 z rotation.
710 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
711 }
712 }
713 // Check for parallel vectors.
714 // A dot product of 1 would mean the angle between vectors is 0 degrees.
715 else if (dotProduct > 0.9999999f)
716 {
717 // Set zero rotation.
718 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
719 }
720 else
721 {
722 // All special checks have been performed so get the axis of rotation.
723 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
724 // Quarternion s value is the length of the unit vector + dot product.
725 double qs = 1.0 + dotProduct;
726 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
727 // Normalize the rotation.
728 double mag = LSL_Rotation.Mag(rotBetween);
729 // We shouldn't have to worry about a divide by zero here. The qs value will be
730 // non-zero because we already know if we're here, then the dotProduct is not -1 so
731 // qs will not be zero. Also, we've already handled the input vectors being zero so the
732 // crossProduct vector should also not be zero.
733 rotBetween.x = rotBetween.x / mag;
734 rotBetween.y = rotBetween.y / mag;
735 rotBetween.z = rotBetween.z / mag;
736 rotBetween.s = rotBetween.s / mag;
737 // Check for undefined values and set zero rotation if any found. This code might not actually be required
738 // any longer since zero vectors are checked for at the top.
739 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
740 {
741 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
742 }
743 }
744 } 863 }
745 return rotBetween;
746 } 864 }
747 865
748 public void llWhisper(int channelID, string text) 866 public void llWhisper(int channelID, string text)
749 { 867 {
750 m_host.AddScriptLPS(1); 868 m_host.AddScriptLPS(1);
@@ -760,10 +878,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
760 wComm.DeliverMessage(ChatTypeEnum.Whisper, channelID, m_host.Name, m_host.UUID, text); 878 wComm.DeliverMessage(ChatTypeEnum.Whisper, channelID, m_host.Name, m_host.UUID, text);
761 } 879 }
762 880
881 private void CheckSayShoutTime()
882 {
883 DateTime now = DateTime.UtcNow;
884 if ((now - m_lastSayShoutCheck).Ticks > 10000000) // 1sec
885 {
886 m_lastSayShoutCheck = now;
887 m_SayShoutCount = 0;
888 }
889 else
890 m_SayShoutCount++;
891 }
892
763 public void llSay(int channelID, string text) 893 public void llSay(int channelID, string text)
764 { 894 {
765 m_host.AddScriptLPS(1); 895 m_host.AddScriptLPS(1);
766 896
897 if (channelID == 0)
898// m_SayShoutCount++;
899 CheckSayShoutTime();
900
901 if (m_SayShoutCount >= 11)
902 ScriptSleep(2000);
903
767 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 904 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
768 { 905 {
769 Console.WriteLine(text); 906 Console.WriteLine(text);
@@ -786,6 +923,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
786 { 923 {
787 m_host.AddScriptLPS(1); 924 m_host.AddScriptLPS(1);
788 925
926 if (channelID == 0)
927// m_SayShoutCount++;
928 CheckSayShoutTime();
929
930 if (m_SayShoutCount >= 11)
931 ScriptSleep(2000);
932
789 if (text.Length > 1023) 933 if (text.Length > 1023)
790 text = text.Substring(0, 1023); 934 text = text.Substring(0, 1023);
791 935
@@ -817,22 +961,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
817 961
818 public void llRegionSayTo(string target, int channel, string msg) 962 public void llRegionSayTo(string target, int channel, string msg)
819 { 963 {
964 string error = String.Empty;
965
820 if (msg.Length > 1023) 966 if (msg.Length > 1023)
821 msg = msg.Substring(0, 1023); 967 msg = msg.Substring(0, 1023);
822 968
823 m_host.AddScriptLPS(1); 969 m_host.AddScriptLPS(1);
824 970
825 if (channel == ScriptBaseClass.DEBUG_CHANNEL)
826 {
827 return;
828 }
829
830 UUID TargetID; 971 UUID TargetID;
831 UUID.TryParse(target, out TargetID); 972 UUID.TryParse(target, out TargetID);
832 973
833 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>(); 974 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
834 if (wComm != null) 975 if (wComm != null)
835 wComm.DeliverMessageTo(TargetID, channel, m_host.AbsolutePosition, m_host.Name, m_host.UUID, msg); 976 if (!wComm.DeliverMessageTo(TargetID, channel, m_host.AbsolutePosition, m_host.Name, m_host.UUID, msg, out error))
977 LSLError(error);
836 } 978 }
837 979
838 public LSL_Integer llListen(int channelID, string name, string ID, string msg) 980 public LSL_Integer llListen(int channelID, string name, string ID, string msg)
@@ -1088,10 +1230,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1088 return detectedParams.TouchUV; 1230 return detectedParams.TouchUV;
1089 } 1231 }
1090 1232
1233 [DebuggerNonUserCode]
1091 public virtual void llDie() 1234 public virtual void llDie()
1092 { 1235 {
1093 m_host.AddScriptLPS(1); 1236 m_host.AddScriptLPS(1);
1094 throw new SelfDeleteException(); 1237 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1095 } 1238 }
1096 1239
1097 public LSL_Float llGround(LSL_Vector offset) 1240 public LSL_Float llGround(LSL_Vector offset)
@@ -1164,6 +1307,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1164 1307
1165 public void llSetStatus(int status, int value) 1308 public void llSetStatus(int status, int value)
1166 { 1309 {
1310 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1311 return;
1167 m_host.AddScriptLPS(1); 1312 m_host.AddScriptLPS(1);
1168 1313
1169 int statusrotationaxis = 0; 1314 int statusrotationaxis = 0;
@@ -1187,6 +1332,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1187 if (!allow) 1332 if (!allow)
1188 return; 1333 return;
1189 1334
1335 if (m_host.ParentGroup.RootPart.PhysActor != null &&
1336 m_host.ParentGroup.RootPart.PhysActor.IsPhysical)
1337 return;
1338
1190 m_host.ScriptSetPhysicsStatus(true); 1339 m_host.ScriptSetPhysicsStatus(true);
1191 } 1340 }
1192 else 1341 else
@@ -1396,6 +1545,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1396 { 1545 {
1397 m_host.AddScriptLPS(1); 1546 m_host.AddScriptLPS(1);
1398 1547
1548 SetColor(m_host, color, face);
1549 }
1550
1551 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1552 {
1553 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1554 return;
1555
1556 Primitive.TextureEntry tex = part.Shape.Textures;
1557 Color4 texcolor;
1558 if (face >= 0 && face < GetNumberOfSides(part))
1559 {
1560 texcolor = tex.CreateFace((uint)face).RGBA;
1561 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1562 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1563 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1564 tex.FaceTextures[face].RGBA = texcolor;
1565 part.UpdateTextureEntry(tex.GetBytes());
1566 return;
1567 }
1568 else if (face == ScriptBaseClass.ALL_SIDES)
1569 {
1570 for (uint i = 0; i < GetNumberOfSides(part); i++)
1571 {
1572 if (tex.FaceTextures[i] != null)
1573 {
1574 texcolor = tex.FaceTextures[i].RGBA;
1575 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1576 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1577 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1578 tex.FaceTextures[i].RGBA = texcolor;
1579 }
1580 texcolor = tex.DefaultTexture.RGBA;
1581 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1582 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1583 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1584 tex.DefaultTexture.RGBA = texcolor;
1585 }
1586 part.UpdateTextureEntry(tex.GetBytes());
1587 return;
1588 }
1589
1399 if (face == ScriptBaseClass.ALL_SIDES) 1590 if (face == ScriptBaseClass.ALL_SIDES)
1400 face = SceneObjectPart.ALL_SIDES; 1591 face = SceneObjectPart.ALL_SIDES;
1401 1592
@@ -1404,6 +1595,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1404 1595
1405 public void SetTexGen(SceneObjectPart part, int face,int style) 1596 public void SetTexGen(SceneObjectPart part, int face,int style)
1406 { 1597 {
1598 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1599 return;
1600
1407 Primitive.TextureEntry tex = part.Shape.Textures; 1601 Primitive.TextureEntry tex = part.Shape.Textures;
1408 MappingType textype; 1602 MappingType textype;
1409 textype = MappingType.Default; 1603 textype = MappingType.Default;
@@ -1434,6 +1628,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1434 1628
1435 public void SetGlow(SceneObjectPart part, int face, float glow) 1629 public void SetGlow(SceneObjectPart part, int face, float glow)
1436 { 1630 {
1631 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1632 return;
1633
1437 Primitive.TextureEntry tex = part.Shape.Textures; 1634 Primitive.TextureEntry tex = part.Shape.Textures;
1438 if (face >= 0 && face < GetNumberOfSides(part)) 1635 if (face >= 0 && face < GetNumberOfSides(part))
1439 { 1636 {
@@ -1459,6 +1656,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1459 1656
1460 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1657 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1461 { 1658 {
1659 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1660 return;
1462 1661
1463 Shininess sval = new Shininess(); 1662 Shininess sval = new Shininess();
1464 1663
@@ -1509,6 +1708,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1509 1708
1510 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1709 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1511 { 1710 {
1711 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1712 return;
1713
1512 Primitive.TextureEntry tex = part.Shape.Textures; 1714 Primitive.TextureEntry tex = part.Shape.Textures;
1513 if (face >= 0 && face < GetNumberOfSides(part)) 1715 if (face >= 0 && face < GetNumberOfSides(part))
1514 { 1716 {
@@ -1569,13 +1771,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1569 m_host.AddScriptLPS(1); 1771 m_host.AddScriptLPS(1);
1570 1772
1571 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1773 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1572 1774 if (parts.Count > 0)
1573 foreach (SceneObjectPart part in parts) 1775 {
1574 SetAlpha(part, alpha, face); 1776 try
1777 {
1778 foreach (SceneObjectPart part in parts)
1779 SetAlpha(part, alpha, face);
1780 }
1781 finally
1782 {
1783 }
1784 }
1575 } 1785 }
1576 1786
1577 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1787 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1578 { 1788 {
1789 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1790 return;
1791
1579 Primitive.TextureEntry tex = part.Shape.Textures; 1792 Primitive.TextureEntry tex = part.Shape.Textures;
1580 Color4 texcolor; 1793 Color4 texcolor;
1581 if (face >= 0 && face < GetNumberOfSides(part)) 1794 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1628,7 +1841,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1628 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1841 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1629 float wind, float tension, LSL_Vector Force) 1842 float wind, float tension, LSL_Vector Force)
1630 { 1843 {
1631 if (part == null) 1844 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1632 return; 1845 return;
1633 1846
1634 if (flexi) 1847 if (flexi)
@@ -1662,7 +1875,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1662 /// <param name="falloff"></param> 1875 /// <param name="falloff"></param>
1663 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1876 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1664 { 1877 {
1665 if (part == null) 1878 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1666 return; 1879 return;
1667 1880
1668 if (light) 1881 if (light)
@@ -1695,11 +1908,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1695 Primitive.TextureEntry tex = part.Shape.Textures; 1908 Primitive.TextureEntry tex = part.Shape.Textures;
1696 Color4 texcolor; 1909 Color4 texcolor;
1697 LSL_Vector rgb = new LSL_Vector(); 1910 LSL_Vector rgb = new LSL_Vector();
1911 int nsides = GetNumberOfSides(part);
1912
1698 if (face == ScriptBaseClass.ALL_SIDES) 1913 if (face == ScriptBaseClass.ALL_SIDES)
1699 { 1914 {
1700 int i; 1915 int i;
1701 1916 for (i = 0; i < nsides; i++)
1702 for (i = 0 ; i < GetNumberOfSides(part); i++)
1703 { 1917 {
1704 texcolor = tex.GetFace((uint)i).RGBA; 1918 texcolor = tex.GetFace((uint)i).RGBA;
1705 rgb.x += texcolor.R; 1919 rgb.x += texcolor.R;
@@ -1707,14 +1921,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1707 rgb.z += texcolor.B; 1921 rgb.z += texcolor.B;
1708 } 1922 }
1709 1923
1710 rgb.x /= (float)GetNumberOfSides(part); 1924 float invnsides = 1.0f / (float)nsides;
1711 rgb.y /= (float)GetNumberOfSides(part); 1925
1712 rgb.z /= (float)GetNumberOfSides(part); 1926 rgb.x *= invnsides;
1927 rgb.y *= invnsides;
1928 rgb.z *= invnsides;
1713 1929
1714 return rgb; 1930 return rgb;
1715 } 1931 }
1716 1932 if (face >= 0 && face < nsides)
1717 if (face >= 0 && face < GetNumberOfSides(part))
1718 { 1933 {
1719 texcolor = tex.GetFace((uint)face).RGBA; 1934 texcolor = tex.GetFace((uint)face).RGBA;
1720 rgb.x = texcolor.R; 1935 rgb.x = texcolor.R;
@@ -1741,15 +1956,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1741 m_host.AddScriptLPS(1); 1956 m_host.AddScriptLPS(1);
1742 1957
1743 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1958 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1744 1959 if (parts.Count > 0)
1745 foreach (SceneObjectPart part in parts) 1960 {
1746 SetTexture(part, texture, face); 1961 try
1747 1962 {
1963 foreach (SceneObjectPart part in parts)
1964 SetTexture(part, texture, face);
1965 }
1966 finally
1967 {
1968 }
1969 }
1748 ScriptSleep(200); 1970 ScriptSleep(200);
1749 } 1971 }
1750 1972
1751 protected void SetTexture(SceneObjectPart part, string texture, int face) 1973 protected void SetTexture(SceneObjectPart part, string texture, int face)
1752 { 1974 {
1975 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1976 return;
1977
1753 UUID textureID = new UUID(); 1978 UUID textureID = new UUID();
1754 1979
1755 textureID = InventoryKey(texture, (int)AssetType.Texture); 1980 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1794,6 +2019,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1794 2019
1795 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 2020 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1796 { 2021 {
2022 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2023 return;
2024
1797 Primitive.TextureEntry tex = part.Shape.Textures; 2025 Primitive.TextureEntry tex = part.Shape.Textures;
1798 if (face >= 0 && face < GetNumberOfSides(part)) 2026 if (face >= 0 && face < GetNumberOfSides(part))
1799 { 2027 {
@@ -1830,6 +2058,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1830 2058
1831 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2059 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1832 { 2060 {
2061 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2062 return;
2063
1833 Primitive.TextureEntry tex = part.Shape.Textures; 2064 Primitive.TextureEntry tex = part.Shape.Textures;
1834 if (face >= 0 && face < GetNumberOfSides(part)) 2065 if (face >= 0 && face < GetNumberOfSides(part))
1835 { 2066 {
@@ -1866,6 +2097,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1866 2097
1867 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2098 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1868 { 2099 {
2100 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2101 return;
2102
1869 Primitive.TextureEntry tex = part.Shape.Textures; 2103 Primitive.TextureEntry tex = part.Shape.Textures;
1870 if (face >= 0 && face < GetNumberOfSides(part)) 2104 if (face >= 0 && face < GetNumberOfSides(part))
1871 { 2105 {
@@ -1986,7 +2220,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1986 2220
1987 bool sameParcel = here.GlobalID == there.GlobalID; 2221 bool sameParcel = here.GlobalID == there.GlobalID;
1988 2222
1989 if (!sameParcel && !World.Permissions.CanRezObject(m_host.ParentGroup.PrimCount, m_host.ParentGroup.OwnerID, new Vector3((float)pos.x, (float)pos.y, (float)pos.z))) 2223 if (!sameParcel && !World.Permissions.CanObjectEntry(m_host.UUID, false, new Vector3((float)pos.x, (float)pos.y, (float)pos.z)))
1990 { 2224 {
1991 return 0; 2225 return 0;
1992 } 2226 }
@@ -2035,24 +2269,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2035 /// <param name="adjust">if TRUE, will cap the distance to 10m.</param> 2269 /// <param name="adjust">if TRUE, will cap the distance to 10m.</param>
2036 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos, bool adjust) 2270 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos, bool adjust)
2037 { 2271 {
2038 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2272 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2273 return;
2274
2039 LSL_Vector currentPos = GetPartLocalPos(part); 2275 LSL_Vector currentPos = GetPartLocalPos(part);
2276 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
2040 2277
2041 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
2042 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
2043 2278
2044 if (part.ParentGroup.RootPart == part) 2279 if (part.ParentGroup.RootPart == part)
2045 { 2280 {
2046 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
2047 targetPos.z = ground;
2048 SceneObjectGroup parent = part.ParentGroup; 2281 SceneObjectGroup parent = part.ParentGroup;
2049 LSL_Vector real_vec = !adjust ? targetPos : SetPosAdjust(currentPos, targetPos); 2282 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2050 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2283 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2284 return;
2285 Util.FireAndForget(delegate(object x) {
2286 parent.UpdateGroupPosition(dest);
2287 });
2051 } 2288 }
2052 else 2289 else
2053 { 2290 {
2054 LSL_Vector rel_vec = !adjust ? targetPos : SetPosAdjust(currentPos, targetPos); 2291 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2055 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2056 SceneObjectGroup parent = part.ParentGroup; 2292 SceneObjectGroup parent = part.ParentGroup;
2057 parent.HasGroupChanged = true; 2293 parent.HasGroupChanged = true;
2058 parent.ScheduleGroupForTerseUpdate(); 2294 parent.ScheduleGroupForTerseUpdate();
@@ -2085,17 +2321,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2085 else 2321 else
2086 { 2322 {
2087 if (part.ParentGroup.IsAttachment) 2323 if (part.ParentGroup.IsAttachment)
2088 {
2089 pos = part.AttachedPos; 2324 pos = part.AttachedPos;
2090 }
2091 else 2325 else
2092 {
2093 pos = part.AbsolutePosition; 2326 pos = part.AbsolutePosition;
2094 }
2095 } 2327 }
2096 2328
2097// m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos);
2098
2099 return new LSL_Vector(pos.X, pos.Y, pos.Z); 2329 return new LSL_Vector(pos.X, pos.Y, pos.Z);
2100 } 2330 }
2101 2331
@@ -2104,18 +2334,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2104 m_host.AddScriptLPS(1); 2334 m_host.AddScriptLPS(1);
2105 2335
2106 // try to let this work as in SL... 2336 // try to let this work as in SL...
2107 if (m_host.ParentID == 0) 2337 if (m_host.LinkNum < 2)
2108 { 2338 {
2109 // special case: If we are root, rotate complete SOG to new rotation 2339 // Special case: If we are root, rotate complete SOG to new
2340 // rotation.
2341 // We are root if the link number is 0 (single prim) or 1
2342 // (root prim). ParentID may be nonzero in attachments and
2343 // using it would cause attachments and HUDs to rotate
2344 // to the wrong positions.
2345
2110 SetRot(m_host, Rot2Quaternion(rot)); 2346 SetRot(m_host, Rot2Quaternion(rot));
2111 } 2347 }
2112 else 2348 else
2113 { 2349 {
2114 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. 2350 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
2115 SceneObjectPart rootPart = m_host.ParentGroup.RootPart; 2351 SceneObjectPart rootPart;
2116 if (rootPart != null) // better safe than sorry 2352 if (m_host.ParentGroup != null) // better safe than sorry
2117 { 2353 {
2118 SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); 2354 rootPart = m_host.ParentGroup.RootPart;
2355 if (rootPart != null)
2356 SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
2119 } 2357 }
2120 } 2358 }
2121 2359
@@ -2125,31 +2363,53 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2125 public void llSetLocalRot(LSL_Rotation rot) 2363 public void llSetLocalRot(LSL_Rotation rot)
2126 { 2364 {
2127 m_host.AddScriptLPS(1); 2365 m_host.AddScriptLPS(1);
2366
2128 SetRot(m_host, Rot2Quaternion(rot)); 2367 SetRot(m_host, Rot2Quaternion(rot));
2129 ScriptSleep(200); 2368 ScriptSleep(200);
2130 } 2369 }
2131 2370
2132 protected void SetRot(SceneObjectPart part, Quaternion rot) 2371 protected void SetRot(SceneObjectPart part, Quaternion rot)
2133 { 2372 {
2134 part.UpdateRotation(rot); 2373 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2135 // Update rotation does not move the object in the physics scene if it's a linkset. 2374 return;
2136 2375
2137//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type 2376 bool isroot = (part == part.ParentGroup.RootPart);
2138// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; 2377 bool isphys;
2139 2378
2140 // So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
2141 // is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
2142 // It's perfectly okay when the object is not an active physical body though.
2143 // So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
2144 // but only if the object is not physial and active. This is important for rotating doors.
2145 // without the absoluteposition = absoluteposition happening, the doors do not move in the physics
2146 // scene
2147 PhysicsActor pa = part.PhysActor; 2379 PhysicsActor pa = part.PhysActor;
2148 2380
2149 if (pa != null && !pa.IsPhysical) 2381 // keep using physactor ideia of isphysical
2382 // it should be SOP ideia of that
2383 // not much of a issue with ubitODE
2384 if (pa != null && pa.IsPhysical)
2385 isphys = true;
2386 else
2387 isphys = false;
2388
2389 // SL doesn't let scripts rotate root of physical linksets
2390 if (isroot && isphys)
2391 return;
2392
2393 part.UpdateRotation(rot);
2394
2395 // Update rotation does not move the object in the physics engine if it's a non physical linkset
2396 // so do a nasty update of parts positions if is a root part rotation
2397 if (isroot && pa != null) // with if above implies non physical root part
2150 { 2398 {
2151 part.ParentGroup.ResetChildPrimPhysicsPositions(); 2399 part.ParentGroup.ResetChildPrimPhysicsPositions();
2152 } 2400 }
2401 else // fix sitting avatars. This is only needed bc of how we link avas to child parts, not root part
2402 {
2403 List<ScenePresence> sittingavas = part.ParentGroup.GetLinkedAvatars();
2404 if (sittingavas.Count > 0)
2405 {
2406 foreach (ScenePresence av in sittingavas)
2407 {
2408 if (isroot || part.LocalId == av.ParentID)
2409 av.SendTerseUpdateToAllClients();
2410 }
2411 }
2412 }
2153 } 2413 }
2154 2414
2155 /// <summary> 2415 /// <summary>
@@ -2197,8 +2457,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2197 2457
2198 public LSL_Rotation llGetLocalRot() 2458 public LSL_Rotation llGetLocalRot()
2199 { 2459 {
2460 return GetPartLocalRot(m_host);
2461 }
2462
2463 private LSL_Rotation GetPartLocalRot(SceneObjectPart part)
2464 {
2200 m_host.AddScriptLPS(1); 2465 m_host.AddScriptLPS(1);
2201 return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W); 2466 Quaternion rot = part.RotationOffset;
2467 return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
2202 } 2468 }
2203 2469
2204 public void llSetForce(LSL_Vector force, int local) 2470 public void llSetForce(LSL_Vector force, int local)
@@ -2282,16 +2548,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2282 m_host.ApplyImpulse(v, local != 0); 2548 m_host.ApplyImpulse(v, local != 0);
2283 } 2549 }
2284 2550
2551
2285 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2552 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2286 { 2553 {
2287 m_host.AddScriptLPS(1); 2554 m_host.AddScriptLPS(1);
2288 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2555 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2289 } 2556 }
2290 2557
2291 public void llSetTorque(LSL_Vector torque, int local) 2558 public void llSetTorque(LSL_Vector torque, int local)
2292 { 2559 {
2293 m_host.AddScriptLPS(1); 2560 m_host.AddScriptLPS(1);
2294 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2561 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2295 } 2562 }
2296 2563
2297 public LSL_Vector llGetTorque() 2564 public LSL_Vector llGetTorque()
@@ -2308,20 +2575,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2308 llSetTorque(torque, local); 2575 llSetTorque(torque, local);
2309 } 2576 }
2310 2577
2578 public void llSetVelocity(LSL_Vector vel, int local)
2579 {
2580 m_host.AddScriptLPS(1);
2581 m_host.SetVelocity(new Vector3((float)vel.x, (float)vel.y, (float)vel.z), local != 0);
2582 }
2583
2311 public LSL_Vector llGetVel() 2584 public LSL_Vector llGetVel()
2312 { 2585 {
2313 m_host.AddScriptLPS(1); 2586 m_host.AddScriptLPS(1);
2314 2587
2315 Vector3 vel; 2588 Vector3 vel = Vector3.Zero;
2316 2589
2317 if (m_host.ParentGroup.IsAttachment) 2590 if (m_host.ParentGroup.IsAttachment)
2318 { 2591 {
2319 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar); 2592 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar);
2320 vel = avatar.Velocity; 2593 if (avatar != null)
2594 vel = avatar.Velocity;
2321 } 2595 }
2322 else 2596 else
2323 { 2597 {
2324 vel = m_host.Velocity; 2598 vel = m_host.ParentGroup.RootPart.Velocity;
2325 } 2599 }
2326 2600
2327 return new LSL_Vector(vel.X, vel.Y, vel.Z); 2601 return new LSL_Vector(vel.X, vel.Y, vel.Z);
@@ -2333,10 +2607,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2333 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z); 2607 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z);
2334 } 2608 }
2335 2609
2610 public void llSetAngularVelocity(LSL_Vector avel, int local)
2611 {
2612 m_host.AddScriptLPS(1);
2613 m_host.SetAngularVelocity(new Vector3((float)avel.x, (float)avel.y, (float)avel.z), local != 0);
2614 }
2615
2336 public LSL_Vector llGetOmega() 2616 public LSL_Vector llGetOmega()
2337 { 2617 {
2338 m_host.AddScriptLPS(1); 2618 m_host.AddScriptLPS(1);
2339 return new LSL_Vector(m_host.AngularVelocity.X, m_host.AngularVelocity.Y, m_host.AngularVelocity.Z); 2619 Vector3 avel = m_host.AngularVelocity;
2620 return new LSL_Vector(avel.X, avel.Y, avel.Z);
2340 } 2621 }
2341 2622
2342 public LSL_Float llGetTimeOfDay() 2623 public LSL_Float llGetTimeOfDay()
@@ -2865,16 +3146,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2865 new_group.RootPart.UUID.ToString()) }, 3146 new_group.RootPart.UUID.ToString()) },
2866 new DetectParams[0])); 3147 new DetectParams[0]));
2867 3148
2868 float groupmass = new_group.GetMass(); 3149 // do recoil
3150 SceneObjectGroup hostgrp = m_host.ParentGroup;
3151 if (hostgrp == null)
3152 return;
3153
3154 if (hostgrp.IsAttachment) // don't recoil avatars
3155 return;
2869 3156
2870 PhysicsActor pa = new_group.RootPart.PhysActor; 3157 PhysicsActor pa = new_group.RootPart.PhysActor;
2871 3158
2872 if (pa != null && pa.IsPhysical && llvel != Vector3.Zero) 3159 if (pa != null && pa.IsPhysical && llvel != Vector3.Zero)
2873 { 3160 {
2874 //Recoil. 3161 float groupmass = new_group.GetMass();
2875 llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); 3162 llvel *= -groupmass;
3163 llApplyImpulse(new LSL_Vector(llvel.X, llvel.Y,llvel.Z), 0);
2876 } 3164 }
2877 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) 3165 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
3166 return;
3167
2878 }); 3168 });
2879 3169
2880 //ScriptSleep((int)((groupmass * velmag) / 10)); 3170 //ScriptSleep((int)((groupmass * velmag) / 10));
@@ -2889,35 +3179,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2889 public void llLookAt(LSL_Vector target, double strength, double damping) 3179 public void llLookAt(LSL_Vector target, double strength, double damping)
2890 { 3180 {
2891 m_host.AddScriptLPS(1); 3181 m_host.AddScriptLPS(1);
2892 // Determine where we are looking from
2893 LSL_Vector from = llGetPos();
2894 3182
2895 // Work out the normalised vector from the source to the target 3183 // Get the normalized vector to the target
2896 LSL_Vector delta = llVecNorm(target - from); 3184 LSL_Vector d1 = llVecNorm(target - llGetPos());
2897 LSL_Vector angle = new LSL_Vector(0,0,0);
2898 3185
2899 // Calculate the yaw 3186 // Get the bearing (yaw)
2900 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3187 LSL_Vector a1 = new LSL_Vector(0,0,0);
2901 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3188 a1.z = llAtan2(d1.y, d1.x);
2902 3189
2903 // Calculate pitch 3190 // Get the elevation (pitch)
2904 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3191 LSL_Vector a2 = new LSL_Vector(0,0,0);
3192 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2905 3193
2906 // we need to convert from a vector describing 3194 LSL_Rotation r1 = llEuler2Rot(a1);
2907 // the angles of rotation in radians into rotation value 3195 LSL_Rotation r2 = llEuler2Rot(a2);
2908 LSL_Rotation rot = llEuler2Rot(angle); 3196 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2909
2910 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2911 // set the rotation of the object, copy that behavior
2912 PhysicsActor pa = m_host.PhysActor;
2913 3197
2914 if (strength == 0 || pa == null || !pa.IsPhysical) 3198 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2915 { 3199 {
2916 llSetRot(rot); 3200 // Do nothing if either value is 0 (this has been checked in SL)
3201 if (strength <= 0.0 || damping <= 0.0)
3202 return;
3203
3204 llSetRot(r3 * r2 * r1);
2917 } 3205 }
2918 else 3206 else
2919 { 3207 {
2920 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3208 if (strength == 0)
3209 {
3210 llSetRot(r3 * r2 * r1);
3211 return;
3212 }
3213
3214 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2921 } 3215 }
2922 } 3216 }
2923 3217
@@ -2963,17 +3257,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2963 } 3257 }
2964 else 3258 else
2965 { 3259 {
2966 if (m_host.IsRoot) 3260 // new SL always returns object mass
2967 { 3261// if (m_host.IsRoot)
3262// {
2968 return m_host.ParentGroup.GetMass(); 3263 return m_host.ParentGroup.GetMass();
2969 } 3264// }
2970 else 3265// else
2971 { 3266// {
2972 return m_host.GetMass(); 3267// return m_host.GetMass();
2973 } 3268// }
2974 } 3269 }
2975 } 3270 }
2976 3271
3272
3273 public LSL_Float llGetMassMKS()
3274 {
3275 return 100f * llGetMass();
3276 }
3277
2977 public void llCollisionFilter(string name, string id, int accept) 3278 public void llCollisionFilter(string name, string id, int accept)
2978 { 3279 {
2979 m_host.AddScriptLPS(1); 3280 m_host.AddScriptLPS(1);
@@ -3021,8 +3322,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3021 { 3322 {
3022 // Unregister controls from Presence 3323 // Unregister controls from Presence
3023 presence.UnRegisterControlEventsToScript(m_host.LocalId, m_item.ItemID); 3324 presence.UnRegisterControlEventsToScript(m_host.LocalId, m_item.ItemID);
3024 // Remove Take Control permission.
3025 m_item.PermsMask &= ~ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3026 } 3325 }
3027 } 3326 }
3028 } 3327 }
@@ -3048,7 +3347,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3048 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3347 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
3049 3348
3050 if (attachmentsModule != null) 3349 if (attachmentsModule != null)
3051 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, false); 3350 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, true, false);
3052 else 3351 else
3053 return false; 3352 return false;
3054 } 3353 }
@@ -3078,9 +3377,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3078 { 3377 {
3079 m_host.AddScriptLPS(1); 3378 m_host.AddScriptLPS(1);
3080 3379
3081// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
3082// return;
3083
3084 if (m_item.PermsGranter != m_host.OwnerID) 3380 if (m_item.PermsGranter != m_host.OwnerID)
3085 return; 3381 return;
3086 3382
@@ -3123,6 +3419,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3123 3419
3124 public void llInstantMessage(string user, string message) 3420 public void llInstantMessage(string user, string message)
3125 { 3421 {
3422 UUID result;
3423 if (!UUID.TryParse(user, out result))
3424 {
3425 ShoutError("An invalid key was passed to llInstantMessage");
3426 ScriptSleep(2000);
3427 return;
3428 }
3429
3430
3126 m_host.AddScriptLPS(1); 3431 m_host.AddScriptLPS(1);
3127 3432
3128 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3433 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3137,14 +3442,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3137 UUID friendTransactionID = UUID.Random(); 3442 UUID friendTransactionID = UUID.Random();
3138 3443
3139 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3444 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3140 3445
3141 GridInstantMessage msg = new GridInstantMessage(); 3446 GridInstantMessage msg = new GridInstantMessage();
3142 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3447 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3143 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3448 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3144 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3449 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3145// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3450// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3146// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3451// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3147 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3452// DateTime dt = DateTime.UtcNow;
3453//
3454// // Ticks from UtcNow, but make it look like local. Evil, huh?
3455// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3456//
3457// try
3458// {
3459// // Convert that to the PST timezone
3460// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3461// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3462// }
3463// catch
3464// {
3465// // No logging here, as it could be VERY spammy
3466// }
3467//
3468// // And make it look local again to fool the unix time util
3469// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3470
3471 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3472
3148 //if (client != null) 3473 //if (client != null)
3149 //{ 3474 //{
3150 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3475 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3158,12 +3483,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3158 msg.message = message.Substring(0, 1024); 3483 msg.message = message.Substring(0, 1024);
3159 else 3484 else
3160 msg.message = message; 3485 msg.message = message;
3161 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3486 msg.dialog = (byte)19; // MessageFromObject
3162 msg.fromGroup = false;// fromGroup; 3487 msg.fromGroup = false;// fromGroup;
3163 msg.offline = (byte)0; //offline; 3488 msg.offline = (byte)0; //offline;
3164 msg.ParentEstateID = 0; //ParentEstateID; 3489 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3165 msg.Position = new Vector3(m_host.AbsolutePosition); 3490 msg.Position = new Vector3(m_host.AbsolutePosition);
3166 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3491 msg.RegionID = World.RegionInfo.RegionID.Guid;
3167 msg.binaryBucket 3492 msg.binaryBucket
3168 = Util.StringToBytes256( 3493 = Util.StringToBytes256(
3169 "{0}/{1}/{2}/{3}", 3494 "{0}/{1}/{2}/{3}",
@@ -3191,7 +3516,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3191 } 3516 }
3192 3517
3193 emailModule.SendEmail(m_host.UUID, address, subject, message); 3518 emailModule.SendEmail(m_host.UUID, address, subject, message);
3194 llSleep(EMAIL_PAUSE_TIME); 3519 ScriptSleep(EMAIL_PAUSE_TIME * 1000);
3195 } 3520 }
3196 3521
3197 public void llGetNextEmail(string address, string subject) 3522 public void llGetNextEmail(string address, string subject)
@@ -3437,7 +3762,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3437 implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3762 implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3438 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3763 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3439 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3764 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3765 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3440 ScriptBaseClass.PERMISSION_ATTACH; 3766 ScriptBaseClass.PERMISSION_ATTACH;
3767
3441 } 3768 }
3442 else 3769 else
3443 { 3770 {
@@ -3472,11 +3799,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3472 3799
3473 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3800 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3474 { 3801 {
3475 lock (m_host.TaskInventory) 3802 m_host.TaskInventory.LockItemsForWrite(true);
3476 { 3803 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3477 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3804 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3478 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3805 m_host.TaskInventory.LockItemsForWrite(false);
3479 }
3480 3806
3481 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3807 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3482 "run_time_permissions", new Object[] { 3808 "run_time_permissions", new Object[] {
@@ -3519,11 +3845,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3519 3845
3520 if (!m_waitingForScriptAnswer) 3846 if (!m_waitingForScriptAnswer)
3521 { 3847 {
3522 lock (m_host.TaskInventory) 3848 m_host.TaskInventory.LockItemsForWrite(true);
3523 { 3849 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3524 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3850 m_host.TaskInventory[m_item.ItemID].PermsMask = 0;
3525 m_host.TaskInventory[m_item.ItemID].PermsMask = 0; 3851 m_host.TaskInventory.LockItemsForWrite(false);
3526 }
3527 3852
3528 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3853 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3529 m_waitingForScriptAnswer=true; 3854 m_waitingForScriptAnswer=true;
@@ -3552,14 +3877,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3552 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3877 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3553 llReleaseControls(); 3878 llReleaseControls();
3554 3879
3555 lock (m_host.TaskInventory) 3880 m_host.TaskInventory.LockItemsForWrite(true);
3556 { 3881 m_host.TaskInventory[m_item.ItemID].PermsMask = answer;
3557 m_host.TaskInventory[m_item.ItemID].PermsMask = answer; 3882 m_host.TaskInventory.LockItemsForWrite(false);
3558 } 3883
3559 3884 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3560 m_ScriptEngine.PostScriptEvent( 3885 "run_time_permissions", new Object[] {
3561 m_item.ItemID, 3886 new LSL_Integer(answer) },
3562 new EventParams("run_time_permissions", new Object[] { new LSL_Integer(answer) }, new DetectParams[0])); 3887 new DetectParams[0]));
3563 } 3888 }
3564 3889
3565 public LSL_String llGetPermissionsKey() 3890 public LSL_String llGetPermissionsKey()
@@ -3598,14 +3923,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3598 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3923 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3599 { 3924 {
3600 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3925 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3601 3926 if (parts.Count > 0)
3602 foreach (SceneObjectPart part in parts) 3927 {
3603 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3928 try
3929 {
3930 foreach (SceneObjectPart part in parts)
3931 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3932 }
3933 finally
3934 {
3935 }
3936 }
3604 } 3937 }
3605 3938
3606 public void llCreateLink(string target, int parent) 3939 public void llCreateLink(string target, int parent)
3607 { 3940 {
3608 m_host.AddScriptLPS(1); 3941 m_host.AddScriptLPS(1);
3942
3609 UUID targetID; 3943 UUID targetID;
3610 3944
3611 if (!UUID.TryParse(target, out targetID)) 3945 if (!UUID.TryParse(target, out targetID))
@@ -3711,10 +4045,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3711 // Restructuring Multiple Prims. 4045 // Restructuring Multiple Prims.
3712 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4046 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3713 parts.Remove(parentPrim.RootPart); 4047 parts.Remove(parentPrim.RootPart);
3714 foreach (SceneObjectPart part in parts) 4048 if (parts.Count > 0)
3715 { 4049 {
3716 parentPrim.DelinkFromGroup(part.LocalId, true); 4050 try
4051 {
4052 foreach (SceneObjectPart part in parts)
4053 {
4054 parentPrim.DelinkFromGroup(part.LocalId, true);
4055 }
4056 }
4057 finally
4058 {
4059 }
3717 } 4060 }
4061
3718 parentPrim.HasGroupChanged = true; 4062 parentPrim.HasGroupChanged = true;
3719 parentPrim.ScheduleGroupForFullUpdate(); 4063 parentPrim.ScheduleGroupForFullUpdate();
3720 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4064 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3723,12 +4067,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3723 { 4067 {
3724 SceneObjectPart newRoot = parts[0]; 4068 SceneObjectPart newRoot = parts[0];
3725 parts.Remove(newRoot); 4069 parts.Remove(newRoot);
3726 foreach (SceneObjectPart part in parts) 4070
4071 try
3727 { 4072 {
3728 // Required for linking 4073 foreach (SceneObjectPart part in parts)
3729 part.ClearUpdateSchedule(); 4074 {
3730 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4075 part.ClearUpdateSchedule();
4076 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4077 }
3731 } 4078 }
4079 finally
4080 {
4081 }
4082
4083
3732 newRoot.ParentGroup.HasGroupChanged = true; 4084 newRoot.ParentGroup.HasGroupChanged = true;
3733 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4085 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3734 } 4086 }
@@ -3748,6 +4100,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3748 public void llBreakAllLinks() 4100 public void llBreakAllLinks()
3749 { 4101 {
3750 m_host.AddScriptLPS(1); 4102 m_host.AddScriptLPS(1);
4103
4104 TaskInventoryItem item = m_item;
4105
4106 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4107 && !m_automaticLinkPermission)
4108 {
4109 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4110 return;
4111 }
4112
3751 SceneObjectGroup parentPrim = m_host.ParentGroup; 4113 SceneObjectGroup parentPrim = m_host.ParentGroup;
3752 if (parentPrim.AttachmentPoint != 0) 4114 if (parentPrim.AttachmentPoint != 0)
3753 return; // Fail silently if attached 4115 return; // Fail silently if attached
@@ -3767,25 +4129,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3767 public LSL_String llGetLinkKey(int linknum) 4129 public LSL_String llGetLinkKey(int linknum)
3768 { 4130 {
3769 m_host.AddScriptLPS(1); 4131 m_host.AddScriptLPS(1);
3770 List<UUID> keytable = new List<UUID>();
3771 // parse for sitting avatare-uuids
3772 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3773 {
3774 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
3775 keytable.Add(presence.UUID);
3776 });
3777
3778 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3779 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3780 {
3781 return keytable[totalprims - linknum].ToString();
3782 }
3783
3784 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3785 {
3786 return m_host.UUID.ToString();
3787 }
3788
3789 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4132 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3790 if (part != null) 4133 if (part != null)
3791 { 4134 {
@@ -3793,6 +4136,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3793 } 4136 }
3794 else 4137 else
3795 { 4138 {
4139 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4140 {
4141 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4142
4143 if (linknum < 0)
4144 return UUID.Zero.ToString();
4145
4146 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4147 if (avatars.Count > linknum)
4148 {
4149 return avatars[linknum].UUID.ToString();
4150 }
4151 }
3796 return UUID.Zero.ToString(); 4152 return UUID.Zero.ToString();
3797 } 4153 }
3798 } 4154 }
@@ -3892,17 +4248,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3892 m_host.AddScriptLPS(1); 4248 m_host.AddScriptLPS(1);
3893 int count = 0; 4249 int count = 0;
3894 4250
3895 lock (m_host.TaskInventory) 4251 m_host.TaskInventory.LockItemsForRead(true);
4252 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3896 { 4253 {
3897 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4254 if (inv.Value.Type == type || type == -1)
3898 { 4255 {
3899 if (inv.Value.Type == type || type == -1) 4256 count = count + 1;
3900 {
3901 count = count + 1;
3902 }
3903 } 4257 }
3904 } 4258 }
3905 4259
4260 m_host.TaskInventory.LockItemsForRead(false);
3906 return count; 4261 return count;
3907 } 4262 }
3908 4263
@@ -3911,16 +4266,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3911 m_host.AddScriptLPS(1); 4266 m_host.AddScriptLPS(1);
3912 ArrayList keys = new ArrayList(); 4267 ArrayList keys = new ArrayList();
3913 4268
3914 lock (m_host.TaskInventory) 4269 m_host.TaskInventory.LockItemsForRead(true);
4270 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3915 { 4271 {
3916 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4272 if (inv.Value.Type == type || type == -1)
3917 { 4273 {
3918 if (inv.Value.Type == type || type == -1) 4274 keys.Add(inv.Value.Name);
3919 {
3920 keys.Add(inv.Value.Name);
3921 }
3922 } 4275 }
3923 } 4276 }
4277 m_host.TaskInventory.LockItemsForRead(false);
3924 4278
3925 if (keys.Count == 0) 4279 if (keys.Count == 0)
3926 { 4280 {
@@ -3958,7 +4312,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3958 if (item == null) 4312 if (item == null)
3959 { 4313 {
3960 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4314 llSay(0, String.Format("Could not find object '{0}'", inventory));
3961 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4315 return;
4316// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3962 } 4317 }
3963 4318
3964 UUID objId = item.ItemID; 4319 UUID objId = item.ItemID;
@@ -3986,33 +4341,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3986 return; 4341 return;
3987 } 4342 }
3988 } 4343 }
4344
3989 // destination is an avatar 4345 // destination is an avatar
3990 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4346 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3991 4347
3992 if (agentItem == null) 4348 if (agentItem == null)
3993 return; 4349 return;
3994 4350
3995 if (m_TransferModule != null) 4351 byte[] bucket = new byte[1];
3996 { 4352 bucket[0] = (byte)item.Type;
3997 byte[] bucket = new byte[] { (byte)item.Type }; 4353 //byte[] objBytes = agentItem.ID.GetBytes();
4354 //Array.Copy(objBytes, 0, bucket, 1, 16);
3998 4355
3999 GridInstantMessage msg = new GridInstantMessage(World, 4356 GridInstantMessage msg = new GridInstantMessage(World,
4000 m_host.UUID, m_host.Name + ", an object owned by " + 4357 m_host.OwnerID, m_host.Name, destId,
4001 resolveName(m_host.OwnerID) + ",", destId, 4358 (byte)InstantMessageDialog.TaskInventoryOffered,
4002 (byte)InstantMessageDialog.TaskInventoryOffered, 4359 false, item.Name+". "+m_host.Name+" is located at "+
4003 false, item.Name + "\n" + m_host.Name + " is located at " + 4360 World.RegionInfo.RegionName+" "+
4004 World.RegionInfo.RegionName+" "+ 4361 m_host.AbsolutePosition.ToString(),
4005 m_host.AbsolutePosition.ToString(), 4362 agentItem.ID, true, m_host.AbsolutePosition,
4006 agentItem.ID, true, m_host.AbsolutePosition, 4363 bucket);
4007 bucket);
4008 4364
4009 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4365 ScenePresence sp;
4010 }
4011 4366
4367 if (World.TryGetScenePresence(destId, out sp))
4368 {
4369 sp.ControllingClient.SendInstantMessage(msg);
4370 }
4371 else
4372 {
4373 if (m_TransferModule != null)
4374 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4375 }
4376
4377 //This delay should only occur when giving inventory to avatars.
4012 ScriptSleep(3000); 4378 ScriptSleep(3000);
4013 } 4379 }
4014 } 4380 }
4015 4381
4382 [DebuggerNonUserCode]
4016 public void llRemoveInventory(string name) 4383 public void llRemoveInventory(string name)
4017 { 4384 {
4018 m_host.AddScriptLPS(1); 4385 m_host.AddScriptLPS(1);
@@ -4058,109 +4425,115 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4058 { 4425 {
4059 m_host.AddScriptLPS(1); 4426 m_host.AddScriptLPS(1);
4060 4427
4061 UUID uuid = (UUID)id; 4428 UUID uuid;
4062 PresenceInfo pinfo = null; 4429 if (UUID.TryParse(id, out uuid))
4063 UserAccount account;
4064
4065 UserInfoCacheEntry ce;
4066 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4067 { 4430 {
4068 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4431 PresenceInfo pinfo = null;
4069 if (account == null) 4432 UserAccount account;
4433
4434 UserInfoCacheEntry ce;
4435 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4070 { 4436 {
4071 m_userInfoCache[uuid] = null; // Cache negative 4437 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4072 return UUID.Zero.ToString(); 4438 if (account == null)
4073 } 4439 {
4440 m_userInfoCache[uuid] = null; // Cache negative
4441 return UUID.Zero.ToString();
4442 }
4074 4443
4075 4444
4076 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4445 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4077 if (pinfos != null && pinfos.Length > 0) 4446 if (pinfos != null && pinfos.Length > 0)
4078 {
4079 foreach (PresenceInfo p in pinfos)
4080 { 4447 {
4081 if (p.RegionID != UUID.Zero) 4448 foreach (PresenceInfo p in pinfos)
4082 { 4449 {
4083 pinfo = p; 4450 if (p.RegionID != UUID.Zero)
4451 {
4452 pinfo = p;
4453 }
4084 } 4454 }
4085 } 4455 }
4086 }
4087 4456
4088 ce = new UserInfoCacheEntry(); 4457 ce = new UserInfoCacheEntry();
4089 ce.time = Util.EnvironmentTickCount(); 4458 ce.time = Util.EnvironmentTickCount();
4090 ce.account = account; 4459 ce.account = account;
4091 ce.pinfo = pinfo; 4460 ce.pinfo = pinfo;
4092 } 4461 m_userInfoCache[uuid] = ce;
4093 else 4462 }
4094 { 4463 else
4095 if (ce == null) 4464 {
4096 return UUID.Zero.ToString(); 4465 if (ce == null)
4466 return UUID.Zero.ToString();
4097 4467
4098 account = ce.account; 4468 account = ce.account;
4099 pinfo = ce.pinfo; 4469 pinfo = ce.pinfo;
4100 } 4470 }
4101 4471
4102 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4472 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4103 {
4104 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4105 if (pinfos != null && pinfos.Length > 0)
4106 { 4473 {
4107 foreach (PresenceInfo p in pinfos) 4474 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4475 if (pinfos != null && pinfos.Length > 0)
4108 { 4476 {
4109 if (p.RegionID != UUID.Zero) 4477 foreach (PresenceInfo p in pinfos)
4110 { 4478 {
4111 pinfo = p; 4479 if (p.RegionID != UUID.Zero)
4480 {
4481 pinfo = p;
4482 }
4112 } 4483 }
4113 } 4484 }
4114 } 4485 else
4115 else 4486 pinfo = null;
4116 pinfo = null;
4117 4487
4118 ce.time = Util.EnvironmentTickCount(); 4488 ce.time = Util.EnvironmentTickCount();
4119 ce.pinfo = pinfo; 4489 ce.pinfo = pinfo;
4120 } 4490 }
4121 4491
4122 string reply = String.Empty; 4492 string reply = String.Empty;
4123 4493
4124 switch (data) 4494 switch (data)
4125 { 4495 {
4126 case 1: // DATA_ONLINE (0|1) 4496 case 1: // DATA_ONLINE (0|1)
4127 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4497 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4128 reply = "1"; 4498 reply = "1";
4129 else 4499 else
4130 reply = "0"; 4500 reply = "0";
4131 break; 4501 break;
4132 case 2: // DATA_NAME (First Last) 4502 case 2: // DATA_NAME (First Last)
4133 reply = account.FirstName + " " + account.LastName; 4503 reply = account.FirstName + " " + account.LastName;
4134 break; 4504 break;
4135 case 3: // DATA_BORN (YYYY-MM-DD) 4505 case 3: // DATA_BORN (YYYY-MM-DD)
4136 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4506 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4137 born = born.AddSeconds(account.Created); 4507 born = born.AddSeconds(account.Created);
4138 reply = born.ToString("yyyy-MM-dd"); 4508 reply = born.ToString("yyyy-MM-dd");
4139 break; 4509 break;
4140 case 4: // DATA_RATING (0,0,0,0,0,0) 4510 case 4: // DATA_RATING (0,0,0,0,0,0)
4141 reply = "0,0,0,0,0,0"; 4511 reply = "0,0,0,0,0,0";
4142 break; 4512 break;
4143 case 7: // DATA_USERLEVEL (integer) 4513 case 8: // DATA_PAYINFO (0|1|2|3)
4144 reply = account.UserLevel.ToString(); 4514 reply = "0";
4145 break; 4515 break;
4146 case 8: // DATA_PAYINFO (0|1|2|3) 4516 default:
4147 reply = "0"; 4517 return UUID.Zero.ToString(); // Raise no event
4148 break; 4518 }
4149 default:
4150 return UUID.Zero.ToString(); // Raise no event
4151 }
4152 4519
4153 UUID rq = UUID.Random(); 4520 UUID rq = UUID.Random();
4154 4521
4155 UUID tid = AsyncCommands. 4522 UUID tid = AsyncCommands.
4156 DataserverPlugin.RegisterRequest(m_host.LocalId, 4523 DataserverPlugin.RegisterRequest(m_host.LocalId,
4157 m_item.ItemID, rq.ToString()); 4524 m_item.ItemID, rq.ToString());
4158 4525
4159 AsyncCommands. 4526 AsyncCommands.
4160 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4527 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4161 4528
4162 ScriptSleep(100); 4529 ScriptSleep(100);
4163 return tid.ToString(); 4530 return tid.ToString();
4531 }
4532 else
4533 {
4534 ShoutError("Invalid UUID passed to llRequestAgentData.");
4535 }
4536 return "";
4164 } 4537 }
4165 4538
4166 public LSL_String llRequestInventoryData(string name) 4539 public LSL_String llRequestInventoryData(string name)
@@ -4217,13 +4590,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4217 if (UUID.TryParse(agent, out agentId)) 4590 if (UUID.TryParse(agent, out agentId))
4218 { 4591 {
4219 ScenePresence presence = World.GetScenePresence(agentId); 4592 ScenePresence presence = World.GetScenePresence(agentId);
4220 if (presence != null) 4593 if (presence != null && presence.PresenceType != PresenceType.Npc)
4221 { 4594 {
4595 // agent must not be a god
4596 if (presence.UserLevel >= 200) return;
4597
4222 // agent must be over the owners land 4598 // agent must be over the owners land
4223 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4599 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4224 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4600 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4225 { 4601 {
4226 World.TeleportClientHome(agentId, presence.ControllingClient); 4602 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4603 {
4604 // They can't be teleported home for some reason
4605 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4606 if (regionInfo != null)
4607 {
4608 World.RequestTeleportLocation(
4609 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4610 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4611 }
4612 }
4227 } 4613 }
4228 } 4614 }
4229 } 4615 }
@@ -4335,7 +4721,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4335 UUID av = new UUID(); 4721 UUID av = new UUID();
4336 if (!UUID.TryParse(agent,out av)) 4722 if (!UUID.TryParse(agent,out av))
4337 { 4723 {
4338 LSLError("First parameter to llDialog needs to be a key"); 4724 //LSLError("First parameter to llDialog needs to be a key");
4339 return; 4725 return;
4340 } 4726 }
4341 4727
@@ -4367,7 +4753,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4367 public void llCollisionSound(string impact_sound, double impact_volume) 4753 public void llCollisionSound(string impact_sound, double impact_volume)
4368 { 4754 {
4369 m_host.AddScriptLPS(1); 4755 m_host.AddScriptLPS(1);
4370 4756
4757 if(impact_sound == "")
4758 {
4759 m_host.CollisionSoundVolume = (float)impact_volume;
4760 m_host.CollisionSound = m_host.invalidCollisionSoundUUID;
4761 m_host.CollisionSoundType = 0;
4762 return;
4763 }
4371 // TODO: Parameter check logic required. 4764 // TODO: Parameter check logic required.
4372 UUID soundId = UUID.Zero; 4765 UUID soundId = UUID.Zero;
4373 if (!UUID.TryParse(impact_sound, out soundId)) 4766 if (!UUID.TryParse(impact_sound, out soundId))
@@ -4380,6 +4773,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4380 4773
4381 m_host.CollisionSound = soundId; 4774 m_host.CollisionSound = soundId;
4382 m_host.CollisionSoundVolume = (float)impact_volume; 4775 m_host.CollisionSoundVolume = (float)impact_volume;
4776 m_host.CollisionSoundType = 1;
4383 } 4777 }
4384 4778
4385 public LSL_String llGetAnimation(string id) 4779 public LSL_String llGetAnimation(string id)
@@ -4393,14 +4787,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4393 4787
4394 if (m_host.RegionHandle == presence.RegionHandle) 4788 if (m_host.RegionHandle == presence.RegionHandle)
4395 { 4789 {
4396 Dictionary<UUID, string> animationstateNames = DefaultAvatarAnimations.AnimStateNames;
4397
4398 if (presence != null) 4790 if (presence != null)
4399 { 4791 {
4400 AnimationSet currentAnims = presence.Animator.Animations; 4792 if (presence.SitGround)
4401 string currentAnimationState = String.Empty; 4793 return "Sitting on Ground";
4402 if (animationstateNames.TryGetValue(currentAnims.DefaultAnimation.AnimID, out currentAnimationState)) 4794 if (presence.ParentID != 0 || presence.ParentUUID != UUID.Zero)
4403 return currentAnimationState; 4795 return "Sitting";
4796
4797 string movementAnimation = presence.Animator.CurrentMovementAnimation;
4798 string lslMovementAnimation;
4799
4800 if (MovementAnimationsForLSL.TryGetValue(movementAnimation, out lslMovementAnimation))
4801 return lslMovementAnimation;
4404 } 4802 }
4405 } 4803 }
4406 4804
@@ -4547,7 +4945,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4547 { 4945 {
4548 float distance = (PusheePos - m_host.AbsolutePosition).Length(); 4946 float distance = (PusheePos - m_host.AbsolutePosition).Length();
4549 float distance_term = distance * distance * distance; // Script Energy 4947 float distance_term = distance * distance * distance; // Script Energy
4550 float pusher_mass = m_host.GetMass(); 4948 // use total object mass and not part
4949 float pusher_mass = m_host.ParentGroup.GetMass();
4551 4950
4552 float PUSH_ATTENUATION_DISTANCE = 17f; 4951 float PUSH_ATTENUATION_DISTANCE = 17f;
4553 float PUSH_ATTENUATION_SCALE = 5f; 4952 float PUSH_ATTENUATION_SCALE = 5f;
@@ -4797,6 +5196,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4797 { 5196 {
4798 return item.AssetID.ToString(); 5197 return item.AssetID.ToString();
4799 } 5198 }
5199 m_host.TaskInventory.LockItemsForRead(false);
4800 5200
4801 return UUID.Zero.ToString(); 5201 return UUID.Zero.ToString();
4802 } 5202 }
@@ -4930,7 +5330,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4930 public LSL_Vector llGetCenterOfMass() 5330 public LSL_Vector llGetCenterOfMass()
4931 { 5331 {
4932 m_host.AddScriptLPS(1); 5332 m_host.AddScriptLPS(1);
4933 Vector3 center = m_host.GetGeometricCenter(); 5333 Vector3 center = m_host.GetCenterOfMass();
4934 return new LSL_Vector(center.X,center.Y,center.Z); 5334 return new LSL_Vector(center.X,center.Y,center.Z);
4935 } 5335 }
4936 5336
@@ -4949,14 +5349,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4949 { 5349 {
4950 m_host.AddScriptLPS(1); 5350 m_host.AddScriptLPS(1);
4951 5351
4952 if (src == null) 5352 return src.Length;
4953 {
4954 return 0;
4955 }
4956 else
4957 {
4958 return src.Length;
4959 }
4960 } 5353 }
4961 5354
4962 public LSL_Integer llList2Integer(LSL_List src, int index) 5355 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -5027,7 +5420,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5027 else if (src.Data[index] is LSL_Float) 5420 else if (src.Data[index] is LSL_Float)
5028 return Convert.ToDouble(((LSL_Float)src.Data[index]).value); 5421 return Convert.ToDouble(((LSL_Float)src.Data[index]).value);
5029 else if (src.Data[index] is LSL_String) 5422 else if (src.Data[index] is LSL_String)
5030 return Convert.ToDouble(((LSL_String)src.Data[index]).m_string); 5423 {
5424 string str = ((LSL_String) src.Data[index]).m_string;
5425 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5426 if (m != Match.Empty)
5427 {
5428 str = m.Value;
5429 double d = 0.0;
5430 if (!Double.TryParse(str, out d))
5431 return 0.0;
5432
5433 return d;
5434 }
5435 return 0.0;
5436 }
5031 return Convert.ToDouble(src.Data[index]); 5437 return Convert.ToDouble(src.Data[index]);
5032 } 5438 }
5033 catch (FormatException) 5439 catch (FormatException)
@@ -5337,7 +5743,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5337 } 5743 }
5338 } 5744 }
5339 } 5745 }
5340 else { 5746 else
5747 {
5341 object[] array = new object[src.Length]; 5748 object[] array = new object[src.Length];
5342 Array.Copy(src.Data, 0, array, 0, src.Length); 5749 Array.Copy(src.Data, 0, array, 0, src.Length);
5343 result = new LSL_List(array); 5750 result = new LSL_List(array);
@@ -5444,7 +5851,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5444 public LSL_Integer llGetRegionAgentCount() 5851 public LSL_Integer llGetRegionAgentCount()
5445 { 5852 {
5446 m_host.AddScriptLPS(1); 5853 m_host.AddScriptLPS(1);
5447 return new LSL_Integer(World.GetRootAgentCount()); 5854
5855 int count = 0;
5856 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5857 count++;
5858 });
5859
5860 return new LSL_Integer(count);
5448 } 5861 }
5449 5862
5450 public LSL_Vector llGetRegionCorner() 5863 public LSL_Vector llGetRegionCorner()
@@ -5724,6 +6137,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5724 flags |= ScriptBaseClass.AGENT_SITTING; 6137 flags |= ScriptBaseClass.AGENT_SITTING;
5725 } 6138 }
5726 6139
6140 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
6141 {
6142 flags |= ScriptBaseClass.AGENT_MALE;
6143 }
6144
5727 return flags; 6145 return flags;
5728 } 6146 }
5729 6147
@@ -5870,10 +6288,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5870 m_host.AddScriptLPS(1); 6288 m_host.AddScriptLPS(1);
5871 6289
5872 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6290 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5873 6291 if (parts.Count > 0)
5874 foreach (var part in parts)
5875 { 6292 {
5876 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6293 try
6294 {
6295 foreach (var part in parts)
6296 {
6297 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6298 }
6299 }
6300 finally
6301 {
6302 }
5877 } 6303 }
5878 } 6304 }
5879 6305
@@ -5925,13 +6351,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5925 6351
5926 if (m_host.OwnerID == land.LandData.OwnerID) 6352 if (m_host.OwnerID == land.LandData.OwnerID)
5927 { 6353 {
5928 World.TeleportClientHome(agentID, presence.ControllingClient); 6354 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6355 presence.TeleportWithMomentum(pos, null);
6356 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5929 } 6357 }
5930 } 6358 }
5931 } 6359 }
5932 ScriptSleep(5000); 6360 ScriptSleep(5000);
5933 } 6361 }
5934 6362
6363 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6364 {
6365 return ParseString2List(str, separators, in_spacers, false);
6366 }
6367
5935 public LSL_Integer llOverMyLand(string id) 6368 public LSL_Integer llOverMyLand(string id)
5936 { 6369 {
5937 m_host.AddScriptLPS(1); 6370 m_host.AddScriptLPS(1);
@@ -5990,20 +6423,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5990 return agentSize; 6423 return agentSize;
5991 } 6424 }
5992 6425
5993 public LSL_Integer llSameGroup(string agent) 6426 public LSL_Integer llSameGroup(string id)
5994 { 6427 {
5995 m_host.AddScriptLPS(1); 6428 m_host.AddScriptLPS(1);
5996 UUID agentId = new UUID(); 6429 UUID uuid = new UUID();
5997 if (!UUID.TryParse(agent, out agentId)) 6430 if (!UUID.TryParse(id, out uuid))
5998 return new LSL_Integer(0); 6431 return new LSL_Integer(0);
5999 ScenePresence presence = World.GetScenePresence(agentId); 6432
6000 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6433 // Check if it's a group key
6001 return new LSL_Integer(0); 6434 if (uuid == m_host.ParentGroup.RootPart.GroupID)
6002 IClientAPI client = presence.ControllingClient;
6003 if (m_host.GroupID == client.ActiveGroupId)
6004 return new LSL_Integer(1); 6435 return new LSL_Integer(1);
6005 else 6436
6437 // We got passed a UUID.Zero
6438 if (uuid == UUID.Zero)
6006 return new LSL_Integer(0); 6439 return new LSL_Integer(0);
6440
6441 // Handle the case where id names an avatar
6442 ScenePresence presence = World.GetScenePresence(uuid);
6443 if (presence != null)
6444 {
6445 if (presence.IsChildAgent)
6446 return new LSL_Integer(0);
6447
6448 IClientAPI client = presence.ControllingClient;
6449 if (m_host.ParentGroup.RootPart.GroupID == client.ActiveGroupId)
6450 return new LSL_Integer(1);
6451
6452 return new LSL_Integer(0);
6453 }
6454
6455 // Handle object case
6456 SceneObjectPart part = World.GetSceneObjectPart(uuid);
6457 if (part != null)
6458 {
6459 // This will handle both deed and non-deed and also the no
6460 // group case
6461 if (part.ParentGroup.RootPart.GroupID == m_host.ParentGroup.RootPart.GroupID)
6462 return new LSL_Integer(1);
6463
6464 return new LSL_Integer(0);
6465 }
6466
6467 return new LSL_Integer(0);
6007 } 6468 }
6008 6469
6009 public void llUnSit(string id) 6470 public void llUnSit(string id)
@@ -6132,7 +6593,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6132 return m_host.ParentGroup.AttachmentPoint; 6593 return m_host.ParentGroup.AttachmentPoint;
6133 } 6594 }
6134 6595
6135 public LSL_Integer llGetFreeMemory() 6596 public virtual LSL_Integer llGetFreeMemory()
6136 { 6597 {
6137 m_host.AddScriptLPS(1); 6598 m_host.AddScriptLPS(1);
6138 // Make scripts designed for LSO happy 6599 // Make scripts designed for LSO happy
@@ -6249,7 +6710,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6249 SetParticleSystem(m_host, rules); 6710 SetParticleSystem(m_host, rules);
6250 } 6711 }
6251 6712
6252 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6713 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6714 {
6253 6715
6254 6716
6255 if (rules.Length == 0) 6717 if (rules.Length == 0)
@@ -6566,7 +7028,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6566 { 7028 {
6567 // LSL quaternions can normalize to 0, normal Quaternions can't. 7029 // LSL quaternions can normalize to 0, normal Quaternions can't.
6568 if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) 7030 if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
6569 rot.z = 1; // ZERO_ROTATION = 0,0,0,1 7031 rot.s = 1; // ZERO_ROTATION = 0,0,0,1
6570 7032
6571 part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z); 7033 part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
6572 part.SitTargetOrientation = Rot2Quaternion(rot); 7034 part.SitTargetOrientation = Rot2Quaternion(rot);
@@ -6723,13 +7185,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6723 UUID av = new UUID(); 7185 UUID av = new UUID();
6724 if (!UUID.TryParse(avatar,out av)) 7186 if (!UUID.TryParse(avatar,out av))
6725 { 7187 {
6726 LSLError("First parameter to llDialog needs to be a key"); 7188 //LSLError("First parameter to llDialog needs to be a key");
6727 return; 7189 return;
6728 } 7190 }
6729 if (buttons.Length < 1) 7191 if (buttons.Length < 1)
6730 { 7192 {
6731 LSLError("No less than 1 button can be shown"); 7193 buttons.Add("OK");
6732 return;
6733 } 7194 }
6734 if (buttons.Length > 12) 7195 if (buttons.Length > 12)
6735 { 7196 {
@@ -6746,7 +7207,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6746 } 7207 }
6747 if (buttons.Data[i].ToString().Length > 24) 7208 if (buttons.Data[i].ToString().Length > 24)
6748 { 7209 {
6749 LSLError("button label cannot be longer than 24 characters"); 7210 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6750 return; 7211 return;
6751 } 7212 }
6752 buts[i] = buttons.Data[i].ToString(); 7213 buts[i] = buttons.Data[i].ToString();
@@ -6813,9 +7274,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6813 return; 7274 return;
6814 } 7275 }
6815 7276
6816 // the rest of the permission checks are done in RezScript, so check the pin there as well 7277 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6817 World.RezScriptFromPrim(item.ItemID, m_host, destId, pin, running, start_param); 7278 if (dest != null)
7279 {
7280 if ((item.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7281 {
7282 // the rest of the permission checks are done in RezScript, so check the pin there as well
7283 World.RezScriptFromPrim(item.ItemID, m_host, destId, pin, running, start_param);
6818 7284
7285 if ((item.BasePermissions & (uint)PermissionMask.Copy) == 0)
7286 m_host.Inventory.RemoveInventoryItem(item.ItemID);
7287 }
7288 }
6819 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7289 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6820 ScriptSleep(3000); 7290 ScriptSleep(3000);
6821 } 7291 }
@@ -6878,19 +7348,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6878 public LSL_String llMD5String(string src, int nonce) 7348 public LSL_String llMD5String(string src, int nonce)
6879 { 7349 {
6880 m_host.AddScriptLPS(1); 7350 m_host.AddScriptLPS(1);
6881 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7351 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6882 } 7352 }
6883 7353
6884 public LSL_String llSHA1String(string src) 7354 public LSL_String llSHA1String(string src)
6885 { 7355 {
6886 m_host.AddScriptLPS(1); 7356 m_host.AddScriptLPS(1);
6887 return Util.SHA1Hash(src).ToLower(); 7357 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6888 } 7358 }
6889 7359
6890 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7360 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6891 { 7361 {
6892 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7362 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6893 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7363 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7364 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7365 return shapeBlock;
6894 7366
6895 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7367 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6896 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7368 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6995,6 +7467,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6995 // Prim type box, cylinder and prism. 7467 // Prim type box, cylinder and prism.
6996 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) 7468 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)
6997 { 7469 {
7470 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7471 return;
7472
6998 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7473 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6999 ObjectShapePacket.ObjectDataBlock shapeBlock; 7474 ObjectShapePacket.ObjectDataBlock shapeBlock;
7000 7475
@@ -7048,6 +7523,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7048 // Prim type sphere. 7523 // Prim type sphere.
7049 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7524 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
7050 { 7525 {
7526 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7527 return;
7528
7051 ObjectShapePacket.ObjectDataBlock shapeBlock; 7529 ObjectShapePacket.ObjectDataBlock shapeBlock;
7052 7530
7053 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7531 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -7089,6 +7567,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7089 // Prim type torus, tube and ring. 7567 // Prim type torus, tube and ring.
7090 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) 7568 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)
7091 { 7569 {
7570 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7571 return;
7572
7092 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7573 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
7093 ObjectShapePacket.ObjectDataBlock shapeBlock; 7574 ObjectShapePacket.ObjectDataBlock shapeBlock;
7094 7575
@@ -7224,6 +7705,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7224 // Prim type sculpt. 7705 // Prim type sculpt.
7225 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7706 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7226 { 7707 {
7708 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7709 return;
7710
7227 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7711 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7228 UUID sculptId; 7712 UUID sculptId;
7229 7713
@@ -7248,7 +7732,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7248 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7732 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7249 { 7733 {
7250 // default 7734 // default
7251 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7735 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7252 } 7736 }
7253 7737
7254 part.Shape.SetSculptProperties((byte)type, sculptId); 7738 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7265,46 +7749,309 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7265 ScriptSleep(200); 7749 ScriptSleep(200);
7266 } 7750 }
7267 7751
7268 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7752 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7269 { 7753 {
7270 m_host.AddScriptLPS(1); 7754 m_host.AddScriptLPS(1);
7271 7755
7272 setLinkPrimParams(linknumber, rules); 7756 setLinkPrimParams(linknumber, rules);
7757 }
7758
7759 private void setLinkPrimParams(int linknumber, LSL_List rules)
7760 {
7761 List<object> parts = new List<object>();
7762 List<SceneObjectPart> prims = GetLinkParts(linknumber);
7763 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7764 foreach (SceneObjectPart p in prims)
7765 parts.Add(p);
7766 foreach (ScenePresence p in avatars)
7767 parts.Add(p);
7273 7768
7769 LSL_List remaining = null;
7770
7771 if (parts.Count > 0)
7772 {
7773 foreach (object part in parts)
7774 {
7775 if (part is SceneObjectPart)
7776 remaining = SetPrimParams((SceneObjectPart)part, rules);
7777 else
7778 remaining = SetPrimParams((ScenePresence)part, rules);
7779 }
7780
7781 while((object)remaining != null && remaining.Length > 2)
7782 {
7783 linknumber = remaining.GetLSLIntegerItem(0);
7784 rules = remaining.GetSublist(1,-1);
7785 parts.Clear();
7786 prims = GetLinkParts(linknumber);
7787 avatars = GetLinkAvatars(linknumber);
7788 foreach (SceneObjectPart p in prims)
7789 parts.Add(p);
7790 foreach (ScenePresence p in avatars)
7791 parts.Add(p);
7792
7793 foreach (object part in parts)
7794 {
7795 if (part is SceneObjectPart)
7796 remaining = SetPrimParams((SceneObjectPart)part, rules);
7797 else
7798 remaining = SetPrimParams((ScenePresence)part, rules);
7799 }
7800 }
7801 }
7802 }
7803
7804 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7805 float material_density, float material_friction,
7806 float material_restitution, float material_gravity_modifier)
7807 {
7808 ExtraPhysicsData physdata = new ExtraPhysicsData();
7809 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7810 physdata.Density = part.Density;
7811 physdata.Friction = part.Friction;
7812 physdata.Bounce = part.Bounciness;
7813 physdata.GravitationModifier = part.GravityModifier;
7814
7815 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7816 physdata.Density = material_density;
7817 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7818 physdata.Friction = material_friction;
7819 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7820 physdata.Bounce = material_restitution;
7821 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7822 physdata.GravitationModifier = material_gravity_modifier;
7823
7824 part.UpdateExtraPhysics(physdata);
7825 }
7826
7827 public void llSetPhysicsMaterial(int material_bits,
7828 float material_gravity_modifier, float material_restitution,
7829 float material_friction, float material_density)
7830 {
7831 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7832 }
7833
7834 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7835 {
7836 llSetLinkPrimitiveParamsFast(linknumber, rules);
7274 ScriptSleep(200); 7837 ScriptSleep(200);
7275 } 7838 }
7276 7839
7277 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7840 // vector up using libomv (c&p from sop )
7841 // vector up rotated by r
7842 private Vector3 Zrot(Quaternion r)
7278 { 7843 {
7279 m_host.AddScriptLPS(1); 7844 double x, y, z, m;
7280 7845
7281 setLinkPrimParams(linknumber, rules); 7846 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7847 if (Math.Abs(1.0 - m) > 0.000001)
7848 {
7849 m = 1.0 / Math.Sqrt(m);
7850 r.X *= (float)m;
7851 r.Y *= (float)m;
7852 r.Z *= (float)m;
7853 r.W *= (float)m;
7854 }
7855
7856 x = 2 * (r.X * r.Z + r.Y * r.W);
7857 y = 2 * (-r.X * r.W + r.Y * r.Z);
7858 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7859
7860 return new Vector3((float)x, (float)y, (float)z);
7282 } 7861 }
7283 7862
7284 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7863 protected LSL_List SetPrimParams(ScenePresence av, LSL_List rules)
7285 { 7864 {
7286 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7865 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7287 7866
7288 LSL_List remaining = null; 7867 int idx = 0;
7289 7868
7290 foreach (SceneObjectPart part in parts) 7869 bool positionChanged = false;
7291 remaining = SetPrimParams(part, rules); 7870 Vector3 finalPos = Vector3.Zero;
7292 7871
7293 while(remaining != null && remaining.Length > 2) 7872 try
7294 { 7873 {
7295 linknumber = remaining.GetLSLIntegerItem(0); 7874 while (idx < rules.Length)
7296 rules = remaining.GetSublist(1,-1); 7875 {
7297 parts = GetLinkParts(linknumber); 7876 int code = rules.GetLSLIntegerItem(idx++);
7877
7878 int remain = rules.Length - idx;
7879
7880 switch (code)
7881 {
7882 case (int)ScriptBaseClass.PRIM_POSITION:
7883 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
7884 {
7885 if (remain < 1)
7886 return null;
7887
7888 LSL_Vector v;
7889 v = rules.GetVector3Item(idx++);
7890
7891 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7892 if (part == null)
7893 break;
7894
7895 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7896 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7897 if (part.LinkNum > 1)
7898 {
7899 localRot = GetPartLocalRot(part);
7900 localPos = GetPartLocalPos(part);
7901 }
7902
7903 v -= localPos;
7904 v /= localRot;
7905
7906 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
7907
7908 v = v + 2 * sitOffset;
7909
7910 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7911 av.SendAvatarDataToAllAgents();
7912
7913 }
7914 break;
7915
7916 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7917 case (int)ScriptBaseClass.PRIM_ROTATION:
7918 {
7919 if (remain < 1)
7920 return null;
7921
7922 LSL_Rotation r;
7923 r = rules.GetQuaternionItem(idx++);
7924
7925 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7926 if (part == null)
7927 break;
7928
7929 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7930 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7931
7932 if (part.LinkNum > 1)
7933 localRot = GetPartLocalRot(part);
7934
7935 r = r * llGetRootRotation() / localRot;
7936 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7937 av.SendAvatarDataToAllAgents();
7938 }
7939 break;
7940
7941 // parse rest doing nothing but number of parameters error check
7942 case (int)ScriptBaseClass.PRIM_SIZE:
7943 case (int)ScriptBaseClass.PRIM_MATERIAL:
7944 case (int)ScriptBaseClass.PRIM_PHANTOM:
7945 case (int)ScriptBaseClass.PRIM_PHYSICS:
7946 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
7947 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7948 case (int)ScriptBaseClass.PRIM_NAME:
7949 case (int)ScriptBaseClass.PRIM_DESC:
7950 if (remain < 1)
7951 return null;
7952 idx++;
7953 break;
7954
7955 case (int)ScriptBaseClass.PRIM_GLOW:
7956 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7957 case (int)ScriptBaseClass.PRIM_TEXGEN:
7958 if (remain < 2)
7959 return null;
7960 idx += 2;
7961 break;
7962
7963 case (int)ScriptBaseClass.PRIM_TYPE:
7964 if (remain < 3)
7965 return null;
7966 code = (int)rules.GetLSLIntegerItem(idx++);
7967 remain = rules.Length - idx;
7968 switch (code)
7969 {
7970 case (int)ScriptBaseClass.PRIM_TYPE_BOX:
7971 case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
7972 case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
7973 if (remain < 6)
7974 return null;
7975 idx += 6;
7976 break;
7977
7978 case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
7979 if (remain < 5)
7980 return null;
7981 idx += 5;
7982 break;
7983
7984 case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
7985 case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
7986 case (int)ScriptBaseClass.PRIM_TYPE_RING:
7987 if (remain < 11)
7988 return null;
7989 idx += 11;
7990 break;
7991
7992 case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
7993 if (remain < 2)
7994 return null;
7995 idx += 2;
7996 break;
7997 }
7998 break;
7999
8000 case (int)ScriptBaseClass.PRIM_COLOR:
8001 case (int)ScriptBaseClass.PRIM_TEXT:
8002 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8003 case (int)ScriptBaseClass.PRIM_OMEGA:
8004 if (remain < 3)
8005 return null;
8006 idx += 3;
8007 break;
8008
8009 case (int)ScriptBaseClass.PRIM_TEXTURE:
8010 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
8011 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8012 if (remain < 5)
8013 return null;
8014 idx += 5;
8015 break;
8016
8017 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
8018 if (remain < 7)
8019 return null;
8020
8021 idx += 7;
8022 break;
8023
8024 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
8025 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
8026 return null;
8027
8028 return rules.GetSublist(idx, -1);
8029 }
8030 }
8031 }
7298 8032
7299 foreach (SceneObjectPart part in parts) 8033 finally
7300 remaining = SetPrimParams(part, rules); 8034 {
8035 if (positionChanged)
8036 {
8037 av.OffsetPosition = finalPos;
8038// av.SendAvatarDataToAllAgents();
8039 av.SendTerseUpdateToAllClients();
8040 positionChanged = false;
8041 }
7301 } 8042 }
8043 return null;
7302 } 8044 }
7303 8045
7304 protected LSL_List SetPrimParams(SceneObjectPart part, LSL_List rules) 8046 protected LSL_List SetPrimParams(SceneObjectPart part, LSL_List rules)
7305 { 8047 {
8048 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
8049 return null;
8050
7306 int idx = 0; 8051 int idx = 0;
7307 8052
8053 SceneObjectGroup parentgrp = part.ParentGroup;
8054
7308 bool positionChanged = false; 8055 bool positionChanged = false;
7309 LSL_Vector currentPosition = GetPartLocalPos(part); 8056 LSL_Vector currentPosition = GetPartLocalPos(part);
7310 8057
@@ -7327,8 +8074,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7327 return null; 8074 return null;
7328 8075
7329 v=rules.GetVector3Item(idx++); 8076 v=rules.GetVector3Item(idx++);
7330 positionChanged = true;
7331 currentPosition = GetSetPosTarget(part, v, currentPosition); 8077 currentPosition = GetSetPosTarget(part, v, currentPosition);
8078 positionChanged = true;
7332 8079
7333 break; 8080 break;
7334 case (int)ScriptBaseClass.PRIM_SIZE: 8081 case (int)ScriptBaseClass.PRIM_SIZE:
@@ -7344,8 +8091,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7344 return null; 8091 return null;
7345 8092
7346 LSL_Rotation q = rules.GetQuaternionItem(idx++); 8093 LSL_Rotation q = rules.GetQuaternionItem(idx++);
8094 SceneObjectPart rootPart = parentgrp.RootPart;
7347 // try to let this work as in SL... 8095 // try to let this work as in SL...
7348 if (part.ParentID == 0) 8096 if (rootPart == part)
7349 { 8097 {
7350 // special case: If we are root, rotate complete SOG to new rotation 8098 // special case: If we are root, rotate complete SOG to new rotation
7351 SetRot(part, Rot2Quaternion(q)); 8099 SetRot(part, Rot2Quaternion(q));
@@ -7353,7 +8101,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7353 else 8101 else
7354 { 8102 {
7355 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. 8103 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
7356 SceneObjectPart rootPart = part.ParentGroup.RootPart; 8104 // sounds like sl bug that we need to replicate
7357 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q)); 8105 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
7358 } 8106 }
7359 8107
@@ -7606,7 +8354,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7606 return null; 8354 return null;
7607 8355
7608 string ph = rules.Data[idx++].ToString(); 8356 string ph = rules.Data[idx++].ToString();
7609 m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1")); 8357 parentgrp.ScriptSetPhantomStatus(ph.Equals("1"));
7610 8358
7611 break; 8359 break;
7612 8360
@@ -7624,12 +8372,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7624 part.ScriptSetPhysicsStatus(physics); 8372 part.ScriptSetPhysicsStatus(physics);
7625 break; 8373 break;
7626 8374
8375 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
8376 if (remain < 1)
8377 return null;
8378
8379 int shape_type = rules.GetLSLIntegerItem(idx++);
8380
8381 ExtraPhysicsData physdata = new ExtraPhysicsData();
8382 physdata.Density = part.Density;
8383 physdata.Bounce = part.Bounciness;
8384 physdata.GravitationModifier = part.GravityModifier;
8385 physdata.PhysShapeType = (PhysShapeType)shape_type;
8386
8387 part.UpdateExtraPhysics(physdata);
8388
8389 break;
8390
8391 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8392 if (remain < 5)
8393 return null;
8394
8395 int material_bits = rules.GetLSLIntegerItem(idx++);
8396 float material_density = (float)rules.GetLSLFloatItem(idx++);
8397 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8398 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8399 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8400
8401 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8402
8403 break;
8404
7627 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8405 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7628 if (remain < 1) 8406 if (remain < 1)
7629 return null; 8407 return null;
7630 string temp = rules.Data[idx++].ToString(); 8408 string temp = rules.Data[idx++].ToString();
7631 8409
7632 m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1")); 8410 parentgrp.ScriptSetTemporaryStatus(temp.Equals("1"));
7633 8411
7634 break; 8412 break;
7635 8413
@@ -7679,6 +8457,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7679 LSL_Float gain = rules.GetLSLFloatItem(idx++); 8457 LSL_Float gain = rules.GetLSLFloatItem(idx++);
7680 TargetOmega(part, axis, (double)spinrate, (double)gain); 8458 TargetOmega(part, axis, (double)spinrate, (double)gain);
7681 break; 8459 break;
8460
7682 case (int)ScriptBaseClass.PRIM_LINK_TARGET: 8461 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
7683 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. 8462 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
7684 return null; 8463 return null;
@@ -7694,7 +8473,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7694 if (part.ParentGroup.RootPart == part) 8473 if (part.ParentGroup.RootPart == part)
7695 { 8474 {
7696 SceneObjectGroup parent = part.ParentGroup; 8475 SceneObjectGroup parent = part.ParentGroup;
7697 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8476 Util.FireAndForget(delegate(object x) {
8477 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8478 });
7698 } 8479 }
7699 else 8480 else
7700 { 8481 {
@@ -7739,10 +8520,91 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7739 8520
7740 public LSL_String llXorBase64Strings(string str1, string str2) 8521 public LSL_String llXorBase64Strings(string str1, string str2)
7741 { 8522 {
7742 m_host.AddScriptLPS(1); 8523 string b64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
7743 Deprecated("llXorBase64Strings"); 8524
7744 ScriptSleep(300); 8525 ScriptSleep(300);
7745 return String.Empty; 8526 m_host.AddScriptLPS(1);
8527
8528 if (str1 == String.Empty)
8529 return String.Empty;
8530 if (str2 == String.Empty)
8531 return str1;
8532
8533 int len = str2.Length;
8534 if ((len % 4) != 0) // LL is EVIL!!!!
8535 {
8536 while (str2.EndsWith("="))
8537 str2 = str2.Substring(0, str2.Length - 1);
8538
8539 len = str2.Length;
8540 int mod = len % 4;
8541
8542 if (mod == 1)
8543 str2 = str2.Substring(0, str2.Length - 1);
8544 else if (mod == 2)
8545 str2 += "==";
8546 else if (mod == 3)
8547 str2 += "=";
8548 }
8549
8550 byte[] data1;
8551 byte[] data2;
8552 try
8553 {
8554 data1 = Convert.FromBase64String(str1);
8555 data2 = Convert.FromBase64String(str2);
8556 }
8557 catch (Exception)
8558 {
8559 return new LSL_String(String.Empty);
8560 }
8561
8562 // For cases where the decoded length of s2 is greater
8563 // than the decoded length of s1, simply perform a normal
8564 // decode and XOR
8565 //
8566 if (data2.Length >= data1.Length)
8567 {
8568 for (int pos = 0 ; pos < data1.Length ; pos++ )
8569 data1[pos] ^= data2[pos];
8570
8571 return Convert.ToBase64String(data1);
8572 }
8573
8574 // Remove padding
8575 while (str1.EndsWith("="))
8576 str1 = str1.Substring(0, str1.Length - 1);
8577 while (str2.EndsWith("="))
8578 str2 = str2.Substring(0, str2.Length - 1);
8579
8580 byte[] d1 = new byte[str1.Length];
8581 byte[] d2 = new byte[str2.Length];
8582
8583 for (int i = 0 ; i < str1.Length ; i++)
8584 {
8585 int idx = b64.IndexOf(str1.Substring(i, 1));
8586 if (idx == -1)
8587 idx = 0;
8588 d1[i] = (byte)idx;
8589 }
8590
8591 for (int i = 0 ; i < str2.Length ; i++)
8592 {
8593 int idx = b64.IndexOf(str2.Substring(i, 1));
8594 if (idx == -1)
8595 idx = 0;
8596 d2[i] = (byte)idx;
8597 }
8598
8599 string output = String.Empty;
8600
8601 for (int pos = 0 ; pos < d1.Length ; pos++)
8602 output += b64[d1[pos] ^ d2[pos % d2.Length]];
8603
8604 while (output.Length % 3 > 0)
8605 output += "=";
8606
8607 return output;
7746 } 8608 }
7747 8609
7748 public void llRemoteDataSetRegion() 8610 public void llRemoteDataSetRegion()
@@ -7866,13 +8728,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7866 public LSL_Integer llGetNumberOfPrims() 8728 public LSL_Integer llGetNumberOfPrims()
7867 { 8729 {
7868 m_host.AddScriptLPS(1); 8730 m_host.AddScriptLPS(1);
7869 int avatarCount = 0; 8731 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7870 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8732
7871 {
7872 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
7873 avatarCount++;
7874 });
7875
7876 return m_host.ParentGroup.PrimCount + avatarCount; 8733 return m_host.ParentGroup.PrimCount + avatarCount;
7877 } 8734 }
7878 8735
@@ -7888,55 +8745,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7888 m_host.AddScriptLPS(1); 8745 m_host.AddScriptLPS(1);
7889 UUID objID = UUID.Zero; 8746 UUID objID = UUID.Zero;
7890 LSL_List result = new LSL_List(); 8747 LSL_List result = new LSL_List();
8748
8749 // If the ID is not valid, return null result
7891 if (!UUID.TryParse(obj, out objID)) 8750 if (!UUID.TryParse(obj, out objID))
7892 { 8751 {
7893 result.Add(new LSL_Vector()); 8752 result.Add(new LSL_Vector());
7894 result.Add(new LSL_Vector()); 8753 result.Add(new LSL_Vector());
7895 return result; 8754 return result;
7896 } 8755 }
8756
8757 // Check if this is an attached prim. If so, replace
8758 // the UUID with the avatar UUID and report it's bounding box
8759 SceneObjectPart part = World.GetSceneObjectPart(objID);
8760 if (part != null && part.ParentGroup.IsAttachment)
8761 objID = part.ParentGroup.AttachedAvatar;
8762
8763 // Find out if this is an avatar ID. If so, return it's box
7897 ScenePresence presence = World.GetScenePresence(objID); 8764 ScenePresence presence = World.GetScenePresence(objID);
7898 if (presence != null) 8765 if (presence != null)
7899 { 8766 {
7900 if (presence.ParentID == 0) // not sat on an object 8767 // As per LSL Wiki, there is no difference between sitting
8768 // and standing avatar since server 1.36
8769 LSL_Vector lower;
8770 LSL_Vector upper;
8771 if (presence.Animator.Animations.DefaultAnimation.AnimID
8772 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7901 { 8773 {
7902 LSL_Vector lower; 8774 // This is for ground sitting avatars
7903 LSL_Vector upper; 8775 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7904 if (presence.Animator.Animations.DefaultAnimation.AnimID 8776 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7905 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8777 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7906 {
7907 // This is for ground sitting avatars
7908 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7909 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7910 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7911 }
7912 else
7913 {
7914 // This is for standing/flying avatars
7915 float height = presence.Appearance.AvatarHeight / 2.0f;
7916 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7917 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7918 }
7919 result.Add(lower);
7920 result.Add(upper);
7921 return result;
7922 } 8778 }
7923 else 8779 else
7924 { 8780 {
7925 // sitting on an object so we need the bounding box of that 8781 // This is for standing/flying avatars
7926 // which should include the avatar so set the UUID to the 8782 float height = presence.Appearance.AvatarHeight / 2.0f;
7927 // UUID of the object the avatar is sat on and allow it to fall through 8783 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7928 // to processing an object 8784 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7929 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7930 objID = p.UUID;
7931 } 8785 }
8786
8787 // Adjust to the documented error offsets (see LSL Wiki)
8788 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8789 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8790
8791 if (lower.x > upper.x)
8792 lower.x = upper.x;
8793 if (lower.y > upper.y)
8794 lower.y = upper.y;
8795 if (lower.z > upper.z)
8796 lower.z = upper.z;
8797
8798 result.Add(lower);
8799 result.Add(upper);
8800 return result;
7932 } 8801 }
7933 SceneObjectPart part = World.GetSceneObjectPart(objID); 8802
8803 part = World.GetSceneObjectPart(objID);
7934 // Currently only works for single prims without a sitting avatar 8804 // Currently only works for single prims without a sitting avatar
7935 if (part != null) 8805 if (part != null)
7936 { 8806 {
7937 Vector3 halfSize = part.Scale / 2.0f; 8807 float minX;
7938 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8808 float maxX;
7939 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8809 float minY;
8810 float maxY;
8811 float minZ;
8812 float maxZ;
8813
8814 // This BBox is in sim coordinates, with the offset being
8815 // a contained point.
8816 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8817 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8818
8819 minX -= offsets[0].X;
8820 maxX -= offsets[0].X;
8821 minY -= offsets[0].Y;
8822 maxY -= offsets[0].Y;
8823 minZ -= offsets[0].Z;
8824 maxZ -= offsets[0].Z;
8825
8826 LSL_Vector lower;
8827 LSL_Vector upper;
8828
8829 // Adjust to the documented error offsets (see LSL Wiki)
8830 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8831 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8832
8833 if (lower.x > upper.x)
8834 lower.x = upper.x;
8835 if (lower.y > upper.y)
8836 lower.y = upper.y;
8837 if (lower.z > upper.z)
8838 lower.z = upper.z;
8839
7940 result.Add(lower); 8840 result.Add(lower);
7941 result.Add(upper); 8841 result.Add(upper);
7942 return result; 8842 return result;
@@ -7950,7 +8850,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7950 8850
7951 public LSL_Vector llGetGeometricCenter() 8851 public LSL_Vector llGetGeometricCenter()
7952 { 8852 {
7953 return new LSL_Vector(m_host.GetGeometricCenter().X, m_host.GetGeometricCenter().Y, m_host.GetGeometricCenter().Z); 8853 Vector3 tmp = m_host.GetGeometricCenter();
8854 return new LSL_Vector(tmp.X, tmp.Y, tmp.Z);
7954 } 8855 }
7955 8856
7956 public LSL_List llGetPrimitiveParams(LSL_List rules) 8857 public LSL_List llGetPrimitiveParams(LSL_List rules)
@@ -7963,16 +8864,291 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7963 { 8864 {
7964 m_host.AddScriptLPS(1); 8865 m_host.AddScriptLPS(1);
7965 8866
8867 // acording to SL wiki this must indicate a single link number or link_root or link_this.
8868 // keep other options as before
8869
7966 List<SceneObjectPart> parts = GetLinkParts(linknumber); 8870 List<SceneObjectPart> parts = GetLinkParts(linknumber);
8871 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7967 8872
7968 LSL_List res = new LSL_List(); 8873 LSL_List res = new LSL_List();
7969 8874
7970 foreach (var part in parts) 8875 if (parts.Count > 0)
8876 {
8877 foreach (var part in parts)
8878 {
8879 LSL_List partRes = GetLinkPrimitiveParams(part, rules);
8880 res += partRes;
8881 }
8882 }
8883 if (avatars.Count > 0)
7971 { 8884 {
7972 LSL_List partRes = GetLinkPrimitiveParams(part, rules); 8885 foreach (ScenePresence avatar in avatars)
7973 res += partRes; 8886 {
8887 LSL_List avaRes = GetLinkPrimitiveParams(avatar, rules);
8888 res += avaRes;
8889 }
7974 } 8890 }
8891 return res;
8892 }
8893
8894 public LSL_List GetLinkPrimitiveParams(ScenePresence avatar, LSL_List rules)
8895 {
8896 // avatars case
8897 // replies as SL wiki
8898
8899 LSL_List res = new LSL_List();
8900// SceneObjectPart sitPart = avatar.ParentPart; // most likelly it will be needed
8901 SceneObjectPart sitPart = World.GetSceneObjectPart(avatar.ParentID); // maybe better do this expensive search for it in case it's gone??
8902
8903 int idx = 0;
8904 while (idx < rules.Length)
8905 {
8906 int code = (int)rules.GetLSLIntegerItem(idx++);
8907 int remain = rules.Length - idx;
8908
8909 switch (code)
8910 {
8911 case (int)ScriptBaseClass.PRIM_MATERIAL:
8912 res.Add(new LSL_Integer((int)SOPMaterialData.SopMaterial.Flesh));
8913 break;
8914
8915 case (int)ScriptBaseClass.PRIM_PHYSICS:
8916 res.Add(new LSL_Integer(0));
8917 break;
8918
8919 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
8920 res.Add(new LSL_Integer(0));
8921 break;
7975 8922
8923 case (int)ScriptBaseClass.PRIM_PHANTOM:
8924 res.Add(new LSL_Integer(0));
8925 break;
8926
8927 case (int)ScriptBaseClass.PRIM_POSITION:
8928
8929 Vector3 pos = avatar.OffsetPosition;
8930
8931 Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f *2.0f);
8932 pos -= sitOffset;
8933
8934 if( sitPart != null)
8935 pos = sitPart.GetWorldPosition() + pos * sitPart.GetWorldRotation();
8936
8937 res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z));
8938 break;
8939
8940 case (int)ScriptBaseClass.PRIM_SIZE:
8941 // as in llGetAgentSize above
8942 res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight));
8943 break;
8944
8945 case (int)ScriptBaseClass.PRIM_ROTATION:
8946 Quaternion rot = avatar.Rotation;
8947 if (sitPart != null)
8948 {
8949 rot = sitPart.GetWorldRotation() * rot; // apply sit part world rotation
8950 }
8951
8952 res.Add(new LSL_Rotation (rot.X, rot.Y, rot.Z, rot.W));
8953 break;
8954
8955 case (int)ScriptBaseClass.PRIM_TYPE:
8956 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TYPE_BOX));
8957 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_HOLE_DEFAULT));
8958 res.Add(new LSL_Vector(0f,1.0f,0f));
8959 res.Add(new LSL_Float(0.0f));
8960 res.Add(new LSL_Vector(0, 0, 0));
8961 res.Add(new LSL_Vector(1.0f,1.0f,0f));
8962 res.Add(new LSL_Vector(0, 0, 0));
8963 break;
8964
8965 case (int)ScriptBaseClass.PRIM_TEXTURE:
8966 if (remain < 1)
8967 return res;
8968
8969 int face = (int)rules.GetLSLIntegerItem(idx++);
8970 if (face == ScriptBaseClass.ALL_SIDES)
8971 {
8972 for (face = 0; face < 21; face++)
8973 {
8974 res.Add(new LSL_String(""));
8975 res.Add(new LSL_Vector(0,0,0));
8976 res.Add(new LSL_Vector(0,0,0));
8977 res.Add(new LSL_Float(0.0));
8978 }
8979 }
8980 else
8981 {
8982 if (face >= 0 && face < 21)
8983 {
8984 res.Add(new LSL_String(""));
8985 res.Add(new LSL_Vector(0,0,0));
8986 res.Add(new LSL_Vector(0,0,0));
8987 res.Add(new LSL_Float(0.0));
8988 }
8989 }
8990 break;
8991
8992 case (int)ScriptBaseClass.PRIM_COLOR:
8993 if (remain < 1)
8994 return res;
8995
8996 face = (int)rules.GetLSLIntegerItem(idx++);
8997
8998 if (face == ScriptBaseClass.ALL_SIDES)
8999 {
9000 for (face = 0; face < 21; face++)
9001 {
9002 res.Add(new LSL_Vector(0,0,0));
9003 res.Add(new LSL_Float(0));
9004 }
9005 }
9006 else
9007 {
9008 res.Add(new LSL_Vector(0,0,0));
9009 res.Add(new LSL_Float(0));
9010 }
9011 break;
9012
9013 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
9014 if (remain < 1)
9015 return res;
9016 face = (int)rules.GetLSLIntegerItem(idx++);
9017
9018 if (face == ScriptBaseClass.ALL_SIDES)
9019 {
9020 for (face = 0; face < 21; face++)
9021 {
9022 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
9023 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
9024 }
9025 }
9026 else
9027 {
9028 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
9029 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
9030 }
9031 break;
9032
9033 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
9034 if (remain < 1)
9035 return res;
9036 face = (int)rules.GetLSLIntegerItem(idx++);
9037
9038 if (face == ScriptBaseClass.ALL_SIDES)
9039 {
9040 for (face = 0; face < 21; face++)
9041 {
9042 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
9043 }
9044 }
9045 else
9046 {
9047 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
9048 }
9049 break;
9050
9051 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
9052 res.Add(new LSL_Integer(0));
9053 res.Add(new LSL_Integer(0));// softness
9054 res.Add(new LSL_Float(0.0f)); // gravity
9055 res.Add(new LSL_Float(0.0f)); // friction
9056 res.Add(new LSL_Float(0.0f)); // wind
9057 res.Add(new LSL_Float(0.0f)); // tension
9058 res.Add(new LSL_Vector(0f,0f,0f));
9059 break;
9060
9061 case (int)ScriptBaseClass.PRIM_TEXGEN:
9062 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
9063 if (remain < 1)
9064 return res;
9065 face = (int)rules.GetLSLIntegerItem(idx++);
9066
9067 if (face == ScriptBaseClass.ALL_SIDES)
9068 {
9069 for (face = 0; face < 21; face++)
9070 {
9071 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9072 }
9073 }
9074 else
9075 {
9076 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9077 }
9078 break;
9079
9080 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
9081 res.Add(new LSL_Integer(0));
9082 res.Add(new LSL_Vector(0f,0f,0f));
9083 res.Add(new LSL_Float(0f)); // intensity
9084 res.Add(new LSL_Float(0f)); // radius
9085 res.Add(new LSL_Float(0f)); // falloff
9086 break;
9087
9088 case (int)ScriptBaseClass.PRIM_GLOW:
9089 if (remain < 1)
9090 return res;
9091 face = (int)rules.GetLSLIntegerItem(idx++);
9092
9093 if (face == ScriptBaseClass.ALL_SIDES)
9094 {
9095 for (face = 0; face < 21; face++)
9096 {
9097 res.Add(new LSL_Float(0f));
9098 }
9099 }
9100 else
9101 {
9102 res.Add(new LSL_Float(0f));
9103 }
9104 break;
9105
9106 case (int)ScriptBaseClass.PRIM_TEXT:
9107 res.Add(new LSL_String(""));
9108 res.Add(new LSL_Vector(0f,0f,0f));
9109 res.Add(new LSL_Float(1.0f));
9110 break;
9111
9112 case (int)ScriptBaseClass.PRIM_NAME:
9113 res.Add(new LSL_String(avatar.Name));
9114 break;
9115
9116 case (int)ScriptBaseClass.PRIM_DESC:
9117 res.Add(new LSL_String(""));
9118 break;
9119
9120 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
9121 Quaternion lrot = avatar.Rotation;
9122
9123 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
9124 {
9125 lrot = sitPart.RotationOffset * lrot; // apply sit part rotation offset
9126 }
9127 res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W));
9128 break;
9129
9130 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
9131 Vector3 lpos = avatar.OffsetPosition; // pos relative to sit part
9132 Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f * 2.0f);
9133 lpos -= lsitOffset;
9134
9135 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
9136 {
9137 lpos = sitPart.OffsetPosition + (lpos * sitPart.RotationOffset); // make it relative to root prim
9138 }
9139 res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z));
9140 break;
9141
9142 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
9143 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
9144 return res;
9145 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
9146 LSL_List new_rules = rules.GetSublist(idx, -1);
9147
9148 res += llGetLinkPrimitiveParams((int)new_linknumber, new_rules);
9149 return res;
9150 }
9151 }
7976 return res; 9152 return res;
7977 } 9153 }
7978 9154
@@ -8016,13 +9192,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8016 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 9192 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
8017 part.AbsolutePosition.Y, 9193 part.AbsolutePosition.Y,
8018 part.AbsolutePosition.Z); 9194 part.AbsolutePosition.Z);
8019 // For some reason, the part.AbsolutePosition.* values do not change if the
8020 // linkset is rotated; they always reflect the child prim's world position
8021 // as though the linkset is unrotated. This is incompatible behavior with SL's
8022 // implementation, so will break scripts imported from there (not to mention it
8023 // makes it more difficult to determine a child prim's actual inworld position).
8024 if (part.ParentID != 0)
8025 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
8026 res.Add(v); 9195 res.Add(v);
8027 break; 9196 break;
8028 9197
@@ -8193,56 +9362,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8193 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 9362 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8194 if (remain < 1) 9363 if (remain < 1)
8195 return res; 9364 return res;
8196 9365 face = (int)rules.GetLSLIntegerItem(idx++);
8197 face=(int)rules.GetLSLIntegerItem(idx++);
8198 9366
8199 tex = part.Shape.Textures; 9367 tex = part.Shape.Textures;
9368 int shiny;
8200 if (face == ScriptBaseClass.ALL_SIDES) 9369 if (face == ScriptBaseClass.ALL_SIDES)
8201 { 9370 {
8202 for (face = 0; face < GetNumberOfSides(part); face++) 9371 for (face = 0; face < GetNumberOfSides(part); face++)
8203 { 9372 {
8204 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9373 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8205 // Convert Shininess to PRIM_SHINY_* 9374 if (shinyness == Shininess.High)
8206 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 9375 {
8207 // PRIM_BUMP_* 9376 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8208 res.Add(new LSL_Integer((int)texface.Bump)); 9377 }
9378 else if (shinyness == Shininess.Medium)
9379 {
9380 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
9381 }
9382 else if (shinyness == Shininess.Low)
9383 {
9384 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
9385 }
9386 else
9387 {
9388 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
9389 }
9390 res.Add(new LSL_Integer(shiny));
9391 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8209 } 9392 }
8210 } 9393 }
8211 else 9394 else
8212 { 9395 {
8213 if (face >= 0 && face < GetNumberOfSides(part)) 9396 Shininess shinyness = tex.GetFace((uint)face).Shiny;
9397 if (shinyness == Shininess.High)
8214 { 9398 {
8215 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9399 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8216 // Convert Shininess to PRIM_SHINY_* 9400 }
8217 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 9401 else if (shinyness == Shininess.Medium)
8218 // PRIM_BUMP_* 9402 {
8219 res.Add(new LSL_Integer((int)texface.Bump)); 9403 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
9404 }
9405 else if (shinyness == Shininess.Low)
9406 {
9407 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
9408 }
9409 else
9410 {
9411 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8220 } 9412 }
9413 res.Add(new LSL_Integer(shiny));
9414 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8221 } 9415 }
8222 break; 9416 break;
8223 9417
8224 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 9418 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8225 if (remain < 1) 9419 if (remain < 1)
8226 return res; 9420 return res;
8227 9421 face = (int)rules.GetLSLIntegerItem(idx++);
8228 face=(int)rules.GetLSLIntegerItem(idx++);
8229 9422
8230 tex = part.Shape.Textures; 9423 tex = part.Shape.Textures;
9424 int fullbright;
8231 if (face == ScriptBaseClass.ALL_SIDES) 9425 if (face == ScriptBaseClass.ALL_SIDES)
8232 { 9426 {
8233 for (face = 0; face < GetNumberOfSides(part); face++) 9427 for (face = 0; face < GetNumberOfSides(part); face++)
8234 { 9428 {
8235 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9429 if (tex.GetFace((uint)face).Fullbright == true)
8236 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 9430 {
9431 fullbright = ScriptBaseClass.TRUE;
9432 }
9433 else
9434 {
9435 fullbright = ScriptBaseClass.FALSE;
9436 }
9437 res.Add(new LSL_Integer(fullbright));
8237 } 9438 }
8238 } 9439 }
8239 else 9440 else
8240 { 9441 {
8241 if (face >= 0 && face < GetNumberOfSides(part)) 9442 if (tex.GetFace((uint)face).Fullbright == true)
8242 { 9443 {
8243 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9444 fullbright = ScriptBaseClass.TRUE;
8244 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 9445 }
9446 else
9447 {
9448 fullbright = ScriptBaseClass.FALSE;
8245 } 9449 }
9450 res.Add(new LSL_Integer(fullbright));
8246 } 9451 }
8247 break; 9452 break;
8248 9453
@@ -8264,27 +9469,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8264 break; 9469 break;
8265 9470
8266 case (int)ScriptBaseClass.PRIM_TEXGEN: 9471 case (int)ScriptBaseClass.PRIM_TEXGEN:
9472 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8267 if (remain < 1) 9473 if (remain < 1)
8268 return res; 9474 return res;
8269 9475 face = (int)rules.GetLSLIntegerItem(idx++);
8270 face=(int)rules.GetLSLIntegerItem(idx++);
8271 9476
8272 tex = part.Shape.Textures; 9477 tex = part.Shape.Textures;
8273 if (face == ScriptBaseClass.ALL_SIDES) 9478 if (face == ScriptBaseClass.ALL_SIDES)
8274 { 9479 {
8275 for (face = 0; face < GetNumberOfSides(part); face++) 9480 for (face = 0; face < GetNumberOfSides(part); face++)
8276 { 9481 {
8277 MappingType texgen = tex.GetFace((uint)face).TexMapType; 9482 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8278 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 9483 {
8279 res.Add(new LSL_Integer((uint)texgen >> 1)); 9484 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
9485 }
9486 else
9487 {
9488 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9489 }
8280 } 9490 }
8281 } 9491 }
8282 else 9492 else
8283 { 9493 {
8284 if (face >= 0 && face < GetNumberOfSides(part)) 9494 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
9495 {
9496 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
9497 }
9498 else
8285 { 9499 {
8286 MappingType texgen = tex.GetFace((uint)face).TexMapType; 9500 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8287 res.Add(new LSL_Integer((uint)texgen >> 1));
8288 } 9501 }
8289 } 9502 }
8290 break; 9503 break;
@@ -8307,25 +9520,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8307 case (int)ScriptBaseClass.PRIM_GLOW: 9520 case (int)ScriptBaseClass.PRIM_GLOW:
8308 if (remain < 1) 9521 if (remain < 1)
8309 return res; 9522 return res;
8310 9523 face = (int)rules.GetLSLIntegerItem(idx++);
8311 face=(int)rules.GetLSLIntegerItem(idx++);
8312 9524
8313 tex = part.Shape.Textures; 9525 tex = part.Shape.Textures;
9526 float primglow;
8314 if (face == ScriptBaseClass.ALL_SIDES) 9527 if (face == ScriptBaseClass.ALL_SIDES)
8315 { 9528 {
8316 for (face = 0; face < GetNumberOfSides(part); face++) 9529 for (face = 0; face < GetNumberOfSides(part); face++)
8317 { 9530 {
8318 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9531 primglow = tex.GetFace((uint)face).Glow;
8319 res.Add(new LSL_Float(texface.Glow)); 9532 res.Add(new LSL_Float(primglow));
8320 } 9533 }
8321 } 9534 }
8322 else 9535 else
8323 { 9536 {
8324 if (face >= 0 && face < GetNumberOfSides(part)) 9537 primglow = tex.GetFace((uint)face).Glow;
8325 { 9538 res.Add(new LSL_Float(primglow));
8326 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8327 res.Add(new LSL_Float(texface.Glow));
8328 }
8329 } 9539 }
8330 break; 9540 break;
8331 9541
@@ -8337,18 +9547,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8337 textColor.B)); 9547 textColor.B));
8338 res.Add(new LSL_Float(textColor.A)); 9548 res.Add(new LSL_Float(textColor.A));
8339 break; 9549 break;
9550
8340 case (int)ScriptBaseClass.PRIM_NAME: 9551 case (int)ScriptBaseClass.PRIM_NAME:
8341 res.Add(new LSL_String(part.Name)); 9552 res.Add(new LSL_String(part.Name));
8342 break; 9553 break;
9554
8343 case (int)ScriptBaseClass.PRIM_DESC: 9555 case (int)ScriptBaseClass.PRIM_DESC:
8344 res.Add(new LSL_String(part.Description)); 9556 res.Add(new LSL_String(part.Description));
8345 break; 9557 break;
9558
8346 case (int)ScriptBaseClass.PRIM_ROT_LOCAL: 9559 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
8347 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W)); 9560 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W));
8348 break; 9561 break;
9562
8349 case (int)ScriptBaseClass.PRIM_POS_LOCAL: 9563 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
8350 res.Add(new LSL_Vector(GetPartLocalPos(part))); 9564 res.Add(new LSL_Vector(GetPartLocalPos(part)));
8351 break; 9565 break;
9566
9567 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
9568 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
9569 return res;
9570 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
9571 LSL_List new_rules = rules.GetSublist(idx, -1);
9572 LSL_List tres = llGetLinkPrimitiveParams((int)new_linknumber, new_rules);
9573 res += tres;
9574 return res;
8352 } 9575 }
8353 } 9576 }
8354 return res; 9577 return res;
@@ -8941,8 +10164,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8941 // The function returns an ordered list 10164 // The function returns an ordered list
8942 // representing the tokens found in the supplied 10165 // representing the tokens found in the supplied
8943 // sources string. If two successive tokenizers 10166 // sources string. If two successive tokenizers
8944 // are encountered, then a NULL entry is added 10167 // are encountered, then a null-string entry is
8945 // to the list. 10168 // added to the list.
8946 // 10169 //
8947 // It is a precondition that the source and 10170 // It is a precondition that the source and
8948 // toekizer lisst are non-null. If they are null, 10171 // toekizer lisst are non-null. If they are null,
@@ -8950,7 +10173,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8950 // while their lengths are being determined. 10173 // while their lengths are being determined.
8951 // 10174 //
8952 // A small amount of working memoryis required 10175 // A small amount of working memoryis required
8953 // of approximately 8*#tokenizers. 10176 // of approximately 8*#tokenizers + 8*srcstrlen.
8954 // 10177 //
8955 // There are many ways in which this function 10178 // There are many ways in which this function
8956 // can be implemented, this implementation is 10179 // can be implemented, this implementation is
@@ -8966,155 +10189,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8966 // and eliminates redundant tokenizers as soon 10189 // and eliminates redundant tokenizers as soon
8967 // as is possible. 10190 // as is possible.
8968 // 10191 //
8969 // The implementation tries to avoid any copying 10192 // The implementation tries to minimize temporary
8970 // of arrays or other objects. 10193 // garbage generation.
8971 // </remarks> 10194 // </remarks>
8972 10195
8973 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 10196 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8974 { 10197 {
8975 int beginning = 0; 10198 return ParseString2List(src, separators, spacers, true);
8976 int srclen = src.Length; 10199 }
8977 int seplen = separators.Length;
8978 object[] separray = separators.Data;
8979 int spclen = spacers.Length;
8980 object[] spcarray = spacers.Data;
8981 int mlen = seplen+spclen;
8982
8983 int[] offset = new int[mlen+1];
8984 bool[] active = new bool[mlen];
8985
8986 int best;
8987 int j;
8988
8989 // Initial capacity reduces resize cost
8990 10200
8991 LSL_List tokens = new LSL_List(); 10201 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
10202 {
10203 int srclen = src.Length;
10204 int seplen = separators.Length;
10205 object[] separray = separators.Data;
10206 int spclen = spacers.Length;
10207 object[] spcarray = spacers.Data;
10208 int dellen = 0;
10209 string[] delarray = new string[seplen+spclen];
8992 10210
8993 // All entries are initially valid 10211 int outlen = 0;
10212 string[] outarray = new string[srclen*2+1];
8994 10213
8995 for (int i = 0; i < mlen; i++) 10214 int i, j;
8996 active[i] = true; 10215 string d;
8997 10216
8998 offset[mlen] = srclen; 10217 m_host.AddScriptLPS(1);
8999 10218
9000 while (beginning < srclen) 10219 /*
10220 * Convert separator and spacer lists to C# strings.
10221 * Also filter out null strings so we don't hang.
10222 */
10223 for (i = 0; i < seplen; i ++)
9001 { 10224 {
10225 d = separray[i].ToString();
10226 if (d.Length > 0)
10227 {
10228 delarray[dellen++] = d;
10229 }
10230 }
10231 seplen = dellen;
9002 10232
9003 best = mlen; // as bad as it gets 10233 for (i = 0; i < spclen; i ++)
10234 {
10235 d = spcarray[i].ToString();
10236 if (d.Length > 0)
10237 {
10238 delarray[dellen++] = d;
10239 }
10240 }
9004 10241
9005 // Scan for separators 10242 /*
10243 * Scan through source string from beginning to end.
10244 */
10245 for (i = 0;;)
10246 {
9006 10247
9007 for (j = 0; j < seplen; j++) 10248 /*
10249 * Find earliest delimeter in src starting at i (if any).
10250 */
10251 int earliestDel = -1;
10252 int earliestSrc = srclen;
10253 string earliestStr = null;
10254 for (j = 0; j < dellen; j ++)
9008 { 10255 {
9009 if (separray[j].ToString() == String.Empty) 10256 d = delarray[j];
9010 active[j] = false; 10257 if (d != null)
9011
9012 if (active[j])
9013 { 10258 {
9014 // scan all of the markers 10259 int index = src.IndexOf(d, i);
9015 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 10260 if (index < 0)
9016 { 10261 {
9017 // not present at all 10262 delarray[j] = null; // delim nowhere in src, don't check it anymore
9018 active[j] = false;
9019 } 10263 }
9020 else 10264 else if (index < earliestSrc)
9021 { 10265 {
9022 // present and correct 10266 earliestSrc = index; // where delimeter starts in source string
9023 if (offset[j] < offset[best]) 10267 earliestDel = j; // where delimeter is in delarray[]
9024 { 10268 earliestStr = d; // the delimeter string from delarray[]
9025 // closest so far 10269 if (index == i) break; // can't do any better than found at beg of string
9026 best = j;
9027 if (offset[best] == beginning)
9028 break;
9029 }
9030 } 10270 }
9031 } 10271 }
9032 } 10272 }
9033 10273
9034 // Scan for spacers 10274 /*
9035 10275 * Output source string starting at i through start of earliest delimeter.
9036 if (offset[best] != beginning) 10276 */
10277 if (keepNulls || (earliestSrc > i))
9037 { 10278 {
9038 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 10279 outarray[outlen++] = src.Substring(i, earliestSrc - i);
9039 {
9040 if (spcarray[j-seplen].ToString() == String.Empty)
9041 active[j] = false;
9042
9043 if (active[j])
9044 {
9045 // scan all of the markers
9046 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
9047 {
9048 // not present at all
9049 active[j] = false;
9050 }
9051 else
9052 {
9053 // present and correct
9054 if (offset[j] < offset[best])
9055 {
9056 // closest so far
9057 best = j;
9058 }
9059 }
9060 }
9061 }
9062 } 10280 }
9063 10281
9064 // This is the normal exit from the scanning loop 10282 /*
10283 * If no delimeter found at or after i, we're done scanning.
10284 */
10285 if (earliestDel < 0) break;
9065 10286
9066 if (best == mlen) 10287 /*
10288 * If delimeter was a spacer, output the spacer.
10289 */
10290 if (earliestDel >= seplen)
9067 { 10291 {
9068 // no markers were found on this pass 10292 outarray[outlen++] = earliestStr;
9069 // so we're pretty much done
9070 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
9071 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
9072 break;
9073 } 10293 }
9074 10294
9075 // Otherwise we just add the newly delimited token 10295 /*
9076 // and recalculate where the search should continue. 10296 * Look at rest of src string following delimeter.
9077 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 10297 */
9078 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 10298 i = earliestSrc + earliestStr.Length;
9079
9080 if (best < seplen)
9081 {
9082 beginning = offset[best] + (separray[best].ToString()).Length;
9083 }
9084 else
9085 {
9086 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
9087 string str = spcarray[best - seplen].ToString();
9088 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
9089 tokens.Add(new LSL_String(str));
9090 }
9091 } 10299 }
9092 10300
9093 // This an awkward an not very intuitive boundary case. If the 10301 /*
9094 // last substring is a tokenizer, then there is an implied trailing 10302 * Make up an exact-sized output array suitable for an LSL_List object.
9095 // null list entry. Hopefully the single comparison will not be too 10303 */
9096 // arduous. Alternatively the 'break' could be replced with a return 10304 object[] outlist = new object[outlen];
9097 // but that's shabby programming. 10305 for (i = 0; i < outlen; i ++)
9098
9099 if ((beginning == srclen) && (keepNulls))
9100 { 10306 {
9101 if (srclen != 0) 10307 outlist[i] = new LSL_String(outarray[i]);
9102 tokens.Add(new LSL_String(""));
9103 } 10308 }
9104 10309 return new LSL_List(outlist);
9105 return tokens;
9106 }
9107
9108 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
9109 {
9110 m_host.AddScriptLPS(1);
9111 return this.ParseString(src, separators, spacers, false);
9112 }
9113
9114 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
9115 {
9116 m_host.AddScriptLPS(1);
9117 return this.ParseString(src, separators, spacers, true);
9118 } 10310 }
9119 10311
9120 public LSL_Integer llGetObjectPermMask(int mask) 10312 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9209,6 +10401,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9209 case 4: 10401 case 4:
9210 return (int)item.NextPermissions; 10402 return (int)item.NextPermissions;
9211 } 10403 }
10404 m_host.TaskInventory.LockItemsForRead(false);
9212 10405
9213 return -1; 10406 return -1;
9214 } 10407 }
@@ -9399,9 +10592,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9399 { 10592 {
9400 try 10593 try
9401 { 10594 {
10595 /*
9402 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId); 10596 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
9403 if (obj != null) 10597 if (obj != null)
9404 return (double)obj.GetMass(); 10598 return (double)obj.GetMass();
10599 */
10600 // return total object mass
10601 SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
10602 if (obj != null)
10603 return obj.GetMass();
10604
9405 // the object is null so the key is for an avatar 10605 // the object is null so the key is for an avatar
9406 ScenePresence avatar = World.GetScenePresence(key); 10606 ScenePresence avatar = World.GetScenePresence(key);
9407 if (avatar != null) 10607 if (avatar != null)
@@ -9421,7 +10621,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9421 } 10621 }
9422 10622
9423 /// <summary> 10623 /// <summary>
9424 /// illListReplaceList removes the sub-list defined by the inclusive indices 10624 /// llListReplaceList removes the sub-list defined by the inclusive indices
9425 /// start and end and inserts the src list in its place. The inclusive 10625 /// start and end and inserts the src list in its place. The inclusive
9426 /// nature of the indices means that at least one element must be deleted 10626 /// nature of the indices means that at least one element must be deleted
9427 /// if the indices are within the bounds of the existing list. I.e. 2,2 10627 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9478,16 +10678,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9478 // based upon end. Note that if end exceeds the upper 10678 // based upon end. Note that if end exceeds the upper
9479 // bound in this case, the entire destination list 10679 // bound in this case, the entire destination list
9480 // is removed. 10680 // is removed.
9481 else 10681 else if (start == 0)
9482 { 10682 {
9483 if (end + 1 < dest.Length) 10683 if (end + 1 < dest.Length)
9484 {
9485 return src + dest.GetSublist(end + 1, -1); 10684 return src + dest.GetSublist(end + 1, -1);
9486 }
9487 else 10685 else
9488 {
9489 return src; 10686 return src;
9490 } 10687 }
10688 else // Start < 0
10689 {
10690 if (end + 1 < dest.Length)
10691 return dest.GetSublist(end + 1, -1);
10692 else
10693 return new LSL_List();
9491 } 10694 }
9492 } 10695 }
9493 // Finally, if start > end, we strip away a prefix and 10696 // Finally, if start > end, we strip away a prefix and
@@ -9538,17 +10741,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9538 int width = 0; 10741 int width = 0;
9539 int height = 0; 10742 int height = 0;
9540 10743
9541 ParcelMediaCommandEnum? commandToSend = null; 10744 uint commandToSend = 0;
9542 float time = 0.0f; // default is from start 10745 float time = 0.0f; // default is from start
9543 10746
9544 ScenePresence presence = null; 10747 ScenePresence presence = null;
9545 10748
9546 for (int i = 0; i < commandList.Data.Length; i++) 10749 for (int i = 0; i < commandList.Data.Length; i++)
9547 { 10750 {
9548 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10751 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9549 switch (command) 10752 switch (command)
9550 { 10753 {
9551 case ParcelMediaCommandEnum.Agent: 10754 case (uint)ParcelMediaCommandEnum.Agent:
9552 // we send only to one agent 10755 // we send only to one agent
9553 if ((i + 1) < commandList.Length) 10756 if ((i + 1) < commandList.Length)
9554 { 10757 {
@@ -9565,25 +10768,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9565 } 10768 }
9566 break; 10769 break;
9567 10770
9568 case ParcelMediaCommandEnum.Loop: 10771 case (uint)ParcelMediaCommandEnum.Loop:
9569 loop = 1; 10772 loop = 1;
9570 commandToSend = command; 10773 commandToSend = command;
9571 update = true; //need to send the media update packet to set looping 10774 update = true; //need to send the media update packet to set looping
9572 break; 10775 break;
9573 10776
9574 case ParcelMediaCommandEnum.Play: 10777 case (uint)ParcelMediaCommandEnum.Play:
9575 loop = 0; 10778 loop = 0;
9576 commandToSend = command; 10779 commandToSend = command;
9577 update = true; //need to send the media update packet to make sure it doesn't loop 10780 update = true; //need to send the media update packet to make sure it doesn't loop
9578 break; 10781 break;
9579 10782
9580 case ParcelMediaCommandEnum.Pause: 10783 case (uint)ParcelMediaCommandEnum.Pause:
9581 case ParcelMediaCommandEnum.Stop: 10784 case (uint)ParcelMediaCommandEnum.Stop:
9582 case ParcelMediaCommandEnum.Unload: 10785 case (uint)ParcelMediaCommandEnum.Unload:
9583 commandToSend = command; 10786 commandToSend = command;
9584 break; 10787 break;
9585 10788
9586 case ParcelMediaCommandEnum.Url: 10789 case (uint)ParcelMediaCommandEnum.Url:
9587 if ((i + 1) < commandList.Length) 10790 if ((i + 1) < commandList.Length)
9588 { 10791 {
9589 if (commandList.Data[i + 1] is LSL_String) 10792 if (commandList.Data[i + 1] is LSL_String)
@@ -9596,7 +10799,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9596 } 10799 }
9597 break; 10800 break;
9598 10801
9599 case ParcelMediaCommandEnum.Texture: 10802 case (uint)ParcelMediaCommandEnum.Texture:
9600 if ((i + 1) < commandList.Length) 10803 if ((i + 1) < commandList.Length)
9601 { 10804 {
9602 if (commandList.Data[i + 1] is LSL_String) 10805 if (commandList.Data[i + 1] is LSL_String)
@@ -9609,7 +10812,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9609 } 10812 }
9610 break; 10813 break;
9611 10814
9612 case ParcelMediaCommandEnum.Time: 10815 case (uint)ParcelMediaCommandEnum.Time:
9613 if ((i + 1) < commandList.Length) 10816 if ((i + 1) < commandList.Length)
9614 { 10817 {
9615 if (commandList.Data[i + 1] is LSL_Float) 10818 if (commandList.Data[i + 1] is LSL_Float)
@@ -9621,7 +10824,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9621 } 10824 }
9622 break; 10825 break;
9623 10826
9624 case ParcelMediaCommandEnum.AutoAlign: 10827 case (uint)ParcelMediaCommandEnum.AutoAlign:
9625 if ((i + 1) < commandList.Length) 10828 if ((i + 1) < commandList.Length)
9626 { 10829 {
9627 if (commandList.Data[i + 1] is LSL_Integer) 10830 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9635,7 +10838,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9635 } 10838 }
9636 break; 10839 break;
9637 10840
9638 case ParcelMediaCommandEnum.Type: 10841 case (uint)ParcelMediaCommandEnum.Type:
9639 if ((i + 1) < commandList.Length) 10842 if ((i + 1) < commandList.Length)
9640 { 10843 {
9641 if (commandList.Data[i + 1] is LSL_String) 10844 if (commandList.Data[i + 1] is LSL_String)
@@ -9648,7 +10851,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9648 } 10851 }
9649 break; 10852 break;
9650 10853
9651 case ParcelMediaCommandEnum.Desc: 10854 case (uint)ParcelMediaCommandEnum.Desc:
9652 if ((i + 1) < commandList.Length) 10855 if ((i + 1) < commandList.Length)
9653 { 10856 {
9654 if (commandList.Data[i + 1] is LSL_String) 10857 if (commandList.Data[i + 1] is LSL_String)
@@ -9661,7 +10864,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9661 } 10864 }
9662 break; 10865 break;
9663 10866
9664 case ParcelMediaCommandEnum.Size: 10867 case (uint)ParcelMediaCommandEnum.Size:
9665 if ((i + 2) < commandList.Length) 10868 if ((i + 2) < commandList.Length)
9666 { 10869 {
9667 if (commandList.Data[i + 1] is LSL_Integer) 10870 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9731,7 +10934,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9731 } 10934 }
9732 } 10935 }
9733 10936
9734 if (commandToSend != null) 10937 if (commandToSend != 0)
9735 { 10938 {
9736 // the commandList contained a start/stop/... command, too 10939 // the commandList contained a start/stop/... command, too
9737 if (presence == null) 10940 if (presence == null)
@@ -9768,7 +10971,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9768 10971
9769 if (aList.Data[i] != null) 10972 if (aList.Data[i] != null)
9770 { 10973 {
9771 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10974 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9772 { 10975 {
9773 case ParcelMediaCommandEnum.Url: 10976 case ParcelMediaCommandEnum.Url:
9774 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10977 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9825,15 +11028,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9825 11028
9826 if (quick_pay_buttons.Data.Length < 4) 11029 if (quick_pay_buttons.Data.Length < 4)
9827 { 11030 {
9828 LSLError("List must have at least 4 elements"); 11031 int x;
9829 return; 11032 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
11033 {
11034 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
11035 }
9830 } 11036 }
9831 m_host.ParentGroup.RootPart.PayPrice[0]=price; 11037 int[] nPrice = new int[5];
9832 11038 nPrice[0] = price;
9833 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 11039 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9834 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 11040 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9835 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 11041 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9836 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 11042 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
11043 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9837 m_host.ParentGroup.HasGroupChanged = true; 11044 m_host.ParentGroup.HasGroupChanged = true;
9838 } 11045 }
9839 11046
@@ -9850,7 +11057,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9850 return new LSL_Vector(); 11057 return new LSL_Vector();
9851 } 11058 }
9852 11059
9853 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 11060// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
11061 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9854 if (presence != null) 11062 if (presence != null)
9855 { 11063 {
9856 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z); 11064 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z);
@@ -9872,7 +11080,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9872 return new LSL_Rotation(); 11080 return new LSL_Rotation();
9873 } 11081 }
9874 11082
9875 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 11083// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
11084 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9876 if (presence != null) 11085 if (presence != null)
9877 { 11086 {
9878 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W); 11087 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W);
@@ -9932,8 +11141,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9932 { 11141 {
9933 m_host.AddScriptLPS(1); 11142 m_host.AddScriptLPS(1);
9934 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0); 11143 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0);
9935 if (detectedParams == null) return; // only works on the first detected avatar 11144 if (detectedParams == null)
9936 11145 {
11146 if (m_host.ParentGroup.IsAttachment == true)
11147 {
11148 detectedParams = new DetectParams();
11149 detectedParams.Key = m_host.OwnerID;
11150 }
11151 else
11152 {
11153 return;
11154 }
11155 }
11156
9937 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 11157 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9938 if (avatar != null) 11158 if (avatar != null)
9939 { 11159 {
@@ -9941,6 +11161,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9941 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 11161 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9942 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 11162 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9943 } 11163 }
11164
9944 ScriptSleep(1000); 11165 ScriptSleep(1000);
9945 } 11166 }
9946 11167
@@ -10064,12 +11285,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10064 11285
10065 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 11286 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
10066 object[] data = rules.Data; 11287 object[] data = rules.Data;
10067 for (int i = 0; i < data.Length; ++i) { 11288 for (int i = 0; i < data.Length; ++i)
11289 {
10068 int type = Convert.ToInt32(data[i++].ToString()); 11290 int type = Convert.ToInt32(data[i++].ToString());
10069 if (i >= data.Length) break; // odd number of entries => ignore the last 11291 if (i >= data.Length) break; // odd number of entries => ignore the last
10070 11292
10071 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 11293 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
10072 switch (type) { 11294 switch (type)
11295 {
10073 case ScriptBaseClass.CAMERA_FOCUS: 11296 case ScriptBaseClass.CAMERA_FOCUS:
10074 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 11297 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
10075 case ScriptBaseClass.CAMERA_POSITION: 11298 case ScriptBaseClass.CAMERA_POSITION:
@@ -10175,19 +11398,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10175 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 11398 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
10176 { 11399 {
10177 m_host.AddScriptLPS(1); 11400 m_host.AddScriptLPS(1);
10178 string ret = String.Empty; 11401
10179 string src1 = llBase64ToString(str1); 11402 if (str1 == String.Empty)
10180 string src2 = llBase64ToString(str2); 11403 return String.Empty;
10181 int c = 0; 11404 if (str2 == String.Empty)
10182 for (int i = 0; i < src1.Length; i++) 11405 return str1;
11406
11407 int len = str2.Length;
11408 if ((len % 4) != 0) // LL is EVIL!!!!
10183 { 11409 {
10184 ret += (char) (src1[i] ^ src2[c]); 11410 while (str2.EndsWith("="))
11411 str2 = str2.Substring(0, str2.Length - 1);
10185 11412
10186 c++; 11413 len = str2.Length;
10187 if (c >= src2.Length) 11414 int mod = len % 4;
10188 c = 0; 11415
11416 if (mod == 1)
11417 str2 = str2.Substring(0, str2.Length - 1);
11418 else if (mod == 2)
11419 str2 += "==";
11420 else if (mod == 3)
11421 str2 += "=";
10189 } 11422 }
10190 return llStringToBase64(ret); 11423
11424 byte[] data1;
11425 byte[] data2;
11426 try
11427 {
11428 data1 = Convert.FromBase64String(str1);
11429 data2 = Convert.FromBase64String(str2);
11430 }
11431 catch (Exception)
11432 {
11433 return new LSL_String(String.Empty);
11434 }
11435
11436 byte[] d2 = new Byte[data1.Length];
11437 int pos = 0;
11438
11439 if (data1.Length <= data2.Length)
11440 {
11441 Array.Copy(data2, 0, d2, 0, data1.Length);
11442 }
11443 else
11444 {
11445 while (pos < data1.Length)
11446 {
11447 len = data1.Length - pos;
11448 if (len > data2.Length)
11449 len = data2.Length;
11450
11451 Array.Copy(data2, 0, d2, pos, len);
11452 pos += len;
11453 }
11454 }
11455
11456 for (pos = 0 ; pos < data1.Length ; pos++ )
11457 data1[pos] ^= d2[pos];
11458
11459 return Convert.ToBase64String(data1);
10191 } 11460 }
10192 11461
10193 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 11462 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10240,16 +11509,72 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10240 if (userAgent != null) 11509 if (userAgent != null)
10241 httpHeaders["User-Agent"] = userAgent; 11510 httpHeaders["User-Agent"] = userAgent;
10242 11511
11512 // See if the URL contains any header hacks
11513 string[] urlParts = url.Split(new char[] {'\n'});
11514 if (urlParts.Length > 1)
11515 {
11516 // Iterate the passed headers and parse them
11517 for (int i = 1 ; i < urlParts.Length ; i++ )
11518 {
11519 // The rest of those would be added to the body in SL.
11520 // Let's not do that.
11521 if (urlParts[i] == String.Empty)
11522 break;
11523
11524 // See if this could be a valid header
11525 string[] headerParts = urlParts[i].Split(new char[] {':'}, 2);
11526 if (headerParts.Length != 2)
11527 continue;
11528
11529 string headerName = headerParts[0].Trim();
11530 string headerValue = headerParts[1].Trim();
11531
11532 // Filter out headers that could be used to abuse
11533 // another system or cloak the request
11534 if (headerName.ToLower() == "x-secondlife-shard" ||
11535 headerName.ToLower() == "x-secondlife-object-name" ||
11536 headerName.ToLower() == "x-secondlife-object-key" ||
11537 headerName.ToLower() == "x-secondlife-region" ||
11538 headerName.ToLower() == "x-secondlife-local-position" ||
11539 headerName.ToLower() == "x-secondlife-local-velocity" ||
11540 headerName.ToLower() == "x-secondlife-local-rotation" ||
11541 headerName.ToLower() == "x-secondlife-owner-name" ||
11542 headerName.ToLower() == "x-secondlife-owner-key" ||
11543 headerName.ToLower() == "connection" ||
11544 headerName.ToLower() == "content-length" ||
11545 headerName.ToLower() == "from" ||
11546 headerName.ToLower() == "host" ||
11547 headerName.ToLower() == "proxy-authorization" ||
11548 headerName.ToLower() == "referer" ||
11549 headerName.ToLower() == "trailer" ||
11550 headerName.ToLower() == "transfer-encoding" ||
11551 headerName.ToLower() == "via" ||
11552 headerName.ToLower() == "authorization")
11553 continue;
11554
11555 httpHeaders[headerName] = headerValue;
11556 }
11557
11558 // Finally, strip any protocol specifier from the URL
11559 url = urlParts[0].Trim();
11560 int idx = url.IndexOf(" HTTP/");
11561 if (idx != -1)
11562 url = url.Substring(0, idx);
11563 }
11564
10243 string authregex = @"^(https?:\/\/)(\w+):(\w+)@(.*)$"; 11565 string authregex = @"^(https?:\/\/)(\w+):(\w+)@(.*)$";
10244 Regex r = new Regex(authregex); 11566 Regex r = new Regex(authregex);
10245 int[] gnums = r.GetGroupNumbers(); 11567 int[] gnums = r.GetGroupNumbers();
10246 Match m = r.Match(url); 11568 Match m = r.Match(url);
10247 if (m.Success) { 11569 if (m.Success)
10248 for (int i = 1; i < gnums.Length; i++) { 11570 {
11571 for (int i = 1; i < gnums.Length; i++)
11572 {
10249 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 11573 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10250 //CaptureCollection cc = g.Captures; 11574 //CaptureCollection cc = g.Captures;
10251 } 11575 }
10252 if (m.Groups.Count == 5) { 11576 if (m.Groups.Count == 5)
11577 {
10253 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 11578 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10254 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 11579 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10255 } 11580 }
@@ -10452,6 +11777,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10452 11777
10453 LSL_List ret = new LSL_List(); 11778 LSL_List ret = new LSL_List();
10454 UUID key = new UUID(); 11779 UUID key = new UUID();
11780
11781
10455 if (UUID.TryParse(id, out key)) 11782 if (UUID.TryParse(id, out key))
10456 { 11783 {
10457 ScenePresence av = World.GetScenePresence(key); 11784 ScenePresence av = World.GetScenePresence(key);
@@ -10469,13 +11796,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10469 ret.Add(new LSL_String("")); 11796 ret.Add(new LSL_String(""));
10470 break; 11797 break;
10471 case ScriptBaseClass.OBJECT_POS: 11798 case ScriptBaseClass.OBJECT_POS:
10472 ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z)); 11799 Vector3 avpos;
11800
11801 if (av.ParentID != 0 && av.ParentPart != null)
11802 {
11803 avpos = av.OffsetPosition;
11804
11805 Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f *2.0f);
11806 avpos -= sitOffset;
11807
11808 avpos = av.ParentPart.GetWorldPosition() + avpos * av.ParentPart.GetWorldRotation();
11809 }
11810 else
11811 avpos = av.AbsolutePosition;
11812
11813 ret.Add(new LSL_Vector((double)avpos.X, (double)avpos.Y, (double)avpos.Z));
10473 break; 11814 break;
10474 case ScriptBaseClass.OBJECT_ROT: 11815 case ScriptBaseClass.OBJECT_ROT:
10475 ret.Add(new LSL_Rotation((double)av.Rotation.X, (double)av.Rotation.Y, (double)av.Rotation.Z, (double)av.Rotation.W)); 11816 Quaternion avrot = av.Rotation;
11817 if (av.ParentID != 0 && av.ParentPart != null)
11818 {
11819 avrot = av.ParentPart.GetWorldRotation() * avrot;
11820 }
11821 ret.Add(new LSL_Rotation((double)avrot.X, (double)avrot.Y, (double)avrot.Z, (double)avrot.W));
10476 break; 11822 break;
10477 case ScriptBaseClass.OBJECT_VELOCITY: 11823 case ScriptBaseClass.OBJECT_VELOCITY:
10478 ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z)); 11824 Vector3 avvel = av.Velocity;
11825 ret.Add(new LSL_Vector((double)avvel.X, (double)avvel.Y, (double)avvel.Z));
10479 break; 11826 break;
10480 case ScriptBaseClass.OBJECT_OWNER: 11827 case ScriptBaseClass.OBJECT_OWNER:
10481 ret.Add(new LSL_String(id)); 11828 ret.Add(new LSL_String(id));
@@ -10531,11 +11878,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10531 case ScriptBaseClass.OBJECT_NAME: 11878 case ScriptBaseClass.OBJECT_NAME:
10532 ret.Add(new LSL_String(obj.Name)); 11879 ret.Add(new LSL_String(obj.Name));
10533 break; 11880 break;
10534 case ScriptBaseClass.OBJECT_DESC: 11881 case ScriptBaseClass.OBJECT_DESC:
10535 ret.Add(new LSL_String(obj.Description)); 11882 ret.Add(new LSL_String(obj.Description));
10536 break; 11883 break;
10537 case ScriptBaseClass.OBJECT_POS: 11884 case ScriptBaseClass.OBJECT_POS:
10538 ret.Add(new LSL_Vector(obj.AbsolutePosition.X, obj.AbsolutePosition.Y, obj.AbsolutePosition.Z)); 11885 Vector3 opos = obj.AbsolutePosition;
11886 ret.Add(new LSL_Vector(opos.X, opos.Y, opos.Z));
10539 break; 11887 break;
10540 case ScriptBaseClass.OBJECT_ROT: 11888 case ScriptBaseClass.OBJECT_ROT:
10541 { 11889 {
@@ -10551,7 +11899,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10551 } 11899 }
10552 break; 11900 break;
10553 case ScriptBaseClass.OBJECT_VELOCITY: 11901 case ScriptBaseClass.OBJECT_VELOCITY:
10554 ret.Add(new LSL_Vector(obj.Velocity.X, obj.Velocity.Y, obj.Velocity.Z)); 11902 Vector3 ovel = obj.Velocity;
11903 ret.Add(new LSL_Vector(ovel.X, ovel.Y, ovel.Z));
10555 break; 11904 break;
10556 case ScriptBaseClass.OBJECT_OWNER: 11905 case ScriptBaseClass.OBJECT_OWNER:
10557 ret.Add(new LSL_String(obj.OwnerID.ToString())); 11906 ret.Add(new LSL_String(obj.OwnerID.ToString()));
@@ -10585,9 +11934,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10585 // The value returned in SL for normal prims is prim count 11934 // The value returned in SL for normal prims is prim count
10586 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount)); 11935 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount));
10587 break; 11936 break;
10588 // The following 3 costs I have intentionaly coded to return zero. They are part of 11937
10589 // "Land Impact" calculations. These calculations are probably not applicable 11938 // costs below may need to be diferent for root parts, need to check
10590 // to OpenSim and are not yet complete in SL
10591 case ScriptBaseClass.OBJECT_SERVER_COST: 11939 case ScriptBaseClass.OBJECT_SERVER_COST:
10592 // The linden calculation is here 11940 // The linden calculation is here
10593 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight 11941 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight
@@ -10595,16 +11943,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10595 ret.Add(new LSL_Float(0)); 11943 ret.Add(new LSL_Float(0));
10596 break; 11944 break;
10597 case ScriptBaseClass.OBJECT_STREAMING_COST: 11945 case ScriptBaseClass.OBJECT_STREAMING_COST:
10598 // The linden calculation is here 11946 // The value returned in SL for normal prims is prim count * 0.06
10599 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost 11947 ret.Add(new LSL_Float(obj.StreamingCost));
10600 // The value returned in SL for normal prims looks like the prim count * 0.06
10601 ret.Add(new LSL_Float(0));
10602 break; 11948 break;
10603 case ScriptBaseClass.OBJECT_PHYSICS_COST: 11949 case ScriptBaseClass.OBJECT_PHYSICS_COST:
10604 // The linden calculation is here 11950 // The value returned in SL for normal prims is prim count
10605 // http://wiki.secondlife.com/wiki/Mesh/Mesh_physics 11951 ret.Add(new LSL_Float(obj.PhysicsCost));
10606 // The value returned in SL for normal prims looks like the prim count
10607 ret.Add(new LSL_Float(0));
10608 break; 11952 break;
10609 default: 11953 default:
10610 // Invalid or unhandled constant. 11954 // Invalid or unhandled constant.
@@ -10802,15 +12146,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10802 return GetLinkPrimitiveParams(obj, rules); 12146 return GetLinkPrimitiveParams(obj, rules);
10803 } 12147 }
10804 12148
10805 public void print(string str) 12149 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10806 { 12150 {
10807 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 12151 List<SceneObjectPart> parts = GetLinkParts(link);
10808 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_item.ItemID, "OSSL"); 12152 if (parts.Count < 1)
10809 if (ossl != null) 12153 return 0;
10810 { 12154
10811 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 12155 return GetNumberOfSides(parts[0]);
10812 m_log.Info("LSL print():" + str);
10813 }
10814 } 12156 }
10815 12157
10816 private string Name2Username(string name) 12158 private string Name2Username(string name)
@@ -10855,7 +12197,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10855 12197
10856 return rq.ToString(); 12198 return rq.ToString();
10857 } 12199 }
10858 12200/*
12201 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
12202 {
12203 m_SayShoutCount = 0;
12204 }
12205*/
10859 private struct Tri 12206 private struct Tri
10860 { 12207 {
10861 public Vector3 p1; 12208 public Vector3 p1;
@@ -10995,9 +12342,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10995 12342
10996 ContactResult result = new ContactResult (); 12343 ContactResult result = new ContactResult ();
10997 result.ConsumerID = group.LocalId; 12344 result.ConsumerID = group.LocalId;
10998 result.Depth = intersection.distance; 12345// result.Depth = intersection.distance;
10999 result.Normal = intersection.normal; 12346 result.Normal = intersection.normal;
11000 result.Pos = intersection.ipoint; 12347 result.Pos = intersection.ipoint;
12348 result.Depth = Vector3.Mag(rayStart - result.Pos);
11001 12349
11002 contacts.Add(result); 12350 contacts.Add(result);
11003 }); 12351 });
@@ -11130,6 +12478,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11130 12478
11131 return contacts[0]; 12479 return contacts[0];
11132 } 12480 }
12481/*
12482 // not done:
12483 private ContactResult[] testRay2NonPhysicalPhantom(Vector3 rayStart, Vector3 raydir, float raylenght)
12484 {
12485 ContactResult[] contacts = null;
12486 World.ForEachSOG(delegate(SceneObjectGroup group)
12487 {
12488 if (m_host.ParentGroup == group)
12489 return;
12490
12491 if (group.IsAttachment)
12492 return;
12493
12494 if(group.RootPart.PhysActor != null)
12495 return;
12496
12497 contacts = group.RayCastGroupPartsOBBNonPhysicalPhantom(rayStart, raydir, raylenght);
12498 });
12499 return contacts;
12500 }
12501*/
11133 12502
11134 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 12503 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
11135 { 12504 {
@@ -11171,32 +12540,96 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11171 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 12540 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
11172 12541
11173 12542
11174 if (checkTerrain) 12543 if (World.SuportsRayCastFiltered())
11175 { 12544 {
11176 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd); 12545 if (dist == 0)
11177 if (groundContact != null) 12546 return list;
11178 results.Add((ContactResult)groundContact);
11179 }
11180 12547
11181 if (checkAgents) 12548 RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
11182 { 12549 if (checkTerrain)
11183 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd); 12550 rayfilter |= RayFilterFlags.land;
11184 foreach (ContactResult r in agentHits) 12551// if (checkAgents)
11185 results.Add(r); 12552// rayfilter |= RayFilterFlags.agent;
11186 } 12553 if (checkPhysical)
12554 rayfilter |= RayFilterFlags.physical;
12555 if (checkNonPhysical)
12556 rayfilter |= RayFilterFlags.nonphysical;
12557 if (detectPhantom)
12558 rayfilter |= RayFilterFlags.LSLPhanton;
12559
12560 Vector3 direction = dir * ( 1/dist);
11187 12561
11188 if (checkPhysical || checkNonPhysical || detectPhantom) 12562 if(rayfilter == 0)
12563 {
12564 list.Add(new LSL_Integer(0));
12565 return list;
12566 }
12567
12568 // get some more contacts to sort ???
12569 int physcount = 4 * count;
12570 if (physcount > 20)
12571 physcount = 20;
12572
12573 object physresults;
12574 physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
12575
12576 if (physresults == null)
12577 {
12578 list.Add(new LSL_Integer(-3)); // timeout error
12579 return list;
12580 }
12581
12582 results = (List<ContactResult>)physresults;
12583
12584 // for now physics doesn't detect sitted avatars so do it outside physics
12585 if (checkAgents)
12586 {
12587 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
12588 foreach (ContactResult r in agentHits)
12589 results.Add(r);
12590 }
12591
12592 // TODO: Replace this with a better solution. ObjectIntersection can only
12593 // detect nonphysical phantoms. They are detected by virtue of being
12594 // nonphysical (e.g. no PhysActor) so will not conflict with detecting
12595 // physicsl phantoms as done by the physics scene
12596 // We don't want anything else but phantoms here.
12597 if (detectPhantom)
12598 {
12599 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, false, false, true);
12600 foreach (ContactResult r in objectHits)
12601 results.Add(r);
12602 }
12603 }
12604 else
11189 { 12605 {
11190 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom); 12606 if (checkTerrain)
11191 foreach (ContactResult r in objectHits) 12607 {
11192 results.Add(r); 12608 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
12609 if (groundContact != null)
12610 results.Add((ContactResult)groundContact);
12611 }
12612
12613 if (checkAgents)
12614 {
12615 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
12616 foreach (ContactResult r in agentHits)
12617 results.Add(r);
12618 }
12619
12620 if (checkPhysical || checkNonPhysical || detectPhantom)
12621 {
12622 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
12623 foreach (ContactResult r in objectHits)
12624 results.Add(r);
12625 }
11193 } 12626 }
11194 12627
11195 results.Sort(delegate(ContactResult a, ContactResult b) 12628 results.Sort(delegate(ContactResult a, ContactResult b)
11196 { 12629 {
11197 return a.Depth.CompareTo(b.Depth); 12630 return a.Depth.CompareTo(b.Depth);
11198 }); 12631 });
11199 12632
11200 int values = 0; 12633 int values = 0;
11201 SceneObjectGroup thisgrp = m_host.ParentGroup; 12634 SceneObjectGroup thisgrp = m_host.ParentGroup;
11202 12635
@@ -11289,7 +12722,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11289 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 12722 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
11290 if (!isAccount) return 0; 12723 if (!isAccount) return 0;
11291 if (estate.HasAccess(id)) return 1; 12724 if (estate.HasAccess(id)) return 1;
11292 if (estate.IsBanned(id)) 12725 if (estate.IsBanned(id, World.GetUserFlags(id)))
11293 estate.RemoveBan(id); 12726 estate.RemoveBan(id);
11294 estate.AddEstateUser(id); 12727 estate.AddEstateUser(id);
11295 break; 12728 break;
@@ -11308,14 +12741,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11308 break; 12741 break;
11309 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 12742 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
11310 if (!isAccount) return 0; 12743 if (!isAccount) return 0;
11311 if (estate.IsBanned(id)) return 1; 12744 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
11312 EstateBan ban = new EstateBan(); 12745 EstateBan ban = new EstateBan();
11313 ban.EstateID = estate.EstateID; 12746 ban.EstateID = estate.EstateID;
11314 ban.BannedUserID = id; 12747 ban.BannedUserID = id;
11315 estate.AddBan(ban); 12748 estate.AddBan(ban);
11316 break; 12749 break;
11317 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 12750 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
11318 if (!isAccount || !estate.IsBanned(id)) return 0; 12751 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
11319 estate.RemoveBan(id); 12752 estate.RemoveBan(id);
11320 break; 12753 break;
11321 default: return 0; 12754 default: return 0;
@@ -11344,7 +12777,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11344 return 16384; 12777 return 16384;
11345 } 12778 }
11346 12779
11347 public LSL_Integer llGetUsedMemory() 12780 public virtual LSL_Integer llGetUsedMemory()
11348 { 12781 {
11349 m_host.AddScriptLPS(1); 12782 m_host.AddScriptLPS(1);
11350 // The value returned for LSO scripts in SL 12783 // The value returned for LSO scripts in SL
@@ -11372,7 +12805,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11372 public void llSetSoundQueueing(int queue) 12805 public void llSetSoundQueueing(int queue)
11373 { 12806 {
11374 m_host.AddScriptLPS(1); 12807 m_host.AddScriptLPS(1);
11375 NotImplemented("llSetSoundQueueing");
11376 } 12808 }
11377 12809
11378 public void llCollisionSprite(string impact_sprite) 12810 public void llCollisionSprite(string impact_sprite)
@@ -11384,10 +12816,270 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11384 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 12816 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
11385 { 12817 {
11386 m_host.AddScriptLPS(1); 12818 m_host.AddScriptLPS(1);
11387 NotImplemented("llGodLikeRezObject"); 12819
12820 if (!World.Permissions.IsGod(m_host.OwnerID))
12821 NotImplemented("llGodLikeRezObject");
12822
12823 AssetBase rezAsset = World.AssetService.Get(inventory);
12824 if (rezAsset == null)
12825 {
12826 llSay(0, "Asset not found");
12827 return;
12828 }
12829
12830 SceneObjectGroup group = null;
12831
12832 try
12833 {
12834 string xmlData = Utils.BytesToString(rezAsset.Data);
12835 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
12836 }
12837 catch
12838 {
12839 llSay(0, "Asset not found");
12840 return;
12841 }
12842
12843 if (group == null)
12844 {
12845 llSay(0, "Asset not found");
12846 return;
12847 }
12848
12849 group.RootPart.AttachPoint = group.RootPart.Shape.State;
12850 group.RootPart.AttachOffset = group.AbsolutePosition;
12851
12852 group.ResetIDs();
12853
12854 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
12855 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
12856 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
12857 group.ScheduleGroupForFullUpdate();
12858
12859 // objects rezzed with this method are die_at_edge by default.
12860 group.RootPart.SetDieAtEdge(true);
12861
12862 group.ResumeScripts();
12863
12864 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
12865 "object_rez", new Object[] {
12866 new LSL_String(
12867 group.RootPart.UUID.ToString()) },
12868 new DetectParams[0]));
12869 }
12870
12871 public LSL_String llTransferLindenDollars(string destination, int amount)
12872 {
12873 UUID txn = UUID.Random();
12874
12875 Util.FireAndForget(delegate(object x)
12876 {
12877 int replycode = 0;
12878 string replydata = destination + "," + amount.ToString();
12879
12880 try
12881 {
12882 TaskInventoryItem item = m_item;
12883 if (item == null)
12884 {
12885 replydata = "SERVICE_ERROR";
12886 return;
12887 }
12888
12889 m_host.AddScriptLPS(1);
12890
12891 if (item.PermsGranter == UUID.Zero)
12892 {
12893 replydata = "MISSING_PERMISSION_DEBIT";
12894 return;
12895 }
12896
12897 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12898 {
12899 replydata = "MISSING_PERMISSION_DEBIT";
12900 return;
12901 }
12902
12903 UUID toID = new UUID();
12904
12905 if (!UUID.TryParse(destination, out toID))
12906 {
12907 replydata = "INVALID_AGENT";
12908 return;
12909 }
12910
12911 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12912
12913 if (money == null)
12914 {
12915 replydata = "TRANSFERS_DISABLED";
12916 return;
12917 }
12918
12919 bool result = money.ObjectGiveMoney(
12920 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
12921
12922 if (result)
12923 {
12924 replycode = 1;
12925 return;
12926 }
12927
12928 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12929 }
12930 finally
12931 {
12932 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
12933 "transaction_result", new Object[] {
12934 new LSL_String(txn.ToString()),
12935 new LSL_Integer(replycode),
12936 new LSL_String(replydata) },
12937 new DetectParams[0]));
12938 }
12939 });
12940
12941 return txn.ToString();
11388 } 12942 }
11389 12943
11390 #endregion 12944 #endregion
12945
12946 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12947 {
12948 SceneObjectGroup group = m_host.ParentGroup;
12949
12950 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12951 return;
12952 if (group.IsAttachment)
12953 return;
12954
12955 if (frames.Data.Length > 0) // We are getting a new motion
12956 {
12957 if (group.RootPart.KeyframeMotion != null)
12958 group.RootPart.KeyframeMotion.Stop();
12959 group.RootPart.KeyframeMotion = null;
12960
12961 int idx = 0;
12962
12963 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12964 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12965
12966 while (idx < options.Data.Length)
12967 {
12968 int option = (int)options.GetLSLIntegerItem(idx++);
12969 int remain = options.Data.Length - idx;
12970
12971 switch (option)
12972 {
12973 case ScriptBaseClass.KFM_MODE:
12974 if (remain < 1)
12975 break;
12976 int modeval = (int)options.GetLSLIntegerItem(idx++);
12977 switch(modeval)
12978 {
12979 case ScriptBaseClass.KFM_FORWARD:
12980 mode = KeyframeMotion.PlayMode.Forward;
12981 break;
12982 case ScriptBaseClass.KFM_REVERSE:
12983 mode = KeyframeMotion.PlayMode.Reverse;
12984 break;
12985 case ScriptBaseClass.KFM_LOOP:
12986 mode = KeyframeMotion.PlayMode.Loop;
12987 break;
12988 case ScriptBaseClass.KFM_PING_PONG:
12989 mode = KeyframeMotion.PlayMode.PingPong;
12990 break;
12991 }
12992 break;
12993 case ScriptBaseClass.KFM_DATA:
12994 if (remain < 1)
12995 break;
12996 int dataval = (int)options.GetLSLIntegerItem(idx++);
12997 data = (KeyframeMotion.DataFormat)dataval;
12998 break;
12999 }
13000 }
13001
13002 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
13003
13004 idx = 0;
13005
13006 int elemLength = 2;
13007 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
13008 elemLength = 3;
13009
13010 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
13011 while (idx < frames.Data.Length)
13012 {
13013 int remain = frames.Data.Length - idx;
13014
13015 if (remain < elemLength)
13016 break;
13017
13018 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
13019 frame.Position = null;
13020 frame.Rotation = null;
13021
13022 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
13023 {
13024 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
13025 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
13026 }
13027 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
13028 {
13029 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
13030 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
13031 }
13032
13033 float tempf = (float)frames.GetLSLFloatItem(idx++);
13034 frame.TimeMS = (int)(tempf * 1000.0f);
13035
13036 keyframes.Add(frame);
13037 }
13038
13039 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
13040 group.RootPart.KeyframeMotion.Start();
13041 }
13042 else
13043 {
13044 if (group.RootPart.KeyframeMotion == null)
13045 return;
13046
13047 if (options.Data.Length == 0)
13048 {
13049 group.RootPart.KeyframeMotion.Stop();
13050 return;
13051 }
13052
13053 int code = (int)options.GetLSLIntegerItem(0);
13054
13055 int idx = 0;
13056
13057 while (idx < options.Data.Length)
13058 {
13059 int option = (int)options.GetLSLIntegerItem(idx++);
13060 int remain = options.Data.Length - idx;
13061
13062 switch (option)
13063 {
13064 case ScriptBaseClass.KFM_COMMAND:
13065 int cmd = (int)options.GetLSLIntegerItem(idx++);
13066 switch (cmd)
13067 {
13068 case ScriptBaseClass.KFM_CMD_PLAY:
13069 group.RootPart.KeyframeMotion.Start();
13070 break;
13071 case ScriptBaseClass.KFM_CMD_STOP:
13072 group.RootPart.KeyframeMotion.Stop();
13073 break;
13074 case ScriptBaseClass.KFM_CMD_PAUSE:
13075 group.RootPart.KeyframeMotion.Pause();
13076 break;
13077 }
13078 break;
13079 }
13080 }
13081 }
13082 }
11391 } 13083 }
11392 13084
11393 public class NotecardCache 13085 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 859ee93..2f02f1f 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -138,6 +138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
139 internal float m_ScriptDelayFactor = 1.0f; 139 internal float m_ScriptDelayFactor = 1.0f;
140 internal float m_ScriptDistanceFactor = 1.0f; 140 internal float m_ScriptDistanceFactor = 1.0f;
141 internal bool m_debuggerSafe = false;
141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 142 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
142 143
143 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 144 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
@@ -145,6 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
145 m_ScriptEngine = ScriptEngine; 146 m_ScriptEngine = ScriptEngine;
146 m_host = host; 147 m_host = host;
147 m_item = item; 148 m_item = item;
149 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
148 150
149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 151 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
150 m_OSFunctionsEnabled = true; 152 m_OSFunctionsEnabled = true;
@@ -206,7 +208,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
206 208
207 internal void OSSLError(string msg) 209 internal void OSSLError(string msg)
208 { 210 {
209 throw new Exception("OSSL Runtime Error: " + msg); 211 if (m_debuggerSafe)
212 {
213 OSSLShoutError(msg);
214 }
215 else
216 {
217 throw new Exception("OSSL Runtime Error: " + msg);
218 }
210 } 219 }
211 220
212 /// <summary> 221 /// <summary>
@@ -916,18 +925,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
916 if (target != null) 925 if (target != null)
917 { 926 {
918 UUID animID=UUID.Zero; 927 UUID animID=UUID.Zero;
919 lock (m_host.TaskInventory) 928 m_host.TaskInventory.LockItemsForRead(true);
929 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
920 { 930 {
921 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 931 if (inv.Value.Name == animation)
922 { 932 {
923 if (inv.Value.Name == animation) 933 if (inv.Value.Type == (int)AssetType.Animation)
924 { 934 animID = inv.Value.AssetID;
925 if (inv.Value.Type == (int)AssetType.Animation) 935 continue;
926 animID = inv.Value.AssetID;
927 continue;
928 }
929 } 936 }
930 } 937 }
938 m_host.TaskInventory.LockItemsForRead(false);
931 if (animID == UUID.Zero) 939 if (animID == UUID.Zero)
932 target.Animator.AddAnimation(animation, m_host.UUID); 940 target.Animator.AddAnimation(animation, m_host.UUID);
933 else 941 else
@@ -968,6 +976,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
968 else 976 else
969 animID = UUID.Zero; 977 animID = UUID.Zero;
970 } 978 }
979 m_host.TaskInventory.LockItemsForRead(false);
971 980
972 if (animID == UUID.Zero) 981 if (animID == UUID.Zero)
973 target.Animator.RemoveAnimation(animation); 982 target.Animator.RemoveAnimation(animation);
@@ -1801,6 +1810,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1801 1810
1802 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1811 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1803 { 1812 {
1813 m_host.TaskInventory.LockItemsForRead(true);
1804 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1814 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1805 { 1815 {
1806 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1816 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1808,6 +1818,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1808 assetID = item.AssetID; 1818 assetID = item.AssetID;
1809 } 1819 }
1810 } 1820 }
1821 m_host.TaskInventory.LockItemsForRead(false);
1811 } 1822 }
1812 1823
1813 if (assetID == UUID.Zero) 1824 if (assetID == UUID.Zero)
@@ -2279,7 +2290,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2279 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2290 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2280 m_host.AddScriptLPS(1); 2291 m_host.AddScriptLPS(1);
2281 2292
2282 return NpcCreate(firstname, lastname, position, notecard, false, false); 2293 return NpcCreate(firstname, lastname, position, notecard, true, false);
2283 } 2294 }
2284 2295
2285 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2296 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2290,24 +2301,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2290 return NpcCreate( 2301 return NpcCreate(
2291 firstname, lastname, position, notecard, 2302 firstname, lastname, position, notecard,
2292 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2303 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2293 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2304 false);
2305// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2294 } 2306 }
2295 2307
2296 private LSL_Key NpcCreate( 2308 private LSL_Key NpcCreate(
2297 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2309 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2298 { 2310 {
2311 if (!owned)
2312 OSSLError("Unowned NPCs are unsupported");
2313
2314 string groupTitle = String.Empty;
2315
2316 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2317 return new LSL_Key(UUID.Zero.ToString());
2318
2319 if (firstname != String.Empty || lastname != String.Empty)
2320 {
2321 if (firstname != "Shown outfit:")
2322 groupTitle = "- NPC -";
2323 }
2324
2299 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2325 INPCModule module = World.RequestModuleInterface<INPCModule>();
2300 if (module != null) 2326 if (module != null)
2301 { 2327 {
2302 AvatarAppearance appearance = null; 2328 AvatarAppearance appearance = null;
2303 2329
2304 UUID id; 2330// UUID id;
2305 if (UUID.TryParse(notecard, out id)) 2331// if (UUID.TryParse(notecard, out id))
2306 { 2332// {
2307 ScenePresence clonePresence = World.GetScenePresence(id); 2333// ScenePresence clonePresence = World.GetScenePresence(id);
2308 if (clonePresence != null) 2334// if (clonePresence != null)
2309 appearance = clonePresence.Appearance; 2335// appearance = clonePresence.Appearance;
2310 } 2336// }
2311 2337
2312 if (appearance == null) 2338 if (appearance == null)
2313 { 2339 {
@@ -2335,6 +2361,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2335 World, 2361 World,
2336 appearance); 2362 appearance);
2337 2363
2364 ScenePresence sp;
2365 if (World.TryGetScenePresence(x, out sp))
2366 {
2367 sp.Grouptitle = groupTitle;
2368 sp.SendAvatarDataToAllAgents();
2369 }
2338 return new LSL_Key(x.ToString()); 2370 return new LSL_Key(x.ToString());
2339 } 2371 }
2340 2372
@@ -2636,16 +2668,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2636 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2668 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2637 m_host.AddScriptLPS(1); 2669 m_host.AddScriptLPS(1);
2638 2670
2639 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2671 ManualResetEvent ev = new ManualResetEvent(false);
2640 if (module != null)
2641 {
2642 UUID npcId = new UUID(npc.m_string);
2643 2672
2644 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2673 Util.FireAndForget(delegate(object x) {
2645 return; 2674 try
2675 {
2676 INPCModule module = World.RequestModuleInterface<INPCModule>();
2677 if (module != null)
2678 {
2679 UUID npcId = new UUID(npc.m_string);
2646 2680
2647 module.DeleteNPC(npcId, World); 2681 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2648 } 2682 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2683 {
2684 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2685 return;
2686 }
2687
2688 module.DeleteNPC(npcId, World);
2689 }
2690 }
2691 finally
2692 {
2693 ev.Set();
2694 }
2695 });
2696 ev.WaitOne();
2649 } 2697 }
2650 2698
2651 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2699 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -3338,4 +3386,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3338 return new LSL_Key(m_host.ParentGroup.FromPartID.ToString()); 3386 return new LSL_Key(m_host.ParentGroup.FromPartID.ToString());
3339 } 3387 }
3340 } 3388 }
3341} \ No newline at end of file 3389}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index a626be8..678f9d5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -70,7 +70,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
70 private const int AGENT = 1; 70 private const int AGENT = 1;
71 private const int AGENT_BY_USERNAME = 0x10; 71 private const int AGENT_BY_USERNAME = 0x10;
72 private const int NPC = 0x20; 72 private const int NPC = 0x20;
73 private const int OS_NPC = 0x01000000;
74 private const int ACTIVE = 2; 73 private const int ACTIVE = 2;
75 private const int PASSIVE = 4; 74 private const int PASSIVE = 4;
76 private const int SCRIPTED = 8; 75 private const int SCRIPTED = 8;
@@ -235,7 +234,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
235 List<SensedEntity> sensedEntities = new List<SensedEntity>(); 234 List<SensedEntity> sensedEntities = new List<SensedEntity>();
236 235
237 // Is the sensor type is AGENT and not SCRIPTED then include agents 236 // Is the sensor type is AGENT and not SCRIPTED then include agents
238 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC | OS_NPC)) != 0 && (ts.type & SCRIPTED) == 0) 237 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
239 { 238 {
240 sensedEntities.AddRange(doAgentSensor(ts)); 239 sensedEntities.AddRange(doAgentSensor(ts));
241 } 240 }
@@ -334,7 +333,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
334 float dy; 333 float dy;
335 float dz; 334 float dz;
336 335
337 Quaternion q = SensePoint.GetWorldRotation(); 336// Quaternion q = SensePoint.RotationOffset;
337 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
338 if (SensePoint.ParentGroup.IsAttachment) 338 if (SensePoint.ParentGroup.IsAttachment)
339 { 339 {
340 // In attachments, rotate the sensor cone with the 340 // In attachments, rotate the sensor cone with the
@@ -348,7 +348,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
348 // Position of a sensor in a child prim attached to an avatar 348 // Position of a sensor in a child prim attached to an avatar
349 // will be still wrong. 349 // will be still wrong.
350 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 350 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
351 q = avatar.Rotation * q; 351 fromRegionPos = avatar.AbsolutePosition;
352 q = avatar.Rotation;
352 } 353 }
353 354
354 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 355 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -476,7 +477,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
476 // Position of a sensor in a child prim attached to an avatar 477 // Position of a sensor in a child prim attached to an avatar
477 // will be still wrong. 478 // will be still wrong.
478 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 479 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
479 q = avatar.Rotation * q; 480 if (avatar == null)
481 return sensedEntities;
482 fromRegionPos = avatar.AbsolutePosition;
483 q = avatar.Rotation;
480 } 484 }
481 485
482 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 486 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -492,7 +496,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
492// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}", 496// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}",
493// presence.Name, presence.PresenceType, ts.name, ts.type); 497// presence.Name, presence.PresenceType, ts.name, ts.type);
494 498
495 if ((ts.type & NPC) == 0 && (ts.type & OS_NPC) == 0 && presence.PresenceType == PresenceType.Npc) 499 if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
496 { 500 {
497 INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene); 501 INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene);
498 if (npcData == null || !npcData.SenseAsAgent) 502 if (npcData == null || !npcData.SenseAsAgent)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index bc63030..9ee6946 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -118,25 +118,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
118 if (Timers.Count == 0) 118 if (Timers.Count == 0)
119 return; 119 return;
120 120
121 Dictionary<string, TimerClass>.ValueCollection tvals;
121 lock (TimerListLock) 122 lock (TimerListLock)
122 { 123 {
123 // Go through all timers 124 // Go through all timers
124 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 125 tvals = Timers.Values;
125 foreach (TimerClass ts in tvals) 126 }
127
128 foreach (TimerClass ts in tvals)
129 {
130 // Time has passed?
131 if (ts.next < DateTime.Now.Ticks)
126 { 132 {
127 // Time has passed? 133 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
128 if (ts.next < DateTime.Now.Ticks) 134 // Add it to queue
129 { 135 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
130 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 136 new EventParams("timer", new Object[0],
131 // Add it to queue 137 new DetectParams[0]));
132 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 138 // set next interval
133 new EventParams("timer", new Object[0], 139
134 new DetectParams[0])); 140 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
135 // set next interval 141 ts.next = DateTime.Now.Ticks + ts.interval;
136
137 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
138 ts.next = DateTime.Now.Ticks + ts.interval;
139 }
140 } 142 }
141 } 143 }
142 } 144 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 3fb463b..af35258 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -126,6 +126,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
126 LSL_Float llGetEnergy(); 126 LSL_Float llGetEnergy();
127 LSL_Vector llGetForce(); 127 LSL_Vector llGetForce();
128 LSL_Integer llGetFreeMemory(); 128 LSL_Integer llGetFreeMemory();
129 LSL_Integer llGetUsedMemory();
129 LSL_Integer llGetFreeURLs(); 130 LSL_Integer llGetFreeURLs();
130 LSL_Vector llGetGeometricCenter(); 131 LSL_Vector llGetGeometricCenter();
131 LSL_Float llGetGMTclock(); 132 LSL_Float llGetGMTclock();
@@ -149,6 +150,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
149 LSL_Vector llGetLocalPos(); 150 LSL_Vector llGetLocalPos();
150 LSL_Rotation llGetLocalRot(); 151 LSL_Rotation llGetLocalRot();
151 LSL_Float llGetMass(); 152 LSL_Float llGetMass();
153 LSL_Float llGetMassMKS();
152 LSL_Integer llGetMemoryLimit(); 154 LSL_Integer llGetMemoryLimit();
153 void llGetNextEmail(string address, string subject); 155 void llGetNextEmail(string address, string subject);
154 LSL_String llGetNotecardLine(string name, int line); 156 LSL_String llGetNotecardLine(string name, int line);
@@ -202,12 +204,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
202 LSL_String llGetTimestamp(); 204 LSL_String llGetTimestamp();
203 LSL_Vector llGetTorque(); 205 LSL_Vector llGetTorque();
204 LSL_Integer llGetUnixTime(); 206 LSL_Integer llGetUnixTime();
205 LSL_Integer llGetUsedMemory();
206 LSL_Vector llGetVel(); 207 LSL_Vector llGetVel();
207 LSL_Float llGetWallclock(); 208 LSL_Float llGetWallclock();
208 void llGiveInventory(string destination, string inventory); 209 void llGiveInventory(string destination, string inventory);
209 void llGiveInventoryList(string destination, string category, LSL_List inventory); 210 void llGiveInventoryList(string destination, string category, LSL_List inventory);
210 LSL_Integer llGiveMoney(string destination, int amount); 211 LSL_Integer llGiveMoney(string destination, int amount);
212 LSL_String llTransferLindenDollars(string destination, int amount);
211 void llGodLikeRezObject(string inventory, LSL_Vector pos); 213 void llGodLikeRezObject(string inventory, LSL_Vector pos);
212 LSL_Float llGround(LSL_Vector offset); 214 LSL_Float llGround(LSL_Vector offset);
213 LSL_Vector llGroundContour(LSL_Vector offset); 215 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -330,6 +332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
330 void llSensorRemove(); 332 void llSensorRemove();
331 void llSensorRepeat(string name, string id, int type, double range, double arc, double rate); 333 void llSensorRepeat(string name, string id, int type, double range, double arc, double rate);
332 void llSetAlpha(double alpha, int face); 334 void llSetAlpha(double alpha, int face);
335 void llSetAngularVelocity(LSL_Vector angvelocity, int local);
333 void llSetBuoyancy(double buoyancy); 336 void llSetBuoyancy(double buoyancy);
334 void llSetCameraAtOffset(LSL_Vector offset); 337 void llSetCameraAtOffset(LSL_Vector offset);
335 void llSetCameraEyeOffset(LSL_Vector offset); 338 void llSetCameraEyeOffset(LSL_Vector offset);
@@ -355,11 +358,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
355 void llSetParcelMusicURL(string url); 358 void llSetParcelMusicURL(string url);
356 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 359 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
357 void llSetPos(LSL_Vector pos); 360 void llSetPos(LSL_Vector pos);
361 LSL_Integer llSetRegionPos(LSL_Vector pos);
358 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules); 362 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules);
359 void llSetPrimitiveParams(LSL_List rules); 363 void llSetPrimitiveParams(LSL_List rules);
360 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 364 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
361 void llSetPrimURL(string url); 365 void llSetPrimURL(string url);
362 LSL_Integer llSetRegionPos(LSL_Vector pos);
363 void llSetRemoteScriptAccessPin(int pin); 366 void llSetRemoteScriptAccessPin(int pin);
364 void llSetRot(LSL_Rotation rot); 367 void llSetRot(LSL_Rotation rot);
365 void llSetScale(LSL_Vector scale); 368 void llSetScale(LSL_Vector scale);
@@ -379,6 +382,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
379 void llSetVehicleRotationParam(int param, LSL_Rotation rot); 382 void llSetVehicleRotationParam(int param, LSL_Rotation rot);
380 void llSetVehicleType(int type); 383 void llSetVehicleType(int type);
381 void llSetVehicleVectorParam(int param, LSL_Vector vec); 384 void llSetVehicleVectorParam(int param, LSL_Vector vec);
385 void llSetVelocity(LSL_Vector velocity, int local);
382 void llShout(int channelID, string text); 386 void llShout(int channelID, string text);
383 LSL_Float llSin(double f); 387 LSL_Float llSin(double f);
384 void llSitTarget(LSL_Vector offset, LSL_Rotation rot); 388 void llSitTarget(LSL_Vector offset, LSL_Rotation rot);
@@ -422,9 +426,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
422 LSL_Vector llWind(LSL_Vector offset); 426 LSL_Vector llWind(LSL_Vector offset);
423 LSL_String llXorBase64Strings(string str1, string str2); 427 LSL_String llXorBase64Strings(string str1, string str2);
424 LSL_String llXorBase64StringsCorrect(string str1, string str2); 428 LSL_String llXorBase64StringsCorrect(string str1, string str2);
425 void print(string str); 429 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
430 void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density);
426 431
427 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 432 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
428 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 433 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
434 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
429 } 435 }
430} 436}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 1f000a3..8c34ed3 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 e1c054d..f989cc6 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -56,7 +56,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
56 public const int ACTIVE = 2; 56 public const int ACTIVE = 2;
57 public const int PASSIVE = 4; 57 public const int PASSIVE = 4;
58 public const int SCRIPTED = 8; 58 public const int SCRIPTED = 8;
59 public const int OS_NPC = 0x01000000;
60 59
61 public const int CONTROL_FWD = 1; 60 public const int CONTROL_FWD = 1;
62 public const int CONTROL_BACK = 2; 61 public const int CONTROL_BACK = 2;
@@ -95,6 +94,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
95 public const int AGENT_CROUCHING = 1024; 94 public const int AGENT_CROUCHING = 1024;
96 public const int AGENT_BUSY = 2048; 95 public const int AGENT_BUSY = 2048;
97 public const int AGENT_ALWAYS_RUN = 4096; 96 public const int AGENT_ALWAYS_RUN = 4096;
97 public const int AGENT_MALE = 8192;
98 98
99 //Particle Systems 99 //Particle Systems
100 public const int PSYS_PART_INTERP_COLOR_MASK = 1; 100 public const int PSYS_PART_INTERP_COLOR_MASK = 1;
@@ -285,6 +285,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
285 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 285 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
286 public const int CHANGED_MEDIA = 2048; 286 public const int CHANGED_MEDIA = 2048;
287 public const int CHANGED_ANIMATION = 16384; 287 public const int CHANGED_ANIMATION = 16384;
288 public const int CHANGED_POSITION = 32768;
288 public const int TYPE_INVALID = 0; 289 public const int TYPE_INVALID = 0;
289 public const int TYPE_INTEGER = 1; 290 public const int TYPE_INTEGER = 1;
290 public const int TYPE_FLOAT = 2; 291 public const int TYPE_FLOAT = 2;
@@ -589,6 +590,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
589 public const int PRIM_MEDIA_PERM_OWNER = 1; 590 public const int PRIM_MEDIA_PERM_OWNER = 1;
590 public const int PRIM_MEDIA_PERM_GROUP = 2; 591 public const int PRIM_MEDIA_PERM_GROUP = 2;
591 public const int PRIM_MEDIA_PERM_ANYONE = 4; 592 public const int PRIM_MEDIA_PERM_ANYONE = 4;
593
594 public const int PRIM_PHYSICS_SHAPE_TYPE = 30;
595 public const int PRIM_PHYSICS_SHAPE_PRIM = 0;
596 public const int PRIM_PHYSICS_SHAPE_CONVEX = 2;
597 public const int PRIM_PHYSICS_SHAPE_NONE = 1;
598
599 public const int PRIM_PHYSICS_MATERIAL = 31;
600 public const int DENSITY = 1;
601 public const int FRICTION = 2;
602 public const int RESTITUTION = 4;
603 public const int GRAVITY_MULTIPLIER = 8;
592 604
593 // extra constants for llSetPrimMediaParams 605 // extra constants for llSetPrimMediaParams
594 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0); 606 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
@@ -661,6 +673,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
661 673
662 public static readonly LSLInteger RCERR_UNKNOWN = -1; 674 public static readonly LSLInteger RCERR_UNKNOWN = -1;
663 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; 675 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
664 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; 676 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = -3;
677
678 public const int KFM_MODE = 1;
679 public const int KFM_LOOP = 1;
680 public const int KFM_REVERSE = 3;
681 public const int KFM_FORWARD = 0;
682 public const int KFM_PING_PONG = 2;
683 public const int KFM_DATA = 2;
684 public const int KFM_TRANSLATION = 2;
685 public const int KFM_ROTATION = 1;
686 public const int KFM_COMMAND = 0;
687 public const int KFM_CMD_PLAY = 0;
688 public const int KFM_CMD_STOP = 1;
689 public const int KFM_CMD_PAUSE = 2;
665 } 690 }
666} 691}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index c457880..89b6eff 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -314,6 +315,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 315 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 316 }
316 317
318 [DebuggerNonUserCode]
317 public void llDie() 319 public void llDie()
318 { 320 {
319 m_LSL_Functions.llDie(); 321 m_LSL_Functions.llDie();
@@ -474,6 +476,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
474 return m_LSL_Functions.llGetFreeMemory(); 476 return m_LSL_Functions.llGetFreeMemory();
475 } 477 }
476 478
479 public LSL_Integer llGetUsedMemory()
480 {
481 return m_LSL_Functions.llGetUsedMemory();
482 }
483
477 public LSL_Integer llGetFreeURLs() 484 public LSL_Integer llGetFreeURLs()
478 { 485 {
479 return m_LSL_Functions.llGetFreeURLs(); 486 return m_LSL_Functions.llGetFreeURLs();
@@ -579,6 +586,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
579 return m_LSL_Functions.llGetMass(); 586 return m_LSL_Functions.llGetMass();
580 } 587 }
581 588
589 public LSL_Float llGetMassMKS()
590 {
591 return m_LSL_Functions.llGetMassMKS();
592 }
593
582 public LSL_Integer llGetMemoryLimit() 594 public LSL_Integer llGetMemoryLimit()
583 { 595 {
584 return m_LSL_Functions.llGetMemoryLimit(); 596 return m_LSL_Functions.llGetMemoryLimit();
@@ -844,11 +856,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
844 return m_LSL_Functions.llGetUnixTime(); 856 return m_LSL_Functions.llGetUnixTime();
845 } 857 }
846 858
847 public LSL_Integer llGetUsedMemory()
848 {
849 return m_LSL_Functions.llGetUsedMemory();
850 }
851
852 public LSL_Vector llGetVel() 859 public LSL_Vector llGetVel()
853 { 860 {
854 return m_LSL_Functions.llGetVel(); 861 return m_LSL_Functions.llGetVel();
@@ -874,6 +881,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
874 return m_LSL_Functions.llGiveMoney(destination, amount); 881 return m_LSL_Functions.llGiveMoney(destination, amount);
875 } 882 }
876 883
884 public LSL_String llTransferLindenDollars(string destination, int amount)
885 {
886 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
887 }
888
877 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 889 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
878 { 890 {
879 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 891 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1483,6 +1495,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1483 m_LSL_Functions.llSetAlpha(alpha, face); 1495 m_LSL_Functions.llSetAlpha(alpha, face);
1484 } 1496 }
1485 1497
1498 public void llSetAngularVelocity(LSL_Vector angvelocity, int local)
1499 {
1500 m_LSL_Functions.llSetAngularVelocity(angvelocity, local);
1501 }
1502
1486 public void llSetBuoyancy(double buoyancy) 1503 public void llSetBuoyancy(double buoyancy)
1487 { 1504 {
1488 m_LSL_Functions.llSetBuoyancy(buoyancy); 1505 m_LSL_Functions.llSetBuoyancy(buoyancy);
@@ -1603,6 +1620,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1603 m_LSL_Functions.llSetPos(pos); 1620 m_LSL_Functions.llSetPos(pos);
1604 } 1621 }
1605 1622
1623 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1624 {
1625 return m_LSL_Functions.llSetRegionPos(pos);
1626 }
1627
1606 public void llSetPrimitiveParams(LSL_List rules) 1628 public void llSetPrimitiveParams(LSL_List rules)
1607 { 1629 {
1608 m_LSL_Functions.llSetPrimitiveParams(rules); 1630 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1618,11 +1640,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1618 m_LSL_Functions.llSetPrimURL(url); 1640 m_LSL_Functions.llSetPrimURL(url);
1619 } 1641 }
1620 1642
1621 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1622 {
1623 return m_LSL_Functions.llSetRegionPos(pos);
1624 }
1625
1626 public void llSetRemoteScriptAccessPin(int pin) 1643 public void llSetRemoteScriptAccessPin(int pin)
1627 { 1644 {
1628 m_LSL_Functions.llSetRemoteScriptAccessPin(pin); 1645 m_LSL_Functions.llSetRemoteScriptAccessPin(pin);
@@ -1718,6 +1735,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1718 m_LSL_Functions.llSetVehicleVectorParam(param, vec); 1735 m_LSL_Functions.llSetVehicleVectorParam(param, vec);
1719 } 1736 }
1720 1737
1738 public void llSetVelocity(LSL_Vector velocity, int local)
1739 {
1740 m_LSL_Functions.llSetVelocity(velocity, local);
1741 }
1742
1721 public void llShout(int channelID, string text) 1743 public void llShout(int channelID, string text)
1722 { 1744 {
1723 m_LSL_Functions.llShout(channelID, text); 1745 m_LSL_Functions.llShout(channelID, text);
@@ -1968,9 +1990,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1968 return m_LSL_Functions.llClearLinkMedia(link, face); 1990 return m_LSL_Functions.llClearLinkMedia(link, face);
1969 } 1991 }
1970 1992
1971 public void print(string str) 1993 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1994 {
1995 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1996 }
1997
1998 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
1999 {
2000 m_LSL_Functions.llSetKeyframedMotion(frames, options);
2001 }
2002
2003 public void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density)
1972 { 2004 {
1973 m_LSL_Functions.print(str); 2005 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1974 } 2006 }
1975 } 2007 }
1976} 2008}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 0108f44..9e5fb24 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;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39 40
40namespace OpenSim.Region.ScriptEngine.Shared 41namespace OpenSim.Region.ScriptEngine.Shared
@@ -102,6 +103,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
102 Type = 0; 103 Type = 0;
103 Velocity = new LSL_Types.Vector3(); 104 Velocity = new LSL_Types.Vector3();
104 initializeSurfaceTouch(); 105 initializeSurfaceTouch();
106 Country = String.Empty;
105 } 107 }
106 108
107 public UUID Key; 109 public UUID Key;
@@ -133,6 +135,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
133 private int touchFace; 135 private int touchFace;
134 public int TouchFace { get { return touchFace; } } 136 public int TouchFace { get { return touchFace; } }
135 137
138 public string Country;
139
136 // This can be done in two places including the constructor 140 // This can be done in two places including the constructor
137 // so be carefull what gets added here 141 // so be carefull what gets added here
138 private void initializeSurfaceTouch() 142 private void initializeSurfaceTouch()
@@ -180,6 +184,10 @@ namespace OpenSim.Region.ScriptEngine.Shared
180 return; 184 return;
181 185
182 Name = presence.Firstname + " " + presence.Lastname; 186 Name = presence.Firstname + " " + presence.Lastname;
187 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, Key);
188 if (account != null)
189 Country = account.UserCountry;
190
183 Owner = Key; 191 Owner = Key;
184 Position = new LSL_Types.Vector3( 192 Position = new LSL_Types.Vector3(
185 presence.AbsolutePosition.X, 193 presence.AbsolutePosition.X,
@@ -195,22 +203,27 @@ namespace OpenSim.Region.ScriptEngine.Shared
195 presence.Velocity.Y, 203 presence.Velocity.Y,
196 presence.Velocity.Z); 204 presence.Velocity.Z);
197 205
198 if (presence.PresenceType != PresenceType.Npc) 206 Type = 0x01; // Avatar
199 { 207 if (presence.PresenceType == PresenceType.Npc)
200 Type = AGENT; 208 Type = 0x20;
201 } 209
202 else 210 // Cope Impl. We don't use OS_NPC.
203 { 211 //if (presence.PresenceType != PresenceType.Npc)
204 Type = OS_NPC; 212 //{
205 213 // Type = AGENT;
206 INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); 214 //}
207 INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene); 215 //else
208 216 //{
209 if (npcData.SenseAsAgent) 217 // Type = OS_NPC;
210 { 218
211 Type |= AGENT; 219 // INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
212 } 220 // INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
213 } 221
222 // if (npcData.SenseAsAgent)
223 // {
224 // Type |= AGENT;
225 // }
226 //}
214 227
215 if (presence.Velocity != Vector3.Zero) 228 if (presence.Velocity != Vector3.Zero)
216 Type |= ACTIVE; 229 Type |= ACTIVE;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 5793cc9..771db0c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -30,6 +30,7 @@ using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Globalization; 31using System.Globalization;
32using System.IO; 32using System.IO;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Reflection; 34using System.Reflection;
34using System.Runtime.Remoting; 35using System.Runtime.Remoting;
35using System.Runtime.Remoting.Lifetime; 36using System.Runtime.Remoting.Lifetime;
@@ -219,13 +220,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
219 220
220 if (part != null) 221 if (part != null)
221 { 222 {
222 lock (part.TaskInventory) 223 part.TaskInventory.LockItemsForRead(true);
224 if (part.TaskInventory.ContainsKey(ItemID))
223 { 225 {
224 if (part.TaskInventory.ContainsKey(ItemID)) 226 ScriptTask = part.TaskInventory[ItemID];
225 {
226 ScriptTask = part.TaskInventory[ItemID];
227 }
228 } 227 }
228 part.TaskInventory.LockItemsForRead(false);
229 } 229 }
230 230
231 ApiManager am = new ApiManager(); 231 ApiManager am = new ApiManager();
@@ -417,14 +417,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
417 { 417 {
418 int permsMask; 418 int permsMask;
419 UUID permsGranter; 419 UUID permsGranter;
420 lock (part.TaskInventory) 420 part.TaskInventory.LockItemsForRead(true);
421 if (!part.TaskInventory.ContainsKey(ItemID))
421 { 422 {
422 if (!part.TaskInventory.ContainsKey(ItemID)) 423 part.TaskInventory.LockItemsForRead(false);
423 return; 424 return;
424
425 permsGranter = part.TaskInventory[ItemID].PermsGranter;
426 permsMask = part.TaskInventory[ItemID].PermsMask;
427 } 425 }
426 permsGranter = part.TaskInventory[ItemID].PermsGranter;
427 permsMask = part.TaskInventory[ItemID].PermsMask;
428 part.TaskInventory.LockItemsForRead(false);
428 429
429 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 430 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
430 { 431 {
@@ -552,6 +553,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
552 return true; 553 return true;
553 } 554 }
554 555
556 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
555 public void SetState(string state) 557 public void SetState(string state)
556 { 558 {
557 if (state == State) 559 if (state == State)
@@ -563,7 +565,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
563 new DetectParams[0])); 565 new DetectParams[0]));
564 PostEvent(new EventParams("state_entry", new Object[0], 566 PostEvent(new EventParams("state_entry", new Object[0],
565 new DetectParams[0])); 567 new DetectParams[0]));
566 568
567 throw new EventAbortException(); 569 throw new EventAbortException();
568 } 570 }
569 571
@@ -653,45 +655,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
653 /// <returns></returns> 655 /// <returns></returns>
654 public object EventProcessor() 656 public object EventProcessor()
655 { 657 {
658 EventParams data = null;
656 // We check here as the thread stopping this instance from running may itself hold the m_Script lock. 659 // We check here as the thread stopping this instance from running may itself hold the m_Script lock.
657 if (!Running) 660 if (!Running)
658 return 0; 661 return 0;
659 662
660 lock (m_Script)
661 {
662// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName); 663// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
663 664
664 if (Suspended) 665 if (Suspended)
665 return 0; 666 return 0;
666
667 EventParams data = null;
668 667
669 lock (EventQueue) 668 lock (EventQueue)
669 {
670 data = (EventParams) EventQueue.Dequeue();
671 if (data == null) // Shouldn't happen
670 { 672 {
671 data = (EventParams)EventQueue.Dequeue(); 673 if (EventQueue.Count > 0 && Running && !ShuttingDown)
672 if (data == null) // Shouldn't happen
673 { 674 {
674 if (EventQueue.Count > 0 && Running && !ShuttingDown) 675 m_CurrentWorkItem = Engine.QueueEventHandler(this);
675 {
676 m_CurrentWorkItem = Engine.QueueEventHandler(this);
677 }
678 else
679 {
680 m_CurrentWorkItem = null;
681 }
682 return 0;
683 } 676 }
684 677 else
685 if (data.EventName == "timer")
686 m_TimerQueued = false;
687 if (data.EventName == "control")
688 { 678 {
689 if (m_ControlEventsInQueue > 0) 679 m_CurrentWorkItem = null;
690 m_ControlEventsInQueue--;
691 } 680 }
692 if (data.EventName == "collision") 681 return 0;
693 m_CollisionInQueue = false;
694 } 682 }
683
684 if (data.EventName == "timer")
685 m_TimerQueued = false;
686 if (data.EventName == "control")
687 {
688 if (m_ControlEventsInQueue > 0)
689 m_ControlEventsInQueue--;
690 }
691 if (data.EventName == "collision")
692 m_CollisionInQueue = false;
693 }
694
695 lock(m_Script)
696 {
695 697
696// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 698// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
697 699
@@ -846,6 +848,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
846 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); 848 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
847 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 849 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
848 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 850 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
851 part.CollisionSound = UUID.Zero;
849 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 852 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
850 EventQueue.Clear(); 853 EventQueue.Clear();
851 m_Script.ResetVars(); 854 m_Script.ResetVars();
@@ -860,6 +863,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
860 new Object[0], new DetectParams[0])); 863 new Object[0], new DetectParams[0]));
861 } 864 }
862 865
866 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
863 public void ApiResetScript() 867 public void ApiResetScript()
864 { 868 {
865 // bool running = Running; 869 // bool running = Running;
@@ -871,6 +875,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
871 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); 875 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
872 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 876 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
873 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 877 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
878 part.CollisionSound = UUID.Zero;
874 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 879 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
875 880
876 EventQueue.Clear(); 881 EventQueue.Clear();
@@ -891,10 +896,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
891 896
892 public Dictionary<string, object> GetVars() 897 public Dictionary<string, object> GetVars()
893 { 898 {
894 if (m_Script != null) 899 return m_Script.GetVars();
895 return m_Script.GetVars();
896 else
897 return new Dictionary<string, object>();
898 } 900 }
899 901
900 public void SetVars(Dictionary<string, object> vars) 902 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index d848b2a..8adf4c5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -459,6 +459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
459 size += 64; 459 size += 64;
460 else if (o is int) 460 else if (o is int)
461 size += 4; 461 size += 4;
462 else if (o is uint)
463 size += 4;
462 else if (o is string) 464 else if (o is string)
463 size += ((string)o).Length; 465 size += ((string)o).Length;
464 else if (o is float) 466 else if (o is float)
@@ -613,24 +615,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 615
614 public static bool operator ==(list a, list b) 616 public static bool operator ==(list a, list b)
615 { 617 {
616 int la = -1; 618 int la = a.Length;
617 int lb = -1; 619 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 620
623 return la == lb; 621 return la == lb;
624 } 622 }
625 623
626 public static bool operator !=(list a, list b) 624 public static bool operator !=(list a, list b)
627 { 625 {
628 int la = -1; 626 int la = a.Length;
629 int lb = -1; 627 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 628
635 return la != lb; 629 return la != lb;
636 } 630 }
@@ -864,7 +858,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
864 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r)); 858 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r));
865 } 859 }
866 860
867 if (ascending == 0) 861 if (ascending != 1)
868 { 862 {
869 ret = 0 - ret; 863 ret = 0 - ret;
870 } 864 }
@@ -897,6 +891,9 @@ namespace OpenSim.Region.ScriptEngine.Shared
897 stride = 1; 891 stride = 1;
898 } 892 }
899 893
894 if ((Data.Length % stride) != 0)
895 return new list(ret);
896
900 // we can optimize here in the case where stride == 1 and the list 897 // we can optimize here in the case where stride == 1 and the list
901 // consists of homogeneous types 898 // consists of homogeneous types
902 899
@@ -916,7 +913,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
916 if (homogeneous) 913 if (homogeneous)
917 { 914 {
918 Array.Sort(ret, new HomogeneousComparer()); 915 Array.Sort(ret, new HomogeneousComparer());
919 if (ascending == 0) 916 if (ascending != 1)
920 { 917 {
921 Array.Reverse(ret); 918 Array.Reverse(ret);
922 } 919 }
@@ -1064,7 +1061,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1064 { 1061 {
1065 list ret = new list(); 1062 list ret = new list();
1066 double entry; 1063 double entry;
1067 for (int i = 0; i < src.Data.Length - 1; i++) 1064 for (int i = 0; i < src.Data.Length; i++)
1068 { 1065 {
1069 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry)) 1066 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry))
1070 { 1067 {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 2dba029..f6cb7df 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Globalization; 32using System.Globalization;
32using System.IO; 33using System.IO;
33using System.Reflection; 34using System.Reflection;
@@ -128,6 +129,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
128 private Dictionary<UUID, IScriptInstance> m_Scripts = 129 private Dictionary<UUID, IScriptInstance> m_Scripts =
129 new Dictionary<UUID, IScriptInstance>(); 130 new Dictionary<UUID, IScriptInstance>();
130 131
132 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
133
131 // Maps the asset ID to the assembly 134 // Maps the asset ID to the assembly
132 135
133 private Dictionary<UUID, string> m_Assemblies = 136 private Dictionary<UUID, string> m_Assemblies =
@@ -150,6 +153,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
150 IWorkItemResult m_CurrentCompile = null; 153 IWorkItemResult m_CurrentCompile = null;
151 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 154 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
152 155
156 private void lockScriptsForRead(bool locked)
157 {
158 if (locked)
159 {
160 if (m_scriptsLock.RecursiveReadCount > 0)
161 {
162 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
163 m_scriptsLock.ExitReadLock();
164 }
165 if (m_scriptsLock.RecursiveWriteCount > 0)
166 {
167 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
168 m_scriptsLock.ExitWriteLock();
169 }
170
171 while (!m_scriptsLock.TryEnterReadLock(60000))
172 {
173 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
174 if (m_scriptsLock.IsWriteLockHeld)
175 {
176 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
177 }
178 }
179 }
180 else
181 {
182 if (m_scriptsLock.RecursiveReadCount > 0)
183 {
184 m_scriptsLock.ExitReadLock();
185 }
186 }
187 }
188 private void lockScriptsForWrite(bool locked)
189 {
190 if (locked)
191 {
192 if (m_scriptsLock.RecursiveReadCount > 0)
193 {
194 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
195 m_scriptsLock.ExitReadLock();
196 }
197 if (m_scriptsLock.RecursiveWriteCount > 0)
198 {
199 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
200 m_scriptsLock.ExitWriteLock();
201 }
202
203 while (!m_scriptsLock.TryEnterWriteLock(60000))
204 {
205 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
206 if (m_scriptsLock.IsWriteLockHeld)
207 {
208 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
209 }
210 }
211 }
212 else
213 {
214 if (m_scriptsLock.RecursiveWriteCount > 0)
215 {
216 m_scriptsLock.ExitWriteLock();
217 }
218 }
219 }
220
153 public string ScriptEngineName 221 public string ScriptEngineName
154 { 222 {
155 get { return "XEngine"; } 223 get { return "XEngine"; }
@@ -576,52 +644,57 @@ namespace OpenSim.Region.ScriptEngine.XEngine
576 { 644 {
577 if (!m_Enabled) 645 if (!m_Enabled)
578 return; 646 return;
647 lockScriptsForRead(true);
579 648
580 lock (m_Scripts) 649 List<IScriptInstance> instancesToDel = new List<IScriptInstance>(m_Scripts.Values);
581 {
582 m_log.InfoFormat(
583 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName);
584 650
585 foreach (IScriptInstance instance in m_Scripts.Values) 651// foreach (IScriptInstance instance in m_Scripts.Values)
652 foreach (IScriptInstance instance in instancesToDel)
653 {
654 // Force a final state save
655 //
656 if (m_Assemblies.ContainsKey(instance.AssetID))
586 { 657 {
587 // Force a final state save 658 string assembly = m_Assemblies[instance.AssetID];
588 // 659 instance.SaveState(assembly);
589 if (m_Assemblies.ContainsKey(instance.AssetID)) 660 }
590 {
591 string assembly = m_Assemblies[instance.AssetID];
592 instance.SaveState(assembly);
593 }
594 661
595 // Clear the event queue and abort the instance thread 662 // Clear the event queue and abort the instance thread
596 // 663 //
597 instance.ClearQueue(); 664 instance.ClearQueue();
598 instance.Stop(0); 665 instance.Stop(0);
599 666
600 // Release events, timer, etc 667 // Release events, timer, etc
601 // 668 //
602 instance.DestroyScriptInstance(); 669 instance.DestroyScriptInstance();
603 670
604 // Unload scripts and app domains. 671 // Unload scripts and app domains
605 // Must be done explicitly because they have infinite 672 // Must be done explicitly because they have infinite
606 // lifetime. 673 // lifetime
607 // However, don't bother to do this if the simulator is shutting 674 //
608 // down since it takes a long time with many scripts. 675// if (!m_SimulatorShuttingDown)
609 if (!m_SimulatorShuttingDown) 676 {
677 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
678 if (m_DomainScripts[instance.AppDomain].Count == 0)
610 { 679 {
611 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 680 m_DomainScripts.Remove(instance.AppDomain);
612 if (m_DomainScripts[instance.AppDomain].Count == 0) 681 UnloadAppDomain(instance.AppDomain);
613 {
614 m_DomainScripts.Remove(instance.AppDomain);
615 UnloadAppDomain(instance.AppDomain);
616 }
617 } 682 }
618 } 683 }
619 684
620 m_Scripts.Clear(); 685// m_Scripts.Clear();
621 m_PrimObjects.Clear(); 686// m_PrimObjects.Clear();
622 m_Assemblies.Clear(); 687// m_Assemblies.Clear();
623 m_DomainScripts.Clear(); 688// m_DomainScripts.Clear();
624 } 689 }
690 lockScriptsForRead(false);
691 lockScriptsForWrite(true);
692 m_Scripts.Clear();
693 lockScriptsForWrite(false);
694 m_PrimObjects.Clear();
695 m_Assemblies.Clear();
696 m_DomainScripts.Clear();
697
625 lock (m_ScriptEngines) 698 lock (m_ScriptEngines)
626 { 699 {
627 m_ScriptEngines.Remove(this); 700 m_ScriptEngines.Remove(this);
@@ -690,22 +763,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
690 763
691 List<IScriptInstance> instances = new List<IScriptInstance>(); 764 List<IScriptInstance> instances = new List<IScriptInstance>();
692 765
693 lock (m_Scripts) 766 lockScriptsForRead(true);
694 { 767 foreach (IScriptInstance instance in m_Scripts.Values)
695 foreach (IScriptInstance instance in m_Scripts.Values)
696 instances.Add(instance); 768 instances.Add(instance);
697 } 769 lockScriptsForRead(false);
698 770
699 foreach (IScriptInstance i in instances) 771 foreach (IScriptInstance i in instances)
700 { 772 {
701 string assembly = String.Empty; 773 string assembly = String.Empty;
702 774
703 lock (m_Scripts) 775
704 {
705 if (!m_Assemblies.ContainsKey(i.AssetID)) 776 if (!m_Assemblies.ContainsKey(i.AssetID))
706 continue; 777 continue;
707 assembly = m_Assemblies[i.AssetID]; 778 assembly = m_Assemblies[i.AssetID];
708 } 779
709 780
710 i.SaveState(assembly); 781 i.SaveState(assembly);
711 } 782 }
@@ -1092,96 +1163,99 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1092 } 1163 }
1093 1164
1094 ScriptInstance instance = null; 1165 ScriptInstance instance = null;
1095 lock (m_Scripts) 1166 // Create the object record
1167 lockScriptsForRead(true);
1168 if ((!m_Scripts.ContainsKey(itemID)) ||
1169 (m_Scripts[itemID].AssetID != assetID))
1096 { 1170 {
1097 // Create the object record 1171 lockScriptsForRead(false);
1098 if ((!m_Scripts.ContainsKey(itemID)) ||
1099 (m_Scripts[itemID].AssetID != assetID))
1100 {
1101 UUID appDomain = assetID;
1102 1172
1103 if (part.ParentGroup.IsAttachment) 1173 UUID appDomain = assetID;
1104 appDomain = part.ParentGroup.RootPart.UUID;
1105 1174
1106 if (!m_AppDomains.ContainsKey(appDomain)) 1175 if (part.ParentGroup.IsAttachment)
1107 { 1176 appDomain = part.ParentGroup.RootPart.UUID;
1108 try
1109 {
1110 AppDomainSetup appSetup = new AppDomainSetup();
1111 appSetup.PrivateBinPath = Path.Combine(
1112 m_ScriptEnginesPath,
1113 m_Scene.RegionInfo.RegionID.ToString());
1114 1177
1115 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1178 if (!m_AppDomains.ContainsKey(appDomain))
1116 Evidence evidence = new Evidence(baseEvidence); 1179 {
1180 try
1181 {
1182 AppDomainSetup appSetup = new AppDomainSetup();
1183 appSetup.PrivateBinPath = Path.Combine(
1184 m_ScriptEnginesPath,
1185 m_Scene.RegionInfo.RegionID.ToString());
1117 1186
1118 AppDomain sandbox; 1187 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1119 if (m_AppDomainLoading) 1188 Evidence evidence = new Evidence(baseEvidence);
1120 {
1121 sandbox = AppDomain.CreateDomain(
1122 m_Scene.RegionInfo.RegionID.ToString(),
1123 evidence, appSetup);
1124 sandbox.AssemblyResolve +=
1125 new ResolveEventHandler(
1126 AssemblyResolver.OnAssemblyResolve);
1127 }
1128 else
1129 {
1130 sandbox = AppDomain.CurrentDomain;
1131 }
1132
1133 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1134 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1135 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1136 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1137 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1138 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1139 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1140
1141 m_AppDomains[appDomain] = sandbox;
1142 1189
1143 m_DomainScripts[appDomain] = new List<UUID>(); 1190 AppDomain sandbox;
1191 if (m_AppDomainLoading)
1192 {
1193 sandbox = AppDomain.CreateDomain(
1194 m_Scene.RegionInfo.RegionID.ToString(),
1195 evidence, appSetup);
1196 m_AppDomains[appDomain].AssemblyResolve +=
1197 new ResolveEventHandler(
1198 AssemblyResolver.OnAssemblyResolve);
1144 } 1199 }
1145 catch (Exception e) 1200 else
1146 { 1201 {
1147 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1202 sandbox = AppDomain.CurrentDomain;
1148 m_ScriptErrorMessage += "Exception creating app domain:\n";
1149 m_ScriptFailCount++;
1150 lock (m_AddingAssemblies)
1151 {
1152 m_AddingAssemblies[assembly]--;
1153 }
1154 return false;
1155 } 1203 }
1156 }
1157 m_DomainScripts[appDomain].Add(itemID);
1158
1159 instance = new ScriptInstance(this, part,
1160 itemID, assetID, assembly,
1161 m_AppDomains[appDomain],
1162 part.ParentGroup.RootPart.Name,
1163 item.Name, startParam, postOnRez,
1164 stateSource, m_MaxScriptQueue);
1165
1166// if (DebugLevel >= 1)
1167 m_log.DebugFormat(
1168 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
1169 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
1170 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1171 1204
1172 if (presence != null) 1205 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1206 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1207 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1208 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1209 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1210 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1211 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1212
1213 m_AppDomains[appDomain] = sandbox;
1214
1215 m_DomainScripts[appDomain] = new List<UUID>();
1216 }
1217 catch (Exception e)
1173 { 1218 {
1174 ShowScriptSaveResponse(item.OwnerID, 1219 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1175 assetID, "Compile successful", true); 1220 m_ScriptErrorMessage += "Exception creating app domain:\n";
1221 m_ScriptFailCount++;
1222 lock (m_AddingAssemblies)
1223 {
1224 m_AddingAssemblies[assembly]--;
1225 }
1226 return false;
1176 } 1227 }
1228 }
1229 m_DomainScripts[appDomain].Add(itemID);
1230
1231 instance = new ScriptInstance(this, part,
1232 itemID, assetID, assembly,
1233 m_AppDomains[appDomain],
1234 part.ParentGroup.RootPart.Name,
1235 item.Name, startParam, postOnRez,
1236 stateSource, m_MaxScriptQueue);
1237
1238 m_log.DebugFormat(
1239 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1240 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1241 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1177 1242
1178 instance.AppDomain = appDomain; 1243 if (presence != null)
1179 instance.LineMap = linemap; 1244 {
1180 1245 ShowScriptSaveResponse(item.OwnerID,
1181 m_Scripts[itemID] = instance; 1246 assetID, "Compile successful", true);
1182 } 1247 }
1183 }
1184 1248
1249 instance.AppDomain = appDomain;
1250 instance.LineMap = linemap;
1251 lockScriptsForWrite(true);
1252 m_Scripts[itemID] = instance;
1253 lockScriptsForWrite(false);
1254 }
1255 else
1256 {
1257 lockScriptsForRead(false);
1258 }
1185 lock (m_PrimObjects) 1259 lock (m_PrimObjects)
1186 { 1260 {
1187 if (!m_PrimObjects.ContainsKey(localID)) 1261 if (!m_PrimObjects.ContainsKey(localID))
@@ -1199,7 +1273,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1199 m_AddingAssemblies[assembly]--; 1273 m_AddingAssemblies[assembly]--;
1200 } 1274 }
1201 1275
1202 if (instance != null) 1276 if (instance!=null)
1203 instance.Init(); 1277 instance.Init();
1204 1278
1205 bool runIt; 1279 bool runIt;
@@ -1222,18 +1296,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1222 m_CompileDict.Remove(itemID); 1296 m_CompileDict.Remove(itemID);
1223 } 1297 }
1224 1298
1225 IScriptInstance instance = null; 1299 lockScriptsForRead(true);
1226 1300 // Do we even have it?
1227 lock (m_Scripts) 1301 if (!m_Scripts.ContainsKey(itemID))
1228 { 1302 {
1229 // Do we even have it? 1303 // Do we even have it?
1230 if (!m_Scripts.ContainsKey(itemID)) 1304 if (!m_Scripts.ContainsKey(itemID))
1231 return; 1305 return;
1232 1306
1233 instance = m_Scripts[itemID]; 1307 lockScriptsForRead(false);
1308 lockScriptsForWrite(true);
1234 m_Scripts.Remove(itemID); 1309 m_Scripts.Remove(itemID);
1310 lockScriptsForWrite(false);
1311
1312 return;
1235 } 1313 }
1314
1236 1315
1316 IScriptInstance instance=m_Scripts[itemID];
1317 lockScriptsForRead(false);
1318 lockScriptsForWrite(true);
1319 m_Scripts.Remove(itemID);
1320 lockScriptsForWrite(false);
1237 instance.ClearQueue(); 1321 instance.ClearQueue();
1238 1322
1239 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1323 // Give the script some time to finish processing its last event. Simply aborting the script thread can
@@ -1272,8 +1356,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1272 1356
1273 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1357 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1274 if (handlerObjectRemoved != null) 1358 if (handlerObjectRemoved != null)
1275 handlerObjectRemoved(instance.ObjectID); 1359 {
1360 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1361 handlerObjectRemoved(part.UUID);
1362 }
1276 1363
1364 CleanAssemblies();
1365
1277 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1366 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1278 if (handlerScriptRemoved != null) 1367 if (handlerScriptRemoved != null)
1279 handlerScriptRemoved(itemID); 1368 handlerScriptRemoved(itemID);
@@ -1534,12 +1623,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1534 private IScriptInstance GetInstance(UUID itemID) 1623 private IScriptInstance GetInstance(UUID itemID)
1535 { 1624 {
1536 IScriptInstance instance; 1625 IScriptInstance instance;
1537 lock (m_Scripts) 1626 lockScriptsForRead(true);
1627 if (!m_Scripts.ContainsKey(itemID))
1538 { 1628 {
1539 if (!m_Scripts.ContainsKey(itemID)) 1629 lockScriptsForRead(false);
1540 return null; 1630 return null;
1541 instance = m_Scripts[itemID];
1542 } 1631 }
1632 instance = m_Scripts[itemID];
1633 lockScriptsForRead(false);
1543 return instance; 1634 return instance;
1544 } 1635 }
1545 1636
@@ -1563,6 +1654,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1563 return false; 1654 return false;
1564 } 1655 }
1565 1656
1657 [DebuggerNonUserCode]
1566 public void ApiResetScript(UUID itemID) 1658 public void ApiResetScript(UUID itemID)
1567 { 1659 {
1568 IScriptInstance instance = GetInstance(itemID); 1660 IScriptInstance instance = GetInstance(itemID);
@@ -1624,6 +1716,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1624 return UUID.Zero; 1716 return UUID.Zero;
1625 } 1717 }
1626 1718
1719 [DebuggerNonUserCode]
1627 public void SetState(UUID itemID, string newState) 1720 public void SetState(UUID itemID, string newState)
1628 { 1721 {
1629 IScriptInstance instance = GetInstance(itemID); 1722 IScriptInstance instance = GetInstance(itemID);
@@ -1646,11 +1739,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1646 1739
1647 List<IScriptInstance> instances = new List<IScriptInstance>(); 1740 List<IScriptInstance> instances = new List<IScriptInstance>();
1648 1741
1649 lock (m_Scripts) 1742 lockScriptsForRead(true);
1650 { 1743 foreach (IScriptInstance instance in m_Scripts.Values)
1651 foreach (IScriptInstance instance in m_Scripts.Values)
1652 instances.Add(instance); 1744 instances.Add(instance);
1653 } 1745 lockScriptsForRead(false);
1654 1746
1655 foreach (IScriptInstance i in instances) 1747 foreach (IScriptInstance i in instances)
1656 { 1748 {