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-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs94
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs102
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs9
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs21
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs536
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs48
-rw-r--r--OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs274
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs44
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs47
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs36
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs28
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs519
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs103
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs380
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs577
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs11
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs2
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs2
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs10
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs13
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs10
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs10
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1363
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.c_comments630
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs722
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3287
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3874
-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/PhysicsActor.cs12
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs11
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs12
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSCharacter.cs10
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs12
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs20
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs473
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs761
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs36
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs76
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs76
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs261
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs420
60 files changed, 14462 insertions, 1471 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 1d364d4..33210d7 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -812,16 +812,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
812 } 812 }
813 } 813 }
814 814
815 public void SendGenericMessage(string method, List<string> message) 815 public void SendGenericMessage(string method, List<byte[]> message)
816 { 816 {
817 GenericMessagePacket gmp = new GenericMessagePacket(); 817 GenericMessagePacket gmp = new GenericMessagePacket();
818 gmp.MethodData.Method = Util.StringToBytes256(method); 818 gmp.MethodData.Method = Util.StringToBytes256(method);
819 gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count]; 819 gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count];
820 int i = 0; 820 int i = 0;
821 foreach (string val in message) 821 foreach (byte[] val in message)
822 { 822 {
823 gmp.ParamList[i] = new GenericMessagePacket.ParamListBlock(); 823 gmp.ParamList[i] = new GenericMessagePacket.ParamListBlock();
824 gmp.ParamList[i++].Parameter = Util.StringToBytes256(val); 824 gmp.ParamList[i++].Parameter = val;
825 } 825 }
826 OutPacket(gmp, ThrottleOutPacketType.Task); 826 OutPacket(gmp, ThrottleOutPacketType.Task);
827 } 827 }
@@ -1020,6 +1020,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1020 public virtual void SendLayerData(float[] map) 1020 public virtual void SendLayerData(float[] map)
1021 { 1021 {
1022 Util.FireAndForget(DoSendLayerData, map); 1022 Util.FireAndForget(DoSendLayerData, map);
1023
1024 // Send it sync, and async. It's not that much data
1025 // and it improves user experience just so much!
1026 DoSendLayerData(map);
1023 } 1027 }
1024 1028
1025 /// <summary> 1029 /// <summary>
@@ -1032,16 +1036,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1032 1036
1033 try 1037 try
1034 { 1038 {
1035 //for (int y = 0; y < 16; y++) 1039 for (int y = 0; y < 16; y++)
1036 //{ 1040 {
1037 // for (int x = 0; x < 16; x++) 1041 for (int x = 0; x < 16; x+=4)
1038 // { 1042 {
1039 // SendLayerData(x, y, map); 1043 SendLayerPacket(x, y, map);
1040 // } 1044 }
1041 //} 1045 }
1042
1043 // Send LayerData in a spiral pattern. Fun!
1044 SendLayerTopRight(map, 0, 0, 15, 15);
1045 } 1046 }
1046 catch (Exception e) 1047 catch (Exception e)
1047 { 1048 {
@@ -1049,51 +1050,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1049 } 1050 }
1050 } 1051 }
1051 1052
1052 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1053 {
1054 // Row
1055 for (int i = x1; i <= x2; i++)
1056 SendLayerData(i, y1, map);
1057
1058 // Column
1059 for (int j = y1 + 1; j <= y2; j++)
1060 SendLayerData(x2, j, map);
1061
1062 if (x2 - x1 > 0)
1063 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1064 }
1065
1066 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1067 {
1068 // Row in reverse
1069 for (int i = x2; i >= x1; i--)
1070 SendLayerData(i, y2, map);
1071
1072 // Column in reverse
1073 for (int j = y2 - 1; j >= y1; j--)
1074 SendLayerData(x1, j, map);
1075
1076 if (x2 - x1 > 0)
1077 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1078 }
1079
1080 /// <summary> 1053 /// <summary>
1081 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1054 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1082 /// </summary> 1055 /// </summary>
1083 /// <param name="map">heightmap</param> 1056 /// <param name="map">heightmap</param>
1084 /// <param name="px">X coordinate for patches 0..12</param> 1057 /// <param name="px">X coordinate for patches 0..12</param>
1085 /// <param name="py">Y coordinate for patches 0..15</param> 1058 /// <param name="py">Y coordinate for patches 0..15</param>
1086 // private void SendLayerPacket(float[] map, int y, int x) 1059 private void SendLayerPacket(int x, int y, float[] map)
1087 // { 1060 {
1088 // int[] patches = new int[4]; 1061 int[] patches = new int[4];
1089 // patches[0] = x + 0 + y * 16; 1062 patches[0] = x + 0 + y * 16;
1090 // patches[1] = x + 1 + y * 16; 1063 patches[1] = x + 1 + y * 16;
1091 // patches[2] = x + 2 + y * 16; 1064 patches[2] = x + 2 + y * 16;
1092 // patches[3] = x + 3 + y * 16; 1065 patches[3] = x + 3 + y * 16;
1093 1066
1094 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1067 float[] heightmap = (map.Length == 65536) ?
1095 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1068 map :
1096 // } 1069 LLHeightFieldMoronize(map);
1070
1071 try
1072 {
1073 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1074 OutPacket(layerpack, ThrottleOutPacketType.Land);
1075 }
1076 catch
1077 {
1078 for (int px = x ; px < x + 4 ; px++)
1079 SendLayerData(px, y, map);
1080 }
1081 }
1097 1082
1098 /// <summary> 1083 /// <summary>
1099 /// Sends a specified patch to a client 1084 /// Sends a specified patch to a client
@@ -3373,7 +3358,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3373 3358
3374 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1]; 3359 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
3375 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data); 3360 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data);
3376
3377 OutPacket(objupdate, ThrottleOutPacketType.Task); 3361 OutPacket(objupdate, ThrottleOutPacketType.Task);
3378 } 3362 }
3379 3363
@@ -3424,8 +3408,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3424 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue(); 3408 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue();
3425 } 3409 }
3426 3410
3427 // HACK: Using the task category until the tiered reprioritization code is in 3411 OutPacket(terse, ThrottleOutPacketType.State);
3428 OutPacket(terse, ThrottleOutPacketType.Task);
3429 } 3412 }
3430 3413
3431 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations) 3414 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
@@ -4842,6 +4825,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4842 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4825 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4843 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4826 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4844 (x.ControlFlags != lastarg.ControlFlags) || 4827 (x.ControlFlags != lastarg.ControlFlags) ||
4828 (x.ControlFlags != 0) ||
4845 (x.Far != lastarg.Far) || 4829 (x.Far != lastarg.Far) ||
4846 (x.Flags != lastarg.Flags) || 4830 (x.Flags != lastarg.Flags) ||
4847 (x.State != lastarg.State) || 4831 (x.State != lastarg.State) ||
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 6dacbba..acc3a78 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel > 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -227,7 +241,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
227 s.ForEachScenePresence( 241 s.ForEachScenePresence(
228 delegate(ScenePresence presence) 242 delegate(ScenePresence presence)
229 { 243 {
230 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType); 244 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
245 if (Presencecheck != null)
246 {
247 if (Presencecheck.IsEitherBannedOrRestricted(c.SenderUUID) != true)
248 {
249 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
250 }
251 }
252
231 } 253 }
232 ); 254 );
233 } 255 }
@@ -266,25 +288,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
266 } 288 }
267 289
268 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 290 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
269 291 if (c.Scene != null)
270 ((Scene)c.Scene).ForEachScenePresence( 292 {
271 delegate(ScenePresence presence) 293 ((Scene)c.Scene).ForEachScenePresence
272 { 294 (
273 // ignore chat from child agents 295 delegate(ScenePresence presence)
274 if (presence.IsChildAgent) return; 296 {
275 297 // ignore chat from child agents
276 IClientAPI client = presence.ControllingClient; 298 if (presence.IsChildAgent) return;
277 299
278 // don't forward SayOwner chat from objects to 300 IClientAPI client = presence.ControllingClient;
279 // non-owner agents 301
280 if ((c.Type == ChatTypeEnum.Owner) && 302 // don't forward SayOwner chat from objects to
281 (null != c.SenderObject) && 303 // non-owner agents
282 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 304 if ((c.Type == ChatTypeEnum.Owner) &&
283 return; 305 (null != c.SenderObject) &&
284 306 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
285 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 307 return;
286 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 308
287 }); 309 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
310 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
311 }
312 );
313 }
288 } 314 }
289 315
290 316
@@ -313,5 +339,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
313 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, 339 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
314 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); 340 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
315 } 341 }
342
343 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
344 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
345 {
346 System.Threading.Timer Timer;
347 if (flags == 0)
348 {
349 FreezeCache.Add(target.ToString());
350 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
351 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
352 Timers.Add(target, Timer);
353 }
354 else
355 {
356 FreezeCache.Remove(target.ToString());
357 Timers.TryGetValue(target, out Timer);
358 Timers.Remove(target);
359 Timer.Dispose();
360 }
361 }
362
363 private void OnEndParcelFrozen(object avatar)
364 {
365 UUID target = (UUID)avatar;
366 FreezeCache.Remove(target.ToString());
367 System.Threading.Timer Timer;
368 Timers.TryGetValue(target, out Timer);
369 Timers.Remove(target);
370 Timer.Dispose();
371 }
316 } 372 }
317} 373}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index 6c4d0bf..3e86848 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -187,6 +187,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
187 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 187 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
188 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 188 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
189 189
190 if (msglist != null)
191 {
190 foreach (GridInstantMessage im in msglist) 192 foreach (GridInstantMessage im in msglist)
191 { 193 {
192 // client.SendInstantMessage(im); 194 // client.SendInstantMessage(im);
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 44906b4..abf440e 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -422,7 +422,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
422 { 422 {
423 // Check if this is ours to handle 423 // Check if this is ours to handle
424 // 424 //
425 m_log.Info("OnFridInstantMessage"); 425 //m_log.Info("OnFridInstantMessage");
426 if (msg.dialog != (byte) InstantMessageDialog.InventoryOffered) 426 if (msg.dialog != (byte) InstantMessageDialog.InventoryOffered)
427 return; 427 return;
428 428
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
index 24d35e1..ca07a28 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
@@ -331,12 +331,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
331 { 331 {
332 //m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called"); 332 //m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called");
333 333
334 m_log.Debug("---------------------------"); 334/* m_log.Debug("---------------------------");
335 m_log.Debug(" >> uri=" + request["uri"]); 335 m_log.Debug(" >> uri=" + request["uri"]);
336 m_log.Debug(" >> content-type=" + request["content-type"]); 336 m_log.Debug(" >> content-type=" + request["content-type"]);
337 m_log.Debug(" >> http-method=" + request["http-method"]); 337 m_log.Debug(" >> http-method=" + request["http-method"]);
338 m_log.Debug("---------------------------\n"); 338 m_log.Debug("---------------------------\n"); */
339
340 Hashtable responsedata = new Hashtable(); 339 Hashtable responsedata = new Hashtable();
341 responsedata["content_type"] = "text/html"; 340 responsedata["content_type"] = "text/html";
342 responsedata["keepalive"] = false; 341 responsedata["keepalive"] = false;
@@ -581,11 +580,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
581 { 580 {
582 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called"); 581 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called");
583 582
584 m_log.Debug("---------------------------"); 583 /* m_log.Debug("---------------------------");
585 m_log.Debug(" >> uri=" + request["uri"]); 584 m_log.Debug(" >> uri=" + request["uri"]);
586 m_log.Debug(" >> content-type=" + request["content-type"]); 585 m_log.Debug(" >> content-type=" + request["content-type"]);
587 m_log.Debug(" >> http-method=" + request["http-method"]); 586 m_log.Debug(" >> http-method=" + request["http-method"]);
588 m_log.Debug("---------------------------\n"); 587 m_log.Debug("---------------------------\n"); */
589 588
590 Hashtable responsedata = new Hashtable(); 589 Hashtable responsedata = new Hashtable();
591 responsedata["content_type"] = "text/html"; 590 responsedata["content_type"] = "text/html";
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 8ed1913..c7c9778 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -247,21 +247,20 @@ namespace OpenSim.Region.CoreModules.World.Archiver
247 // Fix ownership/creator of inventory items 247 // Fix ownership/creator of inventory items
248 // Not doing so results in inventory items 248 // Not doing so results in inventory items
249 // being no copy/no mod for everyone 249 // being no copy/no mod for everyone
250 lock (part.TaskInventory) 250 part.TaskInventory.LockItemsForRead(true);
251 TaskInventoryDictionary inv = part.TaskInventory;
252 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
251 { 253 {
252 TaskInventoryDictionary inv = part.TaskInventory; 254 if (!ResolveUserUuid(kvp.Value.OwnerID))
253 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
254 { 255 {
255 if (!ResolveUserUuid(kvp.Value.OwnerID)) 256 kvp.Value.OwnerID = masterAvatarId;
256 { 257 }
257 kvp.Value.OwnerID = masterAvatarId; 258 if (!ResolveUserUuid(kvp.Value.CreatorID))
258 } 259 {
259 if (!ResolveUserUuid(kvp.Value.CreatorID)) 260 kvp.Value.CreatorID = masterAvatarId;
260 {
261 kvp.Value.CreatorID = masterAvatarId;
262 }
263 } 261 }
264 } 262 }
263 part.TaskInventory.LockItemsForRead(false);
265 } 264 }
266 265
267 if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) 266 if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 9b39b09..28669b9 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -81,6 +81,8 @@ namespace OpenSim.Region.CoreModules.World.Land
81 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 81 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
82 82
83 private bool m_allowedForcefulBans = true; 83 private bool m_allowedForcefulBans = true;
84 private UUID DefaultGodParcelGroup;
85 private string DefaultGodParcelName;
84 86
85 // caches ExtendedLandData 87 // caches ExtendedLandData
86 private Cache parcelInfoCache; 88 private Cache parcelInfoCache;
@@ -94,6 +96,12 @@ namespace OpenSim.Region.CoreModules.World.Land
94 96
95 public void Initialise(IConfigSource source) 97 public void Initialise(IConfigSource source)
96 { 98 {
99 IConfig cnf = source.Configs["LandManagement"];
100 if (cnf == null)
101 {
102 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
103 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
104 }
97 } 105 }
98 106
99 public void AddRegion(Scene scene) 107 public void AddRegion(Scene scene)
@@ -153,6 +161,10 @@ namespace OpenSim.Region.CoreModules.World.Land
153 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 161 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
154 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; 162 client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
155 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 163 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
164 client.OnParcelGodMark += ClientOnParcelGodMark;
165 client.OnSimWideDeletes += ClientOnSimWideDeletes;
166 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
167 client.OnParcelEjectUser += ClientOnParcelEjectUser;
156 168
157 EntityBase presenceEntity; 169 EntityBase presenceEntity;
158 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 170 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -264,20 +276,103 @@ namespace OpenSim.Region.CoreModules.World.Land
264 return parcelsNear; 276 return parcelsNear;
265 } 277 }
266 278
267 public void SendYouAreBannedNotice(ScenePresence avatar) 279
280 public void MoveUserOutOfParcel(ScenePresence avatar)
268 { 281 {
269 if (AllowedForcefulBans) 282 if (avatar.GodLevel == 0)
270 { 283 {
271 avatar.ControllingClient.SendAlertMessage( 284 ILandObject land = m_scene.LandChannel.GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
272 "You are not allowed on this parcel because you are banned. Please go away."); 285 List<ILandObject> parcelsNear = new List<ILandObject>();
273 286
274 avatar.PhysicsActor.Position = avatar.lastKnownAllowedPosition; 287 for (int x = -2; x <= 2; x += 2)
275 avatar.PhysicsActor.Velocity = Vector3.Zero; 288 {
276 } 289 ILandObject check = GetLandObject(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y);
277 else 290 if (check != null)
278 { 291 {
279 avatar.ControllingClient.SendAlertMessage( 292 if (check.IsEitherBannedOrRestricted(avatar.UUID) != true)
280 "You are not allowed on this parcel because you are banned; however, the grid administrator has disabled ban lines globally. Please obey the land owner's requests or you can be banned from the entire sim!"); 293 {
294 Vector3 target = new Vector3(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);
295 avatar.TeleportWithMomentum(target);
296 return;
297 }
298 }
299 }
300 for (int y = -2; y <= 2; y += 2)
301 {
302 ILandObject check = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y);
303 if (check != null)
304 {
305 if (check.IsEitherBannedOrRestricted(avatar.UUID) != true)
306 {
307 Vector3 target = new Vector3(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y, avatar.AbsolutePosition.Z);
308 avatar.TeleportWithMomentum(target);
309 return;
310 }
311 }
312 }
313 List<ILandObject> allParcels = new List<ILandObject>();
314 allParcels = AllParcels();
315 if (allParcels.Count != 1)
316 {
317 foreach (ILandObject parcel in allParcels)
318 {
319 if (parcel.IsEitherBannedOrRestricted(avatar.UUID) != true)
320 {
321 Vector3 temptarget = parcel.LandData.UserLocation;
322 if (parcel.ContainsPoint((int)parcel.LandData.UserLocation.X, (int)parcel.LandData.UserLocation.Y))
323 {
324 avatar.TeleportWithMomentum(temptarget);
325 return;
326 }
327 else
328 {
329 for (int x = 0; x <= Constants.RegionSize / 3; x += 3)
330 {
331 for (int y = 0; y <= Constants.RegionSize / 3; y += 3)
332 {
333 if (parcel.ContainsPoint(x, y))
334 {
335 temptarget = new Vector3(x, y, avatar.AbsolutePosition.Z);
336 avatar.TeleportWithMomentum(temptarget);
337 return;
338 }
339 }
340 }
341 }
342 }
343 }
344 }
345 //Move to region side
346 if (avatar.AbsolutePosition.X > avatar.AbsolutePosition.Y)
347 {
348 if (avatar.AbsolutePosition.X > .5 * Constants.RegionSize)
349 {
350 Vector3 target = new Vector3(Constants.RegionSize, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z); ;
351 avatar.TeleportWithMomentum(target);
352 return;
353 }
354 else
355 {
356 Vector3 target = new Vector3(0, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z); ;
357 avatar.TeleportWithMomentum(target);
358 return;
359 }
360 }
361 else
362 {
363 if (avatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
364 {
365 Vector3 target = new Vector3(avatar.AbsolutePosition.X, Constants.RegionSize, avatar.AbsolutePosition.Z); ;
366 avatar.TeleportWithMomentum(target);
367 return;
368 }
369 else
370 {
371 Vector3 target = new Vector3(avatar.AbsolutePosition.X, 0, avatar.AbsolutePosition.Z); ;
372 avatar.TeleportWithMomentum(target);
373 return;
374 }
375 }
281 } 376 }
282 } 377 }
283 378
@@ -297,16 +392,7 @@ namespace OpenSim.Region.CoreModules.World.Land
297 { 392 {
298 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 393 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
299 { 394 {
300 SendYouAreBannedNotice(avatar); 395 MoveUserOutOfParcel(avatar);
301 }
302 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
303 {
304 avatar.ControllingClient.SendAlertMessage(
305 "You are not allowed on this parcel because the land owner has restricted access. For now, you can enter, but please respect the land owner's decisions (or he can ban you!).");
306 }
307 else
308 {
309 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
310 } 396 }
311 } 397 }
312 else 398 else
@@ -317,28 +403,47 @@ namespace OpenSim.Region.CoreModules.World.Land
317 } 403 }
318 } 404 }
319 405
320 public void SendOutNearestBanLine(IClientAPI avatar) 406 public void SendOutNearestBanLine(ScenePresence avatar)
321 { 407 {
322 List<ScenePresence> avatars = m_scene.GetAvatars(); 408 ILandObject checkBan = null;
323 foreach (ScenePresence presence in avatars) 409 for (int x = -2; x <= 2; x += 2)
324 { 410 {
325 if (presence.UUID == avatar.AgentId) 411 checkBan = GetLandObject(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y);
412 if (checkBan != null)
326 { 413 {
327 List<ILandObject> checkLandParcels = ParcelsNearPoint(presence.AbsolutePosition); 414 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
328 foreach (ILandObject checkBan in checkLandParcels)
329 { 415 {
330 if (checkBan.IsBannedFromLand(avatar.AgentId)) 416 if (checkBan.IsRestrictedFromLand(avatar.ControllingClient.AgentId))
331 { 417 {
332 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, false, (int)ParcelResult.Single, avatar); 418 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
333 return; //Only send one 419 return;
334 } 420 }
335 if (checkBan.IsRestrictedFromLand(avatar.AgentId)) 421 if (checkBan.IsBannedFromLand(avatar.ControllingClient.AgentId))
336 { 422 {
337 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, false, (int)ParcelResult.Single, avatar); 423 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
338 return; //Only send one 424 return;
425 }
426 }
427 }
428 }
429 for (int y = -2; y <= 2; y += 2)
430 {
431 checkBan = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y);
432 if (checkBan != null)
433 {
434 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
435 {
436 if (checkBan.IsRestrictedFromLand(avatar.ControllingClient.AgentId))
437 {
438 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
439 return;
440 }
441 if (checkBan.IsBannedFromLand(avatar.ControllingClient.AgentId))
442 {
443 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
444 return;
339 } 445 }
340 } 446 }
341 return;
342 } 447 }
343 } 448 }
344 } 449 }
@@ -385,25 +490,14 @@ namespace OpenSim.Region.CoreModules.World.Land
385 if (clientAvatar != null) 490 if (clientAvatar != null)
386 { 491 {
387 SendLandUpdate(clientAvatar); 492 SendLandUpdate(clientAvatar);
388 SendOutNearestBanLine(remote_client); 493 SendOutNearestBanLine(clientAvatar);
389 ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y); 494 ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y);
390 if (parcel != null) 495 if (parcel != null)
391 { 496 {
392 if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT && 497 if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
393 clientAvatar.sentMessageAboutRestrictedParcelFlyingDown)
394 {
395 EventManagerOnAvatarEnteringNewParcel(clientAvatar, parcel.LandData.LocalID,
396 m_scene.RegionInfo.RegionID);
397 //They are going under the safety line!
398 if (!parcel.IsBannedFromLand(clientAvatar.UUID))
399 {
400 clientAvatar.sentMessageAboutRestrictedParcelFlyingDown = false;
401 }
402 }
403 else if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
404 parcel.IsBannedFromLand(clientAvatar.UUID)) 498 parcel.IsBannedFromLand(clientAvatar.UUID))
405 { 499 {
406 SendYouAreBannedNotice(clientAvatar); 500 MoveUserOutOfParcel(clientAvatar);
407 } 501 }
408 } 502 }
409 } 503 }
@@ -451,9 +545,21 @@ namespace OpenSim.Region.CoreModules.World.Land
451 545
452 if (land != null) 546 if (land != null)
453 { 547 {
454 if (agentID == land.LandData.OwnerID) 548 if (m_scene.Permissions.CanEditParcel(agentID, land))
455 { 549 {
456 land.UpdateAccessList(flags, entries, remote_client); 550 land.UpdateAccessList(flags, entries, remote_client);
551 List<ScenePresence> presences = ((Scene)remote_client.Scene).GetAvatars();
552 foreach (ScenePresence presence in presences)
553 {
554 land = GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
555 if (land != null)
556 {
557 if (land.IsEitherBannedOrRestricted(presence.UUID))
558 {
559 MoveUserOutOfParcel(presence);
560 }
561 }
562 }
457 } 563 }
458 } 564 }
459 else 565 else
@@ -1019,7 +1125,25 @@ namespace OpenSim.Region.CoreModules.World.Land
1019 m_landList.TryGetValue(localID, out land); 1125 m_landList.TryGetValue(localID, out land);
1020 } 1126 }
1021 1127
1022 if (land != null) land.UpdateLandProperties(args, remote_client); 1128 if (land != null)
1129 {
1130 land.UpdateLandProperties(args, remote_client);
1131 if ((args.ParcelFlags & (uint)(ParcelFlags.UseBanList | ParcelFlags.UseAccessList | ParcelFlags.UseAccessGroup | ParcelFlags.UsePassList)) != 0)
1132 {
1133 List<ScenePresence> presences = ((Scene)remote_client.Scene).GetAvatars();
1134 foreach (ScenePresence presence in presences)
1135 {
1136 land = GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
1137 if (land != null)
1138 {
1139 if (land.IsEitherBannedOrRestricted(presence.UUID))
1140 {
1141 MoveUserOutOfParcel(presence);
1142 }
1143 }
1144 }
1145 }
1146 }
1023 } 1147 }
1024 1148
1025 public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client) 1149 public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
@@ -1437,5 +1561,319 @@ namespace OpenSim.Region.CoreModules.World.Land
1437 1561
1438 UpdateLandObject(localID, land.LandData); 1562 UpdateLandObject(localID, land.LandData);
1439 } 1563 }
1564 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1565 {
1566 ILandObject land = null;
1567 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1568 foreach (ILandObject landObject in Land)
1569 {
1570 if (landObject.LandData.LocalID == landID)
1571 {
1572 land = landObject;
1573 }
1574 }
1575 land.DeedToGroup(DefaultGodParcelGroup);
1576 land.LandData.Name = DefaultGodParcelName;
1577 land.SendLandUpdateToAvatarsOverMe();
1578 }
1579 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1580 {
1581 ScenePresence SP;
1582 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out SP);
1583 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1584 if (SP.GodLevel != 0)
1585 {
1586 if (flags == 0) //All parcels, scripted or not
1587 {
1588 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1589 {
1590 if (e.OwnerID == targetID)
1591 {
1592 returns.Add(e);
1593 }
1594 }
1595 );
1596 }
1597 if (flags == 4) //All parcels, scripted object
1598 {
1599 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1600 {
1601 if (e.OwnerID == targetID)
1602 {
1603 if (e.scriptScore >= 0.01)
1604 {
1605 returns.Add(e);
1606 }
1607 }
1608 }
1609 );
1610 }
1611 if (flags == 4) //not target parcel, scripted object
1612 {
1613 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1614 {
1615 if (e.OwnerID == targetID)
1616 {
1617 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1618 if (landobject.LandData.OwnerID != e.OwnerID)
1619 {
1620 if (e.scriptScore >= 0.01)
1621 {
1622 returns.Add(e);
1623 }
1624 }
1625 }
1626 }
1627 );
1628 }
1629 foreach (SceneObjectGroup ol in returns)
1630 {
1631 ReturnObject(ol, client);
1632 }
1633 }
1634 }
1635 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1636 {
1637 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1638 objs[0] = obj;
1639 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1640 }
1641
1642 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1643
1644 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1645 {
1646 ScenePresence targetAvatar = null;
1647 ((Scene)client.Scene).TryGetAvatar(target, out targetAvatar);
1648 ScenePresence parcelManager = null;
1649 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out parcelManager);
1650 System.Threading.Timer Timer;
1651
1652 if (targetAvatar.GodLevel == 0)
1653 {
1654 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1655 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1656 return;
1657 if (flags == 0)
1658 {
1659 targetAvatar.AllowMovement = false;
1660 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1661 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1662 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1663 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1664 Timers.Add(targetAvatar.UUID, Timer);
1665 }
1666 else
1667 {
1668 targetAvatar.AllowMovement = true;
1669 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1670 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1671 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1672 Timers.Remove(targetAvatar.UUID);
1673 Timer.Dispose();
1674 }
1675 }
1676 }
1677 private void OnEndParcelFrozen(object avatar)
1678 {
1679 ScenePresence targetAvatar = (ScenePresence)avatar;
1680 targetAvatar.AllowMovement = true;
1681 System.Threading.Timer Timer;
1682 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1683 Timers.Remove(targetAvatar.UUID);
1684 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1685 }
1686
1687
1688 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1689 {
1690 ScenePresence targetAvatar = null;
1691 ((Scene)client.Scene).TryGetAvatar(target, out targetAvatar);
1692 ScenePresence parcelManager = null;
1693 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out parcelManager);
1694 //Just eject
1695 if (flags == 0)
1696 {
1697 if (targetAvatar.GodLevel == 0)
1698 {
1699 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1700 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1701 return;
1702
1703 Vector3 position = new Vector3(0, 0, 0);
1704 List<ILandObject> allParcels = new List<ILandObject>();
1705 allParcels = AllParcels();
1706 if (allParcels.Count != 1)
1707 {
1708 foreach (ILandObject parcel in allParcels)
1709 {
1710 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1711 {
1712 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1713 {
1714 for (int x = 1; x <= Constants.RegionSize; x += 2)
1715 {
1716 for (int y = 1; y <= Constants.RegionSize; y += 2)
1717 {
1718 if (parcel.ContainsPoint(x, y))
1719 {
1720 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1721 targetAvatar.TeleportWithMomentum(position);
1722 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1723 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1724 return;
1725 }
1726 }
1727 }
1728 }
1729 }
1730 }
1731 }
1732 Vector3 targetVector;
1733 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1734 {
1735 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1736 {
1737 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1738 targetAvatar.TeleportWithMomentum(targetVector);
1739 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1740 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1741 return;
1742 }
1743 else
1744 {
1745 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1746 targetAvatar.TeleportWithMomentum(targetVector);
1747 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1748 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1749 return;
1750 }
1751 }
1752 else
1753 {
1754 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1755 {
1756 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1757 targetAvatar.TeleportWithMomentum(targetVector);
1758 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1759 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1760 return;
1761 }
1762 else
1763 {
1764 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1765 targetAvatar.TeleportWithMomentum(targetVector);
1766 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1767 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1768 return;
1769 }
1770 }
1771 }
1772 }
1773 //Eject and ban
1774 if (flags == 1)
1775 {
1776 if (targetAvatar.GodLevel == 0)
1777 {
1778 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1779 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1780 return;
1781
1782 Vector3 position = new Vector3(0, 0, 0);
1783 List<ILandObject> allParcels = new List<ILandObject>();
1784 allParcels = AllParcels();
1785 if (allParcels.Count != 1)
1786 {
1787 foreach (ILandObject parcel in allParcels)
1788 {
1789 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1790 {
1791 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1792 {
1793 for (int x = 1; x <= Constants.RegionSize; x += 2)
1794 {
1795 for (int y = 1; y <= Constants.RegionSize; y += 2)
1796 {
1797 if (parcel.ContainsPoint(x, y))
1798 {
1799 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1800 targetAvatar.TeleportWithMomentum(position);
1801 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1802 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1803 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1804 entry.AgentID = targetAvatar.UUID;
1805 entry.Flags = AccessList.Ban;
1806 entry.Time = new DateTime();
1807 land.LandData.ParcelAccessList.Add(entry);
1808 return;
1809 }
1810 }
1811 }
1812 }
1813 }
1814 }
1815 }
1816 Vector3 targetVector;
1817 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1818 {
1819 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1820 {
1821 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1822 targetAvatar.TeleportWithMomentum(targetVector);
1823 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1824 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1825 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1826 entry.AgentID = targetAvatar.UUID;
1827 entry.Flags = AccessList.Ban;
1828 entry.Time = new DateTime();
1829 land.LandData.ParcelAccessList.Add(entry);
1830 return;
1831 }
1832 else
1833 {
1834 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1835 targetAvatar.TeleportWithMomentum(targetVector);
1836 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1837 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1838 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1839 entry.AgentID = targetAvatar.UUID;
1840 entry.Flags = AccessList.Ban;
1841 entry.Time = new DateTime();
1842 land.LandData.ParcelAccessList.Add(entry);
1843 return;
1844 }
1845 }
1846 else
1847 {
1848 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1849 {
1850 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1851 targetAvatar.TeleportWithMomentum(targetVector);
1852 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1853 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1854 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1855 entry.AgentID = targetAvatar.UUID;
1856 entry.Flags = AccessList.Ban;
1857 entry.Time = new DateTime();
1858 land.LandData.ParcelAccessList.Add(entry);
1859 return;
1860 }
1861 else
1862 {
1863 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1864 targetAvatar.TeleportWithMomentum(targetVector);
1865 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1866 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1867 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1868 entry.AgentID = targetAvatar.UUID;
1869 entry.Flags = AccessList.Ban;
1870 entry.Time = new DateTime();
1871 land.LandData.ParcelAccessList.Add(entry);
1872 return;
1873 }
1874 }
1875 }
1876 }
1877 }
1440 } 1878 }
1441} 1879}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 1fa8630..1c65965 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -267,11 +267,7 @@ namespace OpenSim.Region.CoreModules.World.Land
267 267
268 public bool IsEitherBannedOrRestricted(UUID avatar) 268 public bool IsEitherBannedOrRestricted(UUID avatar)
269 { 269 {
270 if (IsBannedFromLand(avatar)) 270 if (IsRestrictedFromLand(avatar) || IsBannedFromLand(avatar))
271 {
272 return true;
273 }
274 else if (IsRestrictedFromLand(avatar))
275 { 271 {
276 return true; 272 return true;
277 } 273 }
@@ -280,7 +276,8 @@ namespace OpenSim.Region.CoreModules.World.Land
280 276
281 public bool IsBannedFromLand(UUID avatar) 277 public bool IsBannedFromLand(UUID avatar)
282 { 278 {
283 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) 279 ScenePresence SP = m_scene.GetScenePresence(avatar);
280 if ((LandData.Flags & (uint)ParcelFlags.UseBanList) > 0)
284 { 281 {
285 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 282 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
286 entry.AgentID = avatar; 283 entry.AgentID = avatar;
@@ -288,8 +285,22 @@ namespace OpenSim.Region.CoreModules.World.Land
288 entry.Time = new DateTime(); 285 entry.Time = new DateTime();
289 if (LandData.ParcelAccessList.Contains(entry)) 286 if (LandData.ParcelAccessList.Contains(entry))
290 { 287 {
291 //They are banned, so lets send them a notice about this parcel 288 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) > 0)
292 return true; 289 {
290 if (LandData.GroupID == SP.ControllingClient.ActiveGroupId)
291 {
292 return false;
293 }
294 else
295 {
296 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
297 return true;
298 }
299 }
300 else
301 {
302 return true;
303 }
293 } 304 }
294 } 305 }
295 return false; 306 return false;
@@ -297,7 +308,8 @@ namespace OpenSim.Region.CoreModules.World.Land
297 308
298 public bool IsRestrictedFromLand(UUID avatar) 309 public bool IsRestrictedFromLand(UUID avatar)
299 { 310 {
300 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) 311 ScenePresence SP = m_scene.GetScenePresence(avatar);
312 if ((LandData.Flags & (uint)ParcelFlags.UseAccessList) > 0)
301 { 313 {
302 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 314 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
303 entry.AgentID = avatar; 315 entry.AgentID = avatar;
@@ -305,8 +317,22 @@ namespace OpenSim.Region.CoreModules.World.Land
305 entry.Time = new DateTime(); 317 entry.Time = new DateTime();
306 if (!LandData.ParcelAccessList.Contains(entry)) 318 if (!LandData.ParcelAccessList.Contains(entry))
307 { 319 {
308 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel 320 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) > 0)
309 return true; 321 {
322 if (LandData.GroupID == SP.ControllingClient.ActiveGroupId)
323 {
324 return false;
325 }
326 else
327 {
328 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
329 return true;
330 }
331 }
332 else
333 {
334 return true;
335 }
310 } 336 }
311 } 337 }
312 return false; 338 return false;
diff --git a/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs b/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs
new file mode 100644
index 0000000..72b0b38
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs
@@ -0,0 +1,274 @@
1/*
2 * Copyright (c) Thomas Grimshaw and Magne Metaverse Research
3 *
4 * This module is not open source. All rights reserved.
5 * Unauthorised copying, distribution or public display is prohibited.
6 *
7 */
8
9using System;
10using System.Collections.Generic;
11using System.IO;
12using System.Reflection;
13using OpenMetaverse;
14using log4net;
15using Nini.Config;
16using OpenSim.Data;
17using OpenSim.Framework;
18using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
19using OpenSim.Region.Framework.Interfaces;
20using OpenSim.Region.Framework.Scenes;
21
22
23namespace OpenSim.Region.CoreModules.World.Meta7Windlight
24{
25 public class Meta7WindlightModule : IRegionModule, ICommandableModule
26 {
27 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
28 private readonly Commander m_commander = new Commander("windlight");
29 private Scene m_scene;
30 private static bool m_enableWindlight;
31
32 #region ICommandableModule Members
33
34 public ICommander CommandInterface
35 {
36 get { return m_commander; }
37 }
38
39 #endregion
40
41 #region IRegionModule Members
42
43 public static bool EnableWindlight
44 {
45 get
46 {
47 return m_enableWindlight;
48 }
49 set
50 {
51 }
52 }
53
54 public void Initialise(Scene scene, IConfigSource config)
55 {
56 m_scene = scene;
57 m_scene.RegisterModuleInterface<IRegionModule>(this);
58 m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
59
60 // ini file settings
61 try
62 {
63 m_enableWindlight = config.Configs["Meta7Windlight"].GetBoolean("enable_windlight", false);
64 }
65 catch (Exception)
66 {
67 m_log.Debug("[WINDLIGHT]: ini failure for enable_windlight - using default");
68 }
69
70 if (m_enableWindlight)
71 {
72 m_scene.EventManager.OnMakeRootAgent += EventManager_OnMakeRootAgent;
73 m_scene.EventManager.OnSaveNewWindlightProfile += EventManager_OnSaveNewWindlightProfile;
74 m_scene.EventManager.OnSendNewWindlightProfileTargeted += EventManager_OnSendNewWindlightProfileTargeted;
75 }
76
77 InstallCommands();
78
79 m_log.Debug("[WINDLIGHT]: Initialised windlight module");
80 }
81
82 private List<byte[]> compileWindlightSettings(RegionMeta7WindlightData wl)
83 {
84 byte[] mBlock = new Byte[249];
85 int pos = 0;
86
87 wl.waterColor.ToBytes(mBlock, 0); pos += 12;
88 Utils.FloatToBytes(wl.waterFogDensityExponent).CopyTo(mBlock, pos); pos += 4;
89 Utils.FloatToBytes(wl.underwaterFogModifier).CopyTo(mBlock, pos); pos += 4;
90 wl.reflectionWaveletScale.ToBytes(mBlock, pos); pos += 12;
91 Utils.FloatToBytes(wl.fresnelScale).CopyTo(mBlock, pos); pos += 4;
92 Utils.FloatToBytes(wl.fresnelOffset).CopyTo(mBlock, pos); pos += 4;
93 Utils.FloatToBytes(wl.refractScaleAbove).CopyTo(mBlock, pos); pos += 4;
94 Utils.FloatToBytes(wl.refractScaleBelow).CopyTo(mBlock, pos); pos += 4;
95 Utils.FloatToBytes(wl.blurMultiplier).CopyTo(mBlock, pos); pos += 4;
96 wl.bigWaveDirection.ToBytes(mBlock, pos); pos += 8;
97 wl.littleWaveDirection.ToBytes(mBlock, pos); pos += 8;
98 wl.normalMapTexture.ToBytes(mBlock, pos); pos += 16;
99 wl.horizon.ToBytes(mBlock, pos); pos += 16;
100 Utils.FloatToBytes(wl.hazeHorizon).CopyTo(mBlock, pos); pos += 4;
101 wl.blueDensity.ToBytes(mBlock, pos); pos += 16;
102 Utils.FloatToBytes(wl.hazeDensity).CopyTo(mBlock, pos); pos += 4;
103 Utils.FloatToBytes(wl.densityMultiplier).CopyTo(mBlock, pos); pos += 4;
104 Utils.FloatToBytes(wl.distanceMultiplier).CopyTo(mBlock, pos); pos += 4;
105 wl.sunMoonColor.ToBytes(mBlock, pos); pos += 16;
106 Utils.FloatToBytes(wl.sunMoonPosition).CopyTo(mBlock, pos); pos += 4;
107 wl.ambient.ToBytes(mBlock, pos); pos += 16;
108 Utils.FloatToBytes(wl.eastAngle).CopyTo(mBlock, pos); pos += 4;
109 Utils.FloatToBytes(wl.sunGlowFocus).CopyTo(mBlock, pos); pos += 4;
110 Utils.FloatToBytes(wl.sunGlowSize).CopyTo(mBlock, pos); pos += 4;
111 Utils.FloatToBytes(wl.sceneGamma).CopyTo(mBlock, pos); pos += 4;
112 Utils.FloatToBytes(wl.starBrightness).CopyTo(mBlock, pos); pos += 4;
113 wl.cloudColor.ToBytes(mBlock, pos); pos += 16;
114 wl.cloudXYDensity.ToBytes(mBlock, pos); pos += 12;
115 Utils.FloatToBytes(wl.cloudCoverage).CopyTo(mBlock, pos); pos += 4;
116 Utils.FloatToBytes(wl.cloudScale).CopyTo(mBlock, pos); pos += 4;
117 wl.cloudDetailXYDensity.ToBytes(mBlock, pos); pos += 12;
118 Utils.FloatToBytes(wl.cloudScrollX).CopyTo(mBlock, pos); pos += 4;
119 Utils.FloatToBytes(wl.cloudScrollY).CopyTo(mBlock, pos); pos += 4;
120 Utils.UInt16ToBytes(wl.maxAltitude).CopyTo(mBlock, pos); pos += 2;
121 mBlock[pos] = Convert.ToByte(wl.cloudScrollXLock); pos++;
122 mBlock[pos] = Convert.ToByte(wl.cloudScrollYLock); pos++;
123 mBlock[pos] = Convert.ToByte(wl.drawClassicClouds); pos++;
124 List<byte[]> param = new List<byte[]>();
125 param.Add(mBlock);
126 return param;
127 }
128 public void SendProfileToClient(ScenePresence presence)
129 {
130 IClientAPI client = presence.ControllingClient;
131 if (m_enableWindlight)
132 {
133 if (presence.IsChildAgent == false)
134 {
135 List<byte[]> param = compileWindlightSettings(m_scene.RegionInfo.WindlightSettings);
136 client.SendGenericMessage("Windlight", param);
137 }
138 }
139 else
140 {
141 //We probably don't want to spam chat with this.. probably
142 //m_log.Debug("[WINDLIGHT]: Module disabled");
143 }
144 }
145 public void SendProfileToClient(ScenePresence presence, RegionMeta7WindlightData wl)
146 {
147 IClientAPI client = presence.ControllingClient;
148 if (m_enableWindlight)
149 {
150 if (presence.IsChildAgent == false)
151 {
152 List<byte[]> param = compileWindlightSettings(wl);
153 client.SendGenericMessage("Windlight", param);
154 }
155 }
156 else
157 {
158 //We probably don't want to spam chat with this.. probably
159 //m_log.Debug("[WINDLIGHT]: Module disabled");
160 }
161 }
162 private void EventManager_OnMakeRootAgent(ScenePresence presence)
163 {
164 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
165 SendProfileToClient(presence);
166 }
167 private void EventManager_OnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID pUUID)
168 {
169 ScenePresence Sc;
170 if (m_scene.TryGetAvatar(pUUID,out Sc))
171 {
172 SendProfileToClient(Sc,wl);
173 }
174 }
175 private void EventManager_OnSaveNewWindlightProfile()
176 {
177 m_scene.ForEachScenePresence(SendProfileToClient);
178 }
179
180 public void PostInitialise()
181 {
182
183 }
184
185 public void Close()
186 {
187 }
188
189 public string Name
190 {
191 get { return "Meta7WindlightModule"; }
192 }
193
194 public bool IsSharedModule
195 {
196 get { return false; }
197 }
198
199 #endregion
200
201 #region events
202
203 #endregion
204
205 #region ICommandableModule Members
206
207 private void InstallCommands()
208 {
209 Command wlload = new Command("load", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleLoad, "Load windlight profile from the database and broadcast");
210 Command wlenable = new Command("enable", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleEnable, "Enable the windlight plugin");
211 Command wldisable = new Command("disable", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleDisable, "Enable the windlight plugin");
212
213 m_commander.RegisterCommand("load", wlload);
214 m_commander.RegisterCommand("enable", wlenable);
215 m_commander.RegisterCommand("disable", wldisable);
216
217 m_scene.RegisterModuleCommander(m_commander);
218 }
219
220 private void HandleLoad(Object[] args)
221 {
222 if (!m_enableWindlight)
223 {
224 m_log.InfoFormat("[WINDLIGHT]: Cannot load windlight profile, module disabled. Use 'windlight enable' first.");
225 }
226 else
227 {
228 m_log.InfoFormat("[WINDLIGHT]: Loading Windlight profile from database");
229 m_scene.LoadWindlightProfile();
230 m_log.InfoFormat("[WINDLIGHT]: Load complete");
231 }
232 }
233
234 private void HandleDisable(Object[] args)
235 {
236 m_log.InfoFormat("[WINDLIGHT]: Plugin now disabled");
237 m_enableWindlight=false;
238 }
239
240 private void HandleEnable(Object[] args)
241 {
242 m_log.InfoFormat("[WINDLIGHT]: Plugin now enabled");
243 m_enableWindlight = true;
244 }
245
246 /// <summary>
247 /// Processes commandline input. Do not call directly.
248 /// </summary>
249 /// <param name="args">Commandline arguments</param>
250 private void EventManager_OnPluginConsole(string[] args)
251 {
252 if (args[0] == "windlight")
253 {
254 if (args.Length == 1)
255 {
256 m_commander.ProcessConsoleCommand("add", new string[0]);
257 return;
258 }
259
260 string[] tmpArgs = new string[args.Length - 2];
261 int i;
262 for (i = 2; i < args.Length; i++)
263 {
264 tmpArgs[i - 2] = args[i];
265 }
266
267 m_commander.ProcessConsoleCommand(args[1], tmpArgs);
268 }
269 }
270 #endregion
271
272 }
273}
274
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index 1dfa1b1..fd97eaa 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -453,7 +453,7 @@ namespace OpenSim.Region.Examples.SimpleModule
453 453
454 } 454 }
455 455
456 public void SendGenericMessage(string method, List<string> message) 456 public void SendGenericMessage(string method, List<byte[]> message)
457 { 457 {
458 458
459 } 459 }
diff --git a/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs b/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
index 78bd622..7312799 100644
--- a/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
@@ -103,6 +103,8 @@ namespace OpenSim.Region.Framework.Interfaces
103 103
104 void StoreRegionSettings(RegionSettings rs); 104 void StoreRegionSettings(RegionSettings rs);
105 RegionSettings LoadRegionSettings(UUID regionUUID); 105 RegionSettings LoadRegionSettings(UUID regionUUID);
106 RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionMeta7WindlightData wl);
106 108
107 void Shutdown(); 109 void Shutdown();
108 } 110 }
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index fd526eb..e98f0e7 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,8 +53,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59 private int m_animTickJump;
60 60
@@ -123,17 +123,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 123 /// </summary>
124 public void TrySetMovementAnimation(string anim) 124 public void TrySetMovementAnimation(string anim)
125 { 125 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim); 126//Console.WriteLine("Updating movement animation to {0}", anim);
127 127
128 if (!m_scenePresence.IsChildAgent) 128 if (!m_scenePresence.IsChildAgent)
129 { 129 {
130 if (m_animations.TrySetDefaultAnimation( 130 if (m_animations.TrySetDefaultAnimation(
131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) 131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
132 { 132 {
133//Console.WriteLine("TSMA {0} success.", anim);
133 // 16384 is CHANGED_ANIMATION 134 // 16384 is CHANGED_ANIMATION
134 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); 135 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
135 SendAnimPack(); 136 SendAnimPack();
136 } 137 }
138 else
139 {
140//Console.WriteLine("TSMA {0} fail.", anim);
141 }
137 } 142 }
138 } 143 }
139 144
@@ -146,10 +151,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 151 const float PREJUMP_DELAY = 0.25f;
147 152
148 #region Inputs 153 #region Inputs
149 if (m_scenePresence.SitGround) 154
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 155 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 156 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 157
@@ -159,11 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 161 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 162
161 // Check control flags 163 // Check control flags
162 bool heldForward = 164 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 165 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 166 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 167 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 168 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 169 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 170 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -316,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 317 public void UpdateMovementAnimations()
317 { 318 {
318 m_movementAnimation = GetMovementAnimation(); 319 m_movementAnimation = GetMovementAnimation();
319 320//Console.WriteLine("UMA got {0}", m_movementAnimation);
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 321 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 322 {
322 // This was the previous behavior before PREJUMP 323 // This was the previous behavior before PREJUMP
@@ -454,4 +455,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
454 m_scenePresence = null; 455 m_scenePresence = null;
455 } 456 }
456 } 457 }
457} \ No newline at end of file 458}
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 399379e..8f0b866 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -205,7 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
205 public event OnMakeChildAgentDelegate OnMakeChildAgent; 205 public event OnMakeChildAgentDelegate OnMakeChildAgent;
206 206
207 public delegate void OnMakeRootAgentDelegate(ScenePresence presence); 207 public delegate void OnMakeRootAgentDelegate(ScenePresence presence);
208 public delegate void OnSaveNewWindlightProfileDelegate();
209 public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionMeta7WindlightData wl, UUID user);
208 public event OnMakeRootAgentDelegate OnMakeRootAgent; 210 public event OnMakeRootAgentDelegate OnMakeRootAgent;
211 public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted;
212 public event OnSaveNewWindlightProfileDelegate OnSaveNewWindlightProfile;
209 213
210 public delegate void NewInventoryItemUploadComplete(UUID avatarID, UUID assetID, string name, int userlevel); 214 public delegate void NewInventoryItemUploadComplete(UUID avatarID, UUID assetID, string name, int userlevel);
211 215
@@ -425,6 +429,8 @@ namespace OpenSim.Region.Framework.Scenes
425 private IncomingInstantMessage handlerUnhandledInstantMessage = null; //OnUnhandledInstantMessage; 429 private IncomingInstantMessage handlerUnhandledInstantMessage = null; //OnUnhandledInstantMessage;
426 private ClientClosed handlerClientClosed = null; //OnClientClosed; 430 private ClientClosed handlerClientClosed = null; //OnClientClosed;
427 private OnMakeChildAgentDelegate handlerMakeChildAgent = null; //OnMakeChildAgent; 431 private OnMakeChildAgentDelegate handlerMakeChildAgent = null; //OnMakeChildAgent;
432 private OnSaveNewWindlightProfileDelegate handlerSaveNewWindlightProfile = null; //OnSaveNewWindlightProfile;
433 private OnSendNewWindlightProfileTargetedDelegate handlerSendNewWindlightProfileTargeted = null; //OnSendNewWindlightProfileTargeted;
428 private OnMakeRootAgentDelegate handlerMakeRootAgent = null; //OnMakeRootAgent; 434 private OnMakeRootAgentDelegate handlerMakeRootAgent = null; //OnMakeRootAgent;
429 private OnTerrainTickDelegate handlerTerrainTick = null; // OnTerainTick; 435 private OnTerrainTickDelegate handlerTerrainTick = null; // OnTerainTick;
430 private RegisterCapsEvent handlerRegisterCaps = null; // OnRegisterCaps; 436 private RegisterCapsEvent handlerRegisterCaps = null; // OnRegisterCaps;
@@ -789,6 +795,24 @@ namespace OpenSim.Region.Framework.Scenes
789 } 795 }
790 } 796 }
791 797
798 public void TriggerOnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID user)
799 {
800 handlerSendNewWindlightProfileTargeted = OnSendNewWindlightProfileTargeted;
801 if (handlerSendNewWindlightProfileTargeted != null)
802 {
803 handlerSendNewWindlightProfileTargeted(wl, user);
804 }
805 }
806
807 public void TriggerOnSaveNewWindlightProfile()
808 {
809 handlerSaveNewWindlightProfile = OnSaveNewWindlightProfile;
810 if (handlerSaveNewWindlightProfile != null)
811 {
812 handlerSaveNewWindlightProfile();
813 }
814 }
815
792 public void TriggerOnMakeRootAgent(ScenePresence presence) 816 public void TriggerOnMakeRootAgent(ScenePresence presence)
793 { 817 {
794 handlerMakeRootAgent = OnMakeRootAgent; 818 handlerMakeRootAgent = OnMakeRootAgent;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 11754ea..a18bf76 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -846,8 +846,12 @@ namespace OpenSim.Region.Framework.Scenes
846 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 846 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
847 { 847 {
848 SceneObjectPart part = GetSceneObjectPart(localID); 848 SceneObjectPart part = GetSceneObjectPart(localID);
849 SceneObjectGroup group = part.ParentGroup; 849 SceneObjectGroup group = null;
850 if (group != null) 850 if (part != null)
851 {
852 group = part.ParentGroup;
853 }
854 if (part != null && group != null)
851 { 855 {
852 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 856 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
853 if (item == null) 857 if (item == null)
@@ -1801,8 +1805,13 @@ namespace OpenSim.Region.Framework.Scenes
1801 } 1805 }
1802 else 1806 else
1803 { 1807 {
1804 item.BasePermissions = objectGroup.GetEffectivePermissions(); 1808 uint ownerPerms = objectGroup.GetEffectivePermissions();
1805 item.CurrentPermissions = objectGroup.GetEffectivePermissions(); 1809 if ((objectGroup.RootPart.OwnerMask & (uint)PermissionMask.Modify) != 0)
1810 ownerPerms |= (uint)PermissionMask.Modify;
1811
1812 item.BasePermissions = ownerPerms;
1813 item.CurrentPermissions = ownerPerms;
1814
1806 item.NextPermissions = objectGroup.RootPart.NextOwnerMask; 1815 item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
1807 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask; 1816 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
1808 item.GroupPermissions = objectGroup.RootPart.GroupMask; 1817 item.GroupPermissions = objectGroup.RootPart.GroupMask;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 4da05cf..23db482 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -539,6 +539,8 @@ namespace OpenSim.Region.Framework.Scenes
539 539
540 // Load region settings 540 // Load region settings
541 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 541 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
542 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
543
542 if (m_storageManager.EstateDataStore != null) 544 if (m_storageManager.EstateDataStore != null)
543 { 545 {
544 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID); 546 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);
@@ -886,6 +888,15 @@ namespace OpenSim.Region.Framework.Scenes
886 /// <param name="seconds">float indicating duration before restart.</param> 888 /// <param name="seconds">float indicating duration before restart.</param>
887 public virtual void Restart(float seconds) 889 public virtual void Restart(float seconds)
888 { 890 {
891 Restart(seconds, true);
892 }
893
894 /// <summary>
895 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
896 /// </summary>
897 /// <param name="seconds">float indicating duration before restart.</param>
898 public virtual void Restart(float seconds, bool showDialog)
899 {
889 // notifications are done in 15 second increments 900 // notifications are done in 15 second increments
890 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 901 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
891 // It's a 'Cancel restart' request. 902 // It's a 'Cancel restart' request.
@@ -906,8 +917,11 @@ namespace OpenSim.Region.Framework.Scenes
906 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 917 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
907 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 918 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
908 m_restartTimer.Start(); 919 m_restartTimer.Start();
909 m_dialogModule.SendNotificationToUsersInRegion( 920 if (showDialog)
921 {
922 m_dialogModule.SendNotificationToUsersInRegion(
910 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 923 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
924 }
911 } 925 }
912 } 926 }
913 927
@@ -1189,16 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes
1189 // Check if any objects have reached their targets 1203 // Check if any objects have reached their targets
1190 CheckAtTargets(); 1204 CheckAtTargets();
1191 1205
1192 // Update SceneObjectGroups that have scheduled themselves for updates
1193 // Objects queue their updates onto all scene presences
1194 if (m_frame % m_update_objects == 0)
1195 m_sceneGraph.UpdateObjectGroups();
1196
1197 // Run through all ScenePresences looking for updates 1206 // Run through all ScenePresences looking for updates
1198 // Presence updates and queued object updates for each presence are sent to clients 1207 // Presence updates and queued object updates for each presence are sent to clients
1199 if (m_frame % m_update_presences == 0) 1208 if (m_frame % m_update_presences == 0)
1200 m_sceneGraph.UpdatePresences(); 1209 m_sceneGraph.UpdatePresences();
1201 1210
1211 // Update SceneObjectGroups that have scheduled themselves for updates
1212 // Objects queue their updates onto all scene presences
1213 if (m_frame % m_update_objects == 0)
1214 m_sceneGraph.UpdateObjectGroups();
1215
1202 int tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1216 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1203 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 1217 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
1204 m_sceneGraph.UpdatePreparePhysics(); 1218 m_sceneGraph.UpdatePreparePhysics();
@@ -1509,6 +1523,19 @@ namespace OpenSim.Region.Framework.Scenes
1509 public void SaveTerrain() 1523 public void SaveTerrain()
1510 { 1524 {
1511 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); 1525 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
1526 }
1527
1528 public void StoreWindlightProfile(RegionMeta7WindlightData wl)
1529 {
1530 m_regInfo.WindlightSettings = wl;
1531 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1532 m_eventManager.TriggerOnSaveNewWindlightProfile();
1533 }
1534
1535 public void LoadWindlightProfile()
1536 {
1537 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(RegionInfo.RegionID);
1538 m_eventManager.TriggerOnSaveNewWindlightProfile();
1512 } 1539 }
1513 1540
1514 /// <summary> 1541 /// <summary>
@@ -3395,6 +3422,9 @@ namespace OpenSim.Region.Framework.Scenes
3395 3422
3396 CapsModule.AddCapsHandler(agent.AgentID); 3423 CapsModule.AddCapsHandler(agent.AgentID);
3397 3424
3425 if ((teleportFlags & ((uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.ViaLocation | (uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.Default)) != 0)
3426 System.Threading.Thread.Sleep(2000);
3427
3398 if (!agent.child) 3428 if (!agent.child)
3399 { 3429 {
3400 if (TestBorderCross(agent.startpos,Cardinals.E)) 3430 if (TestBorderCross(agent.startpos,Cardinals.E))
@@ -3453,6 +3483,7 @@ namespace OpenSim.Region.Framework.Scenes
3453 } 3483 }
3454 } 3484 }
3455 // Honor parcel landing type and position. 3485 // Honor parcel landing type and position.
3486 /*
3456 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); 3487 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3457 if (land != null) 3488 if (land != null)
3458 { 3489 {
@@ -3461,6 +3492,7 @@ namespace OpenSim.Region.Framework.Scenes
3461 agent.startpos = land.LandData.UserLocation; 3492 agent.startpos = land.LandData.UserLocation;
3462 } 3493 }
3463 } 3494 }
3495 */// This is now handled properly in ScenePresence.MakeRootAgent
3464 } 3496 }
3465 3497
3466 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3498 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 6164368..6a3c386 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -699,17 +699,42 @@ namespace OpenSim.Region.Framework.Scenes
699 { 699 {
700 m_log.DebugFormat( 700 m_log.DebugFormat(
701 "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}", 701 "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}",
702 position, m_regionInfo.RegionName); 702 position, m_regionInfo.RegionName);
703 703
704 // Teleport within the same region 704 // Teleport within the same region
705 if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0) 705 if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0)
706 { 706 {
707 Vector3 emergencyPos = new Vector3(128, 128, 128); 707 Vector3 emergencyPos = new Vector3(128, 128, 128);
708 708
709 m_log.WarnFormat( 709 m_log.WarnFormat(
710 "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", 710 "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
711 position, avatar.Name, avatar.UUID, emergencyPos); 711 position, avatar.Name, avatar.UUID, emergencyPos);
712 position = emergencyPos; 712 position = emergencyPos;
713 }
714
715 Vector3 currentPos = avatar.AbsolutePosition;
716 ILandObject srcLand = m_scene.LandChannel.GetLandObject(currentPos.X, currentPos.Y);
717 ILandObject destLand = m_scene.LandChannel.GetLandObject(position.X, position.Y);
718 if (srcLand != null && destLand != null && (teleportFlags & (uint)TeleportFlags.ViaLure) == 0 && (teleportFlags & (uint)TeleportFlags.ViaGodlikeLure) == 0)
719 {
720 if (srcLand.LandData.LocalID == destLand.LandData.LocalID)
721 {
722 //TPing within the same parcel. If the landing point is restricted, block the TP.
723 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
724 if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
725 {
726 avatar.ControllingClient.SendAgentAlertMessage("Can't TP to the destination; landing point set.", false);
727 position = currentPos;
728 }
729 }
730 else
731 {
732 //Tping to a different parcel. Respect the landing point on the destination parcel.
733 if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
734 {
735 position = destLand.LandData.UserLocation;
736 }
737 }
713 } 738 }
714 739
715 // TODO: Get proper AVG Height 740 // TODO: Get proper AVG Height
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index f74fd5d..34a92fe 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -222,6 +222,30 @@ namespace OpenSim.Region.Framework.Scenes
222 protected internal bool AddRestoredSceneObject( 222 protected internal bool AddRestoredSceneObject(
223 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) 223 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
224 { 224 {
225 // KF: Check for out-of-region, move inside and make static.
226 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
227 sceneObject.RootPart.GroupPosition.Y,
228 sceneObject.RootPart.GroupPosition.Z);
229 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 ||
230 npos.X > Constants.RegionSize ||
231 npos.Y > Constants.RegionSize))
232 {
233 if (npos.X < 0.0) npos.X = 1.0f;
234 if (npos.Y < 0.0) npos.Y = 1.0f;
235 if (npos.Z < 0.0) npos.Z = 0.0f;
236 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
237 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
238
239 foreach (SceneObjectPart part in sceneObject.Children.Values)
240 {
241 part.GroupPosition = npos;
242 }
243 sceneObject.RootPart.Velocity = Vector3.Zero;
244 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
245 sceneObject.RootPart.Acceleration = Vector3.Zero;
246 sceneObject.RootPart.Velocity = Vector3.Zero;
247 }
248
225 if (!alreadyPersisted) 249 if (!alreadyPersisted)
226 { 250 {
227 sceneObject.ForceInventoryPersistence(); 251 sceneObject.ForceInventoryPersistence();
@@ -542,6 +566,18 @@ namespace OpenSim.Region.Framework.Scenes
542 if (group.GetFromItemID() == itemID) 566 if (group.GetFromItemID() == itemID)
543 { 567 {
544 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero); 568 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero);
569 bool hasScripts = false;
570 foreach (SceneObjectPart part in group.Children.Values)
571 {
572 if (part.Inventory.ContainsScripts())
573 {
574 hasScripts = true;
575 break;
576 }
577 }
578
579 if (hasScripts) // Allow the object to execute the attach(NULL_KEY) event
580 System.Threading.Thread.Sleep(100);
545 group.DetachToInventoryPrep(); 581 group.DetachToInventoryPrep();
546 m_log.Debug("[DETACH]: Saving attachpoint: " + 582 m_log.Debug("[DETACH]: Saving attachpoint: " +
547 ((uint)group.GetAttachmentPoint()).ToString()); 583 ((uint)group.GetAttachmentPoint()).ToString());
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 71354b4..aea005e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted"> 77 public void RemoveScriptInstances()
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances();
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index ec41ac7..768ceb5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -106,6 +106,72 @@ namespace OpenSim.Region.Framework.Scenes
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged;
108 private long timeLastChanged; 108 private long timeLastChanged;
109 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
110
111 public void lockPartsForRead(bool locked)
112 {
113 if (locked)
114 {
115 if (m_partsLock.RecursiveReadCount > 0)
116 {
117 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
118 m_partsLock.ExitReadLock();
119 }
120 if (m_partsLock.RecursiveWriteCount > 0)
121 {
122 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed.");
123 m_partsLock.ExitWriteLock();
124 }
125
126 while (!m_partsLock.TryEnterReadLock(60000))
127 {
128 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
129 if (m_partsLock.IsWriteLockHeld)
130 {
131 m_partsLock = new System.Threading.ReaderWriterLockSlim();
132 }
133 }
134 }
135 else
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 m_partsLock.ExitReadLock();
140 }
141 }
142 }
143 public void lockPartsForWrite(bool locked)
144 {
145 if (locked)
146 {
147 if (m_partsLock.RecursiveReadCount > 0)
148 {
149 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
150 m_partsLock.ExitReadLock();
151 }
152 if (m_partsLock.RecursiveWriteCount > 0)
153 {
154 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
155 m_partsLock.ExitWriteLock();
156 }
157
158 while (!m_partsLock.TryEnterWriteLock(60000))
159 {
160 m_log.Error("[SceneObjectGroup.m_parts] 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.");
161 if (m_partsLock.IsWriteLockHeld)
162 {
163 m_partsLock = new System.Threading.ReaderWriterLockSlim();
164 }
165 }
166 }
167 else
168 {
169 if (m_partsLock.RecursiveWriteCount > 0)
170 {
171 m_partsLock.ExitWriteLock();
172 }
173 }
174 }
109 175
110 public bool HasGroupChanged 176 public bool HasGroupChanged
111 { 177 {
@@ -255,13 +321,16 @@ namespace OpenSim.Region.Framework.Scenes
255 set 321 set
256 { 322 {
257 m_regionHandle = value; 323 m_regionHandle = value;
258 lock (m_parts) 324 lockPartsForRead(true);
259 { 325 {
260 foreach (SceneObjectPart part in m_parts.Values) 326 foreach (SceneObjectPart part in m_parts.Values)
261 { 327 {
328
262 part.RegionHandle = m_regionHandle; 329 part.RegionHandle = m_regionHandle;
330
263 } 331 }
264 } 332 }
333 lockPartsForRead(false);
265 } 334 }
266 } 335 }
267 336
@@ -287,13 +356,16 @@ namespace OpenSim.Region.Framework.Scenes
287 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 356 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
288 } 357 }
289 358
290 lock (m_parts) 359 lockPartsForRead(true);
291 { 360 {
292 foreach (SceneObjectPart part in m_parts.Values) 361 foreach (SceneObjectPart part in m_parts.Values)
293 { 362 {
363
294 part.GroupPosition = val; 364 part.GroupPosition = val;
365
295 } 366 }
296 } 367 }
368 lockPartsForRead(false);
297 369
298 //if (m_rootPart.PhysActor != null) 370 //if (m_rootPart.PhysActor != null)
299 //{ 371 //{
@@ -455,13 +527,16 @@ namespace OpenSim.Region.Framework.Scenes
455 527
456 public void SetFromItemID(UUID AssetId) 528 public void SetFromItemID(UUID AssetId)
457 { 529 {
458 lock (m_parts) 530 lockPartsForRead(true);
459 { 531 {
460 foreach (SceneObjectPart part in m_parts.Values) 532 foreach (SceneObjectPart part in m_parts.Values)
461 { 533 {
534
462 part.FromItemID = AssetId; 535 part.FromItemID = AssetId;
536
463 } 537 }
464 } 538 }
539 lockPartsForRead(false);
465 } 540 }
466 541
467 public UUID GetFromItemID() 542 public UUID GetFromItemID()
@@ -528,10 +603,11 @@ namespace OpenSim.Region.Framework.Scenes
528 Vector3 maxScale = Vector3.Zero; 603 Vector3 maxScale = Vector3.Zero;
529 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 604 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
530 605
531 lock (m_parts) 606 lockPartsForRead(true);
532 { 607 {
533 foreach (SceneObjectPart part in m_parts.Values) 608 foreach (SceneObjectPart part in m_parts.Values)
534 { 609 {
610
535 Vector3 partscale = part.Scale; 611 Vector3 partscale = part.Scale;
536 Vector3 partoffset = part.OffsetPosition; 612 Vector3 partoffset = part.OffsetPosition;
537 613
@@ -542,8 +618,11 @@ namespace OpenSim.Region.Framework.Scenes
542 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 618 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
543 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 619 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
544 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 620 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
621
545 } 622 }
546 } 623 }
624 lockPartsForRead(false);
625
547 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 626 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
548 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 627 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
549 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 628 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -559,10 +638,11 @@ namespace OpenSim.Region.Framework.Scenes
559 638
560 EntityIntersection result = new EntityIntersection(); 639 EntityIntersection result = new EntityIntersection();
561 640
562 lock (m_parts) 641 lockPartsForRead(true);
563 { 642 {
564 foreach (SceneObjectPart part in m_parts.Values) 643 foreach (SceneObjectPart part in m_parts.Values)
565 { 644 {
645
566 // Temporary commented to stop compiler warning 646 // Temporary commented to stop compiler warning
567 //Vector3 partPosition = 647 //Vector3 partPosition =
568 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 648 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -590,8 +670,10 @@ namespace OpenSim.Region.Framework.Scenes
590 result.distance = inter.distance; 670 result.distance = inter.distance;
591 } 671 }
592 } 672 }
673
593 } 674 }
594 } 675 }
676 lockPartsForRead(false);
595 return result; 677 return result;
596 } 678 }
597 679
@@ -604,10 +686,11 @@ namespace OpenSim.Region.Framework.Scenes
604 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 686 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
605 { 687 {
606 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f; 688 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f;
607 lock (m_parts) 689 lockPartsForRead(true);
608 { 690 {
609 foreach (SceneObjectPart part in m_parts.Values) 691 foreach (SceneObjectPart part in m_parts.Values)
610 { 692 {
693
611 Vector3 worldPos = part.GetWorldPosition(); 694 Vector3 worldPos = part.GetWorldPosition();
612 Vector3 offset = worldPos - AbsolutePosition; 695 Vector3 offset = worldPos - AbsolutePosition;
613 Quaternion worldRot; 696 Quaternion worldRot;
@@ -666,6 +749,8 @@ namespace OpenSim.Region.Framework.Scenes
666 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 749 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
667 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 750 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
668 751
752
753
669 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 754 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
670 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 755 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
671 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 756 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -837,6 +922,7 @@ namespace OpenSim.Region.Framework.Scenes
837 minZ = backBottomLeft.Z; 922 minZ = backBottomLeft.Z;
838 } 923 }
839 } 924 }
925 lockPartsForRead(false);
840 926
841 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); 927 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
842 928
@@ -865,17 +951,20 @@ namespace OpenSim.Region.Framework.Scenes
865 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 951 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
866 952
867 // Capture script state while holding the lock 953 // Capture script state while holding the lock
868 lock (m_parts) 954 lockPartsForRead(true);
869 { 955 {
870 foreach (SceneObjectPart part in m_parts.Values) 956 foreach (SceneObjectPart part in m_parts.Values)
871 { 957 {
958
872 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 959 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates();
873 foreach (UUID itemid in pstates.Keys) 960 foreach (UUID itemid in pstates.Keys)
874 { 961 {
875 states.Add(itemid, pstates[itemid]); 962 states.Add(itemid, pstates[itemid]);
876 } 963 }
964
877 } 965 }
878 } 966 }
967 lockPartsForRead(false);
879 968
880 if (states.Count > 0) 969 if (states.Count > 0)
881 { 970 {
@@ -1037,13 +1126,16 @@ namespace OpenSim.Region.Framework.Scenes
1037 1126
1038 public override void UpdateMovement() 1127 public override void UpdateMovement()
1039 { 1128 {
1040 lock (m_parts) 1129 lockPartsForRead(true);
1041 { 1130 {
1042 foreach (SceneObjectPart part in m_parts.Values) 1131 foreach (SceneObjectPart part in m_parts.Values)
1043 { 1132 {
1133
1044 part.UpdateMovement(); 1134 part.UpdateMovement();
1135
1045 } 1136 }
1046 } 1137 }
1138 lockPartsForRead(false);
1047 } 1139 }
1048 1140
1049 public ushort GetTimeDilation() 1141 public ushort GetTimeDilation()
@@ -1087,7 +1179,7 @@ namespace OpenSim.Region.Framework.Scenes
1087 /// <param name="part"></param> 1179 /// <param name="part"></param>
1088 public void AddPart(SceneObjectPart part) 1180 public void AddPart(SceneObjectPart part)
1089 { 1181 {
1090 lock (m_parts) 1182 lockPartsForWrite(true);
1091 { 1183 {
1092 part.SetParent(this); 1184 part.SetParent(this);
1093 m_parts.Add(part.UUID, part); 1185 m_parts.Add(part.UUID, part);
@@ -1097,6 +1189,7 @@ namespace OpenSim.Region.Framework.Scenes
1097 if (part.LinkNum == 2 && RootPart != null) 1189 if (part.LinkNum == 2 && RootPart != null)
1098 RootPart.LinkNum = 1; 1190 RootPart.LinkNum = 1;
1099 } 1191 }
1192 lockPartsForWrite(false);
1100 } 1193 }
1101 1194
1102 /// <summary> 1195 /// <summary>
@@ -1104,28 +1197,33 @@ namespace OpenSim.Region.Framework.Scenes
1104 /// </summary> 1197 /// </summary>
1105 private void UpdateParentIDs() 1198 private void UpdateParentIDs()
1106 { 1199 {
1107 lock (m_parts) 1200 lockPartsForRead(true);
1108 { 1201 {
1109 foreach (SceneObjectPart part in m_parts.Values) 1202 foreach (SceneObjectPart part in m_parts.Values)
1110 { 1203 {
1204
1111 if (part.UUID != m_rootPart.UUID) 1205 if (part.UUID != m_rootPart.UUID)
1112 { 1206 {
1113 part.ParentID = m_rootPart.LocalId; 1207 part.ParentID = m_rootPart.LocalId;
1114 } 1208 }
1209
1115 } 1210 }
1116 } 1211 }
1212 lockPartsForRead(false);
1117 } 1213 }
1118 1214
1119 public void RegenerateFullIDs() 1215 public void RegenerateFullIDs()
1120 { 1216 {
1121 lock (m_parts) 1217 lockPartsForRead(true);
1122 { 1218 {
1123 foreach (SceneObjectPart part in m_parts.Values) 1219 foreach (SceneObjectPart part in m_parts.Values)
1124 { 1220 {
1221
1125 part.UUID = UUID.Random(); 1222 part.UUID = UUID.Random();
1126 1223
1127 } 1224 }
1128 } 1225 }
1226 lockPartsForRead(false);
1129 } 1227 }
1130 1228
1131 // helper provided for parts. 1229 // helper provided for parts.
@@ -1206,29 +1304,33 @@ namespace OpenSim.Region.Framework.Scenes
1206 1304
1207 DetachFromBackup(); 1305 DetachFromBackup();
1208 1306
1209 lock (m_parts) 1307 lockPartsForRead(true);
1308 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1309 lockPartsForRead(false);
1310
1311 foreach (SceneObjectPart part in values)
1210 { 1312 {
1211 foreach (SceneObjectPart part in m_parts.Values)
1212 {
1213// part.Inventory.RemoveScriptInstances(); 1313// part.Inventory.RemoveScriptInstances();
1214 1314
1215 ScenePresence[] avatars = Scene.GetScenePresences(); 1315 ScenePresence[] avatars = Scene.GetScenePresences();
1216 for (int i = 0; i < avatars.Length; i++) 1316 for (int i = 0; i < avatars.Length; i++)
1317 {
1318 if (avatars[i].ParentID == LocalId)
1217 { 1319 {
1218 if (avatars[i].ParentID == LocalId) 1320 avatars[i].StandUp();
1219 { 1321 }
1220 avatars[i].StandUp();
1221 }
1222 1322
1223 if (!silent) 1323 if (!silent)
1224 { 1324 {
1225 part.UpdateFlag = 0; 1325 part.UpdateFlag = 0;
1226 if (part == m_rootPart) 1326 if (part == m_rootPart)
1227 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1327 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1228 }
1229 } 1328 }
1230 } 1329 }
1330
1231 } 1331 }
1332
1333
1232 } 1334 }
1233 1335
1234 public void AddScriptLPS(int count) 1336 public void AddScriptLPS(int count)
@@ -1253,17 +1355,20 @@ namespace OpenSim.Region.Framework.Scenes
1253 1355
1254 scriptEvents aggregateScriptEvents=0; 1356 scriptEvents aggregateScriptEvents=0;
1255 1357
1256 lock (m_parts) 1358 lockPartsForRead(true);
1257 { 1359 {
1258 foreach (SceneObjectPart part in m_parts.Values) 1360 foreach (SceneObjectPart part in m_parts.Values)
1259 { 1361 {
1362
1260 if (part == null) 1363 if (part == null)
1261 continue; 1364 continue;
1262 if (part != RootPart) 1365 if (part != RootPart)
1263 part.ObjectFlags = objectflagupdate; 1366 part.ObjectFlags = objectflagupdate;
1264 aggregateScriptEvents |= part.AggregateScriptEvents; 1367 aggregateScriptEvents |= part.AggregateScriptEvents;
1368
1265 } 1369 }
1266 } 1370 }
1371 lockPartsForRead(false);
1267 1372
1268 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1373 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1269 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1374 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1305,42 +1410,52 @@ namespace OpenSim.Region.Framework.Scenes
1305 /// <param name="m_physicalPrim"></param> 1410 /// <param name="m_physicalPrim"></param>
1306 public void ApplyPhysics(bool m_physicalPrim) 1411 public void ApplyPhysics(bool m_physicalPrim)
1307 { 1412 {
1308 lock (m_parts) 1413 lockPartsForRead(true);
1414
1415 if (m_parts.Count > 1)
1309 { 1416 {
1310 if (m_parts.Count > 1) 1417 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1418 lockPartsForRead(false);
1419 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1420 foreach (SceneObjectPart part in values)
1311 { 1421 {
1312 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1422
1313 foreach (SceneObjectPart part in m_parts.Values) 1423 if (part.LocalId != m_rootPart.LocalId)
1314 { 1424 {
1315 if (part.LocalId != m_rootPart.LocalId) 1425 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1316 {
1317 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1318 }
1319 } 1426 }
1320 1427
1321 // Hack to get the physics scene geometries in the right spot
1322 ResetChildPrimPhysicsPositions();
1323 }
1324 else
1325 {
1326 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1327 } 1428 }
1429 // Hack to get the physics scene geometries in the right spot
1430 ResetChildPrimPhysicsPositions();
1431 }
1432 else
1433 {
1434 lockPartsForRead(false);
1435 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1328 } 1436 }
1329 } 1437 }
1330 1438
1331 public void SetOwnerId(UUID userId) 1439 public void SetOwnerId(UUID userId)
1332 { 1440 {
1333 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1441 ForEachPart(delegate(SceneObjectPart part)
1442 {
1443
1444 part.OwnerID = userId;
1445
1446 });
1334 } 1447 }
1335 1448
1336 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1449 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1337 { 1450 {
1338 lock (m_parts) 1451 lockPartsForRead(true);
1452 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1453 lockPartsForRead(false);
1454 foreach (SceneObjectPart part in values)
1339 { 1455 {
1340 foreach (SceneObjectPart part in m_parts.Values) 1456
1341 { 1457 whatToDo(part);
1342 whatToDo(part); 1458
1343 }
1344 } 1459 }
1345 } 1460 }
1346 1461
@@ -1439,14 +1554,17 @@ namespace OpenSim.Region.Framework.Scenes
1439 { 1554 {
1440 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1555 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1441 1556
1442 lock (m_parts) 1557 lockPartsForRead(true);
1443 { 1558 {
1444 foreach (SceneObjectPart part in m_parts.Values) 1559 foreach (SceneObjectPart part in m_parts.Values)
1445 { 1560 {
1561
1446 if (part != RootPart) 1562 if (part != RootPart)
1447 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1563 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1564
1448 } 1565 }
1449 } 1566 }
1567 lockPartsForRead(false);
1450 } 1568 }
1451 1569
1452 /// <summary> 1570 /// <summary>
@@ -1541,10 +1659,11 @@ namespace OpenSim.Region.Framework.Scenes
1541 1659
1542 List<SceneObjectPart> partList; 1660 List<SceneObjectPart> partList;
1543 1661
1544 lock (m_parts) 1662 lockPartsForRead(true);
1545 { 1663
1546 partList = new List<SceneObjectPart>(m_parts.Values); 1664 partList = new List<SceneObjectPart>(m_parts.Values);
1547 } 1665
1666 lockPartsForRead(false);
1548 1667
1549 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1668 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1550 { 1669 {
@@ -1793,6 +1912,7 @@ namespace OpenSim.Region.Framework.Scenes
1793 } 1912 }
1794 } 1913 }
1795 } 1914 }
1915
1796 public void stopLookAt() 1916 public void stopLookAt()
1797 { 1917 {
1798 SceneObjectPart rootpart = m_rootPart; 1918 SceneObjectPart rootpart = m_rootPart;
@@ -1867,10 +1987,11 @@ namespace OpenSim.Region.Framework.Scenes
1867 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 1987 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1868 newPart.SetParent(this); 1988 newPart.SetParent(this);
1869 1989
1870 lock (m_parts) 1990 lockPartsForWrite(true);
1871 { 1991 {
1872 m_parts.Add(newPart.UUID, newPart); 1992 m_parts.Add(newPart.UUID, newPart);
1873 } 1993 }
1994 lockPartsForWrite(false);
1874 1995
1875 SetPartAsNonRoot(newPart); 1996 SetPartAsNonRoot(newPart);
1876 1997
@@ -1933,7 +2054,7 @@ namespace OpenSim.Region.Framework.Scenes
1933 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2054 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1934 // return; 2055 // return;
1935 2056
1936 lock (m_parts) 2057 lockPartsForRead(true);
1937 { 2058 {
1938 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2059 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1939 2060
@@ -1951,34 +2072,43 @@ namespace OpenSim.Region.Framework.Scenes
1951 2072
1952 foreach (SceneObjectPart part in m_parts.Values) 2073 foreach (SceneObjectPart part in m_parts.Values)
1953 { 2074 {
2075
1954 part.SendScheduledUpdates(); 2076 part.SendScheduledUpdates();
2077
1955 } 2078 }
1956 } 2079 }
2080 lockPartsForRead(false);
1957 } 2081 }
1958 2082
1959 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2083 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
1960 { 2084 {
1961 RootPart.AddFullUpdateToAvatar(presence); 2085 RootPart.AddFullUpdateToAvatar(presence);
1962 2086
1963 lock (m_parts) 2087 lockPartsForRead(true);
1964 { 2088 {
1965 foreach (SceneObjectPart part in m_parts.Values) 2089 foreach (SceneObjectPart part in m_parts.Values)
1966 { 2090 {
2091
1967 if (part != RootPart) 2092 if (part != RootPart)
1968 part.AddFullUpdateToAvatar(presence); 2093 part.AddFullUpdateToAvatar(presence);
2094
1969 } 2095 }
1970 } 2096 }
2097 lockPartsForRead(false);
1971 } 2098 }
1972 2099
1973 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2100 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1974 { 2101 {
1975 lock (m_parts) 2102 lockPartsForRead(true);
1976 { 2103 {
1977 foreach (SceneObjectPart part in m_parts.Values) 2104 foreach (SceneObjectPart part in m_parts.Values)
1978 { 2105 {
2106
1979 part.AddTerseUpdateToAvatar(presence); 2107 part.AddTerseUpdateToAvatar(presence);
2108
1980 } 2109 }
1981 } 2110 }
2111 lockPartsForRead(false);
1982 } 2112 }
1983 2113
1984 /// <summary> 2114 /// <summary>
@@ -1989,14 +2119,17 @@ namespace OpenSim.Region.Framework.Scenes
1989 checkAtTargets(); 2119 checkAtTargets();
1990 RootPart.ScheduleFullUpdate(); 2120 RootPart.ScheduleFullUpdate();
1991 2121
1992 lock (m_parts) 2122 lockPartsForRead(true);
1993 { 2123 {
1994 foreach (SceneObjectPart part in m_parts.Values) 2124 foreach (SceneObjectPart part in m_parts.Values)
1995 { 2125 {
2126
1996 if (part != RootPart) 2127 if (part != RootPart)
1997 part.ScheduleFullUpdate(); 2128 part.ScheduleFullUpdate();
2129
1998 } 2130 }
1999 } 2131 }
2132 lockPartsForRead(false);
2000 } 2133 }
2001 2134
2002 /// <summary> 2135 /// <summary>
@@ -2004,13 +2137,16 @@ namespace OpenSim.Region.Framework.Scenes
2004 /// </summary> 2137 /// </summary>
2005 public void ScheduleGroupForTerseUpdate() 2138 public void ScheduleGroupForTerseUpdate()
2006 { 2139 {
2007 lock (m_parts) 2140 lockPartsForRead(true);
2008 { 2141 {
2009 foreach (SceneObjectPart part in m_parts.Values) 2142 foreach (SceneObjectPart part in m_parts.Values)
2010 { 2143 {
2144
2011 part.ScheduleTerseUpdate(); 2145 part.ScheduleTerseUpdate();
2146
2012 } 2147 }
2013 } 2148 }
2149 lockPartsForRead(false);
2014 } 2150 }
2015 2151
2016 /// <summary> 2152 /// <summary>
@@ -2023,14 +2159,17 @@ namespace OpenSim.Region.Framework.Scenes
2023 2159
2024 RootPart.SendFullUpdateToAllClients(); 2160 RootPart.SendFullUpdateToAllClients();
2025 2161
2026 lock (m_parts) 2162 lockPartsForRead(true);
2027 { 2163 {
2028 foreach (SceneObjectPart part in m_parts.Values) 2164 foreach (SceneObjectPart part in m_parts.Values)
2029 { 2165 {
2166
2030 if (part != RootPart) 2167 if (part != RootPart)
2031 part.SendFullUpdateToAllClients(); 2168 part.SendFullUpdateToAllClients();
2169
2032 } 2170 }
2033 } 2171 }
2172 lockPartsForRead(false);
2034 } 2173 }
2035 2174
2036 /// <summary> 2175 /// <summary>
@@ -2061,14 +2200,15 @@ namespace OpenSim.Region.Framework.Scenes
2061 { 2200 {
2062 if (IsDeleted) 2201 if (IsDeleted)
2063 return; 2202 return;
2064 2203
2065 lock (m_parts) 2204 lockPartsForRead(true);
2066 { 2205 {
2067 foreach (SceneObjectPart part in m_parts.Values) 2206 foreach (SceneObjectPart part in m_parts.Values)
2068 { 2207 {
2069 part.SendTerseUpdateToAllClients(); 2208 part.SendTerseUpdateToAllClients();
2070 } 2209 }
2071 } 2210 }
2211 lockPartsForRead(false);
2072 } 2212 }
2073 2213
2074 #endregion 2214 #endregion
@@ -2082,16 +2222,18 @@ namespace OpenSim.Region.Framework.Scenes
2082 /// <returns>null if no child part with that linknum or child part</returns> 2222 /// <returns>null if no child part with that linknum or child part</returns>
2083 public SceneObjectPart GetLinkNumPart(int linknum) 2223 public SceneObjectPart GetLinkNumPart(int linknum)
2084 { 2224 {
2085 lock (m_parts) 2225 lockPartsForRead(true);
2086 { 2226 {
2087 foreach (SceneObjectPart part in m_parts.Values) 2227 foreach (SceneObjectPart part in m_parts.Values)
2088 { 2228 {
2089 if (part.LinkNum == linknum) 2229 if (part.LinkNum == linknum)
2090 { 2230 {
2231 lockPartsForRead(false);
2091 return part; 2232 return part;
2092 } 2233 }
2093 } 2234 }
2094 } 2235 }
2236 lockPartsForRead(false);
2095 2237
2096 return null; 2238 return null;
2097 } 2239 }
@@ -2119,17 +2261,19 @@ namespace OpenSim.Region.Framework.Scenes
2119 public SceneObjectPart GetChildPart(uint localID) 2261 public SceneObjectPart GetChildPart(uint localID)
2120 { 2262 {
2121 //m_log.DebugFormat("Entered looking for {0}", localID); 2263 //m_log.DebugFormat("Entered looking for {0}", localID);
2122 lock (m_parts) 2264 lockPartsForRead(true);
2123 { 2265 {
2124 foreach (SceneObjectPart part in m_parts.Values) 2266 foreach (SceneObjectPart part in m_parts.Values)
2125 { 2267 {
2126 //m_log.DebugFormat("Found {0}", part.LocalId); 2268 //m_log.DebugFormat("Found {0}", part.LocalId);
2127 if (part.LocalId == localID) 2269 if (part.LocalId == localID)
2128 { 2270 {
2271 lockPartsForRead(false);
2129 return part; 2272 return part;
2130 } 2273 }
2131 } 2274 }
2132 } 2275 }
2276 lockPartsForRead(false);
2133 2277
2134 return null; 2278 return null;
2135 } 2279 }
@@ -2159,17 +2303,19 @@ namespace OpenSim.Region.Framework.Scenes
2159 public bool HasChildPrim(uint localID) 2303 public bool HasChildPrim(uint localID)
2160 { 2304 {
2161 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2305 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2162 lock (m_parts) 2306 lockPartsForRead(true);
2163 { 2307 {
2164 foreach (SceneObjectPart part in m_parts.Values) 2308 foreach (SceneObjectPart part in m_parts.Values)
2165 { 2309 {
2166 //m_log.DebugFormat("Found {0}", part.LocalId); 2310 //m_log.DebugFormat("Found {0}", part.LocalId);
2167 if (part.LocalId == localID) 2311 if (part.LocalId == localID)
2168 { 2312 {
2313 lockPartsForRead(false);
2169 return true; 2314 return true;
2170 } 2315 }
2171 } 2316 }
2172 } 2317 }
2318 lockPartsForRead(false);
2173 2319
2174 return false; 2320 return false;
2175 } 2321 }
@@ -2219,53 +2365,57 @@ namespace OpenSim.Region.Framework.Scenes
2219 if (m_rootPart.LinkNum == 0) 2365 if (m_rootPart.LinkNum == 0)
2220 m_rootPart.LinkNum = 1; 2366 m_rootPart.LinkNum = 1;
2221 2367
2222 lock (m_parts) 2368 lockPartsForWrite(true);
2223 { 2369
2224 m_parts.Add(linkPart.UUID, linkPart); 2370 m_parts.Add(linkPart.UUID, linkPart);
2225 2371
2226 // Insert in terms of link numbers, the new links 2372 lockPartsForWrite(false);
2227 // before the current ones (with the exception of 2373
2228 // the root prim. Shuffle the old ones up 2374 // Insert in terms of link numbers, the new links
2229 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2375 // before the current ones (with the exception of
2376 // the root prim. Shuffle the old ones up
2377 lockPartsForRead(true);
2378 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2379 {
2380 if (kvp.Value.LinkNum != 1)
2230 { 2381 {
2231 if (kvp.Value.LinkNum != 1) 2382 // Don't update root prim link number
2232 { 2383 kvp.Value.LinkNum += objectGroup.PrimCount;
2233 // Don't update root prim link number
2234 kvp.Value.LinkNum += objectGroup.PrimCount;
2235 }
2236 } 2384 }
2385 }
2386 lockPartsForRead(false);
2237 2387
2238 linkPart.LinkNum = 2; 2388 linkPart.LinkNum = 2;
2239 2389
2240 linkPart.SetParent(this); 2390 linkPart.SetParent(this);
2241 linkPart.AddFlag(PrimFlags.CreateSelected); 2391 linkPart.AddFlag(PrimFlags.CreateSelected);
2242 2392
2243 //if (linkPart.PhysActor != null) 2393 //if (linkPart.PhysActor != null)
2244 //{ 2394 //{
2245 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2395 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2246 2396
2247 //linkPart.PhysActor = null; 2397 //linkPart.PhysActor = null;
2248 //} 2398 //}
2249 2399
2250 //TODO: rest of parts 2400 //TODO: rest of parts
2251 int linkNum = 3; 2401 int linkNum = 3;
2252 foreach (SceneObjectPart part in objectGroup.Children.Values) 2402 foreach (SceneObjectPart part in objectGroup.Children.Values)
2403 {
2404 if (part.UUID != objectGroup.m_rootPart.UUID)
2253 { 2405 {
2254 if (part.UUID != objectGroup.m_rootPart.UUID) 2406 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2255 {
2256 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2257 }
2258 part.ClearUndoState();
2259 } 2407 }
2408 part.ClearUndoState();
2260 } 2409 }
2261 2410
2262 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2411 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2263 objectGroup.m_isDeleted = true; 2412 objectGroup.m_isDeleted = true;
2413
2414 objectGroup.lockPartsForWrite(true);
2264 2415
2265 lock (objectGroup.m_parts) 2416 objectGroup.m_parts.Clear();
2266 { 2417
2267 objectGroup.m_parts.Clear(); 2418 objectGroup.lockPartsForWrite(false);
2268 }
2269 2419
2270 // Can't do this yet since backup still makes use of the root part without any synchronization 2420 // Can't do this yet since backup still makes use of the root part without any synchronization
2271// objectGroup.m_rootPart = null; 2421// objectGroup.m_rootPart = null;
@@ -2324,11 +2474,12 @@ namespace OpenSim.Region.Framework.Scenes
2324 Quaternion worldRot = linkPart.GetWorldRotation(); 2474 Quaternion worldRot = linkPart.GetWorldRotation();
2325 2475
2326 // Remove the part from this object 2476 // Remove the part from this object
2327 lock (m_parts) 2477 lockPartsForWrite(true);
2328 { 2478 {
2329 m_parts.Remove(linkPart.UUID); 2479 m_parts.Remove(linkPart.UUID);
2330 } 2480 }
2331 2481 lockPartsForWrite(false);
2482 lockPartsForRead(true);
2332 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2483 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2333 RootPart.LinkNum = 0; 2484 RootPart.LinkNum = 0;
2334 else 2485 else
@@ -2339,6 +2490,7 @@ namespace OpenSim.Region.Framework.Scenes
2339 p.LinkNum--; 2490 p.LinkNum--;
2340 } 2491 }
2341 } 2492 }
2493 lockPartsForRead(false);
2342 2494
2343 linkPart.ParentID = 0; 2495 linkPart.ParentID = 0;
2344 linkPart.LinkNum = 0; 2496 linkPart.LinkNum = 0;
@@ -2656,9 +2808,12 @@ namespace OpenSim.Region.Framework.Scenes
2656 2808
2657 if (selectionPart != null) 2809 if (selectionPart != null)
2658 { 2810 {
2659 lock (m_parts) 2811 lockPartsForRead(true);
2812 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2813 lockPartsForRead(false);
2814 foreach (SceneObjectPart part in parts)
2660 { 2815 {
2661 foreach (SceneObjectPart part in m_parts.Values) 2816 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2662 { 2817 {
2663 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2818 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2664 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 2819 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2668,12 +2823,13 @@ namespace OpenSim.Region.Framework.Scenes
2668 break; 2823 break;
2669 } 2824 }
2670 } 2825 }
2826 }
2671 2827
2672 foreach (SceneObjectPart part in m_parts.Values) 2828 foreach (SceneObjectPart part in parts)
2673 { 2829 {
2674 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2830 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2675 }
2676 } 2831 }
2832
2677 } 2833 }
2678 } 2834 }
2679 2835
@@ -2759,11 +2915,9 @@ namespace OpenSim.Region.Framework.Scenes
2759 scale.Y = m_scene.m_maxNonphys; 2915 scale.Y = m_scene.m_maxNonphys;
2760 if (scale.Z > m_scene.m_maxNonphys) 2916 if (scale.Z > m_scene.m_maxNonphys)
2761 scale.Z = m_scene.m_maxNonphys; 2917 scale.Z = m_scene.m_maxNonphys;
2762
2763 SceneObjectPart part = GetChildPart(localID); 2918 SceneObjectPart part = GetChildPart(localID);
2764 if (part != null) 2919 if (part != null)
2765 { 2920 {
2766 part.Resize(scale);
2767 if (part.PhysActor != null) 2921 if (part.PhysActor != null)
2768 { 2922 {
2769 if (part.PhysActor.IsPhysical) 2923 if (part.PhysActor.IsPhysical)
@@ -2778,7 +2932,7 @@ namespace OpenSim.Region.Framework.Scenes
2778 part.PhysActor.Size = scale; 2932 part.PhysActor.Size = scale;
2779 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2933 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2780 } 2934 }
2781 //if (part.UUID != m_rootPart.UUID) 2935 part.Resize(scale);
2782 2936
2783 HasGroupChanged = true; 2937 HasGroupChanged = true;
2784 ScheduleGroupForFullUpdate(); 2938 ScheduleGroupForFullUpdate();
@@ -2819,77 +2973,76 @@ namespace OpenSim.Region.Framework.Scenes
2819 float y = (scale.Y / part.Scale.Y); 2973 float y = (scale.Y / part.Scale.Y);
2820 float z = (scale.Z / part.Scale.Z); 2974 float z = (scale.Z / part.Scale.Z);
2821 2975
2822 lock (m_parts) 2976 lockPartsForRead(true);
2977 if (x > 1.0f || y > 1.0f || z > 1.0f)
2823 { 2978 {
2824 if (x > 1.0f || y > 1.0f || z > 1.0f) 2979 foreach (SceneObjectPart obPart in m_parts.Values)
2825 { 2980 {
2826 foreach (SceneObjectPart obPart in m_parts.Values) 2981 if (obPart.UUID != m_rootPart.UUID)
2827 { 2982 {
2828 if (obPart.UUID != m_rootPart.UUID) 2983 Vector3 oldSize = new Vector3(obPart.Scale);
2829 {
2830 Vector3 oldSize = new Vector3(obPart.Scale);
2831 2984
2832 float f = 1.0f; 2985 float f = 1.0f;
2833 float a = 1.0f; 2986 float a = 1.0f;
2834 2987
2835 if (part.PhysActor != null && part.PhysActor.IsPhysical) 2988 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2989 {
2990 if (oldSize.X*x > m_scene.m_maxPhys)
2836 { 2991 {
2837 if (oldSize.X*x > m_scene.m_maxPhys) 2992 f = m_scene.m_maxPhys / oldSize.X;
2838 { 2993 a = f / x;
2839 f = m_scene.m_maxPhys / oldSize.X; 2994 x *= a;
2840 a = f / x; 2995 y *= a;
2841 x *= a; 2996 z *= a;
2842 y *= a;
2843 z *= a;
2844 }
2845 if (oldSize.Y*y > m_scene.m_maxPhys)
2846 {
2847 f = m_scene.m_maxPhys / oldSize.Y;
2848 a = f / y;
2849 x *= a;
2850 y *= a;
2851 z *= a;
2852 }
2853 if (oldSize.Z*z > m_scene.m_maxPhys)
2854 {
2855 f = m_scene.m_maxPhys / oldSize.Z;
2856 a = f / z;
2857 x *= a;
2858 y *= a;
2859 z *= a;
2860 }
2861 } 2997 }
2862 else 2998 if (oldSize.Y*y > m_scene.m_maxPhys)
2999 {
3000 f = m_scene.m_maxPhys / oldSize.Y;
3001 a = f / y;
3002 x *= a;
3003 y *= a;
3004 z *= a;
3005 }
3006 if (oldSize.Z*z > m_scene.m_maxPhys)
3007 {
3008 f = m_scene.m_maxPhys / oldSize.Z;
3009 a = f / z;
3010 x *= a;
3011 y *= a;
3012 z *= a;
3013 }
3014 }
3015 else
3016 {
3017 if (oldSize.X*x > m_scene.m_maxNonphys)
3018 {
3019 f = m_scene.m_maxNonphys / oldSize.X;
3020 a = f / x;
3021 x *= a;
3022 y *= a;
3023 z *= a;
3024 }
3025 if (oldSize.Y*y > m_scene.m_maxNonphys)
3026 {
3027 f = m_scene.m_maxNonphys / oldSize.Y;
3028 a = f / y;
3029 x *= a;
3030 y *= a;
3031 z *= a;
3032 }
3033 if (oldSize.Z*z > m_scene.m_maxNonphys)
2863 { 3034 {
2864 if (oldSize.X*x > m_scene.m_maxNonphys) 3035 f = m_scene.m_maxNonphys / oldSize.Z;
2865 { 3036 a = f / z;
2866 f = m_scene.m_maxNonphys / oldSize.X; 3037 x *= a;
2867 a = f / x; 3038 y *= a;
2868 x *= a; 3039 z *= a;
2869 y *= a;
2870 z *= a;
2871 }
2872 if (oldSize.Y*y > m_scene.m_maxNonphys)
2873 {
2874 f = m_scene.m_maxNonphys / oldSize.Y;
2875 a = f / y;
2876 x *= a;
2877 y *= a;
2878 z *= a;
2879 }
2880 if (oldSize.Z*z > m_scene.m_maxNonphys)
2881 {
2882 f = m_scene.m_maxNonphys / oldSize.Z;
2883 a = f / z;
2884 x *= a;
2885 y *= a;
2886 z *= a;
2887 }
2888 } 3040 }
2889 } 3041 }
2890 } 3042 }
2891 } 3043 }
2892 } 3044 }
3045 lockPartsForRead(false);
2893 3046
2894 Vector3 prevScale = part.Scale; 3047 Vector3 prevScale = part.Scale;
2895 prevScale.X *= x; 3048 prevScale.X *= x;
@@ -2897,7 +3050,7 @@ namespace OpenSim.Region.Framework.Scenes
2897 prevScale.Z *= z; 3050 prevScale.Z *= z;
2898 part.Resize(prevScale); 3051 part.Resize(prevScale);
2899 3052
2900 lock (m_parts) 3053 lockPartsForRead(true);
2901 { 3054 {
2902 foreach (SceneObjectPart obPart in m_parts.Values) 3055 foreach (SceneObjectPart obPart in m_parts.Values)
2903 { 3056 {
@@ -2916,6 +3069,7 @@ namespace OpenSim.Region.Framework.Scenes
2916 } 3069 }
2917 } 3070 }
2918 } 3071 }
3072 lockPartsForRead(false);
2919 3073
2920 if (part.PhysActor != null) 3074 if (part.PhysActor != null)
2921 { 3075 {
@@ -2996,7 +3150,7 @@ namespace OpenSim.Region.Framework.Scenes
2996 axDiff *= Quaternion.Inverse(partRotation); 3150 axDiff *= Quaternion.Inverse(partRotation);
2997 diff = axDiff; 3151 diff = axDiff;
2998 3152
2999 lock (m_parts) 3153 lockPartsForRead(true);
3000 { 3154 {
3001 foreach (SceneObjectPart obPart in m_parts.Values) 3155 foreach (SceneObjectPart obPart in m_parts.Values)
3002 { 3156 {
@@ -3006,6 +3160,7 @@ namespace OpenSim.Region.Framework.Scenes
3006 } 3160 }
3007 } 3161 }
3008 } 3162 }
3163 lockPartsForRead(false);
3009 3164
3010 AbsolutePosition = newPos; 3165 AbsolutePosition = newPos;
3011 3166
@@ -3123,7 +3278,7 @@ namespace OpenSim.Region.Framework.Scenes
3123 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3278 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3124 } 3279 }
3125 3280
3126 lock (m_parts) 3281 lockPartsForRead(true);
3127 { 3282 {
3128 foreach (SceneObjectPart prim in m_parts.Values) 3283 foreach (SceneObjectPart prim in m_parts.Values)
3129 { 3284 {
@@ -3141,6 +3296,7 @@ namespace OpenSim.Region.Framework.Scenes
3141 } 3296 }
3142 } 3297 }
3143 } 3298 }
3299 lockPartsForRead(false);
3144 3300
3145 m_rootPart.ScheduleTerseUpdate(); 3301 m_rootPart.ScheduleTerseUpdate();
3146 } 3302 }
@@ -3263,7 +3419,7 @@ namespace OpenSim.Region.Framework.Scenes
3263 if (atTargets.Count > 0) 3419 if (atTargets.Count > 0)
3264 { 3420 {
3265 uint[] localids = new uint[0]; 3421 uint[] localids = new uint[0];
3266 lock (m_parts) 3422 lockPartsForRead(true);
3267 { 3423 {
3268 localids = new uint[m_parts.Count]; 3424 localids = new uint[m_parts.Count];
3269 int cntr = 0; 3425 int cntr = 0;
@@ -3273,6 +3429,7 @@ namespace OpenSim.Region.Framework.Scenes
3273 cntr++; 3429 cntr++;
3274 } 3430 }
3275 } 3431 }
3432 lockPartsForRead(false);
3276 3433
3277 for (int ctr = 0; ctr < localids.Length; ctr++) 3434 for (int ctr = 0; ctr < localids.Length; ctr++)
3278 { 3435 {
@@ -3291,7 +3448,7 @@ namespace OpenSim.Region.Framework.Scenes
3291 { 3448 {
3292 //trigger not_at_target 3449 //trigger not_at_target
3293 uint[] localids = new uint[0]; 3450 uint[] localids = new uint[0];
3294 lock (m_parts) 3451 lockPartsForRead(true);
3295 { 3452 {
3296 localids = new uint[m_parts.Count]; 3453 localids = new uint[m_parts.Count];
3297 int cntr = 0; 3454 int cntr = 0;
@@ -3301,7 +3458,8 @@ namespace OpenSim.Region.Framework.Scenes
3301 cntr++; 3458 cntr++;
3302 } 3459 }
3303 } 3460 }
3304 3461 lockPartsForRead(false);
3462
3305 for (int ctr = 0; ctr < localids.Length; ctr++) 3463 for (int ctr = 0; ctr < localids.Length; ctr++)
3306 { 3464 {
3307 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3465 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3393,19 +3551,20 @@ namespace OpenSim.Region.Framework.Scenes
3393 public float GetMass() 3551 public float GetMass()
3394 { 3552 {
3395 float retmass = 0f; 3553 float retmass = 0f;
3396 lock (m_parts) 3554 lockPartsForRead(true);
3397 { 3555 {
3398 foreach (SceneObjectPart part in m_parts.Values) 3556 foreach (SceneObjectPart part in m_parts.Values)
3399 { 3557 {
3400 retmass += part.GetMass(); 3558 retmass += part.GetMass();
3401 } 3559 }
3402 } 3560 }
3561 lockPartsForRead(false);
3403 return retmass; 3562 return retmass;
3404 } 3563 }
3405 3564
3406 public void CheckSculptAndLoad() 3565 public void CheckSculptAndLoad()
3407 { 3566 {
3408 lock (m_parts) 3567 lockPartsForRead(true);
3409 { 3568 {
3410 if (!IsDeleted) 3569 if (!IsDeleted)
3411 { 3570 {
@@ -3430,6 +3589,7 @@ namespace OpenSim.Region.Framework.Scenes
3430 } 3589 }
3431 } 3590 }
3432 } 3591 }
3592 lockPartsForRead(false);
3433 } 3593 }
3434 3594
3435 protected void AssetReceived(string id, Object sender, AssetBase asset) 3595 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3450,7 +3610,7 @@ namespace OpenSim.Region.Framework.Scenes
3450 /// <param name="client"></param> 3610 /// <param name="client"></param>
3451 public void SetGroup(UUID GroupID, IClientAPI client) 3611 public void SetGroup(UUID GroupID, IClientAPI client)
3452 { 3612 {
3453 lock (m_parts) 3613 lockPartsForRead(true);
3454 { 3614 {
3455 foreach (SceneObjectPart part in m_parts.Values) 3615 foreach (SceneObjectPart part in m_parts.Values)
3456 { 3616 {
@@ -3460,7 +3620,7 @@ namespace OpenSim.Region.Framework.Scenes
3460 3620
3461 HasGroupChanged = true; 3621 HasGroupChanged = true;
3462 } 3622 }
3463 3623 lockPartsForRead(false);
3464 ScheduleGroupForFullUpdate(); 3624 ScheduleGroupForFullUpdate();
3465 } 3625 }
3466 3626
@@ -3479,11 +3639,12 @@ namespace OpenSim.Region.Framework.Scenes
3479 3639
3480 public void SetAttachmentPoint(byte point) 3640 public void SetAttachmentPoint(byte point)
3481 { 3641 {
3482 lock (m_parts) 3642 lockPartsForRead(true);
3483 { 3643 {
3484 foreach (SceneObjectPart part in m_parts.Values) 3644 foreach (SceneObjectPart part in m_parts.Values)
3485 part.SetAttachmentPoint(point); 3645 part.SetAttachmentPoint(point);
3486 } 3646 }
3647 lockPartsForRead(false);
3487 } 3648 }
3488 3649
3489 #region ISceneObject 3650 #region ISceneObject
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a5296eb..da7ec44 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -109,7 +109,7 @@ namespace OpenSim.Region.Framework.Scenes
109 109
110 // TODO: This needs to be persisted in next XML version update! 110 // TODO: This needs to be persisted in next XML version update!
111 [XmlIgnore] 111 [XmlIgnore]
112 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 112 public int[] PayPrice = {-2,-2,-2,-2,-2};
113 [XmlIgnore] 113 [XmlIgnore]
114 public PhysicsActor PhysActor; 114 public PhysicsActor PhysActor;
115 115
@@ -224,6 +224,7 @@ namespace OpenSim.Region.Framework.Scenes
224 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 224 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
225 private Vector3 m_sitTargetPosition; 225 private Vector3 m_sitTargetPosition;
226 private string m_sitAnimation = "SIT"; 226 private string m_sitAnimation = "SIT";
227 private bool m_occupied; // KF if any av is sitting on this prim
227 private string m_text = String.Empty; 228 private string m_text = String.Empty;
228 private string m_touchName = String.Empty; 229 private string m_touchName = String.Empty;
229 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 230 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -401,12 +402,16 @@ namespace OpenSim.Region.Framework.Scenes
401 } 402 }
402 403
403 /// <value> 404 /// <value>
404 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 405 /// Get the inventory list
405 /// </value> 406 /// </value>
406 public TaskInventoryDictionary TaskInventory 407 public TaskInventoryDictionary TaskInventory
407 { 408 {
408 get { return m_inventory.Items; } 409 get {
409 set { m_inventory.Items = value; } 410 return m_inventory.Items;
411 }
412 set {
413 m_inventory.Items = value;
414 }
410 } 415 }
411 416
412 public uint ObjectFlags 417 public uint ObjectFlags
@@ -550,7 +555,6 @@ namespace OpenSim.Region.Framework.Scenes
550 StoreUndoState(); 555 StoreUndoState();
551 556
552 m_groupPosition = value; 557 m_groupPosition = value;
553
554 PhysicsActor actor = PhysActor; 558 PhysicsActor actor = PhysActor;
555 if (actor != null) 559 if (actor != null)
556 { 560 {
@@ -860,7 +864,8 @@ namespace OpenSim.Region.Framework.Scenes
860 if (IsAttachment) 864 if (IsAttachment)
861 return GroupPosition; 865 return GroupPosition;
862 866
863 return m_offsetPosition + m_groupPosition; } 867// return m_offsetPosition + m_groupPosition; }
868 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
864 } 869 }
865 870
866 public SceneObjectGroup ParentGroup 871 public SceneObjectGroup ParentGroup
@@ -1012,6 +1017,13 @@ namespace OpenSim.Region.Framework.Scenes
1012 get { return _flags; } 1017 get { return _flags; }
1013 set { _flags = value; } 1018 set { _flags = value; }
1014 } 1019 }
1020
1021 [XmlIgnore]
1022 public bool IsOccupied // KF If an av is sittingon this prim
1023 {
1024 get { return m_occupied; }
1025 set { m_occupied = value; }
1026 }
1015 1027
1016 [XmlIgnore] 1028 [XmlIgnore]
1017 public UUID SitTargetAvatar 1029 public UUID SitTargetAvatar
@@ -1087,14 +1099,6 @@ namespace OpenSim.Region.Framework.Scenes
1087 } 1099 }
1088 } 1100 }
1089 1101
1090 /// <summary>
1091 /// Clear all pending updates of parts to clients
1092 /// </summary>
1093 private void ClearUpdateSchedule()
1094 {
1095 m_updateFlag = 0;
1096 }
1097
1098 private void SendObjectPropertiesToClient(UUID AgentID) 1102 private void SendObjectPropertiesToClient(UUID AgentID)
1099 { 1103 {
1100 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); 1104 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -1773,12 +1777,17 @@ namespace OpenSim.Region.Framework.Scenes
1773 public Vector3 GetWorldPosition() 1777 public Vector3 GetWorldPosition()
1774 { 1778 {
1775 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1779 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1776
1777 Vector3 axPos = OffsetPosition; 1780 Vector3 axPos = OffsetPosition;
1778
1779 axPos *= parentRot; 1781 axPos *= parentRot;
1780 Vector3 translationOffsetPosition = axPos; 1782 Vector3 translationOffsetPosition = axPos;
1781 return GroupPosition + translationOffsetPosition; 1783 if(_parentID == 0)
1784 {
1785 return GroupPosition;
1786 }
1787 else
1788 {
1789 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1790 }
1782 } 1791 }
1783 1792
1784 /// <summary> 1793 /// <summary>
@@ -1789,7 +1798,7 @@ namespace OpenSim.Region.Framework.Scenes
1789 { 1798 {
1790 Quaternion newRot; 1799 Quaternion newRot;
1791 1800
1792 if (this.LinkNum == 0) 1801 if (this.LinkNum < 2) //KF Single or root prim
1793 { 1802 {
1794 newRot = RotationOffset; 1803 newRot = RotationOffset;
1795 } 1804 }
@@ -2446,17 +2455,18 @@ namespace OpenSim.Region.Framework.Scenes
2446 //Trys to fetch sound id from prim's inventory. 2455 //Trys to fetch sound id from prim's inventory.
2447 //Prim's inventory doesn't support non script items yet 2456 //Prim's inventory doesn't support non script items yet
2448 2457
2449 lock (TaskInventory) 2458 TaskInventory.LockItemsForRead(true);
2459
2460 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2450 { 2461 {
2451 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2462 if (item.Value.Name == sound)
2452 { 2463 {
2453 if (item.Value.Name == sound) 2464 soundID = item.Value.ItemID;
2454 { 2465 break;
2455 soundID = item.Value.ItemID;
2456 break;
2457 }
2458 } 2466 }
2459 } 2467 }
2468
2469 TaskInventory.LockItemsForRead(false);
2460 } 2470 }
2461 2471
2462 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); 2472 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
@@ -2733,8 +2743,8 @@ namespace OpenSim.Region.Framework.Scenes
2733 { 2743 {
2734 const float ROTATION_TOLERANCE = 0.01f; 2744 const float ROTATION_TOLERANCE = 0.01f;
2735 const float VELOCITY_TOLERANCE = 0.001f; 2745 const float VELOCITY_TOLERANCE = 0.001f;
2736 const float POSITION_TOLERANCE = 0.05f; 2746 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2737 const int TIME_MS_TOLERANCE = 3000; 2747 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2738 2748
2739 if (m_updateFlag == 1) 2749 if (m_updateFlag == 1)
2740 { 2750 {
@@ -2748,7 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes
2748 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2758 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2749 { 2759 {
2750 AddTerseUpdateToAllAvatars(); 2760 AddTerseUpdateToAllAvatars();
2751 ClearUpdateSchedule(); 2761
2752 2762
2753 // This causes the Scene to 'poll' physical objects every couple of frames 2763 // This causes the Scene to 'poll' physical objects every couple of frames
2754 // bad, so it's been replaced by an event driven method. 2764 // bad, so it's been replaced by an event driven method.
@@ -2766,16 +2776,18 @@ namespace OpenSim.Region.Framework.Scenes
2766 m_lastAngularVelocity = AngularVelocity; 2776 m_lastAngularVelocity = AngularVelocity;
2767 m_lastTerseSent = Environment.TickCount; 2777 m_lastTerseSent = Environment.TickCount;
2768 } 2778 }
2779 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2780 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2769 } 2781 }
2770 else 2782 else
2771 { 2783 {
2772 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2784 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
2773 { 2785 {
2774 AddFullUpdateToAllAvatars(); 2786 AddFullUpdateToAllAvatars();
2775 ClearUpdateSchedule(); 2787 m_updateFlag = 0; //Same here
2776 } 2788 }
2777 } 2789 }
2778 ClearUpdateSchedule(); 2790 m_updateFlag = 0;
2779 } 2791 }
2780 2792
2781 /// <summary> 2793 /// <summary>
@@ -2802,17 +2814,16 @@ namespace OpenSim.Region.Framework.Scenes
2802 if (!UUID.TryParse(sound, out soundID)) 2814 if (!UUID.TryParse(sound, out soundID))
2803 { 2815 {
2804 // search sound file from inventory 2816 // search sound file from inventory
2805 lock (TaskInventory) 2817 TaskInventory.LockItemsForRead(true);
2818 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2806 { 2819 {
2807 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2820 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2808 { 2821 {
2809 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 2822 soundID = item.Value.ItemID;
2810 { 2823 break;
2811 soundID = item.Value.ItemID;
2812 break;
2813 }
2814 } 2824 }
2815 } 2825 }
2826 TaskInventory.LockItemsForRead(false);
2816 } 2827 }
2817 2828
2818 if (soundID == UUID.Zero) 2829 if (soundID == UUID.Zero)
@@ -2954,7 +2965,23 @@ namespace OpenSim.Region.Framework.Scenes
2954 PhysActor.VehicleRotationParam(param, rotation); 2965 PhysActor.VehicleRotationParam(param, rotation);
2955 } 2966 }
2956 } 2967 }
2957 2968
2969 public void SetVehicleFlags(int flags)
2970 {
2971 if (PhysActor != null)
2972 {
2973 PhysActor.VehicleFlagsSet(flags);
2974 }
2975 }
2976
2977 public void RemoveVehicleFlags(int flags)
2978 {
2979 if (PhysActor != null)
2980 {
2981 PhysActor.VehicleFlagsRemove(flags);
2982 }
2983 }
2984
2958 public void SetGroup(UUID groupID, IClientAPI client) 2985 public void SetGroup(UUID groupID, IClientAPI client)
2959 { 2986 {
2960 _groupID = groupID; 2987 _groupID = groupID;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 5f13278..1de0092 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -82,7 +82,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 82 /// </value>
83 protected internal TaskInventoryDictionary Items 83 protected internal TaskInventoryDictionary Items
84 { 84 {
85 get { return m_items; } 85 get {
86 return m_items;
87 }
86 set 88 set
87 { 89 {
88 m_items = value; 90 m_items = value;
@@ -118,22 +120,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 120 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 121 public void ResetInventoryIDs()
120 { 122 {
121 lock (Items) 123 m_items.LockItemsForWrite(true);
124
125 if (0 == Items.Count)
122 { 126 {
123 if (0 == Items.Count) 127 m_items.LockItemsForWrite(false);
124 return; 128 return;
129 }
125 130
126 HasInventoryChanged = true; 131 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 132 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 133 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 Items.Clear(); 134 Items.Clear();
130 135
131 foreach (TaskInventoryItem item in items) 136 foreach (TaskInventoryItem item in items)
132 { 137 {
133 item.ResetIDs(m_part.UUID); 138 item.ResetIDs(m_part.UUID);
134 Items.Add(item.ItemID, item); 139 Items.Add(item.ItemID, item);
135 }
136 } 140 }
141 m_items.LockItemsForWrite(false);
137 } 142 }
138 143
139 /// <summary> 144 /// <summary>
@@ -142,25 +147,25 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 147 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 148 public void ChangeInventoryOwner(UUID ownerId)
144 { 149 {
145 lock (Items) 150 m_items.LockItemsForWrite(true);
151 if (0 == Items.Count)
146 { 152 {
147 if (0 == Items.Count) 153 m_items.LockItemsForWrite(false);
148 { 154 return;
149 return; 155 }
150 }
151 156
152 HasInventoryChanged = true; 157 HasInventoryChanged = true;
153 m_part.ParentGroup.HasGroupChanged = true; 158 m_part.ParentGroup.HasGroupChanged = true;
154 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 159 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
155 foreach (TaskInventoryItem item in items) 160 foreach (TaskInventoryItem item in items)
161 {
162 if (ownerId != item.OwnerID)
156 { 163 {
157 if (ownerId != item.OwnerID) 164 item.LastOwnerID = item.OwnerID;
158 { 165 item.OwnerID = ownerId;
159 item.LastOwnerID = item.OwnerID;
160 item.OwnerID = ownerId;
161 }
162 } 166 }
163 } 167 }
168 m_items.LockItemsForWrite(false);
164 } 169 }
165 170
166 /// <summary> 171 /// <summary>
@@ -169,24 +174,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 174 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 175 public void ChangeInventoryGroup(UUID groupID)
171 { 176 {
172 lock (Items) 177 m_items.LockItemsForWrite(true);
178 if (0 == Items.Count)
173 { 179 {
174 if (0 == Items.Count) 180 m_items.LockItemsForWrite(false);
175 { 181 return;
176 return; 182 }
177 }
178 183
179 HasInventoryChanged = true; 184 HasInventoryChanged = true;
180 m_part.ParentGroup.HasGroupChanged = true; 185 m_part.ParentGroup.HasGroupChanged = true;
181 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 186 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
182 foreach (TaskInventoryItem item in items) 187 foreach (TaskInventoryItem item in items)
188 {
189 if (groupID != item.GroupID)
183 { 190 {
184 if (groupID != item.GroupID) 191 item.GroupID = groupID;
185 {
186 item.GroupID = groupID;
187 }
188 } 192 }
189 } 193 }
194 m_items.LockItemsForWrite(false);
190 } 195 }
191 196
192 /// <summary> 197 /// <summary>
@@ -194,14 +199,14 @@ namespace OpenSim.Region.Framework.Scenes
194 /// </summary> 199 /// </summary>
195 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 200 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
196 { 201 {
197 lock (m_items) 202 Items.LockItemsForRead(true);
203 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
204 Items.LockItemsForRead(false);
205 foreach (TaskInventoryItem item in items)
198 { 206 {
199 foreach (TaskInventoryItem item in Items.Values) 207 if ((int)InventoryType.LSL == item.InvType)
200 { 208 {
201 if ((int)InventoryType.LSL == item.InvType) 209 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
202 {
203 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
204 }
205 } 210 }
206 } 211 }
207 } 212 }
@@ -236,16 +241,20 @@ namespace OpenSim.Region.Framework.Scenes
236 /// </param> 241 /// </param>
237 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 242 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
238 { 243 {
239 lock (Items) 244 Items.LockItemsForRead(true);
245 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
246 Items.LockItemsForRead(false);
247
248 foreach (TaskInventoryItem item in items)
240 { 249 {
241 foreach (TaskInventoryItem item in Items.Values) 250 if ((int)InventoryType.LSL == item.InvType)
242 { 251 {
243 if ((int)InventoryType.LSL == item.InvType) 252 RemoveScriptInstance(item.ItemID);
244 { 253 m_part.RemoveScriptEvents(item.ItemID);
245 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
246 }
247 } 254 }
248 } 255 }
256
257
249 } 258 }
250 259
251 /// <summary> 260 /// <summary>
@@ -270,8 +279,10 @@ namespace OpenSim.Region.Framework.Scenes
270 if (stateSource == 1 && // Prim crossing 279 if (stateSource == 1 && // Prim crossing
271 m_part.ParentGroup.Scene.m_trustBinaries) 280 m_part.ParentGroup.Scene.m_trustBinaries)
272 { 281 {
282 m_items.LockItemsForWrite(true);
273 m_items[item.ItemID].PermsMask = 0; 283 m_items[item.ItemID].PermsMask = 0;
274 m_items[item.ItemID].PermsGranter = UUID.Zero; 284 m_items[item.ItemID].PermsGranter = UUID.Zero;
285 m_items.LockItemsForWrite(false);
275 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 286 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
276 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 287 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
277 m_part.ParentGroup.AddActiveScriptCount(1); 288 m_part.ParentGroup.AddActiveScriptCount(1);
@@ -293,8 +304,10 @@ namespace OpenSim.Region.Framework.Scenes
293 { 304 {
294 if (m_part.ParentGroup.m_savedScriptState != null) 305 if (m_part.ParentGroup.m_savedScriptState != null)
295 RestoreSavedScriptState(item.OldItemID, item.ItemID); 306 RestoreSavedScriptState(item.OldItemID, item.ItemID);
307 m_items.LockItemsForWrite(true);
296 m_items[item.ItemID].PermsMask = 0; 308 m_items[item.ItemID].PermsMask = 0;
297 m_items[item.ItemID].PermsGranter = UUID.Zero; 309 m_items[item.ItemID].PermsGranter = UUID.Zero;
310 m_items.LockItemsForWrite(false);
298 string script = Utils.BytesToString(asset.Data); 311 string script = Utils.BytesToString(asset.Data);
299 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 312 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
300 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 313 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
@@ -370,14 +383,17 @@ namespace OpenSim.Region.Framework.Scenes
370 /// </param> 383 /// </param>
371 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 384 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
372 { 385 {
373 lock (m_items) 386 m_items.LockItemsForRead(true);
387 if (m_items.ContainsKey(itemId))
374 { 388 {
375 if (m_items.ContainsKey(itemId)) 389 if (m_items.ContainsKey(itemId))
376 { 390 {
391 m_items.LockItemsForRead(false);
377 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 392 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
378 } 393 }
379 else 394 else
380 { 395 {
396 m_items.LockItemsForRead(false);
381 m_log.ErrorFormat( 397 m_log.ErrorFormat(
382 "[PRIM INVENTORY]: " + 398 "[PRIM INVENTORY]: " +
383 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 399 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
@@ -385,6 +401,15 @@ namespace OpenSim.Region.Framework.Scenes
385 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 401 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
386 } 402 }
387 } 403 }
404 else
405 {
406 m_items.LockItemsForRead(false);
407 m_log.ErrorFormat(
408 "[PRIM INVENTORY]: " +
409 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}",
410 itemId, m_part.Name, m_part.UUID);
411 }
412
388 } 413 }
389 414
390 /// <summary> 415 /// <summary>
@@ -423,11 +448,16 @@ namespace OpenSim.Region.Framework.Scenes
423 /// <returns></returns> 448 /// <returns></returns>
424 private bool InventoryContainsName(string name) 449 private bool InventoryContainsName(string name)
425 { 450 {
426 foreach (TaskInventoryItem item in Items.Values) 451 m_items.LockItemsForRead(true);
452 foreach (TaskInventoryItem item in m_items.Values)
427 { 453 {
428 if (item.Name == name) 454 if (item.Name == name)
455 {
456 m_items.LockItemsForRead(false);
429 return true; 457 return true;
458 }
430 } 459 }
460 m_items.LockItemsForRead(false);
431 return false; 461 return false;
432 } 462 }
433 463
@@ -469,7 +499,9 @@ namespace OpenSim.Region.Framework.Scenes
469 /// <param name="item"></param> 499 /// <param name="item"></param>
470 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 500 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
471 { 501 {
502 m_items.LockItemsForRead(true);
472 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values); 503 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
504 m_items.LockItemsForRead(false);
473 foreach (TaskInventoryItem i in il) 505 foreach (TaskInventoryItem i in il)
474 { 506 {
475 if (i.Name == item.Name) 507 if (i.Name == item.Name)
@@ -506,15 +538,14 @@ namespace OpenSim.Region.Framework.Scenes
506 item.ParentPartID = m_part.UUID; 538 item.ParentPartID = m_part.UUID;
507 item.Name = name; 539 item.Name = name;
508 540
509 lock (m_items) 541 m_items.LockItemsForWrite(true);
510 { 542 m_items.Add(item.ItemID, item);
511 m_items.Add(item.ItemID, item); 543 m_items.LockItemsForWrite(false);
512
513 if (allowedDrop) 544 if (allowedDrop)
514 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 545 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
515 else 546 else
516 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 547 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
517 } 548
518 549
519 m_inventorySerial++; 550 m_inventorySerial++;
520 //m_inventorySerial += 2; 551 //m_inventorySerial += 2;
@@ -531,14 +562,13 @@ namespace OpenSim.Region.Framework.Scenes
531 /// <param name="items"></param> 562 /// <param name="items"></param>
532 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 563 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
533 { 564 {
534 lock (m_items) 565 m_items.LockItemsForWrite(true);
566 foreach (TaskInventoryItem item in items)
535 { 567 {
536 foreach (TaskInventoryItem item in items) 568 m_items.Add(item.ItemID, item);
537 { 569 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
538 m_items.Add(item.ItemID, item);
539 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
540 }
541 } 570 }
571 m_items.LockItemsForWrite(false);
542 572
543 m_inventorySerial++; 573 m_inventorySerial++;
544 } 574 }
@@ -551,8 +581,9 @@ namespace OpenSim.Region.Framework.Scenes
551 public TaskInventoryItem GetInventoryItem(UUID itemId) 581 public TaskInventoryItem GetInventoryItem(UUID itemId)
552 { 582 {
553 TaskInventoryItem item; 583 TaskInventoryItem item;
584 m_items.LockItemsForRead(true);
554 m_items.TryGetValue(itemId, out item); 585 m_items.TryGetValue(itemId, out item);
555 586 m_items.LockItemsForRead(false);
556 return item; 587 return item;
557 } 588 }
558 589
@@ -564,46 +595,46 @@ namespace OpenSim.Region.Framework.Scenes
564 /// <returns>false if the item did not exist, true if the update occurred successfully</returns> 595 /// <returns>false if the item did not exist, true if the update occurred successfully</returns>
565 public bool UpdateInventoryItem(TaskInventoryItem item) 596 public bool UpdateInventoryItem(TaskInventoryItem item)
566 { 597 {
567 lock (m_items) 598 m_items.LockItemsForWrite(true);
599
600 if (m_items.ContainsKey(item.ItemID))
568 { 601 {
569 if (m_items.ContainsKey(item.ItemID)) 602 item.ParentID = m_part.UUID;
603 item.ParentPartID = m_part.UUID;
604 item.Flags = m_items[item.ItemID].Flags;
605 if (item.AssetID == UUID.Zero)
570 { 606 {
571 item.ParentID = m_part.UUID; 607 item.AssetID = m_items[item.ItemID].AssetID;
572 item.ParentPartID = m_part.UUID; 608 }
573 item.Flags = m_items[item.ItemID].Flags; 609 else if ((InventoryType)item.Type == InventoryType.Notecard)
574 if (item.AssetID == UUID.Zero) 610 {
575 { 611 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
576 item.AssetID = m_items[item.ItemID].AssetID;
577 }
578 else if ((InventoryType)item.Type == InventoryType.Notecard)
579 {
580 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
581 612
582 if (presence != null) 613 if (presence != null)
583 { 614 {
584 presence.ControllingClient.SendAgentAlertMessage( 615 presence.ControllingClient.SendAgentAlertMessage(
585 "Notecard saved", false); 616 "Notecard saved", false);
586 }
587 } 617 }
618 }
588 619
589 m_items[item.ItemID] = item; 620 m_items[item.ItemID] = item;
590 m_inventorySerial++; 621 m_inventorySerial++;
591 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 622 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
592
593 HasInventoryChanged = true;
594 m_part.ParentGroup.HasGroupChanged = true;
595 623
596 return true; 624 HasInventoryChanged = true;
597 } 625 m_part.ParentGroup.HasGroupChanged = true;
598 else 626 m_items.LockItemsForWrite(false);
599 { 627 return true;
600 m_log.ErrorFormat( 628 }
601 "[PRIM INVENTORY]: " + 629 else
602 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 630 {
603 item.ItemID, m_part.Name, m_part.UUID, 631 m_log.ErrorFormat(
604 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 632 "[PRIM INVENTORY]: " +
605 } 633 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
634 item.ItemID, m_part.Name, m_part.UUID,
635 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
606 } 636 }
637 m_items.LockItemsForWrite(false);
607 638
608 return false; 639 return false;
609 } 640 }
@@ -616,53 +647,54 @@ namespace OpenSim.Region.Framework.Scenes
616 /// in this prim's inventory.</returns> 647 /// in this prim's inventory.</returns>
617 public int RemoveInventoryItem(UUID itemID) 648 public int RemoveInventoryItem(UUID itemID)
618 { 649 {
619 lock (m_items) 650 m_items.LockItemsForRead(true);
651
652 if (m_items.ContainsKey(itemID))
620 { 653 {
621 if (m_items.ContainsKey(itemID)) 654 int type = m_items[itemID].InvType;
655 m_items.LockItemsForRead(false);
656 if (type == 10) // Script
622 { 657 {
623 int type = m_items[itemID].InvType; 658 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
624 if (type == 10) // Script 659 }
625 { 660 m_items.LockItemsForWrite(true);
626 m_part.RemoveScriptEvents(itemID); 661 m_items.Remove(itemID);
627 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 662 m_items.LockItemsForWrite(false);
628 } 663 m_inventorySerial++;
629 m_items.Remove(itemID); 664 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
630 m_inventorySerial++;
631 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
632
633 HasInventoryChanged = true;
634 m_part.ParentGroup.HasGroupChanged = true;
635 665
636 int scriptcount = 0; 666 HasInventoryChanged = true;
637 lock (m_items) 667 m_part.ParentGroup.HasGroupChanged = true;
638 {
639 foreach (TaskInventoryItem item in m_items.Values)
640 {
641 if (item.Type == 10)
642 {
643 scriptcount++;
644 }
645 }
646 }
647 668
648 if (scriptcount <= 0) 669 int scriptcount = 0;
670 m_items.LockItemsForRead(true);
671 foreach (TaskInventoryItem item in m_items.Values)
672 {
673 if (item.Type == 10)
649 { 674 {
650 m_part.RemFlag(PrimFlags.Scripted); 675 scriptcount++;
651 } 676 }
652
653 m_part.ScheduleFullUpdate();
654
655 return type;
656 } 677 }
657 else 678 m_items.LockItemsForRead(false);
679
680
681 if (scriptcount <= 0)
658 { 682 {
659 m_log.ErrorFormat( 683 m_part.RemFlag(PrimFlags.Scripted);
660 "[PRIM INVENTORY]: " +
661 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
662 itemID, m_part.Name, m_part.UUID,
663 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
664 } 684 }
685
686 m_part.ScheduleFullUpdate();
687
688 return type;
689 }
690 else
691 {
692 m_log.ErrorFormat(
693 "[PRIM INVENTORY]: " +
694 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
695 itemID, m_part.Name, m_part.UUID);
665 } 696 }
697 m_items.LockItemsForWrite(false);
666 698
667 return -1; 699 return -1;
668 } 700 }
@@ -715,52 +747,53 @@ namespace OpenSim.Region.Framework.Scenes
715 // isn't available (such as drag from prim inventory to agent inventory) 747 // isn't available (such as drag from prim inventory to agent inventory)
716 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 748 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
717 749
718 lock (m_items) 750 m_items.LockItemsForRead(true);
751
752 foreach (TaskInventoryItem item in m_items.Values)
719 { 753 {
720 foreach (TaskInventoryItem item in m_items.Values) 754 UUID ownerID = item.OwnerID;
721 { 755 uint everyoneMask = 0;
722 UUID ownerID = item.OwnerID; 756 uint baseMask = item.BasePermissions;
723 uint everyoneMask = 0; 757 uint ownerMask = item.CurrentPermissions;
724 uint baseMask = item.BasePermissions;
725 uint ownerMask = item.CurrentPermissions;
726 758
727 invString.AddItemStart(); 759 invString.AddItemStart();
728 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 760 invString.AddNameValueLine("item_id", item.ItemID.ToString());
729 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 761 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
730 762
731 invString.AddPermissionsStart(); 763 invString.AddPermissionsStart();
732 764
733 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 765 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
734 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 766 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
735 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0)); 767 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0));
736 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 768 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
737 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 769 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
738 770
739 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 771 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
740 invString.AddNameValueLine("owner_id", ownerID.ToString()); 772 invString.AddNameValueLine("owner_id", ownerID.ToString());
741 773
742 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 774 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
743 775
744 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 776 invString.AddNameValueLine("group_id", item.GroupID.ToString());
745 invString.AddSectionEnd(); 777 invString.AddSectionEnd();
746 778
747 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 779 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
748 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 780 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
749 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 781 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
750 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 782 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
751 783
752 invString.AddSaleStart(); 784 invString.AddSaleStart();
753 invString.AddNameValueLine("sale_type", "not"); 785 invString.AddNameValueLine("sale_type", "not");
754 invString.AddNameValueLine("sale_price", "0"); 786 invString.AddNameValueLine("sale_price", "0");
755 invString.AddSectionEnd(); 787 invString.AddSectionEnd();
756 788
757 invString.AddNameValueLine("name", item.Name + "|"); 789 invString.AddNameValueLine("name", item.Name + "|");
758 invString.AddNameValueLine("desc", item.Description + "|"); 790 invString.AddNameValueLine("desc", item.Description + "|");
759 791
760 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 792 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
761 invString.AddSectionEnd(); 793 invString.AddSectionEnd();
762 }
763 } 794 }
795 int count = m_items.Count;
796 m_items.LockItemsForRead(false);
764 797
765 fileData = Utils.StringToBytes(invString.BuildString); 798 fileData = Utils.StringToBytes(invString.BuildString);
766 799
@@ -781,10 +814,9 @@ namespace OpenSim.Region.Framework.Scenes
781 { 814 {
782 if (HasInventoryChanged) 815 if (HasInventoryChanged)
783 { 816 {
784 lock (Items) 817 Items.LockItemsForRead(true);
785 { 818 datastore.StorePrimInventory(m_part.UUID, Items.Values);
786 datastore.StorePrimInventory(m_part.UUID, Items.Values); 819 Items.LockItemsForRead(false);
787 }
788 820
789 HasInventoryChanged = false; 821 HasInventoryChanged = false;
790 } 822 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e26283d..27df3b2 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
73// { 73// {
74// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
75// } 75// }
76 76
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 78
79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -89,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 90 /// issue #1716
91 /// </summary> 91 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 95
94 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
95 97
@@ -113,8 +115,11 @@ namespace OpenSim.Region.Framework.Scenes
113 public Vector3 lastKnownAllowedPosition; 115 public Vector3 lastKnownAllowedPosition;
114 public bool sentMessageAboutRestrictedParcelFlyingDown; 116 public bool sentMessageAboutRestrictedParcelFlyingDown;
115 public Vector4 CollisionPlane = Vector4.UnitW; 117 public Vector4 CollisionPlane = Vector4.UnitW;
116 118
117 private Vector3 m_lastPosition; 119 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
120 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
121 private Vector3 m_lastPosition;
122 private Vector3 m_lastWorldPosition;
118 private Quaternion m_lastRotation; 123 private Quaternion m_lastRotation;
119 private Vector3 m_lastVelocity; 124 private Vector3 m_lastVelocity;
120 //private int m_lastTerseSent; 125 //private int m_lastTerseSent;
@@ -124,7 +129,6 @@ namespace OpenSim.Region.Framework.Scenes
124 private Vector3? m_forceToApply; 129 private Vector3? m_forceToApply;
125 private uint m_requestedSitTargetID; 130 private uint m_requestedSitTargetID;
126 private UUID m_requestedSitTargetUUID; 131 private UUID m_requestedSitTargetUUID;
127 public bool SitGround = false;
128 132
129 private SendCourseLocationsMethod m_sendCourseLocationsMethod; 133 private SendCourseLocationsMethod m_sendCourseLocationsMethod;
130 134
@@ -146,7 +150,6 @@ namespace OpenSim.Region.Framework.Scenes
146 private int m_perfMonMS; 150 private int m_perfMonMS;
147 151
148 private bool m_setAlwaysRun; 152 private bool m_setAlwaysRun;
149
150 private bool m_forceFly; 153 private bool m_forceFly;
151 private bool m_flyDisabled; 154 private bool m_flyDisabled;
152 155
@@ -170,7 +173,8 @@ namespace OpenSim.Region.Framework.Scenes
170 protected RegionInfo m_regionInfo; 173 protected RegionInfo m_regionInfo;
171 protected ulong crossingFromRegion; 174 protected ulong crossingFromRegion;
172 175
173 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 176 private readonly Vector3[] Dir_Vectors = new Vector3[11];
177 private bool m_isNudging = false;
174 178
175 // Position of agent's camera in world (region cordinates) 179 // Position of agent's camera in world (region cordinates)
176 protected Vector3 m_CameraCenter; 180 protected Vector3 m_CameraCenter;
@@ -195,6 +199,7 @@ namespace OpenSim.Region.Framework.Scenes
195 private bool m_autopilotMoving; 199 private bool m_autopilotMoving;
196 private Vector3 m_autoPilotTarget; 200 private Vector3 m_autoPilotTarget;
197 private bool m_sitAtAutoTarget; 201 private bool m_sitAtAutoTarget;
202 private Vector3 m_initialSitTarget; //KF: First estimate of where to sit
198 203
199 private string m_nextSitAnimation = String.Empty; 204 private string m_nextSitAnimation = String.Empty;
200 205
@@ -205,6 +210,9 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_followCamAuto; 210 private bool m_followCamAuto;
206 211
207 private int m_movementUpdateCount; 212 private int m_movementUpdateCount;
213 private int m_lastColCount = -1; //KF: Look for Collision chnages
214 private int m_updateCount = 0; //KF: Update Anims for a while
215 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
208 216
209 private const int NumMovementsBetweenRayCast = 5; 217 private const int NumMovementsBetweenRayCast = 5;
210 218
@@ -235,7 +243,9 @@ namespace OpenSim.Region.Framework.Scenes
235 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 243 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
236 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 244 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
237 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 245 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
238 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 246 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
247 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
248 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
239 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 249 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
240 } 250 }
241 251
@@ -661,10 +671,7 @@ namespace OpenSim.Region.Framework.Scenes
661 671
662 672
663 AdjustKnownSeeds(); 673 AdjustKnownSeeds();
664
665 // TODO: I think, this won't send anything, as we are still a child here...
666 Animator.TrySetMovementAnimation("STAND"); 674 Animator.TrySetMovementAnimation("STAND");
667
668 // we created a new ScenePresence (a new child agent) in a fresh region. 675 // we created a new ScenePresence (a new child agent) in a fresh region.
669 // Request info about all the (root) agents in this region 676 // Request info about all the (root) agents in this region
670 // Note: This won't send data *to* other clients in that region (children don't send) 677 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -720,25 +727,47 @@ namespace OpenSim.Region.Framework.Scenes
720 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 727 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
721 Dir_Vectors[4] = Vector3.UnitZ; //UP 728 Dir_Vectors[4] = Vector3.UnitZ; //UP
722 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 729 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
723 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 730 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
724 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 731 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
725 Dir_Vectors[7] = -Vector3.UnitX; //BACK 732 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
733 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
734 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
726 } 735 }
727 736
728 private Vector3[] GetWalkDirectionVectors() 737 private Vector3[] GetWalkDirectionVectors()
729 { 738 {
730 Vector3[] vector = new Vector3[9]; 739 Vector3[] vector = new Vector3[11];
731 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 740 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
732 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 741 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
733 vector[2] = Vector3.UnitY; //LEFT 742 vector[2] = Vector3.UnitY; //LEFT
734 vector[3] = -Vector3.UnitY; //RIGHT 743 vector[3] = -Vector3.UnitY; //RIGHT
735 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 744 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
736 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 745 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
737 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 746 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
738 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 747 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
739 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 748 vector[8] = Vector3.UnitY; //LEFT_NUDGE
749 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
750 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
740 return vector; 751 return vector;
741 } 752 }
753
754 private bool[] GetDirectionIsNudge()
755 {
756 bool[] isNudge = new bool[11];
757 isNudge[0] = false; //FORWARD
758 isNudge[1] = false; //BACK
759 isNudge[2] = false; //LEFT
760 isNudge[3] = false; //RIGHT
761 isNudge[4] = false; //UP
762 isNudge[5] = false; //DOWN
763 isNudge[6] = true; //FORWARD_NUDGE
764 isNudge[7] = true; //BACK_NUDGE
765 isNudge[8] = true; //LEFT_NUDGE
766 isNudge[9] = true; //RIGHT_NUDGE
767 isNudge[10] = true; //DOWN_Nudge
768 return isNudge;
769 }
770
742 771
743 #endregion 772 #endregion
744 773
@@ -807,9 +836,24 @@ namespace OpenSim.Region.Framework.Scenes
807 { 836 {
808 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 837 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
809 pos.Y = crossedBorder.BorderLine.Z - 1; 838 pos.Y = crossedBorder.BorderLine.Z - 1;
839 }
840
841 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
842 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
843 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
844 if (KnownChildRegionHandles.Count == 0)
845 {
846 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
847 if (land != null)
848 {
849 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
850 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
851 {
852 pos = land.LandData.UserLocation;
853 }
854 }
810 } 855 }
811 856
812
813 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) 857 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
814 { 858 {
815 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); 859 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
@@ -944,9 +988,10 @@ namespace OpenSim.Region.Framework.Scenes
944 public void Teleport(Vector3 pos) 988 public void Teleport(Vector3 pos)
945 { 989 {
946 bool isFlying = false; 990 bool isFlying = false;
947 if (m_physicsActor != null)
948 isFlying = m_physicsActor.Flying;
949 991
992 if (m_physicsActor != null)
993 isFlying = m_physicsActor.Flying;
994
950 RemoveFromPhysicalScene(); 995 RemoveFromPhysicalScene();
951 Velocity = Vector3.Zero; 996 Velocity = Vector3.Zero;
952 AbsolutePosition = pos; 997 AbsolutePosition = pos;
@@ -957,7 +1002,8 @@ namespace OpenSim.Region.Framework.Scenes
957 SetHeight(m_appearance.AvatarHeight); 1002 SetHeight(m_appearance.AvatarHeight);
958 } 1003 }
959 1004
960 SendTerseUpdateToAllClients(); 1005 SendTerseUpdateToAllClients();
1006
961 } 1007 }
962 1008
963 public void TeleportWithMomentum(Vector3 pos) 1009 public void TeleportWithMomentum(Vector3 pos)
@@ -1002,7 +1048,9 @@ namespace OpenSim.Region.Framework.Scenes
1002 { 1048 {
1003 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); 1049 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
1004 } 1050 }
1005 1051
1052 m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim.
1053
1006 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 1054 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
1007 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); 1055 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
1008 } 1056 }
@@ -1237,7 +1285,6 @@ namespace OpenSim.Region.Framework.Scenes
1237 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1285 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1238 } 1286 }
1239 } 1287 }
1240
1241 lock (scriptedcontrols) 1288 lock (scriptedcontrols)
1242 { 1289 {
1243 if (scriptedcontrols.Count > 0) 1290 if (scriptedcontrols.Count > 0)
@@ -1252,12 +1299,8 @@ namespace OpenSim.Region.Framework.Scenes
1252 1299
1253 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1300 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1254 { 1301 {
1255 // TODO: This doesn't prevent the user from walking yet. 1302 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1256 // Setting parent ID would fix this, if we knew what value 1303 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1257 // to use. Or we could add a m_isSitting variable.
1258 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1259 SitGround = true;
1260
1261 } 1304 }
1262 1305
1263 // In the future, these values might need to go global. 1306 // In the future, these values might need to go global.
@@ -1307,6 +1350,11 @@ namespace OpenSim.Region.Framework.Scenes
1307 update_rotation = true; 1350 update_rotation = true;
1308 } 1351 }
1309 1352
1353 //guilty until proven innocent..
1354 bool Nudging = true;
1355 //Basically, if there is at least one non-nudge control then we don't need
1356 //to worry about stopping the avatar
1357
1310 if (m_parentID == 0) 1358 if (m_parentID == 0)
1311 { 1359 {
1312 bool bAllowUpdateMoveToPosition = false; 1360 bool bAllowUpdateMoveToPosition = false;
@@ -1321,9 +1369,12 @@ namespace OpenSim.Region.Framework.Scenes
1321 else 1369 else
1322 dirVectors = Dir_Vectors; 1370 dirVectors = Dir_Vectors;
1323 1371
1324 // The fact that m_movementflag is a byte needs to be fixed 1372 bool[] isNudge = GetDirectionIsNudge();
1325 // it really should be a uint 1373
1326 uint nudgehack = 250; 1374
1375
1376
1377
1327 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1378 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1328 { 1379 {
1329 if (((uint)flags & (uint)DCF) != 0) 1380 if (((uint)flags & (uint)DCF) != 0)
@@ -1333,40 +1384,28 @@ namespace OpenSim.Region.Framework.Scenes
1333 try 1384 try
1334 { 1385 {
1335 agent_control_v3 += dirVectors[i]; 1386 agent_control_v3 += dirVectors[i];
1336 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1387 if (isNudge[i] == false)
1388 {
1389 Nudging = false;
1390 }
1337 } 1391 }
1338 catch (IndexOutOfRangeException) 1392 catch (IndexOutOfRangeException)
1339 { 1393 {
1340 // Why did I get this? 1394 // Why did I get this?
1341 } 1395 }
1342 1396
1343 if ((m_movementflag & (byte)(uint)DCF) == 0) 1397 if ((m_movementflag & (uint)DCF) == 0)
1344 { 1398 {
1345 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1346 {
1347 m_movementflag |= (byte)nudgehack;
1348 }
1349 m_movementflag += (byte)(uint)DCF; 1399 m_movementflag += (byte)(uint)DCF;
1350 update_movementflag = true; 1400 update_movementflag = true;
1351 } 1401 }
1352 } 1402 }
1353 else 1403 else
1354 { 1404 {
1355 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1405 if ((m_movementflag & (uint)DCF) != 0)
1356 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1357 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1358 ) // This or is for Nudge forward
1359 { 1406 {
1360 m_movementflag -= ((byte)(uint)DCF); 1407 m_movementflag -= (byte)(uint)DCF;
1361
1362 update_movementflag = true; 1408 update_movementflag = true;
1363 /*
1364 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1365 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1366 {
1367 m_log.Debug("Removed Hack flag");
1368 }
1369 */
1370 } 1409 }
1371 else 1410 else
1372 { 1411 {
@@ -1410,6 +1449,9 @@ namespace OpenSim.Region.Framework.Scenes
1410 // Ignore z component of vector 1449 // Ignore z component of vector
1411 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1450 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1412 LocalVectorToTarget2D.Normalize(); 1451 LocalVectorToTarget2D.Normalize();
1452
1453 //We're not nudging
1454 Nudging = false;
1413 agent_control_v3 += LocalVectorToTarget2D; 1455 agent_control_v3 += LocalVectorToTarget2D;
1414 1456
1415 // update avatar movement flags. the avatar coordinate system is as follows: 1457 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1498,13 +1540,13 @@ namespace OpenSim.Region.Framework.Scenes
1498 // m_log.DebugFormat( 1540 // m_log.DebugFormat(
1499 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1541 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1500 1542
1501 AddNewMovement(agent_control_v3, q); 1543 AddNewMovement(agent_control_v3, q, Nudging);
1502 1544
1503 1545
1504 } 1546 }
1505 } 1547 }
1506 1548
1507 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1549 if (update_movementflag)
1508 Animator.UpdateMovementAnimations(); 1550 Animator.UpdateMovementAnimations();
1509 1551
1510 m_scene.EventManager.TriggerOnClientMovement(this); 1552 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1519,7 +1561,6 @@ namespace OpenSim.Region.Framework.Scenes
1519 m_sitAtAutoTarget = false; 1561 m_sitAtAutoTarget = false;
1520 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1562 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1521 //proxy.PCode = (byte)PCode.ParticleSystem; 1563 //proxy.PCode = (byte)PCode.ParticleSystem;
1522
1523 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1564 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1524 proxyObjectGroup.AttachToScene(m_scene); 1565 proxyObjectGroup.AttachToScene(m_scene);
1525 1566
@@ -1561,7 +1602,7 @@ namespace OpenSim.Region.Framework.Scenes
1561 } 1602 }
1562 m_moveToPositionInProgress = true; 1603 m_moveToPositionInProgress = true;
1563 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1604 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1564 } 1605 }
1565 catch (Exception ex) 1606 catch (Exception ex)
1566 { 1607 {
1567 //Why did I get this error? 1608 //Why did I get this error?
@@ -1583,7 +1624,7 @@ namespace OpenSim.Region.Framework.Scenes
1583 Velocity = Vector3.Zero; 1624 Velocity = Vector3.Zero;
1584 SendFullUpdateToAllClients(); 1625 SendFullUpdateToAllClients();
1585 1626
1586 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1627 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1587 } 1628 }
1588 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1629 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1589 m_requestedSitTargetUUID = UUID.Zero; 1630 m_requestedSitTargetUUID = UUID.Zero;
@@ -1616,55 +1657,84 @@ namespace OpenSim.Region.Framework.Scenes
1616 /// </summary> 1657 /// </summary>
1617 public void StandUp() 1658 public void StandUp()
1618 { 1659 {
1619 if (SitGround)
1620 SitGround = false;
1621
1622 if (m_parentID != 0) 1660 if (m_parentID != 0)
1623 { 1661 {
1624 m_log.Debug("StandupCode Executed");
1625 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1662 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1626 if (part != null) 1663 if (part != null)
1627 { 1664 {
1665 part.TaskInventory.LockItemsForRead(true);
1628 TaskInventoryDictionary taskIDict = part.TaskInventory; 1666 TaskInventoryDictionary taskIDict = part.TaskInventory;
1629 if (taskIDict != null) 1667 if (taskIDict != null)
1630 { 1668 {
1631 lock (taskIDict) 1669 foreach (UUID taskID in taskIDict.Keys)
1632 { 1670 {
1633 foreach (UUID taskID in taskIDict.Keys) 1671 UnRegisterControlEventsToScript(LocalId, taskID);
1634 { 1672 taskIDict[taskID].PermsMask &= ~(
1635 UnRegisterControlEventsToScript(LocalId, taskID); 1673 2048 | //PERMISSION_CONTROL_CAMERA
1636 taskIDict[taskID].PermsMask &= ~( 1674 4); // PERMISSION_TAKE_CONTROLS
1637 2048 | //PERMISSION_CONTROL_CAMERA
1638 4); // PERMISSION_TAKE_CONTROLS
1639 }
1640 } 1675 }
1641
1642 } 1676 }
1677 part.TaskInventory.LockItemsForRead(false);
1643 // Reset sit target. 1678 // Reset sit target.
1644 if (part.GetAvatarOnSitTarget() == UUID) 1679 if (part.GetAvatarOnSitTarget() == UUID)
1645 part.SetAvatarOnSitTarget(UUID.Zero); 1680 part.SetAvatarOnSitTarget(UUID.Zero);
1646
1647 m_parentPosition = part.GetWorldPosition(); 1681 m_parentPosition = part.GetWorldPosition();
1648 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1682 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1649 } 1683 }
1650 1684 // part.GetWorldRotation() is the rotation of the object being sat on
1651 if (m_physicsActor == null) 1685 // Rotation is the sittiing Av's rotation
1652 { 1686
1653 AddToPhysicalScene(false); 1687 Quaternion partRot;
1688// if (part.LinkNum == 1)
1689// { // Root prim of linkset
1690// partRot = part.ParentGroup.RootPart.RotationOffset;
1691// }
1692// else
1693// { // single or child prim
1694
1695// }
1696 if (part == null) //CW: Part may be gone. llDie() for example.
1697 {
1698 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1699 }
1700 else
1701 {
1702 partRot = part.GetWorldRotation();
1703 }
1704
1705 Quaternion partIRot = Quaternion.Inverse(partRot);
1706
1707 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1708 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1709
1710
1711 if (m_physicsActor == null)
1712 {
1713 AddToPhysicalScene(false);
1714 }
1715 //CW: If the part isn't null then we can set the current position
1716 if (part != null)
1717 {
1718 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
1719 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1720 part.IsOccupied = false;
1721 }
1722 else
1723 {
1724 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1725 AbsolutePosition = m_lastWorldPosition;
1654 } 1726 }
1655 1727
1656 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1728 m_parentPosition = Vector3.Zero;
1657 m_parentPosition = Vector3.Zero; 1729 m_parentID = 0;
1658
1659 m_parentID = 0;
1660 SendFullUpdateToAllClients(); 1730 SendFullUpdateToAllClients();
1661 m_requestedSitTargetID = 0; 1731 m_requestedSitTargetID = 0;
1732
1662 if ((m_physicsActor != null) && (m_avHeight > 0)) 1733 if ((m_physicsActor != null) && (m_avHeight > 0))
1663 { 1734 {
1664 SetHeight(m_avHeight); 1735 SetHeight(m_avHeight);
1665 } 1736 }
1666 } 1737 }
1667
1668 Animator.TrySetMovementAnimation("STAND"); 1738 Animator.TrySetMovementAnimation("STAND");
1669 } 1739 }
1670 1740
@@ -1695,13 +1765,9 @@ namespace OpenSim.Region.Framework.Scenes
1695 Vector3 avSitOffSet = part.SitTargetPosition; 1765 Vector3 avSitOffSet = part.SitTargetPosition;
1696 Quaternion avSitOrientation = part.SitTargetOrientation; 1766 Quaternion avSitOrientation = part.SitTargetOrientation;
1697 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1767 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1698 1768 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1699 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1769 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1700 bool SitTargetisSet = 1770 if (SitTargetisSet && !SitTargetOccupied)
1701 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1702 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1703
1704 if (SitTargetisSet && SitTargetUnOccupied)
1705 { 1771 {
1706 //switch the target to this prim 1772 //switch the target to this prim
1707 return part; 1773 return part;
@@ -1715,84 +1781,152 @@ namespace OpenSim.Region.Framework.Scenes
1715 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1781 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1716 { 1782 {
1717 bool autopilot = true; 1783 bool autopilot = true;
1784 Vector3 autopilotTarget = new Vector3();
1785 Quaternion sitOrientation = Quaternion.Identity;
1718 Vector3 pos = new Vector3(); 1786 Vector3 pos = new Vector3();
1719 Quaternion sitOrientation = pSitOrientation;
1720 Vector3 cameraEyeOffset = Vector3.Zero; 1787 Vector3 cameraEyeOffset = Vector3.Zero;
1721 Vector3 cameraAtOffset = Vector3.Zero; 1788 Vector3 cameraAtOffset = Vector3.Zero;
1722 bool forceMouselook = false; 1789 bool forceMouselook = false;
1723 1790
1724 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1791 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1725 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1792 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1726 if (part != null) 1793 if (part == null) return;
1727 { 1794
1728 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1795 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1729 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1796 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1730 1797
1731 // Is a sit target available? 1798 // part is the prim to sit on
1732 Vector3 avSitOffSet = part.SitTargetPosition; 1799 // offset is the world-ref vector distance from that prim center to the click-spot
1733 Quaternion avSitOrientation = part.SitTargetOrientation; 1800 // UUID is the UUID of the Avatar doing the clicking
1734 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1801
1735 1802 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1736 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1803
1737 bool SitTargetisSet = 1804 // Is a sit target available?
1738 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1805 Vector3 avSitOffSet = part.SitTargetPosition;
1739 ( 1806 Quaternion avSitOrientation = part.SitTargetOrientation;
1740 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1807
1741 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1808 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1742 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1809 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1743 ) 1810 Quaternion partRot;
1744 )); 1811// if (part.LinkNum == 1)
1745 1812// { // Root prim of linkset
1746 if (SitTargetisSet && SitTargetUnOccupied) 1813// partRot = part.ParentGroup.RootPart.RotationOffset;
1747 { 1814// }
1748 part.SetAvatarOnSitTarget(UUID); 1815// else
1749 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1816// { // single or child prim
1750 sitOrientation = avSitOrientation; 1817 partRot = part.GetWorldRotation();
1751 autopilot = false; 1818// }
1752 } 1819 Quaternion partIRot = Quaternion.Inverse(partRot);
1753 1820//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1754 pos = part.AbsolutePosition + offset; 1821 // Sit analysis rewritten by KF 091125
1755 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1822 if (SitTargetisSet) // scipted sit
1756 //{ 1823 {
1757 // offset = pos; 1824 if (!part.IsOccupied)
1758 //autopilot = false; 1825 {
1759 //} 1826//Console.WriteLine("Scripted, unoccupied");
1760 if (m_physicsActor != null) 1827 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1761 { 1828 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1762 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1829 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1763 // We can remove the physicsActor until they stand up. 1830 autopilot = false; // Jump direct to scripted llSitPos()
1764 m_sitAvatarHeight = m_physicsActor.Size.Z; 1831 }
1765 1832 else
1766 if (autopilot) 1833 {
1767 { 1834//Console.WriteLine("Scripted, occupied");
1768 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1835 return;
1769 { 1836 }
1770 autopilot = false; 1837 }
1838 else // Not Scripted
1839 {
1840 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1841 {
1842 // large prim & offset, ignore if other Avs sitting
1843// offset.Z -= 0.05f;
1844 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1845 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1846
1847//Console.WriteLine(" offset ={0}", offset);
1848//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1849//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1850
1851 }
1852 else // small offset
1853 {
1854//Console.WriteLine("Small offset");
1855 if (!part.IsOccupied)
1856 {
1857 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1858 autopilotTarget = part.AbsolutePosition;
1859 }
1860 else return; // occupied small
1861 } // end large/small
1862 } // end Scripted/not
1863 cameraAtOffset = part.GetCameraAtOffset();
1864 cameraEyeOffset = part.GetCameraEyeOffset();
1865 forceMouselook = part.GetForceMouselook();
1866 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1867 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1771 1868
1772 RemoveFromPhysicalScene(); 1869 if (m_physicsActor != null)
1773 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1870 {
1774 } 1871 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1775 } 1872 // We can remove the physicsActor until they stand up.
1776 else 1873 m_sitAvatarHeight = m_physicsActor.Size.Z;
1874 if (autopilot)
1875 { // its not a scripted sit
1876// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1877 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1777 { 1878 {
1879 autopilot = false; // close enough
1880 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1881 Not using the part's position because returning the AV to the last known standing
1882 position is likely to be more friendly, isn't it? */
1778 RemoveFromPhysicalScene(); 1883 RemoveFromPhysicalScene();
1779 } 1884 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1885 } // else the autopilot will get us close
1886 }
1887 else
1888 { // its a scripted sit
1889 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1890 I *am* using the part's position this time because we have no real idea how far away
1891 the avatar is from the sit target. */
1892 RemoveFromPhysicalScene();
1780 } 1893 }
1781
1782 cameraAtOffset = part.GetCameraAtOffset();
1783 cameraEyeOffset = part.GetCameraEyeOffset();
1784 forceMouselook = part.GetForceMouselook();
1785 } 1894 }
1786 1895 else return; // physactor is null!
1787 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1896
1788 m_requestedSitTargetUUID = targetID; 1897 Vector3 offsetr; // = offset * partIRot;
1898 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
1899 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
1900 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
1901 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
1902 offsetr = offset * partIRot;
1903//
1904 // else
1905 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
1906 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
1907 // (offset * partRot);
1908 // }
1909
1910//Console.WriteLine(" ");
1911//Console.WriteLine("link number ={0}", part.LinkNum);
1912//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
1913//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
1914//Console.WriteLine("Click offst ={0}", offset);
1915//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
1916//Console.WriteLine("offsetr ={0}", offsetr);
1917//Console.WriteLine("Camera At ={0}", cameraAtOffset);
1918//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
1919
1920 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
1921 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1789 // This calls HandleAgentSit twice, once from here, and the client calls 1922 // This calls HandleAgentSit twice, once from here, and the client calls
1790 // HandleAgentSit itself after it gets to the location 1923 // HandleAgentSit itself after it gets to the location
1791 // It doesn't get to the location until we've moved them there though 1924 // It doesn't get to the location until we've moved them there though
1792 // which happens in HandleAgentSit :P 1925 // which happens in HandleAgentSit :P
1793 m_autopilotMoving = autopilot; 1926 m_autopilotMoving = autopilot;
1794 m_autoPilotTarget = pos; 1927 m_autoPilotTarget = autopilotTarget;
1795 m_sitAtAutoTarget = autopilot; 1928 m_sitAtAutoTarget = autopilot;
1929 m_initialSitTarget = autopilotTarget;
1796 if (!autopilot) 1930 if (!autopilot)
1797 HandleAgentSit(remoteClient, UUID); 1931 HandleAgentSit(remoteClient, UUID);
1798 } 1932 }
@@ -2087,31 +2221,65 @@ namespace OpenSim.Region.Framework.Scenes
2087 { 2221 {
2088 if (part != null) 2222 if (part != null)
2089 { 2223 {
2224//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2090 if (part.GetAvatarOnSitTarget() == UUID) 2225 if (part.GetAvatarOnSitTarget() == UUID)
2091 { 2226 {
2227//Console.WriteLine("Scripted Sit");
2228 // Scripted sit
2092 Vector3 sitTargetPos = part.SitTargetPosition; 2229 Vector3 sitTargetPos = part.SitTargetPosition;
2093 Quaternion sitTargetOrient = part.SitTargetOrientation; 2230 Quaternion sitTargetOrient = part.SitTargetOrientation;
2094
2095 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2096 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2097
2098 //Quaternion result = (sitTargetOrient * vq) * nq;
2099
2100 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2231 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2101 m_pos += SIT_TARGET_ADJUSTMENT; 2232 m_pos += SIT_TARGET_ADJUSTMENT;
2102 m_bodyRot = sitTargetOrient; 2233 m_bodyRot = sitTargetOrient;
2103 //Rotation = sitTargetOrient;
2104 m_parentPosition = part.AbsolutePosition; 2234 m_parentPosition = part.AbsolutePosition;
2105 2235 part.IsOccupied = true;
2106 //SendTerseUpdateToAllClients();
2107 } 2236 }
2108 else 2237 else
2109 { 2238 {
2110 m_pos -= part.AbsolutePosition; 2239 // if m_avUnscriptedSitPos is zero then Av sits above center
2240 // Else Av sits at m_avUnscriptedSitPos
2241
2242 // Non-scripted sit by Kitto Flora 21Nov09
2243 // Calculate angle of line from prim to Av
2244 Quaternion partIRot;
2245// if (part.LinkNum == 1)
2246// { // Root prim of linkset
2247// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2248// }
2249// else
2250// { // single or child prim
2251 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2252// }
2253 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2254 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2255 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2256 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2257 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2258 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2259 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2260 // Av sits at world euler <0,0, z>, translated by part rotation
2261 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2262
2111 m_parentPosition = part.AbsolutePosition; 2263 m_parentPosition = part.AbsolutePosition;
2112 } 2264 part.IsOccupied = true;
2113 } 2265 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2114 else 2266 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2267 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2268 m_avUnscriptedSitPos; // adds click offset, if any
2269 //Set up raytrace to find top surface of prim
2270 Vector3 size = part.Scale;
2271 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2272 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2273 Vector3 down = new Vector3(0f, 0f, -1f);
2274//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2275 m_scene.PhysicsScene.RaycastWorld(
2276 start, // Vector3 position,
2277 down, // Vector3 direction,
2278 mag, // float length,
2279 SitAltitudeCallback); // retMethod
2280 } // end scripted/not
2281 }
2282 else // no Av
2115 { 2283 {
2116 return; 2284 return;
2117 } 2285 }
@@ -2123,11 +2291,36 @@ namespace OpenSim.Region.Framework.Scenes
2123 2291
2124 Animator.TrySetMovementAnimation(sitAnimation); 2292 Animator.TrySetMovementAnimation(sitAnimation);
2125 SendFullUpdateToAllClients(); 2293 SendFullUpdateToAllClients();
2126 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2127 // So we're also sending a terse update (which has avatar rotation)
2128 // [Update] We do now.
2129 //SendTerseUpdateToAllClients();
2130 } 2294 }
2295
2296 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2297 {
2298 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2299 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2300 if(hitYN)
2301 {
2302 // m_pos = Av offset from prim center to make look like on center
2303 // m_parentPosition = Actual center pos of prim
2304 // collisionPoint = spot on prim where we want to sit
2305 // collisionPoint.Z = global sit surface height
2306 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2307 Quaternion partIRot;
2308// if (part.LinkNum == 1)
2309/// { // Root prim of linkset
2310// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2311// }
2312// else
2313// { // single or child prim
2314 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2315// }
2316 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2317 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2318//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2319 m_pos += offset;
2320// ControllingClient.SendClearFollowCamProperties(part.UUID);
2321
2322 }
2323 } // End SitAltitudeCallback KF.
2131 2324
2132 /// <summary> 2325 /// <summary>
2133 /// Event handler for the 'Always run' setting on the client 2326 /// Event handler for the 'Always run' setting on the client
@@ -2157,7 +2350,7 @@ namespace OpenSim.Region.Framework.Scenes
2157 /// </summary> 2350 /// </summary>
2158 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2351 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2159 /// <param name="rotation">The direction in which this avatar should now face. 2352 /// <param name="rotation">The direction in which this avatar should now face.
2160 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2353 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2161 { 2354 {
2162 if (m_isChildAgent) 2355 if (m_isChildAgent)
2163 { 2356 {
@@ -2231,7 +2424,7 @@ namespace OpenSim.Region.Framework.Scenes
2231 2424
2232 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2425 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2233 m_forceToApply = direc; 2426 m_forceToApply = direc;
2234 2427 m_isNudging = Nudging;
2235 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2428 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2236 } 2429 }
2237 2430
@@ -2246,7 +2439,7 @@ namespace OpenSim.Region.Framework.Scenes
2246 const float POSITION_TOLERANCE = 0.05f; 2439 const float POSITION_TOLERANCE = 0.05f;
2247 //const int TIME_MS_TOLERANCE = 3000; 2440 //const int TIME_MS_TOLERANCE = 3000;
2248 2441
2249 SendPrimUpdates(); 2442
2250 2443
2251 if (m_newCoarseLocations) 2444 if (m_newCoarseLocations)
2252 { 2445 {
@@ -2282,6 +2475,9 @@ namespace OpenSim.Region.Framework.Scenes
2282 CheckForBorderCrossing(); 2475 CheckForBorderCrossing();
2283 CheckForSignificantMovement(); // sends update to the modules. 2476 CheckForSignificantMovement(); // sends update to the modules.
2284 } 2477 }
2478
2479 //Sending prim updates AFTER the avatar terse updates are sent
2480 SendPrimUpdates();
2285 } 2481 }
2286 2482
2287 #endregion 2483 #endregion
@@ -3143,14 +3339,25 @@ namespace OpenSim.Region.Framework.Scenes
3143 { 3339 {
3144 if (m_forceToApply.HasValue) 3340 if (m_forceToApply.HasValue)
3145 { 3341 {
3146 Vector3 force = m_forceToApply.Value;
3147 3342
3343 Vector3 force = m_forceToApply.Value;
3148 m_updateflag = true; 3344 m_updateflag = true;
3149// movementvector = force;
3150 Velocity = force; 3345 Velocity = force;
3151 3346
3152 m_forceToApply = null; 3347 m_forceToApply = null;
3153 } 3348 }
3349 else
3350 {
3351 if (m_isNudging)
3352 {
3353 Vector3 force = Vector3.Zero;
3354
3355 m_updateflag = true;
3356 Velocity = force;
3357 m_isNudging = false;
3358 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3359 }
3360 }
3154 } 3361 }
3155 3362
3156 public override void SetText(string text, Vector3 color, double alpha) 3363 public override void SetText(string text, Vector3 color, double alpha)
@@ -3202,18 +3409,29 @@ namespace OpenSim.Region.Framework.Scenes
3202 { 3409 {
3203 if (e == null) 3410 if (e == null)
3204 return; 3411 return;
3205 3412
3206 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3413 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3207 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3208 // as of this comment the interval is set in AddToPhysicalScene 3414 // as of this comment the interval is set in AddToPhysicalScene
3209 if (Animator!=null) 3415 if (Animator!=null)
3210 Animator.UpdateMovementAnimations(); 3416 {
3417 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3418 { // else its will lock out other animation changes, like ground sit.
3419 Animator.UpdateMovementAnimations();
3420 m_updateCount--;
3421 }
3422 }
3211 3423
3212 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3424 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3213 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3425 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3214 3426
3215 CollisionPlane = Vector4.UnitW; 3427 CollisionPlane = Vector4.UnitW;
3216 3428
3429 if (m_lastColCount != coldata.Count)
3430 {
3431 m_updateCount = UPDATE_COUNT;
3432 m_lastColCount = coldata.Count;
3433 }
3434
3217 if (coldata.Count != 0 && Animator != null) 3435 if (coldata.Count != 0 && Animator != null)
3218 { 3436 {
3219 switch (Animator.CurrentMovementAnimation) 3437 switch (Animator.CurrentMovementAnimation)
@@ -3859,5 +4077,16 @@ namespace OpenSim.Region.Framework.Scenes
3859 m_reprioritization_called = false; 4077 m_reprioritization_called = false;
3860 } 4078 }
3861 } 4079 }
4080
4081 private Vector3 Quat2Euler(Quaternion rot){
4082 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4083 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4084 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4085 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4086 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4087 return(new Vector3(x,y,z));
4088 }
4089
4090
3862 } 4091 }
3863} 4092}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index 8a27b7b..5abbb82 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -101,7 +101,16 @@ namespace OpenSim.Region.Framework.Scenes.Tests
101 { 101 {
102 throw new NotImplementedException(); 102 throw new NotImplementedException();
103 } 103 }
104 104 public RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID)
105 {
106 //This connector doesn't support the windlight module yet
107 //Return default LL windlight settings
108 return new RegionMeta7WindlightData();
109 }
110 public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
111 {
112 //This connector doesn't support the windlight module yet
113 }
105 public RegionSettings LoadRegionSettings(UUID regionUUID) 114 public RegionSettings LoadRegionSettings(UUID regionUUID)
106 { 115 {
107 return null; 116 return null;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 6785c08..f966376 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -955,7 +955,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
955 // TODO 955 // TODO
956 } 956 }
957 957
958 public void SendGenericMessage(string method, List<string> message) 958 public void SendGenericMessage(string method, List<byte[]> message)
959 { 959 {
960 960
961 } 961 }
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 4a4c515..23398f7 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -542,7 +542,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
542 542
543 } 543 }
544 544
545 public void SendGenericMessage(string method, List<string> message) 545 public void SendGenericMessage(string method, List<byte[]> message)
546 { 546 {
547 547
548 } 548 }
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs
index 31366db..25b9099 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs
@@ -184,7 +184,17 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
184 { 184 {
185 185
186 } 186 }
187
188 public override void VehicleFlagsSet(int flags)
189 {
190
191 }
192
193 public override void VehicleFlagsRemove(int flags)
194 {
187 195
196 }
197
188 public override void SetVolumeDetect(int param) 198 public override void SetVolumeDetect(int param)
189 { 199 {
190 200
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index 97eb6a2..120d040 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -361,7 +361,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
361 { 361 {
362 362
363 } 363 }
364
365 public override void VehicleFlagsSet(int flags)
366 {
367
368 }
369
370 public override void VehicleFlagsRemove(int flags)
371 {
364 372
373 }
374
365 public override void SetVolumeDetect(int param) 375 public override void SetVolumeDetect(int param)
366 { 376 {
367 377
@@ -619,8 +629,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
619 { 629 {
620 set { return; } 630 set { return; }
621 } 631 }
622 632
623
624 public override Quaternion APIDTarget 633 public override Quaternion APIDTarget
625 { 634 {
626 set { return; } 635 set { return; }
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
index 9603ea4..f430def 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
@@ -396,7 +396,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
396 { 396 {
397 //TODO: 397 //TODO:
398 } 398 }
399
400 public override void VehicleFlagsSet(int flags)
401 {
402
403 }
404
405 public override void VehicleFlagsRemove(int flags)
406 {
399 407
408 }
409
400 public override void SetVolumeDetect(int param) 410 public override void SetVolumeDetect(int param)
401 { 411 {
402 //TODO: GhostObject 412 //TODO: GhostObject
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index d5d146e..9113ebe 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -984,7 +984,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin
984 { 984 {
985 985
986 } 986 }
987
988 public override void VehicleFlagsSet(int flags)
989 {
990
991 }
992
993 public override void VehicleFlagsRemove(int flags)
994 {
987 995
996 }
997
988 public override void SetVolumeDetect(int param) 998 public override void SetVolumeDetect(int param)
989 { 999 {
990 1000
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..2eb519f
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1363 @@
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 m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_wascolliding = false;
96 private bool m_wascollidingGround = false;
97 private bool m_iscollidingObj = false;
98 private bool m_alwaysRun = false;
99 private bool m_hackSentFall = false;
100 private bool m_hackSentFly = false;
101 private int m_requestedUpdateFrequency = 0;
102 private Vector3 m_taintPosition = Vector3.Zero;
103 public uint m_localID = 0;
104 public bool m_returnCollisions = false;
105 // taints and their non-tainted counterparts
106 public bool m_isPhysical = false; // the current physical status
107 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
108 public float MinimumGroundFlightOffset = 3f;
109
110 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
111 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
112
113
114 private float m_buoyancy = 0f;
115
116 // private CollisionLocker ode;
117
118 private string m_name = String.Empty;
119
120 private bool[] m_colliderarr = new bool[11];
121 private bool[] m_colliderGroundarr = new bool[11];
122
123 // Default we're a Character
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
125
126 // Default, Collide with Other Geometries, spaces, bodies and characters.
127 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
128 | CollisionCategories.Space
129 | CollisionCategories.Body
130 | CollisionCategories.Character
131 | CollisionCategories.Land);
132 public IntPtr Body = IntPtr.Zero;
133 private OdeScene _parent_scene;
134 public IntPtr Shell = IntPtr.Zero;
135 public IntPtr Amotor = IntPtr.Zero;
136 public d.Mass ShellMass;
137 public bool collidelock = false;
138
139 public int m_eventsubscription = 0;
140 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
141
142 // unique UUID of this character object
143 public UUID m_uuid;
144 public bool bad = false;
145
146 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)
147 {
148 m_uuid = UUID.Random();
149
150 if (pos.IsFinite())
151 {
152 if (pos.Z > 9999999f)
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 if (pos.Z < -90000f)
157 {
158 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
159 }
160 _position = pos;
161 m_taintPosition.X = pos.X;
162 m_taintPosition.Y = pos.Y;
163 m_taintPosition.Z = pos.Z;
164 }
165 else
166 {
167 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
168 m_taintPosition.X = _position.X;
169 m_taintPosition.Y = _position.Y;
170 m_taintPosition.Z = _position.Z;
171 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
172 }
173
174 _parent_scene = parent_scene;
175
176 PID_D = pid_d;
177 PID_P = pid_p;
178 CAPSULE_RADIUS = capsule_radius;
179 m_tensor = tensor;
180 m_density = density;
181 heightFudgeFactor = height_fudge_factor;
182 walkDivisor = walk_divisor;
183 runDivisor = rundivisor;
184
185 // m_StandUpRotation =
186 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
187 // 0.5f);
188
189 for (int i = 0; i < 11; i++)
190 {
191 m_colliderarr[i] = false;
192 }
193 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
194 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
195 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
196
197 m_isPhysical = false; // current status: no ODE information exists
198 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
199
200 _parent_scene.AddPhysicsActorTaint(this);
201
202 m_name = avName;
203 }
204
205 public override int PhysicsActorType
206 {
207 get { return (int) ActorTypes.Agent; }
208 set { return; }
209 }
210
211 /// <summary>
212 /// If this is set, the avatar will move faster
213 /// </summary>
214 public override bool SetAlwaysRun
215 {
216 get { return m_alwaysRun; }
217 set { m_alwaysRun = value; }
218 }
219
220 public override uint LocalID
221 {
222 set { m_localID = value; }
223 }
224
225 public override bool Grabbed
226 {
227 set { return; }
228 }
229
230 public override bool Selected
231 {
232 set { return; }
233 }
234
235 public override float Buoyancy
236 {
237 get { return m_buoyancy; }
238 set { m_buoyancy = value; }
239 }
240
241 public override bool FloatOnWater
242 {
243 set { return; }
244 }
245
246 public override bool IsPhysical
247 {
248 get { return false; }
249 set { return; }
250 }
251
252 public override bool ThrottleUpdates
253 {
254 get { return false; }
255 set { return; }
256 }
257
258 public override bool Flying
259 {
260 get { return flying; }
261 set { flying = value; }
262 }
263
264 /// <summary>
265 /// Returns if the avatar is colliding in general.
266 /// This includes the ground and objects and avatar.
267 /// </summary>
268 public override bool IsColliding
269 {
270 get { return m_iscolliding; }
271 set
272 {
273 int i;
274 int truecount = 0;
275 int falsecount = 0;
276
277 if (m_colliderarr.Length >= 10)
278 {
279 for (i = 0; i < 10; i++)
280 {
281 m_colliderarr[i] = m_colliderarr[i + 1];
282 }
283 }
284 m_colliderarr[10] = value;
285
286 for (i = 0; i < 11; i++)
287 {
288 if (m_colliderarr[i])
289 {
290 truecount++;
291 }
292 else
293 {
294 falsecount++;
295 }
296 }
297
298 // Equal truecounts and false counts means we're colliding with something.
299
300 if (falsecount > 1.2*truecount)
301 {
302 m_iscolliding = false;
303 }
304 else
305 {
306 m_iscolliding = true;
307 }
308 if (m_wascolliding != m_iscolliding)
309 {
310 //base.SendCollisionUpdate(new CollisionEventUpdate());
311 }
312 m_wascolliding = m_iscolliding;
313 }
314 }
315
316 /// <summary>
317 /// Returns if an avatar is colliding with the ground
318 /// </summary>
319 public override bool CollidingGround
320 {
321 get { return m_iscollidingGround; }
322 set
323 {
324 // Collisions against the ground are not really reliable
325 // So, to get a consistant value we have to average the current result over time
326 // Currently we use 1 second = 10 calls to this.
327 int i;
328 int truecount = 0;
329 int falsecount = 0;
330
331 if (m_colliderGroundarr.Length >= 10)
332 {
333 for (i = 0; i < 10; i++)
334 {
335 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
336 }
337 }
338 m_colliderGroundarr[10] = value;
339
340 for (i = 0; i < 11; i++)
341 {
342 if (m_colliderGroundarr[i])
343 {
344 truecount++;
345 }
346 else
347 {
348 falsecount++;
349 }
350 }
351
352 // Equal truecounts and false counts means we're colliding with something.
353
354 if (falsecount > 1.2*truecount)
355 {
356 m_iscollidingGround = false;
357 }
358 else
359 {
360 m_iscollidingGround = true;
361 }
362 if (m_wascollidingGround != m_iscollidingGround)
363 {
364 //base.SendCollisionUpdate(new CollisionEventUpdate());
365 }
366 m_wascollidingGround = m_iscollidingGround;
367 }
368 }
369
370 /// <summary>
371 /// Returns if the avatar is colliding with an object
372 /// </summary>
373 public override bool CollidingObj
374 {
375 get { return m_iscollidingObj; }
376 set
377 {
378 m_iscollidingObj = value;
379 if (value)
380 m_pidControllerActive = false;
381 else
382 m_pidControllerActive = true;
383 }
384 }
385
386 /// <summary>
387 /// turn the PID controller on or off.
388 /// The PID Controller will turn on all by itself in many situations
389 /// </summary>
390 /// <param name="status"></param>
391 public void SetPidStatus(bool status)
392 {
393 m_pidControllerActive = status;
394 }
395
396 public override bool Stopped
397 {
398 get { return _zeroFlag; }
399 }
400
401 /// <summary>
402 /// This 'puts' an avatar somewhere in the physics space.
403 /// Not really a good choice unless you 'know' it's a good
404 /// spot otherwise you're likely to orbit the avatar.
405 /// </summary>
406 public override Vector3 Position
407 {
408 get { return _position; }
409 set
410 {
411 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
412 {
413 if (value.IsFinite())
414 {
415 if (value.Z > 9999999f)
416 {
417 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
418 }
419 if (value.Z < -90000f)
420 {
421 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
422 }
423
424 _position.X = value.X;
425 _position.Y = value.Y;
426 _position.Z = value.Z;
427
428 m_taintPosition.X = value.X;
429 m_taintPosition.Y = value.Y;
430 m_taintPosition.Z = value.Z;
431 _parent_scene.AddPhysicsActorTaint(this);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
436 }
437 }
438 }
439 }
440
441 public override Vector3 RotationalVelocity
442 {
443 get { return m_rotationalVelocity; }
444 set { m_rotationalVelocity = value; }
445 }
446
447 /// <summary>
448 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
449 /// and use it to offset landings properly
450 /// </summary>
451 public override Vector3 Size
452 {
453 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
454 set
455 {
456 if (value.IsFinite())
457 {
458 m_pidControllerActive = true;
459
460 Vector3 SetSize = value;
461 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
462 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
463
464 Velocity = Vector3.Zero;
465
466 _parent_scene.AddPhysicsActorTaint(this);
467 }
468 else
469 {
470 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
471 }
472 }
473 }
474
475 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
476 {
477 movementVector.Z = 0f;
478 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
479 if (magnitude < 0.1f) return;
480
481 // normalize the velocity vector
482 float invMagnitude = 1.0f / magnitude;
483 movementVector.X *= invMagnitude;
484 movementVector.Y *= invMagnitude;
485
486 // if we change the capsule heading too often, the capsule can fall down
487 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
488 // meaning only 4 possible capsule tilt orientations
489 if (movementVector.X > 0)
490 {
491 // east
492 if (movementVector.Y > 0)
493 {
494 // northeast
495 movementVector.X = (float)Math.Sqrt(2.0);
496 movementVector.Y = (float)Math.Sqrt(2.0);
497 }
498 else
499 {
500 // southeast
501 movementVector.X = (float)Math.Sqrt(2.0);
502 movementVector.Y = -(float)Math.Sqrt(2.0);
503 }
504 }
505 else
506 {
507 // west
508 if (movementVector.Y > 0)
509 {
510 // northwest
511 movementVector.X = -(float)Math.Sqrt(2.0);
512 movementVector.Y = (float)Math.Sqrt(2.0);
513 }
514 else
515 {
516 // southwest
517 movementVector.X = -(float)Math.Sqrt(2.0);
518 movementVector.Y = -(float)Math.Sqrt(2.0);
519 }
520 }
521
522
523 // movementVector.Z is zero
524
525 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
526 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
527 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
528 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
529
530 //m_log.Debug("[PHYSICS] changing avatar tilt");
531 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
532 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
533 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
534 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
535 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
536 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
537 }
538
539 /// <summary>
540 /// This creates the Avatar's physical Surrogate at the position supplied
541 /// </summary>
542 /// <param name="npositionX"></param>
543 /// <param name="npositionY"></param>
544 /// <param name="npositionZ"></param>
545
546 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
547 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
548 // place that is safe to call this routine AvatarGeomAndBodyCreation.
549 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
550 {
551 //CAPSULE_LENGTH = -5;
552 //CAPSULE_RADIUS = -5;
553 int dAMotorEuler = 1;
554 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
555 if (CAPSULE_LENGTH <= 0)
556 {
557 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
558 CAPSULE_LENGTH = 0.01f;
559
560 }
561
562 if (CAPSULE_RADIUS <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_RADIUS = 0.01f;
566
567 }
568 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
569
570 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
571 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
572
573 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
574 Body = d.BodyCreate(_parent_scene.world);
575 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
576
577 _position.X = npositionX;
578 _position.Y = npositionY;
579 _position.Z = npositionZ;
580
581
582 m_taintPosition.X = npositionX;
583 m_taintPosition.Y = npositionY;
584 m_taintPosition.Z = npositionZ;
585
586 d.BodySetMass(Body, ref ShellMass);
587 d.Matrix3 m_caprot;
588 // 90 Stand up on the cap of the capped cyllinder
589 if (_parent_scene.IsAvCapsuleTilted)
590 {
591 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
592 }
593 else
594 {
595 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
596 }
597
598
599 d.GeomSetRotation(Shell, ref m_caprot);
600 d.BodySetRotation(Body, ref m_caprot);
601
602 d.GeomSetBody(Shell, Body);
603
604
605 // The purpose of the AMotor here is to keep the avatar's physical
606 // surrogate from rotating while moving
607 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
608 d.JointAttach(Amotor, Body, IntPtr.Zero);
609 d.JointSetAMotorMode(Amotor, dAMotorEuler);
610 d.JointSetAMotorNumAxes(Amotor, 3);
611 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
612 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
613 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
614 d.JointSetAMotorAngle(Amotor, 0, 0);
615 d.JointSetAMotorAngle(Amotor, 1, 0);
616 d.JointSetAMotorAngle(Amotor, 2, 0);
617
618 // These lowstops and high stops are effectively (no wiggle room)
619 if (_parent_scene.IsAvCapsuleTilted)
620 {
621 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
622 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
623 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
624 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
625 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
626 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
627 }
628 else
629 {
630 #region Documentation of capsule motor LowStop and HighStop parameters
631 // Intentionally introduce some tilt into the capsule by setting
632 // the motor stops to small epsilon values. This small tilt prevents
633 // the capsule from falling into the terrain; a straight-up capsule
634 // (with -0..0 motor stops) falls into the terrain for reasons yet
635 // to be comprehended in their entirety.
636 #endregion
637 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
638 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
639 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
640 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
641 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
642 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
643 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
644 }
645
646 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
647 // capped cyllinder will fall over
648 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
649 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
650
651 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
652 //d.QfromR(
653 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
654 //
655 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
656 //standupStraight();
657 }
658
659 //
660 /// <summary>
661 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
662 /// This may be used in calculations in the scene/scenepresence
663 /// </summary>
664 public override float Mass
665 {
666 get
667 {
668 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
669 return m_density*AVvolume;
670 }
671 }
672 public override void link(PhysicsActor obj)
673 {
674
675 }
676
677 public override void delink()
678 {
679
680 }
681
682 public override void LockAngularMotion(Vector3 axis)
683 {
684
685 }
686
687// This code is very useful. Written by DanX0r. We're just not using it right now.
688// Commented out to prevent a warning.
689//
690// private void standupStraight()
691// {
692// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
693// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
694// // change appearance and when you enter the simulator
695// // After this routine is done, the amotor stabilizes much quicker
696// d.Vector3 feet;
697// d.Vector3 head;
698// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
699// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
700// float posture = head.Z - feet.Z;
701
702// // restoring force proportional to lack of posture:
703// float servo = (2.5f - posture) * POSTURE_SERVO;
704// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
705// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
706// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
707// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
708// }
709
710 public override Vector3 Force
711 {
712 get { return _target_velocity; }
713 set { return; }
714 }
715
716 public override int VehicleType
717 {
718 get { return 0; }
719 set { return; }
720 }
721
722 public override void VehicleFloatParam(int param, float value)
723 {
724
725 }
726
727 public override void VehicleVectorParam(int param, Vector3 value)
728 {
729
730 }
731
732 public override void VehicleRotationParam(int param, Quaternion rotation)
733 {
734
735 }
736
737 public override void VehicleFlagsSet(int flags)
738 {
739
740 }
741
742 public override void VehicleFlagsRemove(int flags)
743 {
744
745 }
746
747 public override void SetVolumeDetect(int param)
748 {
749
750 }
751
752 public override Vector3 CenterOfMass
753 {
754 get { return Vector3.Zero; }
755 }
756
757 public override Vector3 GeometricCenter
758 {
759 get { return Vector3.Zero; }
760 }
761
762 public override PrimitiveBaseShape Shape
763 {
764 set { return; }
765 }
766
767 public override Vector3 Velocity
768 {
769 get {
770 // There's a problem with Vector3.Zero! Don't Use it Here!
771 if (_zeroFlag)
772 return Vector3.Zero;
773 m_lastUpdateSent = false;
774 return _velocity;
775 }
776 set
777 {
778 if (value.IsFinite())
779 {
780 m_pidControllerActive = true;
781 _target_velocity = value;
782 }
783 else
784 {
785 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
786 }
787 }
788 }
789
790 public override Vector3 Torque
791 {
792 get { return Vector3.Zero; }
793 set { return; }
794 }
795
796 public override float CollisionScore
797 {
798 get { return 0f; }
799 set { }
800 }
801
802 public override bool Kinematic
803 {
804 get { return false; }
805 set { }
806 }
807
808 public override Quaternion Orientation
809 {
810 get { return Quaternion.Identity; }
811 set {
812 //Matrix3 or = Orientation.ToRotationMatrix();
813 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
814 //d.BodySetRotation(Body, ref ord);
815 }
816 }
817
818 public override Vector3 Acceleration
819 {
820 get { return _acceleration; }
821 }
822
823 public void SetAcceleration(Vector3 accel)
824 {
825 m_pidControllerActive = true;
826 _acceleration = accel;
827 }
828
829 /// <summary>
830 /// Adds the force supplied to the Target Velocity
831 /// The PID controller takes this target velocity and tries to make it a reality
832 /// </summary>
833 /// <param name="force"></param>
834 public override void AddForce(Vector3 force, bool pushforce)
835 {
836 if (force.IsFinite())
837 {
838 if (pushforce)
839 {
840 m_pidControllerActive = false;
841 force *= 100f;
842 doForce(force);
843 // If uncommented, things get pushed off world
844 //
845 // m_log.Debug("Push!");
846 // _target_velocity.X += force.X;
847 // _target_velocity.Y += force.Y;
848 // _target_velocity.Z += force.Z;
849 }
850 else
851 {
852 m_pidControllerActive = true;
853 _target_velocity.X += force.X;
854 _target_velocity.Y += force.Y;
855 _target_velocity.Z += force.Z;
856 }
857 }
858 else
859 {
860 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
861 }
862 //m_lastUpdateSent = false;
863 }
864
865 public override void AddAngularForce(Vector3 force, bool pushforce)
866 {
867
868 }
869
870 /// <summary>
871 /// After all of the forces add up with 'add force' we apply them with doForce
872 /// </summary>
873 /// <param name="force"></param>
874 public void doForce(Vector3 force)
875 {
876 if (!collidelock)
877 {
878 d.BodyAddForce(Body, force.X, force.Y, force.Z);
879 //d.BodySetRotation(Body, ref m_StandUpRotation);
880 //standupStraight();
881
882 }
883 }
884
885 public override void SetMomentum(Vector3 momentum)
886 {
887 }
888
889
890 /// <summary>
891 /// Called from Simulate
892 /// This is the avatar's movement control + PID Controller
893 /// </summary>
894 /// <param name="timeStep"></param>
895 public void Move(float timeStep, List<OdeCharacter> defects)
896 {
897 // no lock; for now it's only called from within Simulate()
898
899 // If the PID Controller isn't active then we set our force
900 // calculating base velocity to the current position
901
902 if (Body == IntPtr.Zero)
903 return;
904
905 if (m_pidControllerActive == false)
906 {
907 _zeroPosition = d.BodyGetPosition(Body);
908 }
909 //PidStatus = true;
910
911 d.Vector3 localpos = d.BodyGetPosition(Body);
912 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
913
914 if (!localPos.IsFinite())
915 {
916
917 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
918 defects.Add(this);
919 // _parent_scene.RemoveCharacter(this);
920
921 // destroy avatar capsule and related ODE data
922 if (Amotor != IntPtr.Zero)
923 {
924 // Kill the Amotor
925 d.JointDestroy(Amotor);
926 Amotor = IntPtr.Zero;
927 }
928
929 //kill the Geometry
930 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
931
932 if (Body != IntPtr.Zero)
933 {
934 //kill the body
935 d.BodyDestroy(Body);
936
937 Body = IntPtr.Zero;
938 }
939
940 if (Shell != IntPtr.Zero)
941 {
942 d.GeomDestroy(Shell);
943 _parent_scene.geom_name_map.Remove(Shell);
944 Shell = IntPtr.Zero;
945 }
946
947 return;
948 }
949
950 Vector3 vec = Vector3.Zero;
951 d.Vector3 vel = d.BodyGetLinearVel(Body);
952
953 float movementdivisor = 1f;
954
955 if (!m_alwaysRun)
956 {
957 movementdivisor = walkDivisor;
958 }
959 else
960 {
961 movementdivisor = runDivisor;
962 }
963
964 // if velocity is zero, use position control; otherwise, velocity control
965 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
966 {
967 // keep track of where we stopped. No more slippin' & slidin'
968 if (!_zeroFlag)
969 {
970 _zeroFlag = true;
971 _zeroPosition = d.BodyGetPosition(Body);
972 }
973 if (m_pidControllerActive)
974 {
975 // We only want to deactivate the PID Controller if we think we want to have our surrogate
976 // react to the physics scene by moving it's position.
977 // Avatar to Avatar collisions
978 // Prim to avatar collisions
979
980 d.Vector3 pos = d.BodyGetPosition(Body);
981 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
982 vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2);
983 if (flying)
984 {
985 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
986 }
987 }
988 //PidStatus = true;
989 }
990 else
991 {
992 m_pidControllerActive = true;
993 _zeroFlag = false;
994 if (m_iscolliding && !flying)
995 {
996 // We're standing on something
997 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
998 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
999 }
1000 else if (m_iscolliding && flying)
1001 {
1002 // We're flying and colliding with something
1003 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1004 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1005 }
1006 else if (!m_iscolliding && flying)
1007 {
1008 // we're in mid air suspended
1009 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1010 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1011 }
1012
1013 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1014 {
1015 // We're colliding with something and we're not flying but we're moving
1016 // This means we're walking or running.
1017 d.Vector3 pos = d.BodyGetPosition(Body);
1018 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1019 if (_target_velocity.X > 0)
1020 {
1021 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1022 }
1023 if (_target_velocity.Y > 0)
1024 {
1025 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1026 }
1027 }
1028 else if (!m_iscolliding && !flying)
1029 {
1030 // we're not colliding and we're not flying so that means we're falling!
1031 // m_iscolliding includes collisions with the ground.
1032
1033 // d.Vector3 pos = d.BodyGetPosition(Body);
1034 if (_target_velocity.X > 0)
1035 {
1036 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1037 }
1038 if (_target_velocity.Y > 0)
1039 {
1040 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1041 }
1042 }
1043
1044 if (flying)
1045 {
1046 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1047 }
1048 }
1049 if (flying)
1050 {
1051 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1052
1053 //Added for auto fly height. Kitto Flora
1054 //d.Vector3 pos = d.BodyGetPosition(Body);
1055 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1056
1057 if (_position.Z < target_altitude)
1058 {
1059 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1060 }
1061 // end add Kitto Flora
1062 }
1063 if (vec.IsFinite())
1064 {
1065 doForce(vec);
1066 if (!_zeroFlag)
1067 {
1068 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1069 }
1070 }
1071 else
1072 {
1073 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1074 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1075 defects.Add(this);
1076 // _parent_scene.RemoveCharacter(this);
1077 // destroy avatar capsule and related ODE data
1078 if (Amotor != IntPtr.Zero)
1079 {
1080 // Kill the Amotor
1081 d.JointDestroy(Amotor);
1082 Amotor = IntPtr.Zero;
1083 }
1084 //kill the Geometry
1085 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1086
1087 if (Body != IntPtr.Zero)
1088 {
1089 //kill the body
1090 d.BodyDestroy(Body);
1091
1092 Body = IntPtr.Zero;
1093 }
1094
1095 if (Shell != IntPtr.Zero)
1096 {
1097 d.GeomDestroy(Shell);
1098 _parent_scene.geom_name_map.Remove(Shell);
1099 Shell = IntPtr.Zero;
1100 }
1101 }
1102 }
1103
1104 /// <summary>
1105 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1106 /// </summary>
1107 public void UpdatePositionAndVelocity()
1108 {
1109 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1110 d.Vector3 vec;
1111 try
1112 {
1113 vec = d.BodyGetPosition(Body);
1114 }
1115 catch (NullReferenceException)
1116 {
1117 bad = true;
1118 _parent_scene.BadCharacter(this);
1119 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1120 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1121 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1122 }
1123
1124
1125 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1126 if (vec.X < 0.0f) vec.X = 0.0f;
1127 if (vec.Y < 0.0f) vec.Y = 0.0f;
1128 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1129 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1130
1131 _position.X = vec.X;
1132 _position.Y = vec.Y;
1133 _position.Z = vec.Z;
1134
1135 // Did we move last? = zeroflag
1136 // This helps keep us from sliding all over
1137
1138 if (_zeroFlag)
1139 {
1140 _velocity.X = 0.0f;
1141 _velocity.Y = 0.0f;
1142 _velocity.Z = 0.0f;
1143
1144 // Did we send out the 'stopped' message?
1145 if (!m_lastUpdateSent)
1146 {
1147 m_lastUpdateSent = true;
1148 //base.RequestPhysicsterseUpdate();
1149
1150 }
1151 }
1152 else
1153 {
1154 m_lastUpdateSent = false;
1155 try
1156 {
1157 vec = d.BodyGetLinearVel(Body);
1158 }
1159 catch (NullReferenceException)
1160 {
1161 vec.X = _velocity.X;
1162 vec.Y = _velocity.Y;
1163 vec.Z = _velocity.Z;
1164 }
1165 _velocity.X = (vec.X);
1166 _velocity.Y = (vec.Y);
1167
1168 _velocity.Z = (vec.Z);
1169
1170 if (_velocity.Z < -6 && !m_hackSentFall)
1171 {
1172 m_hackSentFall = true;
1173 m_pidControllerActive = false;
1174 }
1175 else if (flying && !m_hackSentFly)
1176 {
1177 //m_hackSentFly = true;
1178 //base.SendCollisionUpdate(new CollisionEventUpdate());
1179 }
1180 else
1181 {
1182 m_hackSentFly = false;
1183 m_hackSentFall = false;
1184 }
1185 }
1186 }
1187
1188 /// <summary>
1189 /// Cleanup the things we use in the scene.
1190 /// </summary>
1191 public void Destroy()
1192 {
1193 m_tainted_isPhysical = false;
1194 _parent_scene.AddPhysicsActorTaint(this);
1195 }
1196
1197 public override void CrossingFailure()
1198 {
1199 }
1200
1201 public override Vector3 PIDTarget { set { return; } }
1202 public override bool PIDActive { set { return; } }
1203 public override float PIDTau { set { return; } }
1204
1205 public override float PIDHoverHeight { set { return; } }
1206 public override bool PIDHoverActive { set { return; } }
1207 public override PIDHoverType PIDHoverType { set { return; } }
1208 public override float PIDHoverTau { set { return; } }
1209
1210 public override Quaternion APIDTarget{ set { return; } }
1211
1212 public override bool APIDActive{ set { return; } }
1213
1214 public override float APIDStrength{ set { return; } }
1215
1216 public override float APIDDamping{ set { return; } }
1217
1218
1219 public override void SubscribeEvents(int ms)
1220 {
1221 m_requestedUpdateFrequency = ms;
1222 m_eventsubscription = ms;
1223 _parent_scene.addCollisionEventReporting(this);
1224 }
1225 public override void UnSubscribeEvents()
1226 {
1227 _parent_scene.remCollisionEventReporting(this);
1228 m_requestedUpdateFrequency = 0;
1229 m_eventsubscription = 0;
1230 }
1231 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1232 {
1233 if (m_eventsubscription > 0)
1234 {
1235 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1236 }
1237 }
1238
1239 public void SendCollisions()
1240 {
1241 if (m_eventsubscription > m_requestedUpdateFrequency)
1242 {
1243 if (CollisionEventsThisFrame != null)
1244 {
1245 base.SendCollisionUpdate(CollisionEventsThisFrame);
1246 }
1247 CollisionEventsThisFrame = new CollisionEventUpdate();
1248 m_eventsubscription = 0;
1249 }
1250 }
1251 public override bool SubscribedEvents()
1252 {
1253 if (m_eventsubscription > 0)
1254 return true;
1255 return false;
1256 }
1257
1258 public void ProcessTaints(float timestep)
1259 {
1260
1261 if (m_tainted_isPhysical != m_isPhysical)
1262 {
1263 if (m_tainted_isPhysical)
1264 {
1265 // Create avatar capsule and related ODE data
1266 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1267 {
1268 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1269 + (Shell!=IntPtr.Zero ? "Shell ":"")
1270 + (Body!=IntPtr.Zero ? "Body ":"")
1271 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1272 }
1273 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1274
1275 _parent_scene.geom_name_map[Shell] = m_name;
1276 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1277 _parent_scene.AddCharacter(this);
1278 }
1279 else
1280 {
1281 _parent_scene.RemoveCharacter(this);
1282 // destroy avatar capsule and related ODE data
1283 if (Amotor != IntPtr.Zero)
1284 {
1285 // Kill the Amotor
1286 d.JointDestroy(Amotor);
1287 Amotor = IntPtr.Zero;
1288 }
1289 //kill the Geometry
1290 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1291
1292 if (Body != IntPtr.Zero)
1293 {
1294 //kill the body
1295 d.BodyDestroy(Body);
1296
1297 Body = IntPtr.Zero;
1298 }
1299
1300 if (Shell != IntPtr.Zero)
1301 {
1302 d.GeomDestroy(Shell);
1303 _parent_scene.geom_name_map.Remove(Shell);
1304 Shell = IntPtr.Zero;
1305 }
1306
1307 }
1308
1309 m_isPhysical = m_tainted_isPhysical;
1310 }
1311
1312 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1313 {
1314 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1315 {
1316
1317 m_pidControllerActive = true;
1318 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1319 d.JointDestroy(Amotor);
1320 float prevCapsule = CAPSULE_LENGTH;
1321 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1322 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1323 d.BodyDestroy(Body);
1324 d.GeomDestroy(Shell);
1325 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1326 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1327 Velocity = Vector3.Zero;
1328
1329 _parent_scene.geom_name_map[Shell] = m_name;
1330 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1331 }
1332 else
1333 {
1334 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1335 + (Shell==IntPtr.Zero ? "Shell ":"")
1336 + (Body==IntPtr.Zero ? "Body ":"")
1337 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1338 }
1339 }
1340
1341 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1342 {
1343 if (Body != IntPtr.Zero)
1344 {
1345 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1346
1347 _position.X = m_taintPosition.X;
1348 _position.Y = m_taintPosition.Y;
1349 _position.Z = m_taintPosition.Z;
1350 }
1351 }
1352
1353 }
1354
1355 internal void AddCollisionFrameTime(int p)
1356 {
1357 // protect it from overflow crashing
1358 if (m_eventsubscription + p >= int.MaxValue)
1359 m_eventsubscription = 0;
1360 m_eventsubscription += p;
1361 }
1362 }
1363}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.c_comments b/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.c_comments
new file mode 100644
index 0000000..1060aa6
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.c_comments
@@ -0,0 +1,630 @@
1/*
2 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
3 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
4 * ODEPrim.cs contains methods dealing with Prim editing, Prim
5 * characteristics and Kinetic motion.
6 * ODEDynamics.cs contains methods dealing with Prim Physical motion
7 * (dynamics) and the associated settings. Old Linear and angular
8 * motors for dynamic motion have been replace with MoveLinear()
9 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
10 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
11 * switch between 'VEHICLE' parameter use and general dynamics
12 * settings use.
13 *
14 * Copyright (c) Contributors, http://opensimulator.org/
15 * See CONTRIBUTORS.TXT for a full list of copyright holders.
16 *
17 * Redistribution and use in source and binary forms, with or without
18 * modification, are permitted provided that the following conditions are met:
19 * * Redistributions of source code must retain the above copyright
20 * notice, this list of conditions and the following disclaimer.
21 * * Redistributions in binary form must reproduce the above copyright
22 * notice, this list of conditions and the following disclaimer in the
23 * documentation and/or other materials provided with the distribution.
24 * * Neither the name of the OpenSimulator Project nor the
25 * names of its contributors may be used to endorse or promote products
26 * derived from this software without specific prior written permission.
27 *
28 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
29 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
30 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
31 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
32 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
33 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
34 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
35 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
36 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
37 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38 */
39
40using System;
41using System.Collections.Generic;
42using System.Reflection;
43using System.Runtime.InteropServices;
44using log4net;
45using OpenMetaverse;
46using Ode.NET;
47using OpenSim.Framework;
48using OpenSim.Region.Physics.Manager;
49
50namespace OpenSim.Region.Physics.OdePlugin
51{
52 public class ODEDynamics
53 {
54 public Vehicle Type
55 {
56 get { return m_type; }
57 }
58
59 public IntPtr Body
60 {
61 get { return m_body; }
62 }
63
64 private int frcount = 0; // Used to limit dynamics debug output to
65 // every 100th frame
66
67 // private OdeScene m_parentScene = null;
68 private IntPtr m_body = IntPtr.Zero;
69 private IntPtr m_jointGroup = IntPtr.Zero;
70 private IntPtr m_aMotor = IntPtr.Zero;
71
72
73 // Vehicle properties
74 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
75 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
76 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
77 // HOVER_TERRAIN_ONLY
78 // HOVER_GLOBAL_HEIGHT
79 // NO_DEFLECTION_UP
80 // HOVER_WATER_ONLY
81 // HOVER_UP_ONLY
82 // LIMIT_MOTOR_UP
83 // LIMIT_ROLL_ONLY
84
85 // Linear properties
86 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
87 private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
88 private Vector3 m_dir = Vector3.Zero; // velocity applied to body
89 private Vector3 m_linearFrictionTimescale = Vector3.Zero;
90 private float m_linearMotorDecayTimescale = 0;
91 private float m_linearMotorTimescale = 0;
92 private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
93 // private bool m_LinearMotorSetLastFrame = false;
94 // private Vector3 m_linearMotorOffset = Vector3.Zero;
95
96 //Angular properties
97 private Vector3 m_angularMotorDirection = Vector3.Zero;
98 private Vector3 m_angularMotorDirectionLASTSET = Vector3.Zero;
99 private Vector3 m_angularFrictionTimescale = Vector3.Zero;
100 private float m_angularMotorDecayTimescale = 0;
101 private float m_angularMotorTimescale = 0;
102 private Vector3 m_lastAngularVelocityVector = Vector3.Zero;
103
104 //Deflection properties
105 // private float m_angularDeflectionEfficiency = 0;
106 // private float m_angularDeflectionTimescale = 0;
107 // private float m_linearDeflectionEfficiency = 0;
108 // private float m_linearDeflectionTimescale = 0;
109
110 //Banking properties
111 // private float m_bankingEfficiency = 0;
112 // private float m_bankingMix = 0;
113 // private float m_bankingTimescale = 0;
114
115 //Hover and Buoyancy properties
116 private float m_VhoverHeight = 0f;
117 private float m_VhoverEfficiency = 0f;
118 private float m_VhoverTimescale = 0f;
119 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
120 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
121 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
122 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
123 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
124
125 //Attractor properties
126 private float m_verticalAttractionEfficiency = 0;
127 private float m_verticalAttractionTimescale = 0;
128
129
130
131
132
133 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
134 {
135 switch (pParam)
136 {
137 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
138 if (pValue < 0.01f) pValue = 0.01f;
139 // m_angularDeflectionEfficiency = pValue;
140 break;
141 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
142 if (pValue < 0.01f) pValue = 0.01f;
143 // m_angularDeflectionTimescale = pValue;
144 break;
145 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
146 if (pValue < 0.01f) pValue = 0.01f;
147 m_angularMotorDecayTimescale = pValue;
148 break;
149 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
150 if (pValue < 0.01f) pValue = 0.01f;
151 m_angularMotorTimescale = pValue;
152 break;
153 case Vehicle.BANKING_EFFICIENCY:
154 if (pValue < 0.01f) pValue = 0.01f;
155 // m_bankingEfficiency = pValue;
156 break;
157 case Vehicle.BANKING_MIX:
158 if (pValue < 0.01f) pValue = 0.01f;
159 // m_bankingMix = pValue;
160 break;
161 case Vehicle.BANKING_TIMESCALE:
162 if (pValue < 0.01f) pValue = 0.01f;
163 // m_bankingTimescale = pValue;
164 break;
165 case Vehicle.BUOYANCY:
166 if (pValue < -1f) pValue = -1f;
167 if (pValue > 1f) pValue = 1f;
168 m_VehicleBuoyancy = pValue;
169 break;
170 case Vehicle.HOVER_EFFICIENCY:
171 if (pValue < 0f) pValue = 0f;
172 if (pValue > 1f) pValue = 1f;
173 m_VhoverEfficiency = pValue;
174 break;
175 case Vehicle.HOVER_HEIGHT:
176 m_VhoverHeight = pValue;
177 break;
178 case Vehicle.HOVER_TIMESCALE:
179 if (pValue < 0.01f) pValue = 0.01f;
180 m_VhoverTimescale = pValue;
181 break;
182 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
183 if (pValue < 0.01f) pValue = 0.01f;
184 // m_linearDeflectionEfficiency = pValue;
185 break;
186 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
187 if (pValue < 0.01f) pValue = 0.01f;
188 // m_linearDeflectionTimescale = pValue;
189 break;
190 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
191 if (pValue < 0.01f) pValue = 0.01f;
192 m_linearMotorDecayTimescale = pValue;
193 break;
194 case Vehicle.LINEAR_MOTOR_TIMESCALE:
195 if (pValue < 0.01f) pValue = 0.01f;
196 m_linearMotorTimescale = pValue;
197 break;
198 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
199 if (pValue < 0.0f) pValue = 0.0f;
200 if (pValue > 1.0f) pValue = 1.0f;
201 m_verticalAttractionEfficiency = pValue;
202 break;
203 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
204 if (pValue < 0.01f) pValue = 0.01f;
205 m_verticalAttractionTimescale = pValue;
206 break;
207
208 // These are vector properties but the engine lets you use a single float value to
209 // set all of the components to the same value
210 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
211 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
212 break;
213 case Vehicle.ANGULAR_MOTOR_DIRECTION:
214 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
215 m_angularMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
216 break;
217 case Vehicle.LINEAR_FRICTION_TIMESCALE:
218 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
219 break;
220 case Vehicle.LINEAR_MOTOR_DIRECTION:
221 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
222 m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
223 break;
224 case Vehicle.LINEAR_MOTOR_OFFSET:
225 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
226 break;
227
228 }
229
230 }//end ProcessFloatVehicleParam
231
232 internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue)
233 {
234 switch (pParam)
235 {
236 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
237 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
238 break;
239 case Vehicle.ANGULAR_MOTOR_DIRECTION:
240 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
241 m_angularMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
242 break;
243 case Vehicle.LINEAR_FRICTION_TIMESCALE:
244 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
245 break;
246 case Vehicle.LINEAR_MOTOR_DIRECTION:
247 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
248 m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
249 break;
250 case Vehicle.LINEAR_MOTOR_OFFSET:
251 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
252 break;
253 }
254
255 }//end ProcessVectorVehicleParam
256
257 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
258 {
259 switch (pParam)
260 {
261 case Vehicle.REFERENCE_FRAME:
262 // m_referenceFrame = pValue;
263 break;
264 }
265
266 }//end ProcessRotationVehicleParam
267
268 internal void ProcessTypeChange(Vehicle pType)
269 {
270Console.WriteLine("ProcessTypeChange to " + pType);
271
272 // Set Defaults For Type
273 m_type = pType;
274 switch (pType)
275 {
276 case Vehicle.TYPE_SLED:
277 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
278 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
279 m_linearMotorDirection = Vector3.Zero;
280 m_linearMotorTimescale = 1000;
281 m_linearMotorDecayTimescale = 120;
282 m_angularMotorDirection = Vector3.Zero;
283 m_angularMotorTimescale = 1000;
284 m_angularMotorDecayTimescale = 120;
285 m_VhoverHeight = 0;
286 m_VhoverEfficiency = 1;
287 m_VhoverTimescale = 10;
288 m_VehicleBuoyancy = 0;
289 // m_linearDeflectionEfficiency = 1;
290 // m_linearDeflectionTimescale = 1;
291 // m_angularDeflectionEfficiency = 1;
292 // m_angularDeflectionTimescale = 1000;
293 // m_bankingEfficiency = 0;
294 // m_bankingMix = 1;
295 // m_bankingTimescale = 10;
296 // m_referenceFrame = Quaternion.Identity;
297 m_flags &=
298 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
299 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
300 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
301 break;
302 case Vehicle.TYPE_CAR:
303 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
304 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
305 m_linearMotorDirection = Vector3.Zero;
306 m_linearMotorTimescale = 1;
307 m_linearMotorDecayTimescale = 60;
308 m_angularMotorDirection = Vector3.Zero;
309 m_angularMotorTimescale = 1;
310 m_angularMotorDecayTimescale = 0.8f;
311 m_VhoverHeight = 0;
312 m_VhoverEfficiency = 0;
313 m_VhoverTimescale = 1000;
314 m_VehicleBuoyancy = 0;
315 // // m_linearDeflectionEfficiency = 1;
316 // // m_linearDeflectionTimescale = 2;
317 // // m_angularDeflectionEfficiency = 0;
318 // m_angularDeflectionTimescale = 10;
319 m_verticalAttractionEfficiency = 1;
320 m_verticalAttractionTimescale = 10;
321 // m_bankingEfficiency = -0.2f;
322 // m_bankingMix = 1;
323 // m_bankingTimescale = 1;
324 // m_referenceFrame = Quaternion.Identity;
325 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
326 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
327 VehicleFlag.LIMIT_MOTOR_UP);
328 break;
329 case Vehicle.TYPE_BOAT:
330 m_linearFrictionTimescale = new Vector3(10, 3, 2);
331 m_angularFrictionTimescale = new Vector3(10,10,10);
332 m_linearMotorDirection = Vector3.Zero;
333 m_linearMotorTimescale = 5;
334 m_linearMotorDecayTimescale = 60;
335 m_angularMotorDirection = Vector3.Zero;
336 m_angularMotorTimescale = 4;
337 m_angularMotorDecayTimescale = 4;
338 m_VhoverHeight = 0;
339 m_VhoverEfficiency = 0.5f;
340 m_VhoverTimescale = 2;
341 m_VehicleBuoyancy = 1;
342 // m_linearDeflectionEfficiency = 0.5f;
343 // m_linearDeflectionTimescale = 3;
344 // m_angularDeflectionEfficiency = 0.5f;
345 // m_angularDeflectionTimescale = 5;
346 m_verticalAttractionEfficiency = 0.5f;
347 m_verticalAttractionTimescale = 5;
348 // m_bankingEfficiency = -0.3f;
349 // m_bankingMix = 0.8f;
350 // m_bankingTimescale = 1;
351 // m_referenceFrame = Quaternion.Identity;
352 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
353 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
354 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
355 VehicleFlag.LIMIT_MOTOR_UP);
356 break;
357 case Vehicle.TYPE_AIRPLANE:
358 m_linearFrictionTimescale = new Vector3(200, 10, 5);
359 m_angularFrictionTimescale = new Vector3(20, 20, 20);
360 m_linearMotorDirection = Vector3.Zero;
361 m_linearMotorTimescale = 2;
362 m_linearMotorDecayTimescale = 60;
363 m_angularMotorDirection = Vector3.Zero;
364 m_angularMotorTimescale = 4;
365 m_angularMotorDecayTimescale = 4;
366 m_VhoverHeight = 0;
367 m_VhoverEfficiency = 0.5f;
368 m_VhoverTimescale = 1000;
369 m_VehicleBuoyancy = 0;
370 // m_linearDeflectionEfficiency = 0.5f;
371 // m_linearDeflectionTimescale = 3;
372 // m_angularDeflectionEfficiency = 1;
373 // m_angularDeflectionTimescale = 2;
374 m_verticalAttractionEfficiency = 0.9f;
375 m_verticalAttractionTimescale = 2;
376 // m_bankingEfficiency = 1;
377 // m_bankingMix = 0.7f;
378 // m_bankingTimescale = 2;
379 // m_referenceFrame = Quaternion.Identity;
380 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
381 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
382 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
383 break;
384 case Vehicle.TYPE_BALLOON:
385 m_linearFrictionTimescale = new Vector3(5, 5, 5);
386 m_angularFrictionTimescale = new Vector3(10, 10, 10);
387 m_linearMotorDirection = Vector3.Zero;
388 m_linearMotorTimescale = 5;
389 m_linearMotorDecayTimescale = 60;
390 m_angularMotorDirection = Vector3.Zero;
391 m_angularMotorTimescale = 6;
392 m_angularMotorDecayTimescale = 10;
393 m_VhoverHeight = 5;
394 m_VhoverEfficiency = 0.8f;
395 m_VhoverTimescale = 10;
396 m_VehicleBuoyancy = 1;
397 // m_linearDeflectionEfficiency = 0;
398 // m_linearDeflectionTimescale = 5;
399 // m_angularDeflectionEfficiency = 0;
400 // m_angularDeflectionTimescale = 5;
401 m_verticalAttractionEfficiency = 1;
402 m_verticalAttractionTimescale = 1000;
403 // m_bankingEfficiency = 0;
404 // m_bankingMix = 0.7f;
405 // m_bankingTimescale = 5;
406 // m_referenceFrame = Quaternion.Identity;
407 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
408 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
409 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
410 break;
411
412 }
413 }//end SetDefaultsForType
414
415 internal void Enable(IntPtr pBody, OdeScene pParentScene)
416 {
417//Console.WriteLine("Enable m_type=" + m_type + " m_VehicleBuoyancy=" + m_VehicleBuoyancy);
418 if (m_type == Vehicle.TYPE_NONE)
419 return;
420
421 m_body = pBody;
422 //KF: This used to set up the linear and angular joints
423 }
424
425 internal void Step(float pTimestep, OdeScene pParentScene)
426 {
427 if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
428 return;
429 frcount++; // used to limit debug comment output
430 if (frcount > 100)
431 frcount = 0;
432
433 MoveLinear(pTimestep, pParentScene);
434 MoveAngular(pTimestep);
435 }// end Step
436
437 private void MoveLinear(float pTimestep, OdeScene _pParentScene)
438 {
439 if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
440 {
441 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
442
443 // add drive to body
444 Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
445 m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
446
447 // This will work temporarily, but we really need to compare speed on an axis
448 // KF: Limit body velocity to applied velocity?
449 if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
450 m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
451 if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
452 m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
453 if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
454 m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
455
456 // decay applied velocity
457 Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
458 //Console.WriteLine("decay: " + decayfraction);
459 m_linearMotorDirection -= m_linearMotorDirection * decayfraction;
460 //Console.WriteLine("actual: " + m_linearMotorDirection);
461 }
462 else
463 { // requested is not significant
464 // if what remains of applied is small, zero it.
465 if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
466 m_lastLinearVelocityVector = Vector3.Zero;
467 }
468
469
470 // convert requested object velocity to world-referenced vector
471 m_dir = m_lastLinearVelocityVector;
472 d.Quaternion rot = d.BodyGetQuaternion(Body);
473 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
474 m_dir *= rotq; // apply obj rotation to velocity vector
475
476 // add Gravity andBuoyancy
477 // KF: So far I have found no good method to combine a script-requested
478 // .Z velocity and gravity. Therefore only 0g will used script-requested
479 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
480 Vector3 grav = Vector3.Zero;
481 if(m_VehicleBuoyancy < 1.0f)
482 {
483 // There is some gravity, make a gravity force vector
484 // that is applied after object velocity.
485 d.Mass objMass;
486 d.BodyGetMass(Body, out objMass);
487 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
488 grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
489 // Preserve the current Z velocity
490 d.Vector3 vel_now = d.BodyGetLinearVel(Body);
491 m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
492 } // else its 1.0, no gravity.
493
494 // Check if hovering
495 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
496 {
497 // We should hover, get the target height
498 d.Vector3 pos = d.BodyGetPosition(Body);
499 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
500 {
501 m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
502 }
503 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
504 {
505 m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
506 }
507 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
508 {
509 m_VhoverTargetHeight = m_VhoverHeight;
510 }
511
512 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
513 {
514 // If body is aready heigher, use its height as target height
515 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
516 }
517
518// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
519// m_VhoverTimescale = 0f; // time to acheive height
520// pTimestep is time since last frame,in secs
521 float herr0 = pos.Z - m_VhoverTargetHeight;
522//if(frcount == 0) Console.WriteLine("herr0=" + herr0);
523 // Replace Vertical speed with correction figure if significant
524 if(Math.Abs(herr0) > 0.01f )
525 {
526 d.Mass objMass;
527 d.BodyGetMass(Body, out objMass);
528 m_dir.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
529 // m_VhoverEfficiency is not yet implemented
530 }
531 else
532 {
533 m_dir.Z = 0f;
534 }
535 }
536
537 // Apply velocity
538 d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
539//if(frcount == 0) Console.WriteLine("Move " + Body + ":"+ m_dir.X + " " + m_dir.Y + " " + m_dir.Z);
540 // apply gravity force
541 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
542//if(frcount == 0) Console.WriteLine("Force " + Body + ":" + grav.X + " " + grav.Y + " " + grav.Z);
543
544
545 // apply friction
546 Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
547 m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
548 } // end MoveLinear()
549
550 private void MoveAngular(float pTimestep)
551 {
552
553 // m_angularMotorDirection is the latest value from the script, and is decayed here
554 // m_angularMotorDirectionLASTSET is the latest value from the script
555 // m_lastAngularVelocityVector is what is being applied to the Body, varied up and down here
556
557 if (!m_angularMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
558 {
559 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
560 // ramp up to new value
561 Vector3 addAmount = m_angularMotorDirection / (m_angularMotorTimescale / pTimestep);
562 m_lastAngularVelocityVector += (addAmount * 10f);
563//if(frcount == 0) Console.WriteLine("add: " + addAmount);
564
565 // limit applied value to what was set by script
566 // This will work temporarily, but we really need to compare speed on an axis
567 if (Math.Abs(m_lastAngularVelocityVector.X) > Math.Abs(m_angularMotorDirectionLASTSET.X))
568 m_lastAngularVelocityVector.X = m_angularMotorDirectionLASTSET.X;
569 if (Math.Abs(m_lastAngularVelocityVector.Y) > Math.Abs(m_angularMotorDirectionLASTSET.Y))
570 m_lastAngularVelocityVector.Y = m_angularMotorDirectionLASTSET.Y;
571 if (Math.Abs(m_lastAngularVelocityVector.Z) > Math.Abs(m_angularMotorDirectionLASTSET.Z))
572 m_lastAngularVelocityVector.Z = m_angularMotorDirectionLASTSET.Z;
573
574 // decay the requested value
575 Vector3 decayfraction = ((Vector3.One / (m_angularMotorDecayTimescale / pTimestep)));
576 //Console.WriteLine("decay: " + decayfraction);
577 m_angularMotorDirection -= m_angularMotorDirection * decayfraction;
578 //Console.WriteLine("actual: " + m_linearMotorDirection);
579 }
580 // KF: m_lastAngularVelocityVector is rotational speed in rad/sec ?
581
582 // Vertical attractor section
583
584// d.Mass objMass;
585// d.BodyGetMass(Body, out objMass);
586// float servo = 100f * objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep);
587 float servo = 0.1f * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep);
588 // get present body rotation
589 d.Quaternion rot = d.BodyGetQuaternion(Body);
590 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
591 // make a vector pointing up
592 Vector3 verterr = Vector3.Zero;
593 verterr.Z = 1.0f;
594 // rotate it to Body Angle
595 verterr = verterr * rotq;
596 // 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.
597 // 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
598 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
599 if (verterr.Z < 0.0f)
600 {
601 verterr.X = 2.0f - verterr.X;
602 verterr.Y = 2.0f - verterr.Y;
603 }
604 // Error is 0 (no error) to +/- 2 (max error)
605 // scale it by servo
606 verterr = verterr * servo;
607
608 // rotate to object frame
609 // verterr = verterr * rotq;
610
611 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
612 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
613 m_lastAngularVelocityVector.X += verterr.Y;
614 m_lastAngularVelocityVector.Y -= verterr.X;
615/*
616if(frcount == 0)
617 {
618// Console.WriteLine("AngleMotor " + m_lastAngularVelocityVector);
619 Console.WriteLine(String.Format("VA Body:{0} servo:{1} err:<{2},{3},{4}> VAE:{5}",
620 Body, servo, verterr.X, verterr.Y, verterr.Z, m_verticalAttractionEfficiency));
621 }
622 */
623 d.BodySetAngularVel (Body, m_lastAngularVelocityVector.X, m_lastAngularVelocityVector.Y, m_lastAngularVelocityVector.Z);
624 // apply friction
625 Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
626 m_lastAngularVelocityVector -= m_lastAngularVelocityVector * decayamount;
627
628 } //end MoveAngular
629 }
630}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..14d5caa
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs
@@ -0,0 +1,722 @@
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 * Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
28 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
29 * ODEPrim.cs contains methods dealing with Prim editing, Prim
30 * characteristics and Kinetic motion.
31 * ODEDynamics.cs contains methods dealing with Prim Physical motion
32 * (dynamics) and the associated settings. Old Linear and angular
33 * motors for dynamic motion have been replace with MoveLinear()
34 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
35 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
36 * switch between 'VEHICLE' parameter use and general dynamics
37 * settings use.
38 *
39 */
40
41/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
42 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
43 * ODEPrim.cs contains methods dealing with Prim editing, Prim
44 * characteristics and Kinetic motion.
45 * ODEDynamics.cs contains methods dealing with Prim Physical motion
46 * (dynamics) and the associated settings. Old Linear and angular
47 * motors for dynamic motion have been replace with MoveLinear()
48 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
49 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
50 * switch between 'VEHICLE' parameter use and general dynamics
51 * settings use.
52 */
53
54using System;
55using System.Collections.Generic;
56using System.Reflection;
57using System.Runtime.InteropServices;
58using log4net;
59using OpenMetaverse;
60using Ode.NET;
61using OpenSim.Framework;
62using OpenSim.Region.Physics.Manager;
63
64namespace OpenSim.Region.Physics.OdePlugin
65{
66 public class ODEDynamics
67 {
68 public Vehicle Type
69 {
70 get { return m_type; }
71 }
72
73 public IntPtr Body
74 {
75 get { return m_body; }
76 }
77
78 private int frcount = 0; // Used to limit dynamics debug output to
79 // every 100th frame
80
81 // private OdeScene m_parentScene = null;
82 private IntPtr m_body = IntPtr.Zero;
83// private IntPtr m_jointGroup = IntPtr.Zero;
84// private IntPtr m_aMotor = IntPtr.Zero;
85
86 // Vehicle properties
87 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
88 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
89 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
90 // HOVER_TERRAIN_ONLY
91 // HOVER_GLOBAL_HEIGHT
92 // NO_DEFLECTION_UP
93 // HOVER_WATER_ONLY
94 // HOVER_UP_ONLY
95 // LIMIT_MOTOR_UP
96 // LIMIT_ROLL_ONLY
97
98 // Linear properties
99 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
100 //requested by LSL
101 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
102 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
103 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
104
105 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
106 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
107 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
108
109 //Angular properties
110 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
111 private int m_angularMotorApply = 0; // application frame counter
112 private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity
113 private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
114 private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
115 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
116 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
117 // private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
118
119 //Deflection properties
120 // private float m_angularDeflectionEfficiency = 0;
121 // private float m_angularDeflectionTimescale = 0;
122 // private float m_linearDeflectionEfficiency = 0;
123 // private float m_linearDeflectionTimescale = 0;
124
125 //Banking properties
126 // private float m_bankingEfficiency = 0;
127 // private float m_bankingMix = 0;
128 // private float m_bankingTimescale = 0;
129
130 //Hover and Buoyancy properties
131 private float m_VhoverHeight = 0f;
132// private float m_VhoverEfficiency = 0f;
133 private float m_VhoverTimescale = 0f;
134 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
135 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
136 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
137 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
138 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
139
140 //Attractor properties
141 private float m_verticalAttractionEfficiency = 1.0f; // damped
142 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
143
144
145
146
147
148 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
149 {
150 switch (pParam)
151 {
152 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
153 if (pValue < 0.01f) pValue = 0.01f;
154 // m_angularDeflectionEfficiency = pValue;
155 break;
156 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
157 if (pValue < 0.01f) pValue = 0.01f;
158 // m_angularDeflectionTimescale = pValue;
159 break;
160 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
161 if (pValue < 0.01f) pValue = 0.01f;
162 m_angularMotorDecayTimescale = pValue;
163 break;
164 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
165 if (pValue < 0.01f) pValue = 0.01f;
166 m_angularMotorTimescale = pValue;
167 break;
168 case Vehicle.BANKING_EFFICIENCY:
169 if (pValue < 0.01f) pValue = 0.01f;
170 // m_bankingEfficiency = pValue;
171 break;
172 case Vehicle.BANKING_MIX:
173 if (pValue < 0.01f) pValue = 0.01f;
174 // m_bankingMix = pValue;
175 break;
176 case Vehicle.BANKING_TIMESCALE:
177 if (pValue < 0.01f) pValue = 0.01f;
178 // m_bankingTimescale = pValue;
179 break;
180 case Vehicle.BUOYANCY:
181 if (pValue < -1f) pValue = -1f;
182 if (pValue > 1f) pValue = 1f;
183 m_VehicleBuoyancy = pValue;
184 break;
185// case Vehicle.HOVER_EFFICIENCY:
186// if (pValue < 0f) pValue = 0f;
187// if (pValue > 1f) pValue = 1f;
188// m_VhoverEfficiency = pValue;
189// break;
190 case Vehicle.HOVER_HEIGHT:
191 m_VhoverHeight = pValue;
192 break;
193 case Vehicle.HOVER_TIMESCALE:
194 if (pValue < 0.01f) pValue = 0.01f;
195 m_VhoverTimescale = pValue;
196 break;
197 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
198 if (pValue < 0.01f) pValue = 0.01f;
199 // m_linearDeflectionEfficiency = pValue;
200 break;
201 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
202 if (pValue < 0.01f) pValue = 0.01f;
203 // m_linearDeflectionTimescale = pValue;
204 break;
205 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
206 if (pValue < 0.01f) pValue = 0.01f;
207 m_linearMotorDecayTimescale = pValue;
208 break;
209 case Vehicle.LINEAR_MOTOR_TIMESCALE:
210 if (pValue < 0.01f) pValue = 0.01f;
211 m_linearMotorTimescale = pValue;
212 break;
213 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
214 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
215 if (pValue > 1.0f) pValue = 1.0f;
216 m_verticalAttractionEfficiency = pValue;
217 break;
218 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
219 if (pValue < 0.01f) pValue = 0.01f;
220 m_verticalAttractionTimescale = pValue;
221 break;
222
223 // These are vector properties but the engine lets you use a single float value to
224 // set all of the components to the same value
225 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
226 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
227 break;
228 case Vehicle.ANGULAR_MOTOR_DIRECTION:
229 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
230 m_angularMotorApply = 10;
231 break;
232 case Vehicle.LINEAR_FRICTION_TIMESCALE:
233 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
234 break;
235 case Vehicle.LINEAR_MOTOR_DIRECTION:
236 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
237 UpdateLinDecay();
238 break;
239 case Vehicle.LINEAR_MOTOR_OFFSET:
240 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
241 break;
242
243 }
244
245 }//end ProcessFloatVehicleParam
246
247 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
248 {
249 switch (pParam)
250 {
251 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
252 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
253 break;
254 case Vehicle.ANGULAR_MOTOR_DIRECTION:
255 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
256 // Limit requested angular speed to 2 rps= 4 pi rads/sec
257 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
258 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
259 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
260 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
261 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
262 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
263 m_angularMotorApply = 10;
264 break;
265 case Vehicle.LINEAR_FRICTION_TIMESCALE:
266 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
267 break;
268 case Vehicle.LINEAR_MOTOR_DIRECTION:
269 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
270 UpdateLinDecay();
271 break;
272 case Vehicle.LINEAR_MOTOR_OFFSET:
273 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
274 break;
275 }
276
277 }//end ProcessVectorVehicleParam
278
279 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
280 {
281 switch (pParam)
282 {
283 case Vehicle.REFERENCE_FRAME:
284 // m_referenceFrame = pValue;
285 break;
286 }
287
288 }//end ProcessRotationVehicleParam
289
290 internal void ProcessFlagsVehicleSet(int flags)
291 {
292 m_flags |= (VehicleFlag)flags;
293 }
294
295 internal void ProcessFlagsVehicleRemove(int flags)
296 {
297 m_flags &= ~((VehicleFlag)flags);
298 }
299
300 internal void ProcessTypeChange(Vehicle pType)
301 {
302 // Set Defaults For Type
303 m_type = pType;
304 switch (pType)
305 {
306 case Vehicle.TYPE_SLED:
307 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
308 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
309// m_lLinMotorVel = Vector3.Zero;
310 m_linearMotorTimescale = 1000;
311 m_linearMotorDecayTimescale = 120;
312 m_angularMotorDirection = Vector3.Zero;
313 m_angularMotorTimescale = 1000;
314 m_angularMotorDecayTimescale = 120;
315 m_VhoverHeight = 0;
316// m_VhoverEfficiency = 1;
317 m_VhoverTimescale = 10;
318 m_VehicleBuoyancy = 0;
319 // m_linearDeflectionEfficiency = 1;
320 // m_linearDeflectionTimescale = 1;
321 // m_angularDeflectionEfficiency = 1;
322 // m_angularDeflectionTimescale = 1000;
323 // m_bankingEfficiency = 0;
324 // m_bankingMix = 1;
325 // m_bankingTimescale = 10;
326 // m_referenceFrame = Quaternion.Identity;
327 m_flags &=
328 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
329 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
330 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
331 break;
332 case Vehicle.TYPE_CAR:
333 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
334 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
335// m_lLinMotorVel = Vector3.Zero;
336 m_linearMotorTimescale = 1;
337 m_linearMotorDecayTimescale = 60;
338 m_angularMotorDirection = Vector3.Zero;
339 m_angularMotorTimescale = 1;
340 m_angularMotorDecayTimescale = 0.8f;
341 m_VhoverHeight = 0;
342// m_VhoverEfficiency = 0;
343 m_VhoverTimescale = 1000;
344 m_VehicleBuoyancy = 0;
345 // // m_linearDeflectionEfficiency = 1;
346 // // m_linearDeflectionTimescale = 2;
347 // // m_angularDeflectionEfficiency = 0;
348 // m_angularDeflectionTimescale = 10;
349 m_verticalAttractionEfficiency = 1f;
350 m_verticalAttractionTimescale = 10f;
351 // m_bankingEfficiency = -0.2f;
352 // m_bankingMix = 1;
353 // m_bankingTimescale = 1;
354 // m_referenceFrame = Quaternion.Identity;
355 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
356 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
357 VehicleFlag.LIMIT_MOTOR_UP);
358 break;
359 case Vehicle.TYPE_BOAT:
360 m_linearFrictionTimescale = new Vector3(10, 3, 2);
361 m_angularFrictionTimescale = new Vector3(10,10,10);
362// m_lLinMotorVel = Vector3.Zero;
363 m_linearMotorTimescale = 5;
364 m_linearMotorDecayTimescale = 60;
365 m_angularMotorDirection = Vector3.Zero;
366 m_angularMotorTimescale = 4;
367 m_angularMotorDecayTimescale = 4;
368 m_VhoverHeight = 0;
369// m_VhoverEfficiency = 0.5f;
370 m_VhoverTimescale = 2;
371 m_VehicleBuoyancy = 1;
372 // m_linearDeflectionEfficiency = 0.5f;
373 // m_linearDeflectionTimescale = 3;
374 // m_angularDeflectionEfficiency = 0.5f;
375 // m_angularDeflectionTimescale = 5;
376 m_verticalAttractionEfficiency = 0.5f;
377 m_verticalAttractionTimescale = 5f;
378 // m_bankingEfficiency = -0.3f;
379 // m_bankingMix = 0.8f;
380 // m_bankingTimescale = 1;
381 // m_referenceFrame = Quaternion.Identity;
382 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
383 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
384 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
385 VehicleFlag.LIMIT_MOTOR_UP);
386 break;
387 case Vehicle.TYPE_AIRPLANE:
388 m_linearFrictionTimescale = new Vector3(200, 10, 5);
389 m_angularFrictionTimescale = new Vector3(20, 20, 20);
390// m_lLinMotorVel = Vector3.Zero;
391 m_linearMotorTimescale = 2;
392 m_linearMotorDecayTimescale = 60;
393 m_angularMotorDirection = Vector3.Zero;
394 m_angularMotorTimescale = 4;
395 m_angularMotorDecayTimescale = 4;
396 m_VhoverHeight = 0;
397// m_VhoverEfficiency = 0.5f;
398 m_VhoverTimescale = 1000;
399 m_VehicleBuoyancy = 0;
400 // m_linearDeflectionEfficiency = 0.5f;
401 // m_linearDeflectionTimescale = 3;
402 // m_angularDeflectionEfficiency = 1;
403 // m_angularDeflectionTimescale = 2;
404 m_verticalAttractionEfficiency = 0.9f;
405 m_verticalAttractionTimescale = 2f;
406 // m_bankingEfficiency = 1;
407 // m_bankingMix = 0.7f;
408 // m_bankingTimescale = 2;
409 // m_referenceFrame = Quaternion.Identity;
410 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
411 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
412 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
413 break;
414 case Vehicle.TYPE_BALLOON:
415 m_linearFrictionTimescale = new Vector3(5, 5, 5);
416 m_angularFrictionTimescale = new Vector3(10, 10, 10);
417 m_linearMotorTimescale = 5;
418 m_linearMotorDecayTimescale = 60;
419 m_angularMotorDirection = Vector3.Zero;
420 m_angularMotorTimescale = 6;
421 m_angularMotorDecayTimescale = 10;
422 m_VhoverHeight = 5;
423// m_VhoverEfficiency = 0.8f;
424 m_VhoverTimescale = 10;
425 m_VehicleBuoyancy = 1;
426 // m_linearDeflectionEfficiency = 0;
427 // m_linearDeflectionTimescale = 5;
428 // m_angularDeflectionEfficiency = 0;
429 // m_angularDeflectionTimescale = 5;
430 m_verticalAttractionEfficiency = 1f;
431 m_verticalAttractionTimescale = 100f;
432 // m_bankingEfficiency = 0;
433 // m_bankingMix = 0.7f;
434 // m_bankingTimescale = 5;
435 // m_referenceFrame = Quaternion.Identity;
436 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
437 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
438 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
439 break;
440
441 }
442 }//end SetDefaultsForType
443
444 internal void Enable(IntPtr pBody, OdeScene pParentScene)
445 {
446 if (m_type == Vehicle.TYPE_NONE)
447 return;
448
449 m_body = pBody;
450 }
451
452 internal void Step(float pTimestep, OdeScene pParentScene)
453 {
454 if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
455 return;
456 frcount++; // used to limit debug comment output
457 if (frcount > 24)
458 frcount = 0;
459
460 MoveLinear(pTimestep, pParentScene);
461 MoveAngular(pTimestep);
462 }// end Step
463
464 internal void Halt()
465 { // Kill all motions, when non-physical
466 m_linearMotorDirection = Vector3.Zero;
467 m_lLinMotorDVel = Vector3.Zero;
468 m_lLinObjectVel = Vector3.Zero;
469 m_wLinObjectVel = Vector3.Zero;
470 m_angularMotorDirection = Vector3.Zero;
471 m_angularMotorVelocity = Vector3.Zero;
472 m_lastAngularVelocity = Vector3.Zero;
473 }
474
475 private void UpdateLinDecay()
476 {
477 if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
478 if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
479 if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
480 } // else let the motor decay on its own
481
482 private void MoveLinear(float pTimestep, OdeScene _pParentScene)
483 {
484 Vector3 acceleration = new Vector3(0f, 0f, 0f);
485
486 d.Quaternion rot = d.BodyGetQuaternion(Body);
487 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
488 Quaternion irotq = Quaternion.Inverse(rotq);
489 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
490 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
491 acceleration = vel_now - m_wLinObjectVel;
492 m_lLinObjectVel = vel_now * irotq;
493
494 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
495 {
496 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
497 {
498 float decayfactor = m_linearMotorDecayTimescale/pTimestep;
499 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
500 m_lLinMotorDVel -= decayAmount;
501 }
502 else
503 {
504 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
505 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * pTimestep;
506 m_lLinMotorDVel -= decel;
507 }
508 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
509 {
510 m_lLinMotorDVel = Vector3.Zero;
511 }
512 else
513 {
514 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
515 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
516 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
517 }
518 }
519
520 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
521 {
522 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
523 if (m_linearMotorTimescale < 300.0f)
524 {
525 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
526 float linfactor = m_linearMotorTimescale/pTimestep;
527 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
528 m_lLinObjectVel += attackAmount;
529 }
530 if (m_linearFrictionTimescale.X < 300.0f)
531 {
532 float fricfactor = m_linearFrictionTimescale.X / pTimestep;
533 float fricX = m_lLinObjectVel.X / fricfactor;
534 m_lLinObjectVel.X -= fricX;
535 }
536 if (m_linearFrictionTimescale.Y < 300.0f)
537 {
538 float fricfactor = m_linearFrictionTimescale.Y / pTimestep;
539 float fricY = m_lLinObjectVel.Y / fricfactor;
540 m_lLinObjectVel.Y -= fricY;
541 }
542 if (m_linearFrictionTimescale.Z < 300.0f)
543 {
544 float fricfactor = m_linearFrictionTimescale.Z / pTimestep;
545 float fricZ = m_lLinObjectVel.Z / fricfactor;
546 m_lLinObjectVel.Z -= fricZ;
547 }
548 }
549 m_wLinObjectVel = m_lLinObjectVel * rotq;
550 // Add Gravity and Buoyancy
551 Vector3 grav = Vector3.Zero;
552 if(m_VehicleBuoyancy < 1.0f)
553 {
554 // There is some gravity, make a gravity force vector
555 // that is applied after object velocity.
556 d.Mass objMass;
557 d.BodyGetMass(Body, out objMass);
558 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
559 grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
560 } // else its 1.0, no gravity.
561
562 // Check if hovering
563 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
564 {
565 // We should hover, get the target height
566 d.Vector3 pos = d.BodyGetPosition(Body);
567 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
568 {
569 m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
570 }
571 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
572 {
573 m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
574 }
575 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
576 {
577 m_VhoverTargetHeight = m_VhoverHeight;
578 }
579
580 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
581 {
582 // If body is aready heigher, use its height as target height
583 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
584 }
585
586// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
587// m_VhoverTimescale = 0f; // time to acheive height
588// pTimestep is time since last frame,in secs
589 float herr0 = pos.Z - m_VhoverTargetHeight;
590 // Replace Vertical speed with correction figure if significant
591 if(Math.Abs(herr0) > 0.01f )
592 {
593 d.Mass objMass;
594 d.BodyGetMass(Body, out objMass);
595 m_wLinObjectVel.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
596 //KF: m_VhoverEfficiency is not yet implemented
597 }
598 else
599 {
600 m_wLinObjectVel.Z = 0f;
601 }
602 }
603 else
604 { // not hovering, Gravity rules
605 m_wLinObjectVel.Z = vel_now.Z;
606//if(frcount == 0) Console.WriteLine(" Z {0} a.Z {1}", m_wLinObjectVel.Z, acceleration.Z);
607 }
608 // Apply velocity
609 d.BodySetLinearVel(Body, m_wLinObjectVel.X, m_wLinObjectVel.Y, m_wLinObjectVel.Z);
610 // apply gravity force
611 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
612//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
613 } // end MoveLinear()
614
615 private void MoveAngular(float pTimestep)
616 {
617 /*
618 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
619 private int m_angularMotorApply = 0; // application frame counter
620 private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down)
621 private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
622 private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
623 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
624 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
625 */
626//if(frcount == 0) Console.WriteLine("MoveAngular ");
627
628 // Get what the body is doing, this includes 'external' influences
629 d.Vector3 angularVelocity = d.BodyGetAngularVel(Body);
630 // Vector3 angularVelocity = Vector3.Zero;
631
632 if (m_angularMotorApply > 0)
633 {
634 // ramp up to new value
635 // current velocity += error / ( time to get there / step interval )
636 // requested speed - last motor speed
637 m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
638 m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
639 m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
640
641 m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
642 // velocity may still be acheived.
643 }
644 else
645 {
646 // no motor recently applied, keep the body velocity
647 /* m_angularMotorVelocity.X = angularVelocity.X;
648 m_angularMotorVelocity.Y = angularVelocity.Y;
649 m_angularMotorVelocity.Z = angularVelocity.Z; */
650
651 // and decay the velocity
652 m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
653 } // end motor section
654
655
656 // Vertical attractor section
657 Vector3 vertattr = Vector3.Zero;
658
659 if(m_verticalAttractionTimescale < 300)
660 {
661 float VAservo = 0.0167f / (m_verticalAttractionTimescale * pTimestep);
662 // get present body rotation
663 d.Quaternion rot = d.BodyGetQuaternion(Body);
664 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
665 // make a vector pointing up
666 Vector3 verterr = Vector3.Zero;
667 verterr.Z = 1.0f;
668 // rotate it to Body Angle
669 verterr = verterr * rotq;
670 // 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.
671 // 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
672 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
673 if (verterr.Z < 0.0f)
674 {
675 verterr.X = 2.0f - verterr.X;
676 verterr.Y = 2.0f - verterr.Y;
677 }
678 // Error is 0 (no error) to +/- 2 (max error)
679 // scale it by VAservo
680 verterr = verterr * VAservo;
681//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
682
683 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
684 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
685 vertattr.X = verterr.Y;
686 vertattr.Y = - verterr.X;
687 vertattr.Z = 0f;
688
689 // scaling appears better usingsquare-law
690 float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
691 vertattr.X += bounce * angularVelocity.X;
692 vertattr.Y += bounce * angularVelocity.Y;
693
694 } // else vertical attractor is off
695
696 // m_lastVertAttractor = vertattr;
697
698 // Bank section tba
699 // Deflection section tba
700
701 // Sum velocities
702 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // tba: + bank + deflection
703
704 if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
705 {
706 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
707 }
708 else
709 {
710 m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
711 }
712
713 // apply friction
714 Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
715 m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
716
717 // Apply to the body
718 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
719
720 } //end MoveAngular
721 }
722}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..29a3dd9
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3287 @@
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 August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
26 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
27 * ODEPrim.cs contains methods dealing with Prim editing, Prim
28 * characteristics and Kinetic motion.
29 * ODEDynamics.cs contains methods dealing with Prim Physical motion
30 * (dynamics) and the associated settings. Old Linear and angular
31 * motors for dynamic motion have been replace with MoveLinear()
32 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
33 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
34 * switch between 'VEHICLE' parameter use and general dynamics
35 * settings use.
36 */
37
38/*
39 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
40 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
41 * ODEPrim.cs contains methods dealing with Prim editing, Prim
42 * characteristics and Kinetic motion.
43 * ODEDynamics.cs contains methods dealing with Prim Physical motion
44 * (dynamics) and the associated settings. Old Linear and angular
45 * motors for dynamic motion have been replace with MoveLinear()
46 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
47 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
48 * switch between 'VEHICLE' parameter use and general dynamics
49 * settings use.
50 */
51using System;
52using System.Collections.Generic;
53using System.Reflection;
54using System.Runtime.InteropServices;
55using System.Threading;
56using log4net;
57using OpenMetaverse;
58using Ode.NET;
59using OpenSim.Framework;
60using OpenSim.Region.Physics.Manager;
61
62namespace OpenSim.Region.Physics.OdePlugin
63{
64 /// <summary>
65 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
66 /// </summary>
67
68 public class OdePrim : PhysicsActor
69 {
70 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
71
72 private Vector3 _position;
73 private Vector3 _velocity;
74 private Vector3 _torque;
75 private Vector3 m_lastVelocity;
76 private Vector3 m_lastposition;
77 private Quaternion m_lastorientation = new Quaternion();
78 private Vector3 m_rotationalVelocity;
79 private Vector3 _size;
80 private Vector3 _acceleration;
81 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
82 private Quaternion _orientation;
83 private Vector3 m_taintposition;
84 private Vector3 m_taintsize;
85 private Vector3 m_taintVelocity;
86 private Vector3 m_taintTorque;
87 private Quaternion m_taintrot;
88 private Vector3 m_angularlock = Vector3.One;
89 private Vector3 m_taintAngularLock = Vector3.One;
90 private IntPtr Amotor = IntPtr.Zero;
91
92 private Vector3 m_PIDTarget;
93 private float m_PIDTau;
94 private float PID_D = 35f;
95 private float PID_G = 25f;
96 private bool m_usePID = false;
97
98 private Quaternion m_APIDTarget = new Quaternion();
99 private float m_APIDStrength = 0.5f;
100 private float m_APIDDamping = 0.5f;
101 private bool m_useAPID = false;
102
103 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
104 // and are for non-VEHICLES only.
105
106 private float m_PIDHoverHeight;
107 private float m_PIDHoverTau;
108 private bool m_useHoverPID;
109 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
110 private float m_targetHoverHeight;
111 private float m_groundHeight;
112 private float m_waterHeight;
113 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
114
115 // private float m_tensor = 5f;
116 private int body_autodisable_frames = 20;
117
118
119 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
120 | CollisionCategories.Space
121 | CollisionCategories.Body
122 | CollisionCategories.Character
123 );
124 private bool m_taintshape;
125 private bool m_taintPhysics;
126 private bool m_collidesLand = true;
127 private bool m_collidesWater;
128 public bool m_returnCollisions;
129
130 // Default we're a Geometry
131 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
132
133 // Default, Collide with Other Geometries, spaces and Bodies
134 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
135
136 public bool m_taintremove;
137 public bool m_taintdisable;
138 public bool m_disabled;
139 public bool m_taintadd;
140 public bool m_taintselected;
141 public bool m_taintCollidesWater;
142
143 public uint m_localID;
144
145 //public GCHandle gc;
146 private CollisionLocker ode;
147
148 private bool m_taintforce = false;
149 private bool m_taintaddangularforce = false;
150 private Vector3 m_force;
151 private List<Vector3> m_forcelist = new List<Vector3>();
152 private List<Vector3> m_angularforcelist = new List<Vector3>();
153
154 private IMesh _mesh;
155 private PrimitiveBaseShape _pbs;
156 private OdeScene _parent_scene;
157 public IntPtr m_targetSpace = IntPtr.Zero;
158 public IntPtr prim_geom;
159 public IntPtr prev_geom;
160 public IntPtr _triMeshData;
161
162 private IntPtr _linkJointGroup = IntPtr.Zero;
163 private PhysicsActor _parent;
164 private PhysicsActor m_taintparent;
165
166 private List<OdePrim> childrenPrim = new List<OdePrim>();
167
168 private bool iscolliding;
169 private bool m_isphysical;
170 private bool m_isSelected;
171
172 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
173
174 private bool m_throttleUpdates;
175 private int throttleCounter;
176 public int m_interpenetrationcount;
177 public float m_collisionscore;
178 public int m_roundsUnderMotionThreshold;
179 private int m_crossingfailures;
180
181 public bool outofBounds;
182 private float m_density = 10.000006836f; // Aluminum g/cm3;
183
184 public bool _zeroFlag;
185 private bool m_lastUpdateSent;
186
187 public IntPtr Body = IntPtr.Zero;
188 public String m_primName;
189 private Vector3 _target_velocity;
190 public d.Mass pMass;
191
192 public int m_eventsubscription;
193 private CollisionEventUpdate CollisionEventsThisFrame;
194
195 private IntPtr m_linkJoint = IntPtr.Zero;
196
197 public volatile bool childPrim;
198
199 private ODEDynamics m_vehicle;
200
201 internal int m_material = (int)Material.Wood;
202
203 private int frcount = 0; // Used to limit dynamics debug output to
204
205
206 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
207 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
208 {
209 m_vehicle = new ODEDynamics();
210 //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
211 ode = dode;
212 if (!pos.IsFinite())
213 {
214 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
215 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
216 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
217 }
218
219 _position = pos;
220 m_taintposition = pos;
221 PID_D = parent_scene.bodyPIDD;
222 PID_G = parent_scene.bodyPIDG;
223 m_density = parent_scene.geomDefaultDensity;
224 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
225 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
226
227
228 prim_geom = IntPtr.Zero;
229 prev_geom = IntPtr.Zero;
230
231 if (!pos.IsFinite())
232 {
233 size = new Vector3(0.5f, 0.5f, 0.5f);
234 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
235 }
236
237 if (size.X <= 0) size.X = 0.01f;
238 if (size.Y <= 0) size.Y = 0.01f;
239 if (size.Z <= 0) size.Z = 0.01f;
240
241 _size = size;
242 m_taintsize = _size;
243
244 if (!QuaternionIsFinite(rotation))
245 {
246 rotation = Quaternion.Identity;
247 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
248 }
249
250 _orientation = rotation;
251 m_taintrot = _orientation;
252 _mesh = mesh;
253 _pbs = pbs;
254
255 _parent_scene = parent_scene;
256 m_targetSpace = (IntPtr)0;
257
258// if (pos.Z < 0)
259 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
260 m_isphysical = false;
261 else
262 {
263 m_isphysical = pisPhysical;
264 // If we're physical, we need to be in the master space for now.
265 // linksets *should* be in a space together.. but are not currently
266 if (m_isphysical)
267 m_targetSpace = _parent_scene.space;
268 }
269 m_primName = primName;
270 m_taintadd = true;
271 _parent_scene.AddPhysicsActorTaint(this);
272 // don't do .add() here; old geoms get recycled with the same hash
273 }
274
275 public override int PhysicsActorType
276 {
277 get { return (int) ActorTypes.Prim; }
278 set { return; }
279 }
280
281 public override bool SetAlwaysRun
282 {
283 get { return false; }
284 set { return; }
285 }
286
287 public override uint LocalID
288 {
289 set {
290 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
291 m_localID = value; }
292 }
293
294 public override bool Grabbed
295 {
296 set { return; }
297 }
298
299 public override bool Selected
300 {
301 set {
302
303
304 // This only makes the object not collidable if the object
305 // is physical or the object is modified somehow *IN THE FUTURE*
306 // without this, if an avatar selects prim, they can walk right
307 // through it while it's selected
308 m_collisionscore = 0;
309 if ((m_isphysical && !_zeroFlag) || !value)
310 {
311 m_taintselected = value;
312 _parent_scene.AddPhysicsActorTaint(this);
313 }
314 else
315 {
316 m_taintselected = value;
317 m_isSelected = value;
318 }
319 if(m_isSelected) disableBodySoft();
320 }
321 }
322
323 public void SetGeom(IntPtr geom)
324 {
325 prev_geom = prim_geom;
326 prim_geom = geom;
327//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
328 if (prim_geom != IntPtr.Zero)
329 {
330 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
331 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
332 }
333
334 if (childPrim)
335 {
336 if (_parent != null && _parent is OdePrim)
337 {
338 OdePrim parent = (OdePrim)_parent;
339//Console.WriteLine("SetGeom calls ChildSetGeom");
340 parent.ChildSetGeom(this);
341 }
342 }
343 //m_log.Warn("Setting Geom to: " + prim_geom);
344 }
345
346
347
348 public void enableBodySoft()
349 {
350 if (!childPrim)
351 {
352 if (m_isphysical && Body != IntPtr.Zero)
353 {
354 d.BodyEnable(Body);
355 if (m_vehicle.Type != Vehicle.TYPE_NONE)
356 m_vehicle.Enable(Body, _parent_scene);
357 }
358
359 m_disabled = false;
360 }
361 }
362
363 public void disableBodySoft()
364 {
365 m_disabled = true;
366
367 if (m_isphysical && Body != IntPtr.Zero)
368 {
369 d.BodyDisable(Body);
370 }
371 }
372
373 public void enableBody()
374 {
375 // Don't enable this body if we're a child prim
376 // this should be taken care of in the parent function not here
377 if (!childPrim)
378 {
379 // Sets the geom to a body
380 Body = d.BodyCreate(_parent_scene.world);
381
382 setMass();
383 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
384 d.Quaternion myrot = new d.Quaternion();
385 myrot.X = _orientation.X;
386 myrot.Y = _orientation.Y;
387 myrot.Z = _orientation.Z;
388 myrot.W = _orientation.W;
389 d.BodySetQuaternion(Body, ref myrot);
390 d.GeomSetBody(prim_geom, Body);
391 m_collisionCategories |= CollisionCategories.Body;
392 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
393
394 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
395 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
396
397 d.BodySetAutoDisableFlag(Body, true);
398 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
399
400 // disconnect from world gravity so we can apply buoyancy
401 d.BodySetGravityMode (Body, false);
402
403 m_interpenetrationcount = 0;
404 m_collisionscore = 0;
405 m_disabled = false;
406
407 // The body doesn't already have a finite rotation mode set here
408 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null)
409 {
410 createAMotor(m_angularlock);
411 }
412 if (m_vehicle.Type != Vehicle.TYPE_NONE)
413 {
414 m_vehicle.Enable(Body, _parent_scene);
415 }
416
417 _parent_scene.addActivePrim(this);
418 }
419 }
420
421 #region Mass Calculation
422
423 private float CalculateMass()
424 {
425 float volume = 0;
426
427 // No material is passed to the physics engines yet.. soo..
428 // we're using the m_density constant in the class definition
429
430 float returnMass = 0;
431
432 switch (_pbs.ProfileShape)
433 {
434 case ProfileShape.Square:
435 // Profile Volume
436
437 volume = _size.X*_size.Y*_size.Z;
438
439 // If the user has 'hollowed out'
440 // ProfileHollow is one of those 0 to 50000 values :P
441 // we like percentages better.. so turning into a percentage
442
443 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
444 {
445 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
446
447 // calculate the hollow volume by it's shape compared to the prim shape
448 float hollowVolume = 0;
449 switch (_pbs.HollowShape)
450 {
451 case HollowShape.Square:
452 case HollowShape.Same:
453 // Cube Hollow volume calculation
454 float hollowsizex = _size.X*hollowAmount;
455 float hollowsizey = _size.Y*hollowAmount;
456 float hollowsizez = _size.Z*hollowAmount;
457 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
458 break;
459
460 case HollowShape.Circle:
461 // Hollow shape is a perfect cyllinder in respect to the cube's scale
462 // Cyllinder hollow volume calculation
463 float hRadius = _size.X/2;
464 float hLength = _size.Z;
465
466 // pi * r2 * h
467 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
468 break;
469
470 case HollowShape.Triangle:
471 // Equilateral Triangular Prism volume hollow calculation
472 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
473
474 float aLength = _size.Y;
475 // 1/2 abh
476 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
477 break;
478
479 default:
480 hollowVolume = 0;
481 break;
482 }
483 volume = volume - hollowVolume;
484 }
485
486 break;
487 case ProfileShape.Circle:
488 if (_pbs.PathCurve == (byte)Extrusion.Straight)
489 {
490 // Cylinder
491 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
492 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
493
494 // Approximating the cylinder's irregularity.
495 if (volume1 > volume2)
496 {
497 volume = (float)volume1 - (volume1 - volume2);
498 }
499 else if (volume2 > volume1)
500 {
501 volume = (float)volume2 - (volume2 - volume1);
502 }
503 else
504 {
505 // Regular cylinder
506 volume = volume1;
507 }
508 }
509 else
510 {
511 // We don't know what the shape is yet, so use default
512 volume = _size.X * _size.Y * _size.Z;
513 }
514 // If the user has 'hollowed out'
515 // ProfileHollow is one of those 0 to 50000 values :P
516 // we like percentages better.. so turning into a percentage
517
518 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
519 {
520 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
521
522 // calculate the hollow volume by it's shape compared to the prim shape
523 float hollowVolume = 0;
524 switch (_pbs.HollowShape)
525 {
526 case HollowShape.Same:
527 case HollowShape.Circle:
528 // Hollow shape is a perfect cyllinder in respect to the cube's scale
529 // Cyllinder hollow volume calculation
530 float hRadius = _size.X / 2;
531 float hLength = _size.Z;
532
533 // pi * r2 * h
534 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
535 break;
536
537 case HollowShape.Square:
538 // Cube Hollow volume calculation
539 float hollowsizex = _size.X * hollowAmount;
540 float hollowsizey = _size.Y * hollowAmount;
541 float hollowsizez = _size.Z * hollowAmount;
542 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
543 break;
544
545 case HollowShape.Triangle:
546 // Equilateral Triangular Prism volume hollow calculation
547 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
548
549 float aLength = _size.Y;
550 // 1/2 abh
551 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
552 break;
553
554 default:
555 hollowVolume = 0;
556 break;
557 }
558 volume = volume - hollowVolume;
559 }
560 break;
561
562 case ProfileShape.HalfCircle:
563 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
564 {
565 if (_size.X == _size.Y && _size.Y == _size.Z)
566 {
567 // regular sphere
568 // v = 4/3 * pi * r^3
569 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
570 volume = (float)((4f / 3f) * Math.PI * sradius3);
571 }
572 else
573 {
574 // we treat this as a box currently
575 volume = _size.X * _size.Y * _size.Z;
576 }
577 }
578 else
579 {
580 // We don't know what the shape is yet, so use default
581 volume = _size.X * _size.Y * _size.Z;
582 }
583 break;
584
585 case ProfileShape.EquilateralTriangle:
586 /*
587 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
588
589 // seed mesh
590 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
591 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
592 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
593 */
594 float xA = -0.25f * _size.X;
595 float yA = -0.45f * _size.Y;
596
597 float xB = 0.5f * _size.X;
598 float yB = 0;
599
600 float xC = -0.25f * _size.X;
601 float yC = 0.45f * _size.Y;
602
603 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
604
605 // If the user has 'hollowed out'
606 // ProfileHollow is one of those 0 to 50000 values :P
607 // we like percentages better.. so turning into a percentage
608 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
609 if (((float)fhollowFactor / 50000f) > 0.0)
610 {
611 float hollowAmount = (float)fhollowFactor / 50000f;
612
613 // calculate the hollow volume by it's shape compared to the prim shape
614 float hollowVolume = 0;
615 switch (_pbs.HollowShape)
616 {
617 case HollowShape.Same:
618 case HollowShape.Triangle:
619 // Equilateral Triangular Prism volume hollow calculation
620 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
621
622 float aLength = _size.Y;
623 // 1/2 abh
624 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
625 break;
626
627 case HollowShape.Square:
628 // Cube Hollow volume calculation
629 float hollowsizex = _size.X * hollowAmount;
630 float hollowsizey = _size.Y * hollowAmount;
631 float hollowsizez = _size.Z * hollowAmount;
632 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
633 break;
634
635 case HollowShape.Circle:
636 // Hollow shape is a perfect cyllinder in respect to the cube's scale
637 // Cyllinder hollow volume calculation
638 float hRadius = _size.X / 2;
639 float hLength = _size.Z;
640
641 // pi * r2 * h
642 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
643 break;
644
645 default:
646 hollowVolume = 0;
647 break;
648 }
649 volume = volume - hollowVolume;
650 }
651 break;
652
653 default:
654 // we don't have all of the volume formulas yet so
655 // use the common volume formula for all
656 volume = _size.X*_size.Y*_size.Z;
657 break;
658 }
659
660 // Calculate Path cut effect on volume
661 // Not exact, in the triangle hollow example
662 // They should never be zero or less then zero..
663 // we'll ignore it if it's less then zero
664
665 // ProfileEnd and ProfileBegin are values
666 // from 0 to 50000
667
668 // Turning them back into percentages so that I can cut that percentage off the volume
669
670 float PathCutEndAmount = _pbs.ProfileEnd;
671 float PathCutStartAmount = _pbs.ProfileBegin;
672 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
673 {
674 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
675
676 // Check the return amount for sanity
677 if (pathCutAmount >= 0.99f)
678 pathCutAmount = 0.99f;
679
680 volume = volume - (volume*pathCutAmount);
681 }
682 UInt16 taperX = _pbs.PathScaleX;
683 UInt16 taperY = _pbs.PathScaleY;
684 float taperFactorX = 0;
685 float taperFactorY = 0;
686
687 // Mass = density * volume
688 if (taperX != 100)
689 {
690 if (taperX > 100)
691 {
692 taperFactorX = 1.0f - ((float)taperX / 200);
693 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
694 }
695 else
696 {
697 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
698 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
699 }
700 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
701 }
702
703 if (taperY != 100)
704 {
705 if (taperY > 100)
706 {
707 taperFactorY = 1.0f - ((float)taperY / 200);
708 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
709 }
710 else
711 {
712 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
713 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
714 }
715 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
716 }
717 returnMass = m_density*volume;
718 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
719
720
721
722 // Recursively calculate mass
723 bool HasChildPrim = false;
724 lock (childrenPrim)
725 {
726 if (childrenPrim.Count > 0)
727 {
728 HasChildPrim = true;
729 }
730
731 }
732 if (HasChildPrim)
733 {
734 OdePrim[] childPrimArr = new OdePrim[0];
735
736 lock (childrenPrim)
737 childPrimArr = childrenPrim.ToArray();
738
739 for (int i = 0; i < childPrimArr.Length; i++)
740 {
741 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
742 returnMass += childPrimArr[i].CalculateMass();
743 // failsafe, this shouldn't happen but with OpenSim, you never know :)
744 if (i > 256)
745 break;
746 }
747 }
748 if (returnMass > _parent_scene.maximumMassObject)
749 returnMass = _parent_scene.maximumMassObject;
750 return returnMass;
751 }// end CalculateMass
752
753 #endregion
754
755 public void setMass()
756 {
757 if (Body != (IntPtr) 0)
758 {
759 float newmass = CalculateMass();
760
761 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
762
763 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
764 d.BodySetMass(Body, ref pMass);
765 }
766 }
767
768 public void disableBody()
769 {
770 //this kills the body so things like 'mesh' can re-create it.
771 lock (this)
772 {
773 if (!childPrim)
774 {
775 if (Body != IntPtr.Zero)
776 {
777 _parent_scene.remActivePrim(this);
778 m_collisionCategories &= ~CollisionCategories.Body;
779 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
780
781 if (prim_geom != IntPtr.Zero)
782 {
783 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
784 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
785 }
786
787
788 d.BodyDestroy(Body);
789 lock (childrenPrim)
790 {
791 if (childrenPrim.Count > 0)
792 {
793 foreach (OdePrim prm in childrenPrim)
794 {
795 _parent_scene.remActivePrim(prm);
796 prm.Body = IntPtr.Zero;
797 }
798 }
799 }
800 Body = IntPtr.Zero;
801 }
802 }
803 else
804 {
805 _parent_scene.remActivePrim(this);
806
807 m_collisionCategories &= ~CollisionCategories.Body;
808 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
809
810 if (prim_geom != IntPtr.Zero)
811 {
812 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
813 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
814 }
815
816
817 Body = IntPtr.Zero;
818 }
819 }
820 m_disabled = true;
821 m_collisionscore = 0;
822 }
823
824 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
825
826 public void setMesh(OdeScene parent_scene, IMesh mesh)
827 {
828 // This sleeper is there to moderate how long it takes between
829 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
830
831 //Thread.Sleep(10);
832
833 //Kill Body so that mesh can re-make the geom
834 if (IsPhysical && Body != IntPtr.Zero)
835 {
836 if (childPrim)
837 {
838 if (_parent != null)
839 {
840 OdePrim parent = (OdePrim)_parent;
841 parent.ChildDelink(this);
842 }
843 }
844 else
845 {
846 disableBody();
847 }
848 }
849
850 IntPtr vertices, indices;
851 int vertexCount, indexCount;
852 int vertexStride, triStride;
853 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
854 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
855
856 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
857 if (m_MeshToTriMeshMap.ContainsKey(mesh))
858 {
859 _triMeshData = m_MeshToTriMeshMap[mesh];
860 }
861 else
862 {
863 _triMeshData = d.GeomTriMeshDataCreate();
864
865 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
866 d.GeomTriMeshDataPreprocess(_triMeshData);
867 m_MeshToTriMeshMap[mesh] = _triMeshData;
868 }
869
870 _parent_scene.waitForSpaceUnlock(m_targetSpace);
871 try
872 {
873 if (prim_geom == IntPtr.Zero)
874 {
875 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
876 }
877 }
878 catch (AccessViolationException)
879 {
880 m_log.Error("[PHYSICS]: MESH LOCKED");
881 return;
882 }
883
884
885 // if (IsPhysical && Body == (IntPtr) 0)
886 // {
887 // Recreate the body
888 // m_interpenetrationcount = 0;
889 // m_collisionscore = 0;
890
891 // enableBody();
892 // }
893 }
894
895 public void ProcessTaints(float timestep)
896 {
897//Console.WriteLine("ProcessTaints for " + m_primName );
898 if (m_taintadd)
899 {
900 changeadd(timestep);
901 }
902
903 if (prim_geom != IntPtr.Zero)
904 {
905 if (!_position.ApproxEquals(m_taintposition, 0f))
906 changemove(timestep);
907
908 if (m_taintrot != _orientation)
909 {
910 if(childPrim && IsPhysical) // For physical child prim...
911 {
912 rotate(timestep);
913 // KF: ODE will also rotate the parent prim!
914 // so rotate the root back to where it was
915 OdePrim parent = (OdePrim)_parent;
916 parent.rotate(timestep);
917 }
918 else
919 {
920 //Just rotate the prim
921 rotate(timestep);
922 }
923 }
924 //
925
926 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
927 changePhysicsStatus(timestep);
928 //
929
930 if (!_size.ApproxEquals(m_taintsize,0f))
931 changesize(timestep);
932 //
933
934 if (m_taintshape)
935 changeshape(timestep);
936 //
937
938 if (m_taintforce)
939 changeAddForce(timestep);
940
941 if (m_taintaddangularforce)
942 changeAddAngularForce(timestep);
943
944 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
945 changeSetTorque(timestep);
946
947 if (m_taintdisable)
948 changedisable(timestep);
949
950 if (m_taintselected != m_isSelected)
951 changeSelectedStatus(timestep);
952
953 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
954 changevelocity(timestep);
955
956 if (m_taintparent != _parent)
957 changelink(timestep);
958
959 if (m_taintCollidesWater != m_collidesWater)
960 changefloatonwater(timestep);
961
962 if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
963 changeAngularLock(timestep);
964
965 }
966 else
967 {
968 m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)");
969 }
970 }
971
972
973 private void changeAngularLock(float timestep)
974 {
975 // do we have a Physical object?
976 if (Body != IntPtr.Zero)
977 {
978 //Check that we have a Parent
979 //If we have a parent then we're not authorative here
980 if (_parent == null)
981 {
982 if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f))
983 {
984 //d.BodySetFiniteRotationMode(Body, 0);
985 //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z);
986 createAMotor(m_taintAngularLock);
987 }
988 else
989 {
990 if (Amotor != IntPtr.Zero)
991 {
992 d.JointDestroy(Amotor);
993 Amotor = IntPtr.Zero;
994 }
995 }
996 }
997 }
998 // Store this for later in case we get turned into a separate body
999 m_angularlock = m_taintAngularLock;
1000
1001 }
1002
1003 private void changelink(float timestep)
1004 {
1005 // If the newly set parent is not null
1006 // create link
1007 if (_parent == null && m_taintparent != null)
1008 {
1009 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1010 {
1011 OdePrim obj = (OdePrim)m_taintparent;
1012 //obj.disableBody();
1013//Console.WriteLine("changelink calls ParentPrim");
1014 obj.ParentPrim(this);
1015
1016 /*
1017 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1018 {
1019 _linkJointGroup = d.JointGroupCreate(0);
1020 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1021 d.JointAttach(m_linkJoint, obj.Body, Body);
1022 d.JointSetFixed(m_linkJoint);
1023 }
1024 */
1025 }
1026 }
1027 // If the newly set parent is null
1028 // destroy link
1029 else if (_parent != null && m_taintparent == null)
1030 {
1031//Console.WriteLine(" changelink B");
1032
1033 if (_parent is OdePrim)
1034 {
1035 OdePrim obj = (OdePrim)_parent;
1036 obj.ChildDelink(this);
1037 childPrim = false;
1038 //_parent = null;
1039 }
1040
1041 /*
1042 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1043 d.JointGroupDestroy(_linkJointGroup);
1044
1045 _linkJointGroup = (IntPtr)0;
1046 m_linkJoint = (IntPtr)0;
1047 */
1048 }
1049
1050 _parent = m_taintparent;
1051 m_taintPhysics = m_isphysical;
1052 }
1053
1054 // I'm the parent
1055 // prim is the child
1056 public void ParentPrim(OdePrim prim)
1057 {
1058//Console.WriteLine("ParentPrim " + m_primName);
1059 if (this.m_localID != prim.m_localID)
1060 {
1061 if (Body == IntPtr.Zero)
1062 {
1063 Body = d.BodyCreate(_parent_scene.world);
1064 setMass();
1065 }
1066 if (Body != IntPtr.Zero)
1067 {
1068 lock (childrenPrim)
1069 {
1070 if (!childrenPrim.Contains(prim))
1071 {
1072//Console.WriteLine("childrenPrim.Add " + prim);
1073 childrenPrim.Add(prim);
1074
1075 foreach (OdePrim prm in childrenPrim)
1076 {
1077 d.Mass m2;
1078 d.MassSetZero(out m2);
1079 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1080
1081
1082 d.Quaternion quat = new d.Quaternion();
1083 quat.W = prm._orientation.W;
1084 quat.X = prm._orientation.X;
1085 quat.Y = prm._orientation.Y;
1086 quat.Z = prm._orientation.Z;
1087
1088 d.Matrix3 mat = new d.Matrix3();
1089 d.RfromQ(out mat, ref quat);
1090 d.MassRotate(ref m2, ref mat);
1091 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1092 d.MassAdd(ref pMass, ref m2);
1093 }
1094 foreach (OdePrim prm in childrenPrim)
1095 {
1096
1097 prm.m_collisionCategories |= CollisionCategories.Body;
1098 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1099
1100 if (prm.prim_geom == IntPtr.Zero)
1101 {
1102 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1103 continue;
1104 }
1105//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1106 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1107 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1108
1109
1110 d.Quaternion quat = new d.Quaternion();
1111 quat.W = prm._orientation.W;
1112 quat.X = prm._orientation.X;
1113 quat.Y = prm._orientation.Y;
1114 quat.Z = prm._orientation.Z;
1115
1116 d.Matrix3 mat = new d.Matrix3();
1117 d.RfromQ(out mat, ref quat);
1118 if (Body != IntPtr.Zero)
1119 {
1120 d.GeomSetBody(prm.prim_geom, Body);
1121 prm.childPrim = true;
1122 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1123 //d.GeomSetOffsetPosition(prim.prim_geom,
1124 // (Position.X - prm.Position.X) - pMass.c.X,
1125 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1126 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1127 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1128 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1129 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1130 d.BodySetMass(Body, ref pMass);
1131 }
1132 else
1133 {
1134 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1135 }
1136
1137
1138 prm.m_interpenetrationcount = 0;
1139 prm.m_collisionscore = 0;
1140 prm.m_disabled = false;
1141
1142 // The body doesn't already have a finite rotation mode set here
1143 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
1144 {
1145 prm.createAMotor(m_angularlock);
1146 }
1147 prm.Body = Body;
1148 _parent_scene.addActivePrim(prm);
1149 }
1150 m_collisionCategories |= CollisionCategories.Body;
1151 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1152
1153//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1154 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1155//Console.WriteLine(" Post GeomSetCategoryBits 2");
1156 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1157
1158
1159 d.Quaternion quat2 = new d.Quaternion();
1160 quat2.W = _orientation.W;
1161 quat2.X = _orientation.X;
1162 quat2.Y = _orientation.Y;
1163 quat2.Z = _orientation.Z;
1164
1165 d.Matrix3 mat2 = new d.Matrix3();
1166 d.RfromQ(out mat2, ref quat2);
1167 d.GeomSetBody(prim_geom, Body);
1168 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1169 //d.GeomSetOffsetPosition(prim.prim_geom,
1170 // (Position.X - prm.Position.X) - pMass.c.X,
1171 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1172 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1173 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1174 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1175 d.BodySetMass(Body, ref pMass);
1176
1177 d.BodySetAutoDisableFlag(Body, true);
1178 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1179
1180
1181 m_interpenetrationcount = 0;
1182 m_collisionscore = 0;
1183 m_disabled = false;
1184
1185 // The body doesn't already have a finite rotation mode set here
1186 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
1187 {
1188 createAMotor(m_angularlock);
1189 }
1190 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1191 if (m_vehicle.Type != Vehicle.TYPE_NONE) m_vehicle.Enable(Body, _parent_scene);
1192 _parent_scene.addActivePrim(this);
1193 }
1194 }
1195 }
1196 }
1197
1198 }
1199
1200 private void ChildSetGeom(OdePrim odePrim)
1201 {
1202 //if (m_isphysical && Body != IntPtr.Zero)
1203 lock (childrenPrim)
1204 {
1205 foreach (OdePrim prm in childrenPrim)
1206 {
1207 //prm.childPrim = true;
1208 prm.disableBody();
1209 //prm.m_taintparent = null;
1210 //prm._parent = null;
1211 //prm.m_taintPhysics = false;
1212 //prm.m_disabled = true;
1213 //prm.childPrim = false;
1214 }
1215 }
1216 disableBody();
1217
1218
1219 if (Body != IntPtr.Zero)
1220 {
1221 _parent_scene.remActivePrim(this);
1222 }
1223
1224 lock (childrenPrim)
1225 {
1226 foreach (OdePrim prm in childrenPrim)
1227 {
1228//Console.WriteLine("ChildSetGeom calls ParentPrim");
1229 ParentPrim(prm);
1230 }
1231 }
1232
1233 }
1234
1235 private void ChildDelink(OdePrim odePrim)
1236 {
1237 // Okay, we have a delinked child.. need to rebuild the body.
1238 lock (childrenPrim)
1239 {
1240 foreach (OdePrim prm in childrenPrim)
1241 {
1242 prm.childPrim = true;
1243 prm.disableBody();
1244 //prm.m_taintparent = null;
1245 //prm._parent = null;
1246 //prm.m_taintPhysics = false;
1247 //prm.m_disabled = true;
1248 //prm.childPrim = false;
1249 }
1250 }
1251 disableBody();
1252
1253 lock (childrenPrim)
1254 {
1255 //Console.WriteLine("childrenPrim.Remove " + odePrim);
1256 childrenPrim.Remove(odePrim);
1257 }
1258
1259
1260
1261
1262 if (Body != IntPtr.Zero)
1263 {
1264 _parent_scene.remActivePrim(this);
1265 }
1266
1267
1268
1269 lock (childrenPrim)
1270 {
1271 foreach (OdePrim prm in childrenPrim)
1272 {
1273//Console.WriteLine("ChildDelink calls ParentPrim");
1274 ParentPrim(prm);
1275 }
1276 }
1277
1278
1279 }
1280
1281 private void changeSelectedStatus(float timestep)
1282 {
1283 if (m_taintselected)
1284 {
1285 m_collisionCategories = CollisionCategories.Selected;
1286 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1287
1288 // We do the body disable soft twice because 'in theory' a collision could have happened
1289 // in between the disabling and the collision properties setting
1290 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1291 // through the ground.
1292
1293 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1294 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1295 // so that causes the selected part to wake up and continue moving.
1296
1297 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1298 // assembly will stop simulating during the selection, because of the lack of atomicity
1299 // of select operations (their processing could be interrupted by a thread switch, causing
1300 // simulation to continue before all of the selected object notifications trickle down to
1301 // the physics engine).
1302
1303 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1304 // selected and disabled. then, due to a thread switch, the selection processing is
1305 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1306 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1307 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1308 // up, start simulating again, which in turn wakes up the last 50.
1309
1310 if (m_isphysical)
1311 {
1312 disableBodySoft();
1313 }
1314
1315 if (prim_geom != IntPtr.Zero)
1316 {
1317 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1318 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1319 }
1320
1321 if (m_isphysical)
1322 {
1323 disableBodySoft();
1324 }
1325 }
1326 else
1327 {
1328 m_collisionCategories = CollisionCategories.Geom;
1329
1330 if (m_isphysical)
1331 m_collisionCategories |= CollisionCategories.Body;
1332
1333 m_collisionFlags = m_default_collisionFlags;
1334
1335 if (m_collidesLand)
1336 m_collisionFlags |= CollisionCategories.Land;
1337 if (m_collidesWater)
1338 m_collisionFlags |= CollisionCategories.Water;
1339
1340 if (prim_geom != IntPtr.Zero)
1341 {
1342 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1343 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1344 }
1345 if (m_isphysical)
1346 {
1347 if (Body != IntPtr.Zero)
1348 {
1349 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1350 d.BodySetForce(Body, 0, 0, 0);
1351 enableBodySoft();
1352 }
1353 }
1354 }
1355
1356 resetCollisionAccounting();
1357 m_isSelected = m_taintselected;
1358 }//end changeSelectedStatus
1359
1360 public void ResetTaints()
1361 {
1362 m_taintposition = _position;
1363 m_taintrot = _orientation;
1364 m_taintPhysics = m_isphysical;
1365 m_taintselected = m_isSelected;
1366 m_taintsize = _size;
1367 m_taintshape = false;
1368 m_taintforce = false;
1369 m_taintdisable = false;
1370 m_taintVelocity = Vector3.Zero;
1371 }
1372
1373 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1374 {
1375//Console.WriteLine("CreateGeom:");
1376 if (_mesh != null)
1377 {
1378 setMesh(_parent_scene, _mesh);
1379 }
1380 else
1381 {
1382 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
1383 {
1384 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
1385 {
1386 if (((_size.X / 2f) > 0f))
1387 {
1388 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1389 try
1390 {
1391//Console.WriteLine(" CreateGeom 1");
1392 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1393 }
1394 catch (AccessViolationException)
1395 {
1396 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1397 ode.dunlock(_parent_scene.world);
1398 return;
1399 }
1400 }
1401 else
1402 {
1403 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1404 try
1405 {
1406//Console.WriteLine(" CreateGeom 2");
1407 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1408 }
1409 catch (AccessViolationException)
1410 {
1411 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1412 ode.dunlock(_parent_scene.world);
1413 return;
1414 }
1415 }
1416 }
1417 else
1418 {
1419 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1420 try
1421 {
1422//Console.WriteLine(" CreateGeom 3");
1423 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1424 }
1425 catch (AccessViolationException)
1426 {
1427 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1428 ode.dunlock(_parent_scene.world);
1429 return;
1430 }
1431 }
1432 }
1433
1434 else
1435 {
1436 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1437 try
1438 {
1439//Console.WriteLine(" CreateGeom 4");
1440 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1441 }
1442 catch (AccessViolationException)
1443 {
1444 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1445 ode.dunlock(_parent_scene.world);
1446 return;
1447 }
1448 }
1449 }
1450 }
1451
1452 public void changeadd(float timestep)
1453 {
1454 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1455 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1456
1457 if (targetspace == IntPtr.Zero)
1458 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1459
1460 m_targetSpace = targetspace;
1461
1462 if (_mesh == null)
1463 {
1464 if (_parent_scene.needsMeshing(_pbs))
1465 {
1466 // Don't need to re-enable body.. it's done in SetMesh
1467 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1468 // createmesh returns null when it's a shape that isn't a cube.
1469 // m_log.Debug(m_localID);
1470 }
1471 }
1472
1473
1474 lock (_parent_scene.OdeLock)
1475 {
1476//Console.WriteLine("changeadd 1");
1477 CreateGeom(m_targetSpace, _mesh);
1478
1479 if (prim_geom != IntPtr.Zero)
1480 {
1481 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1482 d.Quaternion myrot = new d.Quaternion();
1483 myrot.X = _orientation.X;
1484 myrot.Y = _orientation.Y;
1485 myrot.Z = _orientation.Z;
1486 myrot.W = _orientation.W;
1487 d.GeomSetQuaternion(prim_geom, ref myrot);
1488 }
1489
1490 if (m_isphysical && Body == IntPtr.Zero)
1491 {
1492 enableBody();
1493 }
1494 }
1495
1496 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1497 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1498
1499 changeSelectedStatus(timestep);
1500
1501 m_taintadd = false;
1502 }
1503
1504 public void changemove(float timestep)
1505 {
1506 if (m_isphysical)
1507 {
1508
1509 if (!m_disabled && !m_taintremove && !childPrim)
1510 {
1511 if (Body == IntPtr.Zero)
1512 enableBody();
1513 //Prim auto disable after 20 frames,
1514 //if you move it, re-enable the prim manually.
1515 if (_parent != null)
1516 {
1517 if (m_linkJoint != IntPtr.Zero)
1518 {
1519 d.JointDestroy(m_linkJoint);
1520 m_linkJoint = IntPtr.Zero;
1521 }
1522 }
1523 if (Body != IntPtr.Zero)
1524 {
1525 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1526
1527 if (_parent != null)
1528 {
1529 OdePrim odParent = (OdePrim)_parent;
1530 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1531 {
1532// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1533Console.WriteLine(" JointCreateFixed");
1534 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1535 d.JointAttach(m_linkJoint, Body, odParent.Body);
1536 d.JointSetFixed(m_linkJoint);
1537 }
1538 }
1539 d.BodyEnable(Body);
1540 if (m_vehicle.Type != Vehicle.TYPE_NONE)
1541 {
1542 m_vehicle.Enable(Body, _parent_scene);
1543 }
1544 }
1545 else
1546 {
1547 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1548 }
1549 }
1550 //else
1551 // {
1552 //m_log.Debug("[BUG]: race!");
1553 //}
1554 }
1555 else
1556 {
1557 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1558 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1559 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1560
1561 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1562 m_targetSpace = tempspace;
1563
1564 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1565 if (prim_geom != IntPtr.Zero)
1566 {
1567 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1568
1569 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1570 d.SpaceAdd(m_targetSpace, prim_geom);
1571 }
1572 }
1573
1574 changeSelectedStatus(timestep);
1575
1576 resetCollisionAccounting();
1577 m_taintposition = _position;
1578 }
1579
1580 public void Move(float timestep)
1581 {
1582 float fx = 0;
1583 float fy = 0;
1584 float fz = 0;
1585
1586 frcount++; // used to limit debug comment output
1587 if (frcount > 100)
1588 frcount = 0;
1589
1590 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
1591 {
1592//if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle.Type +
1593 // " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID);
1594 if (m_vehicle.Type != Vehicle.TYPE_NONE)
1595 {
1596 // 'VEHICLES' are dealt with in ODEDynamics.cs
1597 m_vehicle.Step(timestep, _parent_scene);
1598 }
1599 else
1600 {
1601 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
1602 // NON-'VEHICLES' are dealt with here
1603 if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
1604 {
1605 d.Vector3 avel2 = d.BodyGetAngularVel(Body);
1606 if (m_angularlock.X == 1)
1607 avel2.X = 0;
1608 if (m_angularlock.Y == 1)
1609 avel2.Y = 0;
1610 if (m_angularlock.Z == 1)
1611 avel2.Z = 0;
1612 d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
1613 }
1614 //float PID_P = 900.0f;
1615
1616 float m_mass = CalculateMass();
1617
1618// fz = 0f;
1619 //m_log.Info(m_collisionFlags.ToString());
1620
1621
1622 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
1623 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
1624 // NB Prims in ODE are no subject to global gravity
1625 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
1626
1627 if (m_usePID)
1628 {
1629//if(frcount == 0) Console.WriteLine("PID " + m_primName);
1630 // KF - this is for object MoveToTarget.
1631
1632 //if (!d.BodyIsEnabled(Body))
1633 //d.BodySetForce(Body, 0f, 0f, 0f);
1634
1635 // no lock; for now it's only called from within Simulate()
1636
1637 // If the PID Controller isn't active then we set our force
1638 // calculating base velocity to the current position
1639
1640 if ((m_PIDTau < 1) && (m_PIDTau != 0))
1641 {
1642 //PID_G = PID_G / m_PIDTau;
1643 m_PIDTau = 1;
1644 }
1645
1646 if ((PID_G - m_PIDTau) <= 0)
1647 {
1648 PID_G = m_PIDTau + 1;
1649 }
1650 //PidStatus = true;
1651
1652 // PhysicsVector vec = new PhysicsVector();
1653 d.Vector3 vel = d.BodyGetLinearVel(Body);
1654
1655 d.Vector3 pos = d.BodyGetPosition(Body);
1656 _target_velocity =
1657 new Vector3(
1658 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
1659 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
1660 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
1661 );
1662
1663 // if velocity is zero, use position control; otherwise, velocity control
1664
1665 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
1666 {
1667 // keep track of where we stopped. No more slippin' & slidin'
1668
1669 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1670 // react to the physics scene by moving it's position.
1671 // Avatar to Avatar collisions
1672 // Prim to avatar collisions
1673
1674 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
1675 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
1676 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1677 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
1678 d.BodySetLinearVel(Body, 0, 0, 0);
1679 d.BodyAddForce(Body, 0, 0, fz);
1680 return;
1681 }
1682 else
1683 {
1684 _zeroFlag = false;
1685
1686 // We're flying and colliding with something
1687 fx = ((_target_velocity.X) - vel.X) * (PID_D);
1688 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
1689
1690 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
1691
1692 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
1693 }
1694 } // end if (m_usePID)
1695
1696 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
1697 if (m_useHoverPID && !m_usePID)
1698 {
1699//Console.WriteLine("Hover " + m_primName);
1700
1701 // If we're using the PID controller, then we have no gravity
1702 fz = (-1 * _parent_scene.gravityz) * m_mass;
1703
1704 // no lock; for now it's only called from within Simulate()
1705
1706 // If the PID Controller isn't active then we set our force
1707 // calculating base velocity to the current position
1708
1709 if ((m_PIDTau < 1))
1710 {
1711 PID_G = PID_G / m_PIDTau;
1712 }
1713
1714 if ((PID_G - m_PIDTau) <= 0)
1715 {
1716 PID_G = m_PIDTau + 1;
1717 }
1718
1719
1720 // Where are we, and where are we headed?
1721 d.Vector3 pos = d.BodyGetPosition(Body);
1722 d.Vector3 vel = d.BodyGetLinearVel(Body);
1723
1724
1725 // Non-Vehicles have a limited set of Hover options.
1726 // determine what our target height really is based on HoverType
1727 switch (m_PIDHoverType)
1728 {
1729 case PIDHoverType.Ground:
1730 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
1731 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
1732 break;
1733 case PIDHoverType.GroundAndWater:
1734 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
1735 m_waterHeight = _parent_scene.GetWaterLevel();
1736 if (m_groundHeight > m_waterHeight)
1737 {
1738 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
1739 }
1740 else
1741 {
1742 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
1743 }
1744 break;
1745
1746 } // end switch (m_PIDHoverType)
1747
1748
1749 _target_velocity =
1750 new Vector3(0.0f, 0.0f,
1751 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
1752 );
1753
1754 // if velocity is zero, use position control; otherwise, velocity control
1755
1756 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
1757 {
1758 // keep track of where we stopped. No more slippin' & slidin'
1759
1760 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1761 // react to the physics scene by moving it's position.
1762 // Avatar to Avatar collisions
1763 // Prim to avatar collisions
1764
1765 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
1766 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
1767 d.BodyAddForce(Body, 0, 0, fz);
1768 //KF this prevents furthur motions return;
1769 }
1770 else
1771 {
1772 _zeroFlag = false;
1773
1774 // We're flying and colliding with something
1775 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
1776 }
1777 } // end m_useHoverPID && !m_usePID
1778
1779 if (m_useAPID)
1780 {
1781 // RotLookAt, apparently overrides all other rotation sources. Inputs:
1782 // Quaternion m_APIDTarget
1783 // float m_APIDStrength // From SL experiments, this is the time to get there
1784 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
1785 // Also in SL the mass of the object has no effect on time to get there.
1786 // Factors:
1787//if(frcount == 0) Console.WriteLine("APID ");
1788 // get present body rotation
1789 float limit = 1.0f;
1790 float scaler = 50f; // adjusts damping time
1791 float RLAservo = 0f;
1792
1793 d.Quaternion rot = d.BodyGetQuaternion(Body);
1794 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
1795 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
1796 float diff_angle;
1797 Vector3 diff_axis;
1798 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
1799 diff_axis.Normalize();
1800 if(diff_angle > 0.01f) // diff_angle is always +ve
1801 {
1802// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
1803 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
1804 rotforce = rotforce * rotq;
1805 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
1806// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
1807 // rotforce = rotforce * RLAservo * diff_angle ;
1808 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
1809 RLAservo = timestep / m_APIDStrength * scaler;
1810 rotforce = rotforce * RLAservo * diff_angle ;
1811 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
1812//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
1813 }
1814//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
1815 } // end m_useAPID
1816
1817 fx *= m_mass;
1818 fy *= m_mass;
1819 //fz *= m_mass;
1820
1821 fx += m_force.X;
1822 fy += m_force.Y;
1823 fz += m_force.Z;
1824
1825 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
1826 if (fx != 0 || fy != 0 || fz != 0)
1827 {
1828 //m_taintdisable = true;
1829 //base.RaiseOutOfBounds(Position);
1830 //d.BodySetLinearVel(Body, fx, fy, 0f);
1831 if (!d.BodyIsEnabled(Body))
1832 {
1833 // A physical body at rest on a surface will auto-disable after a while,
1834 // this appears to re-enable it incase the surface it is upon vanishes,
1835 // and the body should fall again.
1836 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1837 d.BodySetForce(Body, 0, 0, 0);
1838 enableBodySoft();
1839 }
1840
1841 // 35x10 = 350n times the mass per second applied maximum.
1842 float nmax = 35f * m_mass;
1843 float nmin = -35f * m_mass;
1844
1845
1846 if (fx > nmax)
1847 fx = nmax;
1848 if (fx < nmin)
1849 fx = nmin;
1850 if (fy > nmax)
1851 fy = nmax;
1852 if (fy < nmin)
1853 fy = nmin;
1854 d.BodyAddForce(Body, fx, fy, fz);
1855//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
1856 }
1857 }
1858 }
1859 else
1860 { // is not physical, or is not a body or is selected
1861 // _zeroPosition = d.BodyGetPosition(Body);
1862 return;
1863//Console.WriteLine("Nothing " + m_primName);
1864
1865 }
1866 }
1867
1868
1869
1870 public void rotate(float timestep)
1871 {
1872 d.Quaternion myrot = new d.Quaternion();
1873 myrot.X = _orientation.X;
1874 myrot.Y = _orientation.Y;
1875 myrot.Z = _orientation.Z;
1876 myrot.W = _orientation.W;
1877 if (Body != IntPtr.Zero)
1878 {
1879 // KF: If this is a root prim do BodySet
1880 d.BodySetQuaternion(Body, ref myrot);
1881 if (m_isphysical)
1882 {
1883 if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
1884 createAMotor(m_angularlock);
1885 }
1886 }
1887 else
1888 {
1889 // daughter prim, do Geom set
1890 d.GeomSetQuaternion(prim_geom, ref myrot);
1891 }
1892
1893 resetCollisionAccounting();
1894 m_taintrot = _orientation;
1895 }
1896
1897 private void resetCollisionAccounting()
1898 {
1899 m_collisionscore = 0;
1900 m_interpenetrationcount = 0;
1901 m_disabled = false;
1902 }
1903
1904 public void changedisable(float timestep)
1905 {
1906 m_disabled = true;
1907 if (Body != IntPtr.Zero)
1908 {
1909 d.BodyDisable(Body);
1910 Body = IntPtr.Zero;
1911 }
1912
1913 m_taintdisable = false;
1914 }
1915
1916 public void changePhysicsStatus(float timestep)
1917 {
1918 if (m_isphysical == true)
1919 {
1920 if (Body == IntPtr.Zero)
1921 {
1922 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
1923 {
1924 changeshape(2f);
1925 }
1926 else
1927 {
1928 enableBody();
1929 }
1930 }
1931 }
1932 else
1933 {
1934 if (Body != IntPtr.Zero)
1935 {
1936 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
1937 {
1938
1939
1940 if (prim_geom != IntPtr.Zero)
1941 {
1942 try
1943 {
1944 d.GeomDestroy(prim_geom);
1945 prim_geom = IntPtr.Zero;
1946 _mesh = null;
1947 }
1948 catch (System.AccessViolationException)
1949 {
1950 prim_geom = IntPtr.Zero;
1951 m_log.Error("[PHYSICS]: PrimGeom dead");
1952 }
1953 }
1954//Console.WriteLine("changePhysicsStatus for " + m_primName );
1955 changeadd(2f);
1956 }
1957 if (childPrim)
1958 {
1959 if (_parent != null)
1960 {
1961 OdePrim parent = (OdePrim)_parent;
1962 parent.ChildDelink(this);
1963 }
1964 }
1965 else
1966 {
1967 disableBody();
1968 }
1969 }
1970 }
1971
1972 changeSelectedStatus(timestep);
1973
1974 resetCollisionAccounting();
1975 m_taintPhysics = m_isphysical;
1976 }
1977
1978 public void changesize(float timestamp)
1979 {
1980
1981 string oldname = _parent_scene.geom_name_map[prim_geom];
1982
1983 if (_size.X <= 0) _size.X = 0.01f;
1984 if (_size.Y <= 0) _size.Y = 0.01f;
1985 if (_size.Z <= 0) _size.Z = 0.01f;
1986
1987 // Cleanup of old prim geometry
1988 if (_mesh != null)
1989 {
1990 // Cleanup meshing here
1991 }
1992 //kill body to rebuild
1993 if (IsPhysical && Body != IntPtr.Zero)
1994 {
1995 if (childPrim)
1996 {
1997 if (_parent != null)
1998 {
1999 OdePrim parent = (OdePrim)_parent;
2000 parent.ChildDelink(this);
2001 }
2002 }
2003 else
2004 {
2005 disableBody();
2006 }
2007 }
2008 if (d.SpaceQuery(m_targetSpace, prim_geom))
2009 {
2010 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2011 d.SpaceRemove(m_targetSpace, prim_geom);
2012 }
2013 d.GeomDestroy(prim_geom);
2014 prim_geom = IntPtr.Zero;
2015 // we don't need to do space calculation because the client sends a position update also.
2016
2017 // Construction of new prim
2018 if (_parent_scene.needsMeshing(_pbs))
2019 {
2020 float meshlod = _parent_scene.meshSculptLOD;
2021
2022 if (IsPhysical)
2023 meshlod = _parent_scene.MeshSculptphysicalLOD;
2024 // Don't need to re-enable body.. it's done in SetMesh
2025
2026 IMesh mesh = null;
2027
2028 if (_parent_scene.needsMeshing(_pbs))
2029 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2030
2031 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2032//Console.WriteLine("changesize 1");
2033 CreateGeom(m_targetSpace, mesh);
2034
2035
2036 }
2037 else
2038 {
2039 _mesh = null;
2040//Console.WriteLine("changesize 2");
2041 CreateGeom(m_targetSpace, _mesh);
2042 }
2043
2044 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2045 d.Quaternion myrot = new d.Quaternion();
2046 myrot.X = _orientation.X;
2047 myrot.Y = _orientation.Y;
2048 myrot.Z = _orientation.Z;
2049 myrot.W = _orientation.W;
2050 d.GeomSetQuaternion(prim_geom, ref myrot);
2051
2052 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2053 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2054 {
2055 // Re creates body on size.
2056 // EnableBody also does setMass()
2057 enableBody();
2058 d.BodyEnable(Body);
2059 }
2060
2061 _parent_scene.geom_name_map[prim_geom] = oldname;
2062
2063 changeSelectedStatus(timestamp);
2064 if (childPrim)
2065 {
2066 if (_parent is OdePrim)
2067 {
2068 OdePrim parent = (OdePrim)_parent;
2069 parent.ChildSetGeom(this);
2070 }
2071 }
2072 resetCollisionAccounting();
2073 m_taintsize = _size;
2074 }
2075
2076
2077
2078 public void changefloatonwater(float timestep)
2079 {
2080 m_collidesWater = m_taintCollidesWater;
2081
2082 if (prim_geom != IntPtr.Zero)
2083 {
2084 if (m_collidesWater)
2085 {
2086 m_collisionFlags |= CollisionCategories.Water;
2087 }
2088 else
2089 {
2090 m_collisionFlags &= ~CollisionCategories.Water;
2091 }
2092 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2093 }
2094 }
2095
2096 public void changeshape(float timestamp)
2097 {
2098 string oldname = _parent_scene.geom_name_map[prim_geom];
2099
2100 // Cleanup of old prim geometry and Bodies
2101 if (IsPhysical && Body != IntPtr.Zero)
2102 {
2103 if (childPrim)
2104 {
2105 if (_parent != null)
2106 {
2107 OdePrim parent = (OdePrim)_parent;
2108 parent.ChildDelink(this);
2109 }
2110 }
2111 else
2112 {
2113 disableBody();
2114 }
2115 }
2116 try
2117 {
2118 d.GeomDestroy(prim_geom);
2119 }
2120 catch (System.AccessViolationException)
2121 {
2122 prim_geom = IntPtr.Zero;
2123 m_log.Error("[PHYSICS]: PrimGeom dead");
2124 }
2125 prim_geom = IntPtr.Zero;
2126 // we don't need to do space calculation because the client sends a position update also.
2127 if (_size.X <= 0) _size.X = 0.01f;
2128 if (_size.Y <= 0) _size.Y = 0.01f;
2129 if (_size.Z <= 0) _size.Z = 0.01f;
2130 // Construction of new prim
2131
2132 if (_parent_scene.needsMeshing(_pbs))
2133 {
2134 // Don't need to re-enable body.. it's done in SetMesh
2135 float meshlod = _parent_scene.meshSculptLOD;
2136
2137 if (IsPhysical)
2138 meshlod = _parent_scene.MeshSculptphysicalLOD;
2139
2140 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2141 // createmesh returns null when it doesn't mesh.
2142 CreateGeom(m_targetSpace, mesh);
2143 }
2144 else
2145 {
2146 _mesh = null;
2147//Console.WriteLine("changeshape");
2148 CreateGeom(m_targetSpace, null);
2149 }
2150
2151 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2152 d.Quaternion myrot = new d.Quaternion();
2153 //myrot.W = _orientation.w;
2154 myrot.W = _orientation.W;
2155 myrot.X = _orientation.X;
2156 myrot.Y = _orientation.Y;
2157 myrot.Z = _orientation.Z;
2158 d.GeomSetQuaternion(prim_geom, ref myrot);
2159
2160 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2161 if (IsPhysical && Body == IntPtr.Zero)
2162 {
2163 // Re creates body on size.
2164 // EnableBody also does setMass()
2165 enableBody();
2166 if (Body != IntPtr.Zero)
2167 {
2168 d.BodyEnable(Body);
2169 }
2170 }
2171 _parent_scene.geom_name_map[prim_geom] = oldname;
2172
2173 changeSelectedStatus(timestamp);
2174 if (childPrim)
2175 {
2176 if (_parent is OdePrim)
2177 {
2178 OdePrim parent = (OdePrim)_parent;
2179 parent.ChildSetGeom(this);
2180 }
2181 }
2182 resetCollisionAccounting();
2183 m_taintshape = false;
2184 }
2185
2186 public void changeAddForce(float timestamp)
2187 {
2188 if (!m_isSelected)
2189 {
2190 lock (m_forcelist)
2191 {
2192 //m_log.Info("[PHYSICS]: dequeing forcelist");
2193 if (IsPhysical)
2194 {
2195 Vector3 iforce = Vector3.Zero;
2196 int i = 0;
2197 try
2198 {
2199 for (i = 0; i < m_forcelist.Count; i++)
2200 {
2201
2202 iforce = iforce + (m_forcelist[i] * 100);
2203 }
2204 }
2205 catch (IndexOutOfRangeException)
2206 {
2207 m_forcelist = new List<Vector3>();
2208 m_collisionscore = 0;
2209 m_interpenetrationcount = 0;
2210 m_taintforce = false;
2211 return;
2212 }
2213 catch (ArgumentOutOfRangeException)
2214 {
2215 m_forcelist = new List<Vector3>();
2216 m_collisionscore = 0;
2217 m_interpenetrationcount = 0;
2218 m_taintforce = false;
2219 return;
2220 }
2221 d.BodyEnable(Body);
2222 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2223 }
2224 m_forcelist.Clear();
2225 }
2226
2227 m_collisionscore = 0;
2228 m_interpenetrationcount = 0;
2229 }
2230
2231 m_taintforce = false;
2232
2233 }
2234
2235
2236
2237 public void changeSetTorque(float timestamp)
2238 {
2239 if (!m_isSelected)
2240 {
2241 if (IsPhysical && Body != IntPtr.Zero)
2242 {
2243 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2244 }
2245 }
2246
2247 m_taintTorque = Vector3.Zero;
2248 }
2249
2250 public void changeAddAngularForce(float timestamp)
2251 {
2252 if (!m_isSelected)
2253 {
2254 lock (m_angularforcelist)
2255 {
2256 //m_log.Info("[PHYSICS]: dequeing forcelist");
2257 if (IsPhysical)
2258 {
2259 Vector3 iforce = Vector3.Zero;
2260 for (int i = 0; i < m_angularforcelist.Count; i++)
2261 {
2262 iforce = iforce + (m_angularforcelist[i] * 100);
2263 }
2264 d.BodyEnable(Body);
2265 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2266
2267 }
2268 m_angularforcelist.Clear();
2269 }
2270
2271 m_collisionscore = 0;
2272 m_interpenetrationcount = 0;
2273 }
2274
2275 m_taintaddangularforce = false;
2276 }
2277
2278 private void changevelocity(float timestep)
2279 {
2280 if (!m_isSelected)
2281 {
2282 Thread.Sleep(20);
2283 if (IsPhysical)
2284 {
2285 if (Body != IntPtr.Zero)
2286 {
2287 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2288 }
2289 }
2290
2291 //resetCollisionAccounting();
2292 }
2293 m_taintVelocity = Vector3.Zero;
2294 }
2295
2296 public override bool IsPhysical
2297 {
2298 get { return m_isphysical; }
2299 set
2300 {
2301 m_isphysical = value;
2302 if (!m_isphysical)
2303 { // Zero the remembered last velocity
2304 m_lastVelocity = Vector3.Zero;
2305 if (m_vehicle.Type != Vehicle.TYPE_NONE) m_vehicle.Halt();
2306 }
2307 }
2308 }
2309
2310 public void setPrimForRemoval()
2311 {
2312 m_taintremove = true;
2313 }
2314
2315 public override bool Flying
2316 {
2317 // no flying prims for you
2318 get { return false; }
2319 set { }
2320 }
2321
2322 public override bool IsColliding
2323 {
2324 get { return iscolliding; }
2325 set { iscolliding = value; }
2326 }
2327
2328 public override bool CollidingGround
2329 {
2330 get { return false; }
2331 set { return; }
2332 }
2333
2334 public override bool CollidingObj
2335 {
2336 get { return false; }
2337 set { return; }
2338 }
2339
2340 public override bool ThrottleUpdates
2341 {
2342 get { return m_throttleUpdates; }
2343 set { m_throttleUpdates = value; }
2344 }
2345
2346 public override bool Stopped
2347 {
2348 get { return _zeroFlag; }
2349 }
2350
2351 public override Vector3 Position
2352 {
2353 get { return _position; }
2354
2355 set { _position = value;
2356 //m_log.Info("[PHYSICS]: " + _position.ToString());
2357 }
2358 }
2359
2360 public override Vector3 Size
2361 {
2362 get { return _size; }
2363 set
2364 {
2365 if (value.IsFinite())
2366 {
2367 _size = value;
2368 }
2369 else
2370 {
2371 m_log.Warn("[PHYSICS]: Got NaN Size on object");
2372 }
2373 }
2374 }
2375
2376 public override float Mass
2377 {
2378 get { return CalculateMass(); }
2379 }
2380
2381 public override Vector3 Force
2382 {
2383 //get { return Vector3.Zero; }
2384 get { return m_force; }
2385 set
2386 {
2387 if (value.IsFinite())
2388 {
2389 m_force = value;
2390 }
2391 else
2392 {
2393 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
2394 }
2395 }
2396 }
2397
2398 public override int VehicleType
2399 {
2400 get { return (int)m_vehicle.Type; }
2401 set { m_vehicle.ProcessTypeChange((Vehicle)value); }
2402 }
2403
2404 public override void VehicleFloatParam(int param, float value)
2405 {
2406 m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value);
2407 }
2408
2409 public override void VehicleVectorParam(int param, Vector3 value)
2410 {
2411 m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value);
2412 }
2413
2414 public override void VehicleRotationParam(int param, Quaternion rotation)
2415 {
2416 m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation);
2417 }
2418
2419 public override void VehicleFlagsSet(int flags)
2420 {
2421 m_vehicle.ProcessFlagsVehicleSet(flags);
2422 }
2423
2424 public override void VehicleFlagsRemove(int flags)
2425 {
2426 m_vehicle.ProcessFlagsVehicleRemove(flags);
2427 }
2428
2429 public override void SetVolumeDetect(int param)
2430 {
2431 lock (_parent_scene.OdeLock)
2432 {
2433 m_isVolumeDetect = (param!=0);
2434 }
2435 }
2436
2437 public override Vector3 CenterOfMass
2438 {
2439 get { return Vector3.Zero; }
2440 }
2441
2442 public override Vector3 GeometricCenter
2443 {
2444 get { return Vector3.Zero; }
2445 }
2446
2447 public override PrimitiveBaseShape Shape
2448 {
2449 set
2450 {
2451 _pbs = value;
2452 m_taintshape = true;
2453 }
2454 }
2455
2456 public override Vector3 Velocity
2457 {
2458 get
2459 {
2460 // Averate previous velocity with the new one so
2461 // client object interpolation works a 'little' better
2462 if (_zeroFlag)
2463 return Vector3.Zero;
2464
2465 Vector3 returnVelocity = Vector3.Zero;
2466 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
2467 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
2468 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
2469 return returnVelocity;
2470 }
2471 set
2472 {
2473 if (value.IsFinite())
2474 {
2475 _velocity = value;
2476
2477 m_taintVelocity = value;
2478 _parent_scene.AddPhysicsActorTaint(this);
2479 }
2480 else
2481 {
2482 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
2483 }
2484
2485 }
2486 }
2487
2488 public override Vector3 Torque
2489 {
2490 get
2491 {
2492 if (!m_isphysical || Body == IntPtr.Zero)
2493 return Vector3.Zero;
2494
2495 return _torque;
2496 }
2497
2498 set
2499 {
2500 if (value.IsFinite())
2501 {
2502 m_taintTorque = value;
2503 _parent_scene.AddPhysicsActorTaint(this);
2504 }
2505 else
2506 {
2507 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
2508 }
2509 }
2510 }
2511
2512 public override float CollisionScore
2513 {
2514 get { return m_collisionscore; }
2515 set { m_collisionscore = value; }
2516 }
2517
2518 public override bool Kinematic
2519 {
2520 get { return false; }
2521 set { }
2522 }
2523
2524 public override Quaternion Orientation
2525 {
2526 get { return _orientation; }
2527 set
2528 {
2529 if (QuaternionIsFinite(value))
2530 {
2531 _orientation = value;
2532 }
2533 else
2534 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
2535
2536 }
2537 }
2538
2539 internal static bool QuaternionIsFinite(Quaternion q)
2540 {
2541 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
2542 return false;
2543 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
2544 return false;
2545 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
2546 return false;
2547 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
2548 return false;
2549 return true;
2550 }
2551
2552 public override Vector3 Acceleration
2553 {
2554 get { return _acceleration; }
2555 }
2556
2557
2558 public void SetAcceleration(Vector3 accel)
2559 {
2560 _acceleration = accel;
2561 }
2562
2563 public override void AddForce(Vector3 force, bool pushforce)
2564 {
2565 if (force.IsFinite())
2566 {
2567 lock (m_forcelist)
2568 m_forcelist.Add(force);
2569
2570 m_taintforce = true;
2571 }
2572 else
2573 {
2574 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
2575 }
2576 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
2577 }
2578
2579 public override void AddAngularForce(Vector3 force, bool pushforce)
2580 {
2581 if (force.IsFinite())
2582 {
2583 m_angularforcelist.Add(force);
2584 m_taintaddangularforce = true;
2585 }
2586 else
2587 {
2588 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
2589 }
2590 }
2591
2592 public override Vector3 RotationalVelocity
2593 {
2594 get
2595 {
2596 Vector3 pv = Vector3.Zero;
2597 if (_zeroFlag)
2598 return pv;
2599 m_lastUpdateSent = false;
2600
2601 if (m_rotationalVelocity.ApproxEquals(pv, 0.2f))
2602 return pv;
2603
2604 return m_rotationalVelocity;
2605 }
2606 set
2607 {
2608 if (value.IsFinite())
2609 {
2610 m_rotationalVelocity = value;
2611 }
2612 else
2613 {
2614 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
2615 }
2616 }
2617 }
2618
2619 public override void CrossingFailure()
2620 {
2621 m_crossingfailures++;
2622 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2623 {
2624 base.RaiseOutOfBounds(_position);
2625 return;
2626 }
2627 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2628 {
2629 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
2630 }
2631 }
2632
2633 public override float Buoyancy
2634 {
2635 get { return m_buoyancy; }
2636 set { m_buoyancy = value; }
2637 }
2638
2639 public override void link(PhysicsActor obj)
2640 {
2641 m_taintparent = obj;
2642 }
2643
2644 public override void delink()
2645 {
2646 m_taintparent = null;
2647 }
2648
2649 public override void LockAngularMotion(Vector3 axis)
2650 {
2651 // reverse the zero/non zero values for ODE.
2652 if (axis.IsFinite())
2653 {
2654 axis.X = (axis.X > 0) ? 1f : 0f;
2655 axis.Y = (axis.Y > 0) ? 1f : 0f;
2656 axis.Z = (axis.Z > 0) ? 1f : 0f;
2657 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
2658 m_taintAngularLock = axis;
2659 }
2660 else
2661 {
2662 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
2663 }
2664 }
2665
2666 public void UpdatePositionAndVelocity()
2667 {
2668 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2669 if (_parent == null)
2670 {
2671 Vector3 pv = Vector3.Zero;
2672 bool lastZeroFlag = _zeroFlag;
2673 if (Body != (IntPtr)0) // FIXME -> or if it is a joint
2674 {
2675 d.Vector3 vec = d.BodyGetPosition(Body);
2676 d.Quaternion ori = d.BodyGetQuaternion(Body);
2677 d.Vector3 vel = d.BodyGetLinearVel(Body);
2678 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
2679 d.Vector3 torque = d.BodyGetTorque(Body);
2680 _torque = new Vector3(torque.X, torque.Y, torque.Z);
2681 Vector3 l_position = Vector3.Zero;
2682 Quaternion l_orientation = Quaternion.Identity;
2683
2684 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
2685 //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2686 //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2687 //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2688 //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
2689
2690 m_lastposition = _position;
2691 m_lastorientation = _orientation;
2692
2693 l_position.X = vec.X;
2694 l_position.Y = vec.Y;
2695 l_position.Z = vec.Z;
2696 l_orientation.X = ori.X;
2697 l_orientation.Y = ori.Y;
2698 l_orientation.Z = ori.Z;
2699 l_orientation.W = ori.W;
2700
2701// if(l_position.Y != m_lastposition.Y){
2702// Console.WriteLine("UP&V {0} {1}", m_primName, l_position);
2703// }
2704
2705 if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || l_position.X < 0f || l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || l_position.Y < 0f)
2706 {
2707 //base.RaiseOutOfBounds(l_position);
2708
2709 if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2710 {
2711 _position = l_position;
2712 //_parent_scene.remActivePrim(this);
2713 if (_parent == null)
2714 base.RequestPhysicsterseUpdate();
2715 return;
2716 }
2717 else
2718 {
2719 if (_parent == null)
2720 base.RaiseOutOfBounds(l_position);
2721 return;
2722 }
2723 }
2724
2725 if (l_position.Z < 0)
2726 {
2727 // This is so prim that get lost underground don't fall forever and suck up
2728 //
2729 // Sim resources and memory.
2730 // Disables the prim's movement physics....
2731 // It's a hack and will generate a console message if it fails.
2732
2733 //IsPhysical = false;
2734 if (_parent == null)
2735 base.RaiseOutOfBounds(_position);
2736
2737 _acceleration.X = 0;
2738 _acceleration.Y = 0;
2739 _acceleration.Z = 0;
2740
2741 _velocity.X = 0;
2742 _velocity.Y = 0;
2743 _velocity.Z = 0;
2744 m_rotationalVelocity.X = 0;
2745 m_rotationalVelocity.Y = 0;
2746 m_rotationalVelocity.Z = 0;
2747
2748 if (_parent == null)
2749 base.RequestPhysicsterseUpdate();
2750
2751 m_throttleUpdates = false;
2752 throttleCounter = 0;
2753 _zeroFlag = true;
2754 //outofBounds = true;
2755 }
2756
2757 //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation));
2758//Console.WriteLine("Adiff " + m_primName + " = " + Adiff);
2759 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
2760 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
2761 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
2762// && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01))
2763 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large
2764 {
2765 _zeroFlag = true;
2766//Console.WriteLine("ZFT 2");
2767 m_throttleUpdates = false;
2768 }
2769 else
2770 {
2771 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
2772 _zeroFlag = false;
2773 m_lastUpdateSent = false;
2774 //m_throttleUpdates = false;
2775 }
2776
2777 if (_zeroFlag)
2778 {
2779 _velocity.X = 0.0f;
2780 _velocity.Y = 0.0f;
2781 _velocity.Z = 0.0f;
2782
2783 _acceleration.X = 0;
2784 _acceleration.Y = 0;
2785 _acceleration.Z = 0;
2786
2787 //_orientation.w = 0f;
2788 //_orientation.X = 0f;
2789 //_orientation.Y = 0f;
2790 //_orientation.Z = 0f;
2791 m_rotationalVelocity.X = 0;
2792 m_rotationalVelocity.Y = 0;
2793 m_rotationalVelocity.Z = 0;
2794 if (!m_lastUpdateSent)
2795 {
2796 m_throttleUpdates = false;
2797 throttleCounter = 0;
2798 m_rotationalVelocity = pv;
2799
2800 if (_parent == null)
2801 {
2802 base.RequestPhysicsterseUpdate();
2803 }
2804
2805 m_lastUpdateSent = true;
2806 }
2807 }
2808 else
2809 {
2810 if (lastZeroFlag != _zeroFlag)
2811 {
2812 if (_parent == null)
2813 {
2814 base.RequestPhysicsterseUpdate();
2815 }
2816 }
2817
2818 m_lastVelocity = _velocity;
2819
2820 _position = l_position;
2821
2822 _velocity.X = vel.X;
2823 _velocity.Y = vel.Y;
2824 _velocity.Z = vel.Z;
2825
2826 _acceleration = ((_velocity - m_lastVelocity) / 0.1f);
2827 _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f);
2828 //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
2829
2830 if (_velocity.ApproxEquals(pv, 0.5f))
2831 {
2832 m_rotationalVelocity = pv;
2833 }
2834 else
2835 {
2836 m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z);
2837 }
2838
2839 //m_log.Debug("ODE: " + m_rotationalVelocity.ToString());
2840 _orientation.X = ori.X;
2841 _orientation.Y = ori.Y;
2842 _orientation.Z = ori.Z;
2843 _orientation.W = ori.W;
2844 m_lastUpdateSent = false;
2845 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
2846 {
2847 if (_parent == null)
2848 {
2849 base.RequestPhysicsterseUpdate();
2850 }
2851 }
2852 else
2853 {
2854 throttleCounter++;
2855 }
2856 }
2857 m_lastposition = l_position;
2858 }
2859 else
2860 {
2861 // Not a body.. so Make sure the client isn't interpolating
2862 _velocity.X = 0;
2863 _velocity.Y = 0;
2864 _velocity.Z = 0;
2865
2866 _acceleration.X = 0;
2867 _acceleration.Y = 0;
2868 _acceleration.Z = 0;
2869
2870 m_rotationalVelocity.X = 0;
2871 m_rotationalVelocity.Y = 0;
2872 m_rotationalVelocity.Z = 0;
2873 _zeroFlag = true;
2874 }
2875 }
2876 }
2877
2878 public override bool FloatOnWater
2879 {
2880 set {
2881 m_taintCollidesWater = value;
2882 _parent_scene.AddPhysicsActorTaint(this);
2883 }
2884 }
2885
2886 public override void SetMomentum(Vector3 momentum)
2887 {
2888 }
2889
2890 public override Vector3 PIDTarget
2891 {
2892 set
2893 {
2894 if (value.IsFinite())
2895 {
2896 m_PIDTarget = value;
2897 }
2898 else
2899 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
2900 }
2901 }
2902 public override bool PIDActive { set { m_usePID = value; } }
2903 public override float PIDTau { set { m_PIDTau = value; } }
2904
2905 // For RotLookAt
2906 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
2907 public override bool APIDActive { set { m_useAPID = value; } }
2908 public override float APIDStrength { set { m_APIDStrength = value; } }
2909 public override float APIDDamping { set { m_APIDDamping = value; } }
2910
2911 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2912 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2913 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
2914 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
2915
2916 private void createAMotor(Vector3 axis)
2917 {
2918 if (Body == IntPtr.Zero)
2919 return;
2920
2921 if (Amotor != IntPtr.Zero)
2922 {
2923 d.JointDestroy(Amotor);
2924 Amotor = IntPtr.Zero;
2925 }
2926
2927 float axisnum = 3;
2928
2929 axisnum = (axisnum - (axis.X + axis.Y + axis.Z));
2930
2931 // PhysicsVector totalSize = new PhysicsVector(_size.X, _size.Y, _size.Z);
2932
2933
2934 // Inverse Inertia Matrix, set the X, Y, and/r Z inertia to 0 then invert it again.
2935 d.Mass objMass;
2936 d.MassSetZero(out objMass);
2937 DMassCopy(ref pMass, ref objMass);
2938
2939 //m_log.DebugFormat("1-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
2940
2941 Matrix4 dMassMat = FromDMass(objMass);
2942
2943 Matrix4 mathmat = Inverse(dMassMat);
2944
2945 /*
2946 //m_log.DebugFormat("2-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", mathmat[0, 0], mathmat[0, 1], mathmat[0, 2], mathmat[1, 0], mathmat[1, 1], mathmat[1, 2], mathmat[2, 0], mathmat[2, 1], mathmat[2, 2]);
2947
2948 mathmat = Inverse(mathmat);
2949
2950
2951 objMass = FromMatrix4(mathmat, ref objMass);
2952 //m_log.DebugFormat("3-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
2953
2954 mathmat = Inverse(mathmat);
2955 */
2956 if (axis.X == 0)
2957 {
2958 mathmat.M33 = 50.0000001f;
2959 //objMass.I.M22 = 0;
2960 }
2961 if (axis.Y == 0)
2962 {
2963 mathmat.M22 = 50.0000001f;
2964 //objMass.I.M11 = 0;
2965 }
2966 if (axis.Z == 0)
2967 {
2968 mathmat.M11 = 50.0000001f;
2969 //objMass.I.M00 = 0;
2970 }
2971
2972
2973
2974 mathmat = Inverse(mathmat);
2975 objMass = FromMatrix4(mathmat, ref objMass);
2976 //m_log.DebugFormat("4-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
2977
2978 //return;
2979 if (d.MassCheck(ref objMass))
2980 {
2981 d.BodySetMass(Body, ref objMass);
2982 }
2983 else
2984 {
2985 //m_log.Debug("[PHYSICS]: Mass invalid, ignoring");
2986 }
2987
2988 if (axisnum <= 0)
2989 return;
2990 // int dAMotorEuler = 1;
2991
2992 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
2993 d.JointAttach(Amotor, Body, IntPtr.Zero);
2994 d.JointSetAMotorMode(Amotor, 0);
2995
2996 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
2997 int i = 0;
2998
2999 if (axis.X == 0)
3000 {
3001 d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0);
3002 i++;
3003 }
3004
3005 if (axis.Y == 0)
3006 {
3007 d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0);
3008 i++;
3009 }
3010
3011 if (axis.Z == 0)
3012 {
3013 d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1);
3014 i++;
3015 }
3016
3017 for (int j = 0; j < (int)axisnum; j++)
3018 {
3019 //d.JointSetAMotorAngle(Amotor, j, 0);
3020 }
3021
3022 //d.JointSetAMotorAngle(Amotor, 1, 0);
3023 //d.JointSetAMotorAngle(Amotor, 2, 0);
3024
3025 // These lowstops and high stops are effectively (no wiggle room)
3026 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0f);
3027 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
3028 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0f);
3029 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3030 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3031 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3032 //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f);
3033 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
3034 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);//
3035
3036 }
3037
3038 public Matrix4 FromDMass(d.Mass pMass)
3039 {
3040 Matrix4 obj;
3041 obj.M11 = pMass.I.M00;
3042 obj.M12 = pMass.I.M01;
3043 obj.M13 = pMass.I.M02;
3044 obj.M14 = 0;
3045 obj.M21 = pMass.I.M10;
3046 obj.M22 = pMass.I.M11;
3047 obj.M23 = pMass.I.M12;
3048 obj.M24 = 0;
3049 obj.M31 = pMass.I.M20;
3050 obj.M32 = pMass.I.M21;
3051 obj.M33 = pMass.I.M22;
3052 obj.M34 = 0;
3053 obj.M41 = 0;
3054 obj.M42 = 0;
3055 obj.M43 = 0;
3056 obj.M44 = 1;
3057 return obj;
3058 }
3059
3060 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
3061 {
3062 obj.I.M00 = pMat[0, 0];
3063 obj.I.M01 = pMat[0, 1];
3064 obj.I.M02 = pMat[0, 2];
3065 obj.I.M10 = pMat[1, 0];
3066 obj.I.M11 = pMat[1, 1];
3067 obj.I.M12 = pMat[1, 2];
3068 obj.I.M20 = pMat[2, 0];
3069 obj.I.M21 = pMat[2, 1];
3070 obj.I.M22 = pMat[2, 2];
3071 return obj;
3072 }
3073
3074 public override void SubscribeEvents(int ms)
3075 {
3076 m_eventsubscription = ms;
3077 _parent_scene.addCollisionEventReporting(this);
3078 }
3079
3080 public override void UnSubscribeEvents()
3081 {
3082 _parent_scene.remCollisionEventReporting(this);
3083 m_eventsubscription = 0;
3084 }
3085
3086 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
3087 {
3088 if (CollisionEventsThisFrame == null)
3089 CollisionEventsThisFrame = new CollisionEventUpdate();
3090 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
3091 }
3092
3093 public void SendCollisions()
3094 {
3095 if (CollisionEventsThisFrame == null)
3096 return;
3097
3098 base.SendCollisionUpdate(CollisionEventsThisFrame);
3099
3100 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
3101 CollisionEventsThisFrame = null;
3102 else
3103 CollisionEventsThisFrame = new CollisionEventUpdate();
3104 }
3105
3106 public override bool SubscribedEvents()
3107 {
3108 if (m_eventsubscription > 0)
3109 return true;
3110 return false;
3111 }
3112
3113 public static Matrix4 Inverse(Matrix4 pMat)
3114 {
3115 if (determinant3x3(pMat) == 0)
3116 {
3117 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
3118 }
3119
3120
3121
3122 return (Adjoint(pMat) / determinant3x3(pMat));
3123 }
3124
3125 public static Matrix4 Adjoint(Matrix4 pMat)
3126 {
3127 Matrix4 adjointMatrix = new Matrix4();
3128 for (int i=0; i<4; i++)
3129 {
3130 for (int j=0; j<4; j++)
3131 {
3132 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
3133 }
3134 }
3135
3136 adjointMatrix = Transpose(adjointMatrix);
3137 return adjointMatrix;
3138 }
3139
3140 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
3141 {
3142 Matrix4 minor = new Matrix4();
3143 int m = 0, n = 0;
3144 for (int i = 0; i < 4; i++)
3145 {
3146 if (i == iRow)
3147 continue;
3148 n = 0;
3149 for (int j = 0; j < 4; j++)
3150 {
3151 if (j == iCol)
3152 continue;
3153 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
3154 n++;
3155 }
3156 m++;
3157 }
3158 return minor;
3159 }
3160
3161 public static Matrix4 Transpose(Matrix4 pMat)
3162 {
3163 Matrix4 transposeMatrix = new Matrix4();
3164 for (int i = 0; i < 4; i++)
3165 for (int j = 0; j < 4; j++)
3166 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
3167 return transposeMatrix;
3168 }
3169
3170 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
3171 {
3172 switch (r)
3173 {
3174 case 0:
3175 switch (c)
3176 {
3177 case 0:
3178 pMat.M11 = val;
3179 break;
3180 case 1:
3181 pMat.M12 = val;
3182 break;
3183 case 2:
3184 pMat.M13 = val;
3185 break;
3186 case 3:
3187 pMat.M14 = val;
3188 break;
3189 }
3190
3191 break;
3192 case 1:
3193 switch (c)
3194 {
3195 case 0:
3196 pMat.M21 = val;
3197 break;
3198 case 1:
3199 pMat.M22 = val;
3200 break;
3201 case 2:
3202 pMat.M23 = val;
3203 break;
3204 case 3:
3205 pMat.M24 = val;
3206 break;
3207 }
3208
3209 break;
3210 case 2:
3211 switch (c)
3212 {
3213 case 0:
3214 pMat.M31 = val;
3215 break;
3216 case 1:
3217 pMat.M32 = val;
3218 break;
3219 case 2:
3220 pMat.M33 = val;
3221 break;
3222 case 3:
3223 pMat.M34 = val;
3224 break;
3225 }
3226
3227 break;
3228 case 3:
3229 switch (c)
3230 {
3231 case 0:
3232 pMat.M41 = val;
3233 break;
3234 case 1:
3235 pMat.M42 = val;
3236 break;
3237 case 2:
3238 pMat.M43 = val;
3239 break;
3240 case 3:
3241 pMat.M44 = val;
3242 break;
3243 }
3244
3245 break;
3246 }
3247 }
3248 private static float determinant3x3(Matrix4 pMat)
3249 {
3250 float det = 0;
3251 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
3252 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
3253 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
3254 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
3255 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
3256 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
3257
3258 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
3259 return det;
3260
3261 }
3262
3263 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3264 {
3265 dst.c.W = src.c.W;
3266 dst.c.X = src.c.X;
3267 dst.c.Y = src.c.Y;
3268 dst.c.Z = src.c.Z;
3269 dst.mass = src.mass;
3270 dst.I.M00 = src.I.M00;
3271 dst.I.M01 = src.I.M01;
3272 dst.I.M02 = src.I.M02;
3273 dst.I.M10 = src.I.M10;
3274 dst.I.M11 = src.I.M11;
3275 dst.I.M12 = src.I.M12;
3276 dst.I.M20 = src.I.M20;
3277 dst.I.M21 = src.I.M21;
3278 dst.I.M22 = src.I.M22;
3279 }
3280
3281 public override void SetMaterial(int pMaterial)
3282 {
3283 m_material = pMaterial;
3284 }
3285
3286 }
3287}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7314107
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,375 @@
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 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
113 RayCast(reqs[i]); // if there isn't anyone to send results
114 }
115 /*
116 foreach (ODERayCastRequest req in m_PendingRequests)
117 {
118 if (req.callbackMethod != null) // quick optimization here, don't raycast
119 RayCast(req); // if there isn't anyone to send results to
120
121 }
122 */
123 m_PendingRequests.Clear();
124 }
125 }
126
127 lock (m_contactResults)
128 m_contactResults.Clear();
129
130 return System.Environment.TickCount - time;
131 }
132
133 /// <summary>
134 /// Method that actually initiates the raycast
135 /// </summary>
136 /// <param name="req"></param>
137 private void RayCast(ODERayCastRequest req)
138 {
139 // Create the ray
140 IntPtr ray = d.CreateRay(m_scene.space, req.length);
141 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
142
143 // Collide test
144 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
145
146 // Remove Ray
147 d.GeomDestroy(ray);
148
149
150 // Define default results
151 bool hitYN = false;
152 uint hitConsumerID = 0;
153 float distance = 999999999999f;
154 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
155 Vector3 snormal = Vector3.Zero;
156
157 // Find closest contact and object.
158 lock (m_contactResults)
159 {
160 foreach (ContactResult cResult in m_contactResults)
161 {
162 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
163 {
164 closestcontact = cResult.Pos;
165 hitConsumerID = cResult.ConsumerID;
166 distance = cResult.Depth;
167 hitYN = true;
168 snormal = cResult.Normal;
169 }
170 }
171
172 m_contactResults.Clear();
173 }
174
175 // Return results
176 if (req.callbackMethod != null)
177 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
178 }
179
180 // This is the standard Near. Uses space AABBs to speed up detection.
181 private void near(IntPtr space, IntPtr g1, IntPtr g2)
182 {
183
184 //Don't test against heightfield Geom, or you'll be sorry!
185
186 /*
187 terminate called after throwing an instance of 'std::bad_alloc'
188 what(): std::bad_alloc
189 Stacktrace:
190
191 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
192 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
193 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
194 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
195 fffff>
196 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
197 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
198 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
199 0x00114>
200 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
201 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
202 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
203 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
204 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
205 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
206
207 Native stacktrace:
208
209 mono [0x80d2a42]
210 [0xb7f5840c]
211 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
212 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
213 /usr/lib/libstdc++.so.6 [0xb45fa865]
214 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
215 /usr/lib/libstdc++.so.6 [0xb45fa9da]
216 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
217 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
218 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
219 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
220 libode.so(dCollide+0x102) [0xb46571b2]
221 [0x95cfdec9]
222 [0x8ea07fe1]
223 [0xab260146]
224 libode.so [0xb465a5c4]
225 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
226 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
227 [0x95cf978e]
228 [0x8ea07945]
229 [0x95cf2bbc]
230 [0xab2787e7]
231 [0xab419fb3]
232 [0xab416657]
233 [0xab415bda]
234 [0xb609b08e]
235 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
236 mono [0x81a2f0f]
237 mono [0x81d28b6]
238 mono [0x81ea2c6]
239 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
240 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
241 */
242
243 // Exclude heightfield geom
244
245 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
246 return;
247 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
248 return;
249
250 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
251 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
252 {
253 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
254 return;
255
256 // Separating static prim geometry spaces.
257 // We'll be calling near recursivly if one
258 // of them is a space to find all of the
259 // contact points in the space
260 try
261 {
262 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
263 }
264 catch (AccessViolationException)
265 {
266 m_log.Warn("[PHYSICS]: Unable to collide test a space");
267 return;
268 }
269 //Colliding a space or a geom with a space or a geom. so drill down
270
271 //Collide all geoms in each space..
272 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
273 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
274 return;
275 }
276
277 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
278 return;
279
280 int count = 0;
281 try
282 {
283
284 if (g1 == g2)
285 return; // Can't collide with yourself
286
287 lock (contacts)
288 {
289 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
290 }
291 }
292 catch (SEHException)
293 {
294 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.");
295 }
296 catch (Exception e)
297 {
298 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
299 return;
300 }
301
302 PhysicsActor p1 = null;
303 PhysicsActor p2 = null;
304
305 if (g1 != IntPtr.Zero)
306 m_scene.actor_name_map.TryGetValue(g1, out p1);
307
308 if (g2 != IntPtr.Zero)
309 m_scene.actor_name_map.TryGetValue(g1, out p2);
310
311 // Loop over contacts, build results.
312 for (int i = 0; i < count; i++)
313 {
314 if (p1 != null) {
315 if (p1 is OdePrim)
316 {
317 ContactResult collisionresult = new ContactResult();
318
319 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
320 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
321 collisionresult.Depth = contacts[i].depth;
322 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
323 contacts[i].normal.Z);
324 lock (m_contactResults)
325 m_contactResults.Add(collisionresult);
326 }
327 }
328
329 if (p2 != null)
330 {
331 if (p2 is OdePrim)
332 {
333 ContactResult collisionresult = new ContactResult();
334
335 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
336 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
337 collisionresult.Depth = contacts[i].depth;
338 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
339 contacts[i].normal.Z);
340
341 lock (m_contactResults)
342 m_contactResults.Add(collisionresult);
343 }
344 }
345
346
347 }
348
349 }
350
351 /// <summary>
352 /// Dereference the creator scene so that it can be garbage collected if needed.
353 /// </summary>
354 internal void Dispose()
355 {
356 m_scene = null;
357 }
358 }
359
360 public struct ODERayCastRequest
361 {
362 public Vector3 Origin;
363 public Vector3 Normal;
364 public float length;
365 public RaycastCallback callbackMethod;
366 }
367
368 public struct ContactResult
369 {
370 public Vector3 Pos;
371 public float Depth;
372 public uint ConsumerID;
373 public Vector3 Normal;
374 }
375}
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..deb6164
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3874 @@
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 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227
228 public float bodyMotorJointMaxforceTensor = 2;
229
230 public int bodyFramesAutoDisable = 20;
231
232 private DateTime m_lastframe = DateTime.UtcNow;
233
234 private float[] _watermap;
235 private bool m_filterCollisions = true;
236
237 private d.NearCallback nearCallback;
238 public d.TriCallback triCallback;
239 public d.TriArrayCallback triArrayCallback;
240 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
241 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
242 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
244 private readonly Object _taintedPrimLock = new Object();
245 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
246 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
247 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
248 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
249 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
250 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
251 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
252 private bool m_NINJA_physics_joints_enabled = false;
253 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
254 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
255 private d.ContactGeom[] contacts;
256 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
257 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
258 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 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
260 private Object externalJointRequestsLock = new Object();
261 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
264 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
265
266 private d.Contact contact;
267 private d.Contact TerrainContact;
268 private d.Contact AvatarMovementprimContact;
269 private d.Contact AvatarMovementTerrainContact;
270 private d.Contact WaterContact;
271 private d.Contact[,] m_materialContacts;
272
273//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
274//Ckrinke private int m_randomizeWater = 200;
275 private int m_physicsiterations = 10;
276 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
277 private readonly PhysicsActor PANull = new NullPhysicsActor();
278 private float step_time = 0.0f;
279//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
280//Ckrinke private int ms = 0;
281 public IntPtr world;
282 //private bool returncollisions = false;
283 // private uint obj1LocalID = 0;
284 private uint obj2LocalID = 0;
285 //private int ctype = 0;
286 private OdeCharacter cc1;
287 private OdePrim cp1;
288 private OdeCharacter cc2;
289 private OdePrim cp2;
290 //private int cStartStop = 0;
291 //private string cDictKey = "";
292
293 public IntPtr space;
294
295 //private IntPtr tmpSpace;
296 // split static geometry collision handling into spaces of 30 meters
297 public IntPtr[,] staticPrimspace;
298
299 public Object OdeLock;
300
301 public IMesher mesher;
302
303 private IConfigSource m_config;
304
305 public bool physics_logging = false;
306 public int physics_logging_interval = 0;
307 public bool physics_logging_append_existing_logfile = false;
308
309 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
310 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
311
312 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
313 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
314 // TODO: unused: private uint heightmapWidthSamples;
315 // TODO: unused: private uint heightmapHeightSamples;
316
317 private volatile int m_global_contactcount = 0;
318
319 private Vector3 m_worldOffset = Vector3.Zero;
320 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
321 private PhysicsScene m_parentScene = null;
322
323 private ODERayCastRequestManager m_rayCastManager;
324
325 /// <summary>
326 /// Initiailizes the scene
327 /// Sets many properties that ODE requires to be stable
328 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
329 /// </summary>
330 public OdeScene(CollisionLocker dode, string sceneIdentifier)
331 {
332 m_log
333 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
334
335 OdeLock = new Object();
336 ode = dode;
337 nearCallback = near;
338 triCallback = TriCallback;
339 triArrayCallback = TriArrayCallback;
340 m_rayCastManager = new ODERayCastRequestManager(this);
341 lock (OdeLock)
342 {
343 // Create the world and the first space
344 world = d.WorldCreate();
345 space = d.HashSpaceCreate(IntPtr.Zero);
346
347
348 contactgroup = d.JointGroupCreate(0);
349 //contactgroup
350
351 d.WorldSetAutoDisableFlag(world, false);
352 #if USE_DRAWSTUFF
353
354 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
355 viewthread.Start();
356 #endif
357 }
358
359
360 _watermap = new float[258 * 258];
361
362 // Zero out the prim spaces array (we split our space into smaller spaces so
363 // we can hit test less.
364 }
365
366#if USE_DRAWSTUFF
367 public void startvisualization(object o)
368 {
369 ds.Functions fn;
370 fn.version = ds.VERSION;
371 fn.start = new ds.CallbackFunction(start);
372 fn.step = new ds.CallbackFunction(step);
373 fn.command = new ds.CallbackFunction(command);
374 fn.stop = null;
375 fn.path_to_textures = "./textures";
376 string[] args = new string[0];
377 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
378 }
379#endif
380
381 // Initialize the mesh plugin
382 public override void Initialise(IMesher meshmerizer, IConfigSource config)
383 {
384 mesher = meshmerizer;
385 m_config = config;
386 // Defaults
387
388 if (Environment.OSVersion.Platform == PlatformID.Unix)
389 {
390 avPIDD = 3200.0f;
391 avPIDP = 1400.0f;
392 avStandupTensor = 2000000f;
393 }
394 else
395 {
396 avPIDD = 2200.0f;
397 avPIDP = 900.0f;
398 avStandupTensor = 550000f;
399 }
400
401 int contactsPerCollision = 80;
402
403 if (m_config != null)
404 {
405 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
406 if (physicsconfig != null)
407 {
408 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
409 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
410 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
411
412 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
413 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
414
415 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
416 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
417 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
418
419 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
420
421 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
422 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
423 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
424
425 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
426 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
427 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
428
429 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
430 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
431
432 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
433 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
434
435 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
436 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
437
438 avDensity = physicsconfig.GetFloat("av_density", 80f);
439 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
440 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
441 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
442 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
443 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
444
445 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
446
447 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
448 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
449 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
450
451 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
452 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
453
454 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
455 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
456
457 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
458 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
459 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
460 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
461 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
462
463 if (Environment.OSVersion.Platform == PlatformID.Unix)
464 {
465 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
466 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
467 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
468 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
469 }
470 else
471 {
472 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
473 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
474 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
475 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
476 }
477
478 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
479 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
480 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
481
482 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
483 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
484 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
485 }
486 }
487
488 contacts = new d.ContactGeom[contactsPerCollision];
489
490 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
491
492 // Centeral contact friction and bounce
493 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
494 // an avatar falls through in Z but not in X or Y when walking on a prim.
495 contact.surface.mode |= d.ContactFlags.SoftERP;
496 contact.surface.mu = nmAvatarObjectContactFriction;
497 contact.surface.bounce = nmAvatarObjectContactBounce;
498 contact.surface.soft_cfm = 0.010f;
499 contact.surface.soft_erp = 0.010f;
500
501 // Terrain contact friction and Bounce
502 // This is the *non* moving version. Use this when an avatar
503 // isn't moving to keep it in place better
504 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
505 TerrainContact.surface.mu = nmTerrainContactFriction;
506 TerrainContact.surface.bounce = nmTerrainContactBounce;
507 TerrainContact.surface.soft_erp = nmTerrainContactERP;
508
509 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
510 WaterContact.surface.mu = 0f; // No friction
511 WaterContact.surface.bounce = 0.0f; // No bounce
512 WaterContact.surface.soft_cfm = 0.010f;
513 WaterContact.surface.soft_erp = 0.010f;
514
515 // Prim contact friction and bounce
516 // THis is the *non* moving version of friction and bounce
517 // Use this when an avatar comes in contact with a prim
518 // and is moving
519 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
520 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
521
522 // Terrain contact friction bounce and various error correcting calculations
523 // Use this when an avatar is in contact with the terrain and moving.
524 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
525 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
526 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
527 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
528
529
530 /*
531 <summary></summary>
532 Stone = 0,
533 /// <summary></summary>
534 Metal = 1,
535 /// <summary></summary>
536 Glass = 2,
537 /// <summary></summary>
538 Wood = 3,
539 /// <summary></summary>
540 Flesh = 4,
541 /// <summary></summary>
542 Plastic = 5,
543 /// <summary></summary>
544 Rubber = 6
545 */
546
547 m_materialContacts = new d.Contact[7,2];
548
549 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
550 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
551 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
552 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
553 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
554 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
555
556 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
557 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
558 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
559 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
560 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
561 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
562
563 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
565 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
566 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
567 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
568 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
569
570 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
571 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
572 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
573 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
574 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
575 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
576
577 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
578 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
579 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
580 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
581 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
582 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
583
584 /*
585 private float nmAvatarObjectContactFriction = 250f;
586 private float nmAvatarObjectContactBounce = 0.1f;
587
588 private float mAvatarObjectContactFriction = 75f;
589 private float mAvatarObjectContactBounce = 0.1f;
590 */
591 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
592 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
593 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
594 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
595 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
596 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
597
598 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
599 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
600 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
601 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
602 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
603 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
604
605 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
606 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
607 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
608 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
609 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
610 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
611
612 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
613 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
614 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
615 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
616 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
617 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
618
619 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
620 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
621 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
622 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
623 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
624 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
625
626 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
627 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
628 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
629 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
630 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
631 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
632
633 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
634 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
635 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
636 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
637 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
638 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
639
640 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
641 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
642 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
643 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
644 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
645 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
646
647 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
648 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
649 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
650 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
651 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
652 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
653
654 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
655
656 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
657
658 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
659 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
660
661 d.WorldSetLinearDamping(world, 256f);
662 d.WorldSetAngularDamping(world, 256f);
663 d.WorldSetAngularDampingThreshold(world, 256f);
664 d.WorldSetLinearDampingThreshold(world, 256f);
665 d.WorldSetMaxAngularSpeed(world, 256f);
666
667 // Set how many steps we go without running collision testing
668 // This is in addition to the step size.
669 // Essentially Steps * m_physicsiterations
670 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
671 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
672
673
674
675 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
676 {
677 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
678 {
679 staticPrimspace[i, j] = IntPtr.Zero;
680 }
681 }
682 }
683
684 internal void waitForSpaceUnlock(IntPtr space)
685 {
686 //if (space != IntPtr.Zero)
687 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
688 }
689
690 /// <summary>
691 /// Debug space message for printing the space that a prim/avatar is in.
692 /// </summary>
693 /// <param name="pos"></param>
694 /// <returns>Returns which split up space the given position is in.</returns>
695 public string whichspaceamIin(Vector3 pos)
696 {
697 return calculateSpaceForGeom(pos).ToString();
698 }
699
700 #region Collision Detection
701
702 /// <summary>
703 /// This is our near callback. A geometry is near a body
704 /// </summary>
705 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
706 /// <param name="g1">a geometry or space</param>
707 /// <param name="g2">another geometry or space</param>
708 private void near(IntPtr space, IntPtr g1, IntPtr g2)
709 {
710 // no lock here! It's invoked from within Simulate(), which is thread-locked
711
712 // Test if we're colliding a geom with a space.
713 // If so we have to drill down into the space recursively
714
715 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
716 {
717 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
718 return;
719
720 // Separating static prim geometry spaces.
721 // We'll be calling near recursivly if one
722 // of them is a space to find all of the
723 // contact points in the space
724 try
725 {
726 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
727 }
728 catch (AccessViolationException)
729 {
730 m_log.Warn("[PHYSICS]: Unable to collide test a space");
731 return;
732 }
733 //Colliding a space or a geom with a space or a geom. so drill down
734
735 //Collide all geoms in each space..
736 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
737 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
738 return;
739 }
740
741 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
742 return;
743
744 IntPtr b1 = d.GeomGetBody(g1);
745 IntPtr b2 = d.GeomGetBody(g2);
746
747 // d.GeomClassID id = d.GeomGetClass(g1);
748
749 String name1 = null;
750 String name2 = null;
751
752 if (!geom_name_map.TryGetValue(g1, out name1))
753 {
754 name1 = "null";
755 }
756 if (!geom_name_map.TryGetValue(g2, out name2))
757 {
758 name2 = "null";
759 }
760
761 //if (id == d.GeomClassId.TriMeshClass)
762 //{
763 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
764 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
765 //}
766
767 // Figure out how many contact points we have
768 int count = 0;
769 try
770 {
771 // Colliding Geom To Geom
772 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
773
774 if (g1 == g2)
775 return; // Can't collide with yourself
776
777 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
778 return;
779
780 lock (contacts)
781 {
782 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
783 if (count > contacts.Length)
784 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
785 }
786 }
787 catch (SEHException)
788 {
789 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.");
790 ode.drelease(world);
791 base.TriggerPhysicsBasedRestart();
792 }
793 catch (Exception e)
794 {
795 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
796 return;
797 }
798
799 PhysicsActor p1;
800 PhysicsActor p2;
801
802 if (!actor_name_map.TryGetValue(g1, out p1))
803 {
804 p1 = PANull;
805 }
806
807 if (!actor_name_map.TryGetValue(g2, out p2))
808 {
809 p2 = PANull;
810 }
811
812 ContactPoint maxDepthContact = new ContactPoint();
813 if (p1.CollisionScore + count >= float.MaxValue)
814 p1.CollisionScore = 0;
815 p1.CollisionScore += count;
816
817 if (p2.CollisionScore + count >= float.MaxValue)
818 p2.CollisionScore = 0;
819 p2.CollisionScore += count;
820
821 for (int i = 0; i < count; i++)
822 {
823 d.ContactGeom curContact = contacts[i];
824
825 if (curContact.depth > maxDepthContact.PenetrationDepth)
826 {
827 maxDepthContact = new ContactPoint(
828 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
829 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
830 curContact.depth
831 );
832 }
833
834 //m_log.Warn("[CCOUNT]: " + count);
835 IntPtr joint;
836 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
837 // allows us to have different settings
838
839 // We only need to test p2 for 'jump crouch purposes'
840 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
841 {
842 // Testing if the collision is at the feet of the avatar
843
844 //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));
845 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
846 p2.IsColliding = true;
847 }
848 else
849 {
850 p2.IsColliding = true;
851 }
852
853 //if ((framecount % m_returncollisions) == 0)
854
855 switch (p1.PhysicsActorType)
856 {
857 case (int)ActorTypes.Agent:
858 p2.CollidingObj = true;
859 break;
860 case (int)ActorTypes.Prim:
861 if (p2.Velocity.LengthSquared() > 0.0f)
862 p2.CollidingObj = true;
863 break;
864 case (int)ActorTypes.Unknown:
865 p2.CollidingGround = true;
866 break;
867 default:
868 p2.CollidingGround = true;
869 break;
870 }
871
872 // we don't want prim or avatar to explode
873
874 #region InterPenetration Handling - Unintended physics explosions
875# region disabled code1
876
877 if (curContact.depth >= 0.08f)
878 {
879 //This is disabled at the moment only because it needs more tweaking
880 //It will eventually be uncommented
881 /*
882 if (contact.depth >= 1.00f)
883 {
884 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
885 }
886
887 //If you interpenetrate a prim with an agent
888 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
889 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
890 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
891 p2.PhysicsActorType == (int) ActorTypes.Prim))
892 {
893
894 //contact.depth = contact.depth * 4.15f;
895 /*
896 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
897 {
898 p2.CollidingObj = true;
899 contact.depth = 0.003f;
900 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
901 OdeCharacter character = (OdeCharacter) p2;
902 character.SetPidStatus(true);
903 contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
904
905 }
906 else
907 {
908
909 //contact.depth = 0.0000000f;
910 }
911 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
912 {
913
914 p1.CollidingObj = true;
915 contact.depth = 0.003f;
916 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
917 contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
918 OdeCharacter character = (OdeCharacter)p1;
919 character.SetPidStatus(true);
920 }
921 else
922 {
923
924 //contact.depth = 0.0000000f;
925 }
926
927
928
929 }
930*/
931 // If you interpenetrate a prim with another prim
932 /*
933 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
934 {
935 #region disabledcode2
936 //OdePrim op1 = (OdePrim)p1;
937 //OdePrim op2 = (OdePrim)p2;
938 //op1.m_collisionscore++;
939 //op2.m_collisionscore++;
940
941 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
942 //{
943 //op1.m_taintdisable = true;
944 //AddPhysicsActorTaint(p1);
945 //op2.m_taintdisable = true;
946 //AddPhysicsActorTaint(p2);
947 //}
948
949 //if (contact.depth >= 0.25f)
950 //{
951 // Don't collide, one or both prim will expld.
952
953 //op1.m_interpenetrationcount++;
954 //op2.m_interpenetrationcount++;
955 //interpenetrations_before_disable = 200;
956 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
957 //{
958 //op1.m_taintdisable = true;
959 //AddPhysicsActorTaint(p1);
960 //}
961 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
962 //{
963 // op2.m_taintdisable = true;
964 //AddPhysicsActorTaint(p2);
965 //}
966
967 //contact.depth = contact.depth / 8f;
968 //contact.normal = new d.Vector3(0, 0, 1);
969 //}
970 //if (op1.m_disabled || op2.m_disabled)
971 //{
972 //Manually disabled objects stay disabled
973 //contact.depth = 0f;
974 //}
975 #endregion
976 }
977 */
978#endregion
979 if (curContact.depth >= 1.00f)
980 {
981 //m_log.Info("[P]: " + contact.depth.ToString());
982 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
983 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
984 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
985 p2.PhysicsActorType == (int) ActorTypes.Unknown))
986 {
987 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
988 {
989 if (p2 is OdeCharacter)
990 {
991 OdeCharacter character = (OdeCharacter) p2;
992
993 //p2.CollidingObj = true;
994 curContact.depth = 0.00000003f;
995 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
996 curContact.pos =
997 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
998 curContact.pos.Y + (p1.Size.Y/2),
999 curContact.pos.Z + (p1.Size.Z/2));
1000 character.SetPidStatus(true);
1001 }
1002 }
1003
1004
1005 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1006 {
1007 if (p1 is OdeCharacter)
1008 {
1009 OdeCharacter character = (OdeCharacter) p1;
1010
1011 //p2.CollidingObj = true;
1012 curContact.depth = 0.00000003f;
1013 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1014 curContact.pos =
1015 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1016 curContact.pos.Y + (p1.Size.Y/2),
1017 curContact.pos.Z + (p1.Size.Z/2));
1018 character.SetPidStatus(true);
1019 }
1020 }
1021 }
1022 }
1023 }
1024
1025 #endregion
1026
1027 // Logic for collision handling
1028 // Note, that if *all* contacts are skipped (VolumeDetect)
1029 // The prim still detects (and forwards) collision events but
1030 // appears to be phantom for the world
1031 Boolean skipThisContact = false;
1032
1033 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1034 skipThisContact = true; // No collision on volume detect prims
1035
1036 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1037 skipThisContact = true; // No collision on volume detect prims
1038
1039 if (!skipThisContact && curContact.depth < 0f)
1040 skipThisContact = true;
1041
1042 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1043 skipThisContact = true;
1044
1045 const int maxContactsbeforedeath = 4000;
1046 joint = IntPtr.Zero;
1047
1048 if (!skipThisContact)
1049 {
1050 // If we're colliding against terrain
1051 if (name1 == "Terrain" || name2 == "Terrain")
1052 {
1053 // If we're moving
1054 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1055 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1056 {
1057 // Use the movement terrain contact
1058 AvatarMovementTerrainContact.geom = curContact;
1059 _perloopContact.Add(curContact);
1060 if (m_global_contactcount < maxContactsbeforedeath)
1061 {
1062 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1063 m_global_contactcount++;
1064 }
1065 }
1066 else
1067 {
1068 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1069 {
1070 // Use the non moving terrain contact
1071 TerrainContact.geom = curContact;
1072 _perloopContact.Add(curContact);
1073 if (m_global_contactcount < maxContactsbeforedeath)
1074 {
1075 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1076 m_global_contactcount++;
1077 }
1078 }
1079 else
1080 {
1081 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1082 {
1083 // prim prim contact
1084 // int pj294950 = 0;
1085 int movintYN = 0;
1086 int material = (int) Material.Wood;
1087 // prim terrain contact
1088 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1089 {
1090 movintYN = 1;
1091 }
1092
1093 if (p2 is OdePrim)
1094 material = ((OdePrim)p2).m_material;
1095
1096 //m_log.DebugFormat("Material: {0}", material);
1097 m_materialContacts[material, movintYN].geom = curContact;
1098 _perloopContact.Add(curContact);
1099
1100 if (m_global_contactcount < maxContactsbeforedeath)
1101 {
1102 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1103 m_global_contactcount++;
1104
1105 }
1106
1107 }
1108 else
1109 {
1110
1111 int movintYN = 0;
1112 // prim terrain contact
1113 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1114 {
1115 movintYN = 1;
1116 }
1117
1118 int material = (int)Material.Wood;
1119
1120 if (p2 is OdePrim)
1121 material = ((OdePrim)p2).m_material;
1122 //m_log.DebugFormat("Material: {0}", material);
1123 m_materialContacts[material, movintYN].geom = curContact;
1124 _perloopContact.Add(curContact);
1125
1126 if (m_global_contactcount < maxContactsbeforedeath)
1127 {
1128 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1129 m_global_contactcount++;
1130
1131 }
1132 }
1133 }
1134 }
1135 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1136 //{
1137 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1138 //}
1139 }
1140 else if (name1 == "Water" || name2 == "Water")
1141 {
1142 /*
1143 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1144 {
1145 }
1146 else
1147 {
1148 }
1149 */
1150 //WaterContact.surface.soft_cfm = 0.0000f;
1151 //WaterContact.surface.soft_erp = 0.00000f;
1152 if (curContact.depth > 0.1f)
1153 {
1154 curContact.depth *= 52;
1155 //contact.normal = new d.Vector3(0, 0, 1);
1156 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1157 }
1158 WaterContact.geom = curContact;
1159 _perloopContact.Add(curContact);
1160 if (m_global_contactcount < maxContactsbeforedeath)
1161 {
1162 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1163 m_global_contactcount++;
1164 }
1165 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1166 }
1167 else
1168 {
1169 // we're colliding with prim or avatar
1170 // check if we're moving
1171 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1172 {
1173 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1174 {
1175 // Use the Movement prim contact
1176 AvatarMovementprimContact.geom = curContact;
1177 _perloopContact.Add(curContact);
1178 if (m_global_contactcount < maxContactsbeforedeath)
1179 {
1180 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1181 m_global_contactcount++;
1182 }
1183 }
1184 else
1185 {
1186 // Use the non movement contact
1187 contact.geom = curContact;
1188 _perloopContact.Add(curContact);
1189
1190 if (m_global_contactcount < maxContactsbeforedeath)
1191 {
1192 joint = d.JointCreateContact(world, contactgroup, ref contact);
1193 m_global_contactcount++;
1194 }
1195 }
1196 }
1197 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1198 {
1199 //p1.PhysicsActorType
1200 int material = (int)Material.Wood;
1201
1202 if (p2 is OdePrim)
1203 material = ((OdePrim)p2).m_material;
1204
1205 //m_log.DebugFormat("Material: {0}", material);
1206 m_materialContacts[material, 0].geom = curContact;
1207 _perloopContact.Add(curContact);
1208
1209 if (m_global_contactcount < maxContactsbeforedeath)
1210 {
1211 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1212 m_global_contactcount++;
1213
1214 }
1215 }
1216 }
1217
1218 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1219 {
1220 d.JointAttach(joint, b1, b2);
1221 m_global_contactcount++;
1222 }
1223
1224 }
1225 collision_accounting_events(p1, p2, maxDepthContact);
1226 if (count > geomContactPointsStartthrottle)
1227 {
1228 // If there are more then 3 contact points, it's likely
1229 // that we've got a pile of objects, so ...
1230 // We don't want to send out hundreds of terse updates over and over again
1231 // so lets throttle them and send them again after it's somewhat sorted out.
1232 p2.ThrottleUpdates = true;
1233 }
1234 //m_log.Debug(count.ToString());
1235 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1236 }
1237 }
1238
1239 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1240 {
1241 bool result = false;
1242 //return result;
1243 if (!m_filterCollisions)
1244 return false;
1245
1246 ActorTypes at = (ActorTypes)atype;
1247 lock (_perloopContact)
1248 {
1249 foreach (d.ContactGeom contact in _perloopContact)
1250 {
1251 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1252 //{
1253 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1254 if (at == ActorTypes.Agent)
1255 {
1256 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)
1257 {
1258
1259 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1260 {
1261 //contactGeom.depth *= .00005f;
1262 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1263 // 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));
1264 result = true;
1265 break;
1266 }
1267 else
1268 {
1269 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1270 }
1271 }
1272 else
1273 {
1274 //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));
1275 //int i = 0;
1276 }
1277 }
1278 else if (at == ActorTypes.Prim)
1279 {
1280 //d.AABB aabb1 = new d.AABB();
1281 //d.AABB aabb2 = new d.AABB();
1282
1283 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1284 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1285 //aabb1.
1286 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)
1287 {
1288 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1289 {
1290 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1291 {
1292 result = true;
1293 break;
1294 }
1295 }
1296 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1297 //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));
1298 }
1299
1300 }
1301
1302 //}
1303
1304 }
1305 }
1306 return result;
1307 }
1308
1309 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1310 {
1311 // obj1LocalID = 0;
1312 //returncollisions = false;
1313 obj2LocalID = 0;
1314 //ctype = 0;
1315 //cStartStop = 0;
1316 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1317 return;
1318
1319 switch ((ActorTypes)p2.PhysicsActorType)
1320 {
1321 case ActorTypes.Agent:
1322 cc2 = (OdeCharacter)p2;
1323
1324 // obj1LocalID = cc2.m_localID;
1325 switch ((ActorTypes)p1.PhysicsActorType)
1326 {
1327 case ActorTypes.Agent:
1328 cc1 = (OdeCharacter)p1;
1329 obj2LocalID = cc1.m_localID;
1330 cc1.AddCollisionEvent(cc2.m_localID, contact);
1331 //ctype = (int)CollisionCategories.Character;
1332
1333 //if (cc1.CollidingObj)
1334 //cStartStop = (int)StatusIndicators.Generic;
1335 //else
1336 //cStartStop = (int)StatusIndicators.Start;
1337
1338 //returncollisions = true;
1339 break;
1340 case ActorTypes.Prim:
1341 if (p1 is OdePrim)
1342 {
1343 cp1 = (OdePrim) p1;
1344 obj2LocalID = cp1.m_localID;
1345 cp1.AddCollisionEvent(cc2.m_localID, contact);
1346 }
1347 //ctype = (int)CollisionCategories.Geom;
1348
1349 //if (cp1.CollidingObj)
1350 //cStartStop = (int)StatusIndicators.Generic;
1351 //else
1352 //cStartStop = (int)StatusIndicators.Start;
1353
1354 //returncollisions = true;
1355 break;
1356
1357 case ActorTypes.Ground:
1358 case ActorTypes.Unknown:
1359 obj2LocalID = 0;
1360 //ctype = (int)CollisionCategories.Land;
1361 //returncollisions = true;
1362 break;
1363 }
1364
1365 cc2.AddCollisionEvent(obj2LocalID, contact);
1366 break;
1367 case ActorTypes.Prim:
1368
1369 if (p2 is OdePrim)
1370 {
1371 cp2 = (OdePrim) p2;
1372
1373 // obj1LocalID = cp2.m_localID;
1374 switch ((ActorTypes) p1.PhysicsActorType)
1375 {
1376 case ActorTypes.Agent:
1377 if (p1 is OdeCharacter)
1378 {
1379 cc1 = (OdeCharacter) p1;
1380 obj2LocalID = cc1.m_localID;
1381 cc1.AddCollisionEvent(cp2.m_localID, contact);
1382 //ctype = (int)CollisionCategories.Character;
1383
1384 //if (cc1.CollidingObj)
1385 //cStartStop = (int)StatusIndicators.Generic;
1386 //else
1387 //cStartStop = (int)StatusIndicators.Start;
1388 //returncollisions = true;
1389 }
1390 break;
1391 case ActorTypes.Prim:
1392
1393 if (p1 is OdePrim)
1394 {
1395 cp1 = (OdePrim) p1;
1396 obj2LocalID = cp1.m_localID;
1397 cp1.AddCollisionEvent(cp2.m_localID, contact);
1398 //ctype = (int)CollisionCategories.Geom;
1399
1400 //if (cp1.CollidingObj)
1401 //cStartStop = (int)StatusIndicators.Generic;
1402 //else
1403 //cStartStop = (int)StatusIndicators.Start;
1404
1405 //returncollisions = true;
1406 }
1407 break;
1408
1409 case ActorTypes.Ground:
1410 case ActorTypes.Unknown:
1411 obj2LocalID = 0;
1412 //ctype = (int)CollisionCategories.Land;
1413
1414 //returncollisions = true;
1415 break;
1416 }
1417
1418 cp2.AddCollisionEvent(obj2LocalID, contact);
1419 }
1420 break;
1421 }
1422 //if (returncollisions)
1423 //{
1424
1425 //lock (m_storedCollisions)
1426 //{
1427 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1428 //if (m_storedCollisions.ContainsKey(cDictKey))
1429 //{
1430 //sCollisionData objd = m_storedCollisions[cDictKey];
1431 //objd.NumberOfCollisions += 1;
1432 //objd.lastframe = framecount;
1433 //m_storedCollisions[cDictKey] = objd;
1434 //}
1435 //else
1436 //{
1437 //sCollisionData objd = new sCollisionData();
1438 //objd.ColliderLocalId = obj1LocalID;
1439 //objd.CollidedWithLocalId = obj2LocalID;
1440 //objd.CollisionType = ctype;
1441 //objd.NumberOfCollisions = 1;
1442 //objd.lastframe = framecount;
1443 //objd.StatusIndicator = cStartStop;
1444 //m_storedCollisions.Add(cDictKey, objd);
1445 //}
1446 //}
1447 // }
1448 }
1449
1450 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1451 {
1452 /* String name1 = null;
1453 String name2 = null;
1454
1455 if (!geom_name_map.TryGetValue(trimesh, out name1))
1456 {
1457 name1 = "null";
1458 }
1459 if (!geom_name_map.TryGetValue(refObject, out name2))
1460 {
1461 name2 = "null";
1462 }
1463
1464 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1465 */
1466 return 1;
1467 }
1468
1469 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1470 {
1471 String name1 = null;
1472 String name2 = null;
1473
1474 if (!geom_name_map.TryGetValue(trimesh, out name1))
1475 {
1476 name1 = "null";
1477 }
1478
1479 if (!geom_name_map.TryGetValue(refObject, out name2))
1480 {
1481 name2 = "null";
1482 }
1483
1484 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1485
1486 d.Vector3 v0 = new d.Vector3();
1487 d.Vector3 v1 = new d.Vector3();
1488 d.Vector3 v2 = new d.Vector3();
1489
1490 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1491 // 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);
1492
1493 return 1;
1494 }
1495
1496 /// <summary>
1497 /// This is our collision testing routine in ODE
1498 /// </summary>
1499 /// <param name="timeStep"></param>
1500 private void collision_optimized(float timeStep)
1501 {
1502 _perloopContact.Clear();
1503
1504 lock (_characters)
1505 {
1506 foreach (OdeCharacter chr in _characters)
1507 {
1508 // Reset the collision values to false
1509 // since we don't know if we're colliding yet
1510
1511 // For some reason this can happen. Don't ask...
1512 //
1513 if (chr == null)
1514 continue;
1515
1516 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1517 continue;
1518
1519 chr.IsColliding = false;
1520 chr.CollidingGround = false;
1521 chr.CollidingObj = false;
1522
1523 // test the avatar's geometry for collision with the space
1524 // This will return near and the space that they are the closest to
1525 // And we'll run this again against the avatar and the space segment
1526 // This will return with a bunch of possible objects in the space segment
1527 // and we'll run it again on all of them.
1528 try
1529 {
1530 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1531 }
1532 catch (AccessViolationException)
1533 {
1534 m_log.Warn("[PHYSICS]: Unable to space collide");
1535 }
1536 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1537 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1538 //{
1539 //chr.Position.Z = terrainheight + 10.0f;
1540 //forcedZ = true;
1541 //}
1542 }
1543 }
1544
1545 lock (_activeprims)
1546 {
1547 List<OdePrim> removeprims = null;
1548 foreach (OdePrim chr in _activeprims)
1549 {
1550 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1551 {
1552 try
1553 {
1554 lock (chr)
1555 {
1556 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1557 {
1558 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1559 }
1560 else
1561 {
1562 if (removeprims == null)
1563 {
1564 removeprims = new List<OdePrim>();
1565 }
1566 removeprims.Add(chr);
1567 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!");
1568 }
1569 }
1570 }
1571 catch (AccessViolationException)
1572 {
1573 m_log.Warn("[PHYSICS]: Unable to space collide");
1574 }
1575 }
1576 }
1577 if (removeprims != null)
1578 {
1579 foreach (OdePrim chr in removeprims)
1580 {
1581 _activeprims.Remove(chr);
1582 }
1583 }
1584 }
1585
1586 _perloopContact.Clear();
1587 }
1588
1589 #endregion
1590
1591 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1592 {
1593 m_worldOffset = offset;
1594 WorldExtents = new Vector2(extents.X, extents.Y);
1595 m_parentScene = pScene;
1596
1597 }
1598
1599 // Recovered for use by fly height. Kitto Flora
1600 public float GetTerrainHeightAtXY(float x, float y)
1601 {
1602
1603 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1604 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1605
1606 IntPtr heightFieldGeom = IntPtr.Zero;
1607
1608 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1609 {
1610 if (heightFieldGeom != IntPtr.Zero)
1611 {
1612 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1613 {
1614
1615 int index;
1616
1617
1618 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1619 (int)x < 0.001f || (int)y < 0.001f)
1620 return 0;
1621
1622 x = x - offsetX;
1623 y = y - offsetY;
1624
1625 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1626
1627 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1628 {
1629 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1630 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1631 }
1632
1633 else
1634 return 0f;
1635 }
1636 else
1637 {
1638 return 0f;
1639 }
1640
1641 }
1642 else
1643 {
1644 return 0f;
1645 }
1646
1647 }
1648 else
1649 {
1650 return 0f;
1651 }
1652
1653
1654 }
1655// End recovered. Kitto Flora
1656
1657 public void addCollisionEventReporting(PhysicsActor obj)
1658 {
1659 lock (_collisionEventPrim)
1660 {
1661 if (!_collisionEventPrim.Contains(obj))
1662 _collisionEventPrim.Add(obj);
1663 }
1664 }
1665
1666 public void remCollisionEventReporting(PhysicsActor obj)
1667 {
1668 lock (_collisionEventPrim)
1669 {
1670 if (!_collisionEventPrim.Contains(obj))
1671 _collisionEventPrim.Remove(obj);
1672 }
1673 }
1674
1675 #region Add/Remove Entities
1676
1677 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1678 {
1679 Vector3 pos;
1680 pos.X = position.X;
1681 pos.Y = position.Y;
1682 pos.Z = position.Z;
1683 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1684 newAv.Flying = isFlying;
1685 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1686
1687 return newAv;
1688 }
1689
1690 public void AddCharacter(OdeCharacter chr)
1691 {
1692 lock (_characters)
1693 {
1694 if (!_characters.Contains(chr))
1695 {
1696 _characters.Add(chr);
1697 if (chr.bad)
1698 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1699 }
1700 }
1701 }
1702
1703 public void RemoveCharacter(OdeCharacter chr)
1704 {
1705 lock (_characters)
1706 {
1707 if (_characters.Contains(chr))
1708 {
1709 _characters.Remove(chr);
1710 }
1711 }
1712 }
1713 public void BadCharacter(OdeCharacter chr)
1714 {
1715 lock (_badCharacter)
1716 {
1717 if (!_badCharacter.Contains(chr))
1718 _badCharacter.Add(chr);
1719 }
1720 }
1721
1722 public override void RemoveAvatar(PhysicsActor actor)
1723 {
1724 //m_log.Debug("[PHYSICS]:ODELOCK");
1725 ((OdeCharacter) actor).Destroy();
1726
1727 }
1728
1729 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1730 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1731 {
1732
1733 Vector3 pos = position;
1734 Vector3 siz = size;
1735 Quaternion rot = rotation;
1736
1737 OdePrim newPrim;
1738 lock (OdeLock)
1739 {
1740 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1741
1742 lock (_prims)
1743 _prims.Add(newPrim);
1744 }
1745
1746 return newPrim;
1747 }
1748
1749 public void addActivePrim(OdePrim activatePrim)
1750 {
1751 // adds active prim.. (ones that should be iterated over in collisions_optimized
1752 lock (_activeprims)
1753 {
1754 if (!_activeprims.Contains(activatePrim))
1755 _activeprims.Add(activatePrim);
1756 //else
1757 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1758 }
1759 }
1760
1761 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1762 Vector3 size, Quaternion rotation) //To be removed
1763 {
1764 return AddPrimShape(primName, pbs, position, size, rotation, false);
1765 }
1766
1767 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1768 Vector3 size, Quaternion rotation, bool isPhysical)
1769 {
1770 PhysicsActor result;
1771 IMesh mesh = null;
1772
1773 if (needsMeshing(pbs))
1774 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1775
1776 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1777
1778 return result;
1779 }
1780
1781 public override float TimeDilation
1782 {
1783 get { return m_timeDilation; }
1784 }
1785
1786 public override bool SupportsNINJAJoints
1787 {
1788 get { return m_NINJA_physics_joints_enabled; }
1789 }
1790
1791 // internal utility function: must be called within a lock (OdeLock)
1792 private void InternalAddActiveJoint(PhysicsJoint joint)
1793 {
1794 activeJoints.Add(joint);
1795 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1796 }
1797
1798 // internal utility function: must be called within a lock (OdeLock)
1799 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1800 {
1801 pendingJoints.Add(joint);
1802 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1803 }
1804
1805 // internal utility function: must be called within a lock (OdeLock)
1806 private void InternalRemovePendingJoint(PhysicsJoint joint)
1807 {
1808 pendingJoints.Remove(joint);
1809 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1810 }
1811
1812 // internal utility function: must be called within a lock (OdeLock)
1813 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1814 {
1815 activeJoints.Remove(joint);
1816 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1817 }
1818
1819 public override void DumpJointInfo()
1820 {
1821 string hdr = "[NINJA] JOINTINFO: ";
1822 foreach (PhysicsJoint j in pendingJoints)
1823 {
1824 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1825 }
1826 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1827 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1828 {
1829 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1830 }
1831 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1832 foreach (PhysicsJoint j in activeJoints)
1833 {
1834 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1835 }
1836 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1837 foreach (string jointName in SOPName_to_activeJoint.Keys)
1838 {
1839 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1840 }
1841 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1842
1843 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1844 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1845 foreach (string actorName in joints_connecting_actor.Keys)
1846 {
1847 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1848 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1849 {
1850 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1851 }
1852 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1853 }
1854 }
1855
1856 public override void RequestJointDeletion(string ObjectNameInScene)
1857 {
1858 lock (externalJointRequestsLock)
1859 {
1860 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1861 {
1862 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1863 }
1864 }
1865 }
1866
1867 private void DeleteRequestedJoints()
1868 {
1869 List<string> myRequestedJointsToBeDeleted;
1870 lock (externalJointRequestsLock)
1871 {
1872 // make a local copy of the shared list for processing (threading issues)
1873 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1874 }
1875
1876 foreach (string jointName in myRequestedJointsToBeDeleted)
1877 {
1878 lock (OdeLock)
1879 {
1880 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1881 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1882 {
1883 OdePhysicsJoint joint = null;
1884 if (SOPName_to_activeJoint.ContainsKey(jointName))
1885 {
1886 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1887 InternalRemoveActiveJoint(joint);
1888 }
1889 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1890 {
1891 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1892 InternalRemovePendingJoint(joint);
1893 }
1894
1895 if (joint != null)
1896 {
1897 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1898 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1899 {
1900 string bodyName = joint.BodyNames[iBodyName];
1901 if (bodyName != "NULL")
1902 {
1903 joints_connecting_actor[bodyName].Remove(joint);
1904 if (joints_connecting_actor[bodyName].Count == 0)
1905 {
1906 joints_connecting_actor.Remove(bodyName);
1907 }
1908 }
1909 }
1910
1911 DoJointDeactivated(joint);
1912 if (joint.jointID != IntPtr.Zero)
1913 {
1914 d.JointDestroy(joint.jointID);
1915 joint.jointID = IntPtr.Zero;
1916 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1917 }
1918 else
1919 {
1920 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1921 }
1922 }
1923 else
1924 {
1925 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1926 }
1927 }
1928 else
1929 {
1930 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1931 }
1932 }
1933 }
1934
1935 // remove processed joints from the shared list
1936 lock (externalJointRequestsLock)
1937 {
1938 foreach (string jointName in myRequestedJointsToBeDeleted)
1939 {
1940 requestedJointsToBeDeleted.Remove(jointName);
1941 }
1942 }
1943 }
1944
1945 // for pending joints we don't know if their associated bodies exist yet or not.
1946 // the joint is actually created during processing of the taints
1947 private void CreateRequestedJoints()
1948 {
1949 List<PhysicsJoint> myRequestedJointsToBeCreated;
1950 lock (externalJointRequestsLock)
1951 {
1952 // make a local copy of the shared list for processing (threading issues)
1953 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1954 }
1955
1956 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1957 {
1958 lock (OdeLock)
1959 {
1960 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1961 {
1962 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);
1963 continue;
1964 }
1965 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1966 {
1967 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);
1968 continue;
1969 }
1970
1971 InternalAddPendingJoint(joint as OdePhysicsJoint);
1972
1973 if (joint.BodyNames.Count >= 2)
1974 {
1975 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1976 {
1977 string bodyName = joint.BodyNames[iBodyName];
1978 if (bodyName != "NULL")
1979 {
1980 if (!joints_connecting_actor.ContainsKey(bodyName))
1981 {
1982 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1983 }
1984 joints_connecting_actor[bodyName].Add(joint);
1985 }
1986 }
1987 }
1988 }
1989 }
1990
1991 // remove processed joints from shared list
1992 lock (externalJointRequestsLock)
1993 {
1994 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1995 {
1996 requestedJointsToBeCreated.Remove(joint);
1997 }
1998 }
1999
2000 }
2001
2002 // public function to add an request for joint creation
2003 // this joint will just be added to a waiting list that is NOT processed during the main
2004 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2005
2006 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2007 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2008
2009 {
2010
2011 OdePhysicsJoint joint = new OdePhysicsJoint();
2012 joint.ObjectNameInScene = objectNameInScene;
2013 joint.Type = jointType;
2014 joint.Position = position;
2015 joint.Rotation = rotation;
2016 joint.RawParams = parms;
2017 joint.BodyNames = new List<string>(bodyNames);
2018 joint.TrackedBodyName = trackedBodyName;
2019 joint.LocalRotation = localRotation;
2020 joint.jointID = IntPtr.Zero;
2021 joint.ErrorMessageCount = 0;
2022
2023 lock (externalJointRequestsLock)
2024 {
2025 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2026 {
2027 requestedJointsToBeCreated.Add(joint);
2028 }
2029 }
2030 return joint;
2031 }
2032
2033 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2034 {
2035 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2036 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2037 {
2038
2039 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2040 //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)
2041 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2042 {
2043 jointsToRemove.Add(j);
2044 }
2045 foreach (PhysicsJoint j in jointsToRemove)
2046 {
2047 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2048 RequestJointDeletion(j.ObjectNameInScene);
2049 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2050 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)
2051 }
2052 }
2053 }
2054
2055 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2056 {
2057 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2058 lock (OdeLock)
2059 {
2060 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2061 RemoveAllJointsConnectedToActor(actor);
2062 }
2063 }
2064
2065 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2066 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2067 {
2068 Debug.Assert(joint.IsInPhysicsEngine);
2069 d.Vector3 pos = new d.Vector3();
2070
2071 if (!(joint is OdePhysicsJoint))
2072 {
2073 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2074 }
2075 else
2076 {
2077 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2078 switch (odeJoint.Type)
2079 {
2080 case PhysicsJointType.Ball:
2081 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2082 break;
2083 case PhysicsJointType.Hinge:
2084 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2085 break;
2086 }
2087 }
2088 return new Vector3(pos.X, pos.Y, pos.Z);
2089 }
2090
2091 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2092 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2093 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2094 // keeping track of the joint's original orientation relative to one of the involved bodies.
2095 public override Vector3 GetJointAxis(PhysicsJoint joint)
2096 {
2097 Debug.Assert(joint.IsInPhysicsEngine);
2098 d.Vector3 axis = new d.Vector3();
2099
2100 if (!(joint is OdePhysicsJoint))
2101 {
2102 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2103 }
2104 else
2105 {
2106 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2107 switch (odeJoint.Type)
2108 {
2109 case PhysicsJointType.Ball:
2110 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2111 break;
2112 case PhysicsJointType.Hinge:
2113 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2114 break;
2115 }
2116 }
2117 return new Vector3(axis.X, axis.Y, axis.Z);
2118 }
2119
2120
2121 public void remActivePrim(OdePrim deactivatePrim)
2122 {
2123 lock (_activeprims)
2124 {
2125 _activeprims.Remove(deactivatePrim);
2126 }
2127 }
2128
2129 public override void RemovePrim(PhysicsActor prim)
2130 {
2131 if (prim is OdePrim)
2132 {
2133 lock (OdeLock)
2134 {
2135 OdePrim p = (OdePrim) prim;
2136
2137 p.setPrimForRemoval();
2138 AddPhysicsActorTaint(prim);
2139 //RemovePrimThreadLocked(p);
2140 }
2141 }
2142 }
2143
2144 /// <summary>
2145 /// This is called from within simulate but outside the locked portion
2146 /// We need to do our own locking here
2147 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2148 ///
2149 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2150 /// that the space was using.
2151 /// </summary>
2152 /// <param name="prim"></param>
2153 public void RemovePrimThreadLocked(OdePrim prim)
2154 {
2155//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2156 lock (prim)
2157 {
2158 remCollisionEventReporting(prim);
2159 lock (ode)
2160 {
2161 if (prim.prim_geom != IntPtr.Zero)
2162 {
2163 prim.ResetTaints();
2164
2165 if (prim.IsPhysical)
2166 {
2167 prim.disableBody();
2168 if (prim.childPrim)
2169 {
2170 prim.childPrim = false;
2171 prim.Body = IntPtr.Zero;
2172 prim.m_disabled = true;
2173 prim.IsPhysical = false;
2174 }
2175
2176
2177 }
2178 // we don't want to remove the main space
2179
2180 // If the geometry is in the targetspace, remove it from the target space
2181 //m_log.Warn(prim.m_targetSpace);
2182
2183 //if (prim.m_targetSpace != IntPtr.Zero)
2184 //{
2185 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2186 //{
2187
2188 //if (d.GeomIsSpace(prim.m_targetSpace))
2189 //{
2190 //waitForSpaceUnlock(prim.m_targetSpace);
2191 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2192 prim.m_targetSpace = IntPtr.Zero;
2193 //}
2194 //else
2195 //{
2196 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2197 //((OdePrim)prim).m_targetSpace.ToString());
2198 //}
2199
2200 //}
2201 //}
2202 //m_log.Warn(prim.prim_geom);
2203 try
2204 {
2205 if (prim.prim_geom != IntPtr.Zero)
2206 {
2207 d.GeomDestroy(prim.prim_geom);
2208 prim.prim_geom = IntPtr.Zero;
2209 }
2210 else
2211 {
2212 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2213 }
2214 }
2215 catch (AccessViolationException)
2216 {
2217 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2218 }
2219 lock (_prims)
2220 _prims.Remove(prim);
2221
2222 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2223 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2224 //{
2225 //if (prim.m_targetSpace != null)
2226 //{
2227 //if (d.GeomIsSpace(prim.m_targetSpace))
2228 //{
2229 //waitForSpaceUnlock(prim.m_targetSpace);
2230 //d.SpaceRemove(space, prim.m_targetSpace);
2231 // free up memory used by the space.
2232 //d.SpaceDestroy(prim.m_targetSpace);
2233 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2234 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2235 //}
2236 //else
2237 //{
2238 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2239 //((OdePrim) prim).m_targetSpace.ToString());
2240 //}
2241 //}
2242 //}
2243
2244 if (SupportsNINJAJoints)
2245 {
2246 RemoveAllJointsConnectedToActorThreadLocked(prim);
2247 }
2248 }
2249 }
2250 }
2251 }
2252
2253 #endregion
2254
2255 #region Space Separation Calculation
2256
2257 /// <summary>
2258 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2259 /// </summary>
2260 /// <param name="pSpace"></param>
2261 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2262 {
2263 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2264 {
2265 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2266 {
2267 if (staticPrimspace[x, y] == pSpace)
2268 staticPrimspace[x, y] = IntPtr.Zero;
2269 }
2270 }
2271 }
2272
2273 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2274 {
2275 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2276 }
2277
2278 /// <summary>
2279 /// Called when a static prim moves. Allocates a space for the prim based on its position
2280 /// </summary>
2281 /// <param name="geom">the pointer to the geom that moved</param>
2282 /// <param name="pos">the position that the geom moved to</param>
2283 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2284 /// <returns>a pointer to the new space it's in</returns>
2285 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2286 {
2287 // Called from setting the Position and Size of an ODEPrim so
2288 // it's already in locked space.
2289
2290 // we don't want to remove the main space
2291 // we don't need to test physical here because this function should
2292 // never be called if the prim is physical(active)
2293
2294 // All physical prim end up in the root space
2295 //Thread.Sleep(20);
2296 if (currentspace != space)
2297 {
2298 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2299 //if (currentspace == IntPtr.Zero)
2300 //{
2301 //int adfadf = 0;
2302 //}
2303 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2304 {
2305 if (d.GeomIsSpace(currentspace))
2306 {
2307 waitForSpaceUnlock(currentspace);
2308 d.SpaceRemove(currentspace, geom);
2309 }
2310 else
2311 {
2312 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2313 " Geom:" + geom);
2314 }
2315 }
2316 else
2317 {
2318 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2319 if (sGeomIsIn != IntPtr.Zero)
2320 {
2321 if (d.GeomIsSpace(currentspace))
2322 {
2323 waitForSpaceUnlock(sGeomIsIn);
2324 d.SpaceRemove(sGeomIsIn, geom);
2325 }
2326 else
2327 {
2328 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2329 sGeomIsIn + " Geom:" + geom);
2330 }
2331 }
2332 }
2333
2334 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2335 if (d.SpaceGetNumGeoms(currentspace) == 0)
2336 {
2337 if (currentspace != IntPtr.Zero)
2338 {
2339 if (d.GeomIsSpace(currentspace))
2340 {
2341 waitForSpaceUnlock(currentspace);
2342 waitForSpaceUnlock(space);
2343 d.SpaceRemove(space, currentspace);
2344 // free up memory used by the space.
2345
2346 //d.SpaceDestroy(currentspace);
2347 resetSpaceArrayItemToZero(currentspace);
2348 }
2349 else
2350 {
2351 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2352 currentspace + " Geom:" + geom);
2353 }
2354 }
2355 }
2356 }
2357 else
2358 {
2359 // this is a physical object that got disabled. ;.;
2360 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2361 {
2362 if (d.SpaceQuery(currentspace, geom))
2363 {
2364 if (d.GeomIsSpace(currentspace))
2365 {
2366 waitForSpaceUnlock(currentspace);
2367 d.SpaceRemove(currentspace, geom);
2368 }
2369 else
2370 {
2371 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2372 currentspace + " Geom:" + geom);
2373 }
2374 }
2375 else
2376 {
2377 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2378 if (sGeomIsIn != IntPtr.Zero)
2379 {
2380 if (d.GeomIsSpace(sGeomIsIn))
2381 {
2382 waitForSpaceUnlock(sGeomIsIn);
2383 d.SpaceRemove(sGeomIsIn, geom);
2384 }
2385 else
2386 {
2387 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2388 sGeomIsIn + " Geom:" + geom);
2389 }
2390 }
2391 }
2392 }
2393 }
2394
2395 // The routines in the Position and Size sections do the 'inserting' into the space,
2396 // so all we have to do is make sure that the space that we're putting the prim into
2397 // is in the 'main' space.
2398 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2399 IntPtr newspace = calculateSpaceForGeom(pos);
2400
2401 if (newspace == IntPtr.Zero)
2402 {
2403 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2404 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2405 }
2406
2407 return newspace;
2408 }
2409
2410 /// <summary>
2411 /// Creates a new space at X Y
2412 /// </summary>
2413 /// <param name="iprimspaceArrItemX"></param>
2414 /// <param name="iprimspaceArrItemY"></param>
2415 /// <returns>A pointer to the created space</returns>
2416 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2417 {
2418 // creating a new space for prim and inserting it into main space.
2419 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2420 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2421 waitForSpaceUnlock(space);
2422 d.SpaceSetSublevel(space, 1);
2423 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2424 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2425 }
2426
2427 /// <summary>
2428 /// Calculates the space the prim should be in by its position
2429 /// </summary>
2430 /// <param name="pos"></param>
2431 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2432 public IntPtr calculateSpaceForGeom(Vector3 pos)
2433 {
2434 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2435 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2436 return staticPrimspace[xyspace[0], xyspace[1]];
2437 }
2438
2439 /// <summary>
2440 /// Holds the space allocation logic
2441 /// </summary>
2442 /// <param name="pos"></param>
2443 /// <returns>an array item based on the position</returns>
2444 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2445 {
2446 int[] returnint = new int[2];
2447
2448 returnint[0] = (int) (pos.X/metersInSpace);
2449
2450 if (returnint[0] > ((int) (259f/metersInSpace)))
2451 returnint[0] = ((int) (259f/metersInSpace));
2452 if (returnint[0] < 0)
2453 returnint[0] = 0;
2454
2455 returnint[1] = (int) (pos.Y/metersInSpace);
2456 if (returnint[1] > ((int) (259f/metersInSpace)))
2457 returnint[1] = ((int) (259f/metersInSpace));
2458 if (returnint[1] < 0)
2459 returnint[1] = 0;
2460
2461 return returnint;
2462 }
2463
2464 #endregion
2465
2466 /// <summary>
2467 /// Routine to figure out if we need to mesh this prim with our mesher
2468 /// </summary>
2469 /// <param name="pbs"></param>
2470 /// <returns></returns>
2471 public bool needsMeshing(PrimitiveBaseShape pbs)
2472 {
2473 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2474 // but we still need to check for sculptie meshing being enabled so this is the most
2475 // convenient place to do it for now...
2476
2477 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2478 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2479 int iPropertiesNotSupportedDefault = 0;
2480
2481 if (pbs.SculptEntry && !meshSculptedPrim)
2482 {
2483#if SPAM
2484 m_log.Warn("NonMesh");
2485#endif
2486 return false;
2487 }
2488
2489 // 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
2490 if (!forceSimplePrimMeshing)
2491 {
2492 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2493 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2494 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2495 {
2496
2497 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2498 && pbs.ProfileHollow == 0
2499 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2500 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2501 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2502 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2503 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2504 {
2505#if SPAM
2506 m_log.Warn("NonMesh");
2507#endif
2508 return false;
2509 }
2510 }
2511 }
2512
2513 if (pbs.ProfileHollow != 0)
2514 iPropertiesNotSupportedDefault++;
2515
2516 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2517 iPropertiesNotSupportedDefault++;
2518
2519 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2520 iPropertiesNotSupportedDefault++;
2521
2522 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2523 iPropertiesNotSupportedDefault++;
2524
2525 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2526 iPropertiesNotSupportedDefault++;
2527
2528 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2529 iPropertiesNotSupportedDefault++;
2530
2531 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))
2532 iPropertiesNotSupportedDefault++;
2533
2534 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2535 iPropertiesNotSupportedDefault++;
2536
2537 // test for torus
2538 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2539 {
2540 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2541 {
2542 iPropertiesNotSupportedDefault++;
2543 }
2544 }
2545 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2546 {
2547 if (pbs.PathCurve == (byte)Extrusion.Straight)
2548 {
2549 iPropertiesNotSupportedDefault++;
2550 }
2551
2552 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2553 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2554 {
2555 iPropertiesNotSupportedDefault++;
2556 }
2557 }
2558 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2559 {
2560 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2561 {
2562 iPropertiesNotSupportedDefault++;
2563 }
2564 }
2565 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2566 {
2567 if (pbs.PathCurve == (byte)Extrusion.Straight)
2568 {
2569 iPropertiesNotSupportedDefault++;
2570 }
2571 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2572 {
2573 iPropertiesNotSupportedDefault++;
2574 }
2575 }
2576
2577
2578 if (iPropertiesNotSupportedDefault == 0)
2579 {
2580#if SPAM
2581 m_log.Warn("NonMesh");
2582#endif
2583 return false;
2584 }
2585#if SPAM
2586 m_log.Debug("Mesh");
2587#endif
2588 return true;
2589 }
2590
2591 /// <summary>
2592 /// Called after our prim properties are set Scale, position etc.
2593 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2594 /// This assures us that we have no race conditions
2595 /// </summary>
2596 /// <param name="prim"></param>
2597 public override void AddPhysicsActorTaint(PhysicsActor prim)
2598 {
2599
2600 if (prim is OdePrim)
2601 {
2602 OdePrim taintedprim = ((OdePrim) prim);
2603 lock (_taintedPrimLock)
2604 {
2605 if (!(_taintedPrimH.Contains(taintedprim)))
2606 {
2607//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2608 _taintedPrimH.Add(taintedprim); // HashSet for searching
2609 _taintedPrimL.Add(taintedprim); // List for ordered readout
2610 }
2611 }
2612 return;
2613 }
2614 else if (prim is OdeCharacter)
2615 {
2616 OdeCharacter taintedchar = ((OdeCharacter)prim);
2617 lock (_taintedActors)
2618 {
2619 if (!(_taintedActors.Contains(taintedchar)))
2620 {
2621 _taintedActors.Add(taintedchar);
2622 if (taintedchar.bad)
2623 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2624 }
2625 }
2626 }
2627 }
2628
2629 /// <summary>
2630 /// This is our main simulate loop
2631 /// It's thread locked by a Mutex in the scene.
2632 /// It holds Collisions, it instructs ODE to step through the physical reactions
2633 /// It moves the objects around in memory
2634 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2635 /// </summary>
2636 /// <param name="timeStep"></param>
2637 /// <returns></returns>
2638 public override float Simulate(float timeStep)
2639 {
2640 if (framecount >= int.MaxValue)
2641 framecount = 0;
2642 //if (m_worldOffset != Vector3.Zero)
2643 // return 0;
2644
2645 framecount++;
2646
2647 DateTime now = DateTime.UtcNow;
2648 TimeSpan SinceLastFrame = now - m_lastframe;
2649 m_lastframe = now;
2650 float realtime = (float)SinceLastFrame.TotalSeconds;
2651// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2652 timeStep = realtime;
2653
2654 // float fps = 1.0f / realtime;
2655 float fps = 0.0f; // number of ODE steps in this Simulate step
2656 //m_log.Info(timeStep.ToString());
2657 step_time += timeStep;
2658
2659 // If We're loaded down by something else,
2660 // or debugging with the Visual Studio project on pause
2661 // skip a few frames to catch up gracefully.
2662 // without shooting the physicsactors all over the place
2663
2664 if (step_time >= m_SkipFramesAtms)
2665 {
2666 // Instead of trying to catch up, it'll do 5 physics frames only
2667 step_time = ODE_STEPSIZE;
2668 m_physicsiterations = 5;
2669 }
2670 else
2671 {
2672 m_physicsiterations = 10;
2673 }
2674
2675 if (SupportsNINJAJoints)
2676 {
2677 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2678 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2679 }
2680
2681 lock (OdeLock)
2682 {
2683 // Process 10 frames if the sim is running normal..
2684 // process 5 frames if the sim is running slow
2685 //try
2686 //{
2687 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2688 //}
2689 //catch (StackOverflowException)
2690 //{
2691 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2692 // ode.drelease(world);
2693 //base.TriggerPhysicsBasedRestart();
2694 //}
2695
2696 int i = 0;
2697
2698 // Figure out the Frames Per Second we're going at.
2699 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2700
2701 // fps = (step_time / ODE_STEPSIZE) * 1000;
2702 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2703 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2704
2705 // step_time = 0.09375f;
2706
2707 while (step_time > 0.0f)
2708 {
2709 //lock (ode)
2710 //{
2711 //if (!ode.lockquery())
2712 //{
2713 // ode.dlock(world);
2714 try
2715 {
2716 // Insert, remove Characters
2717 bool processedtaints = false;
2718
2719 lock (_taintedActors)
2720 {
2721 if (_taintedActors.Count > 0)
2722 {
2723 foreach (OdeCharacter character in _taintedActors)
2724 {
2725
2726 character.ProcessTaints(ODE_STEPSIZE);
2727
2728 processedtaints = true;
2729 //character.m_collisionscore = 0;
2730 }
2731
2732 if (processedtaints)
2733 _taintedActors.Clear();
2734 }
2735 } // end lock _taintedActors
2736
2737 // Modify other objects in the scene.
2738 processedtaints = false;
2739
2740 lock (_taintedPrimLock)
2741 {
2742 foreach (OdePrim prim in _taintedPrimL)
2743 {
2744 if (prim.m_taintremove)
2745 {
2746 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2747 RemovePrimThreadLocked(prim);
2748 }
2749 else
2750 {
2751 //Console.WriteLine("Simulate calls ProcessTaints");
2752 prim.ProcessTaints(ODE_STEPSIZE);
2753 }
2754 processedtaints = true;
2755 prim.m_collisionscore = 0;
2756
2757 // This loop can block up the Heartbeat for a very long time on large regions.
2758 // We need to let the Watchdog know that the Heartbeat is not dead
2759 // NOTE: This is currently commented out, but if things like OAR loading are
2760 // timing the heartbeat out we will need to uncomment it
2761 //Watchdog.UpdateThread();
2762 }
2763
2764 if (SupportsNINJAJoints)
2765 {
2766 // Create pending joints, if possible
2767
2768 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2769 // a joint requires specifying the body id of both involved bodies
2770 if (pendingJoints.Count > 0)
2771 {
2772 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2773 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2774 foreach (PhysicsJoint joint in pendingJoints)
2775 {
2776 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2777 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2778 System.StringSplitOptions.RemoveEmptyEntries);
2779 List<IntPtr> jointBodies = new List<IntPtr>();
2780 bool allJointBodiesAreReady = true;
2781 foreach (string jointParam in jointParams)
2782 {
2783 if (jointParam == "NULL")
2784 {
2785 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2786 jointBodies.Add(IntPtr.Zero);
2787 }
2788 else
2789 {
2790 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2791 bool foundPrim = false;
2792 lock (_prims)
2793 {
2794 foreach (OdePrim prim in _prims) // FIXME: inefficient
2795 {
2796 if (prim.SOPName == jointParam)
2797 {
2798 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2799 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2800 {
2801 jointBodies.Add(prim.Body);
2802 foundPrim = true;
2803 break;
2804 }
2805 else
2806 {
2807 DoJointErrorMessage(joint, "prim name " + jointParam +
2808 " exists but is not (yet) physical; deferring joint creation. " +
2809 "IsPhysical property is " + prim.IsPhysical +
2810 " and body is " + prim.Body);
2811 foundPrim = false;
2812 break;
2813 }
2814 }
2815 }
2816 }
2817 if (foundPrim)
2818 {
2819 // all is fine
2820 }
2821 else
2822 {
2823 allJointBodiesAreReady = false;
2824 break;
2825 }
2826 }
2827 }
2828 if (allJointBodiesAreReady)
2829 {
2830 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2831 if (jointBodies[0] == jointBodies[1])
2832 {
2833 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2834 }
2835 else
2836 {
2837 switch (joint.Type)
2838 {
2839 case PhysicsJointType.Ball:
2840 {
2841 IntPtr odeJoint;
2842 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2843 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2844 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2845 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2846 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2847 d.JointSetBallAnchor(odeJoint,
2848 joint.Position.X,
2849 joint.Position.Y,
2850 joint.Position.Z);
2851 //DoJointErrorMessage(joint, "ODE joint setting OK");
2852 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2853 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2854 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2855 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2856
2857 if (joint is OdePhysicsJoint)
2858 {
2859 ((OdePhysicsJoint)joint).jointID = odeJoint;
2860 }
2861 else
2862 {
2863 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2864 }
2865 }
2866 break;
2867 case PhysicsJointType.Hinge:
2868 {
2869 IntPtr odeJoint;
2870 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2871 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2872 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2873 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2874 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2875 d.JointSetHingeAnchor(odeJoint,
2876 joint.Position.X,
2877 joint.Position.Y,
2878 joint.Position.Z);
2879 // We use the orientation of the x-axis of the joint's coordinate frame
2880 // as the axis for the hinge.
2881
2882 // Therefore, we must get the joint's coordinate frame based on the
2883 // joint.Rotation field, which originates from the orientation of the
2884 // joint's proxy object in the scene.
2885
2886 // The joint's coordinate frame is defined as the transformation matrix
2887 // that converts a vector from joint-local coordinates into world coordinates.
2888 // World coordinates are defined as the XYZ coordinate system of the sim,
2889 // as shown in the top status-bar of the viewer.
2890
2891 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2892 // and use that as the hinge axis.
2893
2894 //joint.Rotation.Normalize();
2895 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2896
2897 // Now extract the X axis of the joint's coordinate frame.
2898
2899 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2900 // tar pit of transposed, inverted, and generally messed-up orientations.
2901 // (In other words, Matrix4.AtAxis() is borked.)
2902 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2903
2904 // Instead, compute the X axis of the coordinate frame by transforming
2905 // the (1,0,0) vector. At least that works.
2906
2907 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2908 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2909 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2910 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2911 d.JointSetHingeAxis(odeJoint,
2912 jointAxis.X,
2913 jointAxis.Y,
2914 jointAxis.Z);
2915 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2916 if (joint is OdePhysicsJoint)
2917 {
2918 ((OdePhysicsJoint)joint).jointID = odeJoint;
2919 }
2920 else
2921 {
2922 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2923 }
2924 }
2925 break;
2926 }
2927 successfullyProcessedPendingJoints.Add(joint);
2928 }
2929 }
2930 else
2931 {
2932 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2933 }
2934 }
2935 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2936 {
2937 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2938 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2939 InternalRemovePendingJoint(successfullyProcessedJoint);
2940 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2941 InternalAddActiveJoint(successfullyProcessedJoint);
2942 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2943 }
2944 }
2945 } // end SupportsNINJAJoints
2946
2947 if (processedtaints)
2948//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2949 _taintedPrimH.Clear(); // ??? if this only ???
2950 _taintedPrimL.Clear();
2951 } // end lock _taintedPrimLock
2952
2953 // Move characters
2954 lock (_characters)
2955 {
2956 List<OdeCharacter> defects = new List<OdeCharacter>();
2957 foreach (OdeCharacter actor in _characters)
2958 {
2959 if (actor != null)
2960 actor.Move(ODE_STEPSIZE, defects);
2961 }
2962 if (0 != defects.Count)
2963 {
2964 foreach (OdeCharacter defect in defects)
2965 {
2966 RemoveCharacter(defect);
2967 }
2968 }
2969 } // end lock _characters
2970
2971 // Move other active objects
2972 lock (_activeprims)
2973 {
2974 foreach (OdePrim prim in _activeprims)
2975 {
2976 prim.m_collisionscore = 0;
2977 prim.Move(ODE_STEPSIZE);
2978 }
2979 } // end lock _activeprims
2980
2981 //if ((framecount % m_randomizeWater) == 0)
2982 // randomizeWater(waterlevel);
2983
2984 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2985 m_rayCastManager.ProcessQueuedRequests();
2986
2987 collision_optimized(ODE_STEPSIZE);
2988
2989 lock (_collisionEventPrim)
2990 {
2991 foreach (PhysicsActor obj in _collisionEventPrim)
2992 {
2993 if (obj == null)
2994 continue;
2995
2996 switch ((ActorTypes)obj.PhysicsActorType)
2997 {
2998 case ActorTypes.Agent:
2999 OdeCharacter cobj = (OdeCharacter)obj;
3000 cobj.AddCollisionFrameTime(100);
3001 cobj.SendCollisions();
3002 break;
3003 case ActorTypes.Prim:
3004 OdePrim pobj = (OdePrim)obj;
3005 pobj.SendCollisions();
3006 break;
3007 }
3008 }
3009 } // end lock _collisionEventPrim
3010
3011 //if (m_global_contactcount > 5)
3012 //{
3013 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3014 //}
3015
3016 m_global_contactcount = 0;
3017
3018 d.WorldQuickStep(world, ODE_STEPSIZE);
3019 d.JointGroupEmpty(contactgroup);
3020 fps++;
3021 //ode.dunlock(world);
3022 } // end try
3023 catch (Exception e)
3024 {
3025 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3026 ode.dunlock(world);
3027 }
3028
3029 step_time -= ODE_STEPSIZE;
3030 i++;
3031 //}
3032 //else
3033 //{
3034 //fps = 0;
3035 //}
3036 //}
3037 } // end while (step_time > 0.0f)
3038
3039 lock (_characters)
3040 {
3041 foreach (OdeCharacter actor in _characters)
3042 {
3043 if (actor != null)
3044 {
3045 if (actor.bad)
3046 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3047 actor.UpdatePositionAndVelocity();
3048 }
3049 }
3050 }
3051
3052 lock (_badCharacter)
3053 {
3054 if (_badCharacter.Count > 0)
3055 {
3056 foreach (OdeCharacter chr in _badCharacter)
3057 {
3058 RemoveCharacter(chr);
3059 }
3060 _badCharacter.Clear();
3061 }
3062 }
3063
3064 lock (_activeprims)
3065 {
3066 //if (timeStep < 0.2f)
3067 {
3068 foreach (OdePrim actor in _activeprims)
3069 {
3070 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3071 {
3072 actor.UpdatePositionAndVelocity();
3073
3074 if (SupportsNINJAJoints)
3075 {
3076 // If an actor moved, move its joint proxy objects as well.
3077 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3078 // for this purpose but it is never called! So we just do the joint
3079 // movement code here.
3080
3081 if (actor.SOPName != null &&
3082 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3083 joints_connecting_actor[actor.SOPName] != null &&
3084 joints_connecting_actor[actor.SOPName].Count > 0)
3085 {
3086 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3087 {
3088 if (affectedJoint.IsInPhysicsEngine)
3089 {
3090 DoJointMoved(affectedJoint);
3091 }
3092 else
3093 {
3094 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);
3095 }
3096 }
3097 }
3098 }
3099 }
3100 }
3101 }
3102 } // end lock _activeprims
3103
3104 //DumpJointInfo();
3105
3106 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3107 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3108 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3109 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3110 {
3111 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3112 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3113
3114 if (physics_logging_append_existing_logfile)
3115 {
3116 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3117 TextWriter fwriter = File.AppendText(fname);
3118 fwriter.WriteLine(header);
3119 fwriter.Close();
3120 }
3121 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3122 }
3123 } // end lock OdeLock
3124
3125 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3126 } // end Simulate
3127
3128 public override void GetResults()
3129 {
3130 }
3131
3132 public override bool IsThreaded
3133 {
3134 // for now we won't be multithreaded
3135 get { return (false); }
3136 }
3137
3138 #region ODE Specific Terrain Fixes
3139 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3140 {
3141 float[] returnarr = new float[262144];
3142 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3143
3144 // Filling out the array into its multi-dimensional components
3145 for (int y = 0; y < WorldExtents.Y; y++)
3146 {
3147 for (int x = 0; x < WorldExtents.X; x++)
3148 {
3149 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3150 }
3151 }
3152
3153 // Resize using Nearest Neighbour
3154
3155 // This particular way is quick but it only works on a multiple of the original
3156
3157 // The idea behind this method can be described with the following diagrams
3158 // second pass and third pass happen in the same loop really.. just separated
3159 // them to show what this does.
3160
3161 // First Pass
3162 // ResultArr:
3163 // 1,1,1,1,1,1
3164 // 1,1,1,1,1,1
3165 // 1,1,1,1,1,1
3166 // 1,1,1,1,1,1
3167 // 1,1,1,1,1,1
3168 // 1,1,1,1,1,1
3169
3170 // Second Pass
3171 // ResultArr2:
3172 // 1,,1,,1,,1,,1,,1,
3173 // ,,,,,,,,,,
3174 // 1,,1,,1,,1,,1,,1,
3175 // ,,,,,,,,,,
3176 // 1,,1,,1,,1,,1,,1,
3177 // ,,,,,,,,,,
3178 // 1,,1,,1,,1,,1,,1,
3179 // ,,,,,,,,,,
3180 // 1,,1,,1,,1,,1,,1,
3181 // ,,,,,,,,,,
3182 // 1,,1,,1,,1,,1,,1,
3183
3184 // Third pass fills in the blanks
3185 // ResultArr2:
3186 // 1,1,1,1,1,1,1,1,1,1,1,1
3187 // 1,1,1,1,1,1,1,1,1,1,1,1
3188 // 1,1,1,1,1,1,1,1,1,1,1,1
3189 // 1,1,1,1,1,1,1,1,1,1,1,1
3190 // 1,1,1,1,1,1,1,1,1,1,1,1
3191 // 1,1,1,1,1,1,1,1,1,1,1,1
3192 // 1,1,1,1,1,1,1,1,1,1,1,1
3193 // 1,1,1,1,1,1,1,1,1,1,1,1
3194 // 1,1,1,1,1,1,1,1,1,1,1,1
3195 // 1,1,1,1,1,1,1,1,1,1,1,1
3196 // 1,1,1,1,1,1,1,1,1,1,1,1
3197
3198 // X,Y = .
3199 // X+1,y = ^
3200 // X,Y+1 = *
3201 // X+1,Y+1 = #
3202
3203 // Filling in like this;
3204 // .*
3205 // ^#
3206 // 1st .
3207 // 2nd *
3208 // 3rd ^
3209 // 4th #
3210 // on single loop.
3211
3212 float[,] resultarr2 = new float[512, 512];
3213 for (int y = 0; y < WorldExtents.Y; y++)
3214 {
3215 for (int x = 0; x < WorldExtents.X; x++)
3216 {
3217 resultarr2[y * 2, x * 2] = resultarr[y, x];
3218
3219 if (y < WorldExtents.Y)
3220 {
3221 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3222 }
3223 if (x < WorldExtents.X)
3224 {
3225 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3226 }
3227 if (x < WorldExtents.X && y < WorldExtents.Y)
3228 {
3229 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3230 }
3231 }
3232 }
3233
3234 //Flatten out the array
3235 int i = 0;
3236 for (int y = 0; y < 512; y++)
3237 {
3238 for (int x = 0; x < 512; x++)
3239 {
3240 if (resultarr2[y, x] <= 0)
3241 returnarr[i] = 0.0000001f;
3242 else
3243 returnarr[i] = resultarr2[y, x];
3244
3245 i++;
3246 }
3247 }
3248
3249 return returnarr;
3250 }
3251
3252 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3253 {
3254 float[] returnarr = new float[262144];
3255 float[,] resultarr = new float[512,512];
3256
3257 // Filling out the array into its multi-dimensional components
3258 for (int y = 0; y < 256; y++)
3259 {
3260 for (int x = 0; x < 256; x++)
3261 {
3262 resultarr[y, x] = heightMap[y * 256 + x];
3263 }
3264 }
3265
3266 // Resize using interpolation
3267
3268 // This particular way is quick but it only works on a multiple of the original
3269
3270 // The idea behind this method can be described with the following diagrams
3271 // second pass and third pass happen in the same loop really.. just separated
3272 // them to show what this does.
3273
3274 // First Pass
3275 // ResultArr:
3276 // 1,1,1,1,1,1
3277 // 1,1,1,1,1,1
3278 // 1,1,1,1,1,1
3279 // 1,1,1,1,1,1
3280 // 1,1,1,1,1,1
3281 // 1,1,1,1,1,1
3282
3283 // Second Pass
3284 // ResultArr2:
3285 // 1,,1,,1,,1,,1,,1,
3286 // ,,,,,,,,,,
3287 // 1,,1,,1,,1,,1,,1,
3288 // ,,,,,,,,,,
3289 // 1,,1,,1,,1,,1,,1,
3290 // ,,,,,,,,,,
3291 // 1,,1,,1,,1,,1,,1,
3292 // ,,,,,,,,,,
3293 // 1,,1,,1,,1,,1,,1,
3294 // ,,,,,,,,,,
3295 // 1,,1,,1,,1,,1,,1,
3296
3297 // Third pass fills in the blanks
3298 // ResultArr2:
3299 // 1,1,1,1,1,1,1,1,1,1,1,1
3300 // 1,1,1,1,1,1,1,1,1,1,1,1
3301 // 1,1,1,1,1,1,1,1,1,1,1,1
3302 // 1,1,1,1,1,1,1,1,1,1,1,1
3303 // 1,1,1,1,1,1,1,1,1,1,1,1
3304 // 1,1,1,1,1,1,1,1,1,1,1,1
3305 // 1,1,1,1,1,1,1,1,1,1,1,1
3306 // 1,1,1,1,1,1,1,1,1,1,1,1
3307 // 1,1,1,1,1,1,1,1,1,1,1,1
3308 // 1,1,1,1,1,1,1,1,1,1,1,1
3309 // 1,1,1,1,1,1,1,1,1,1,1,1
3310
3311 // X,Y = .
3312 // X+1,y = ^
3313 // X,Y+1 = *
3314 // X+1,Y+1 = #
3315
3316 // Filling in like this;
3317 // .*
3318 // ^#
3319 // 1st .
3320 // 2nd *
3321 // 3rd ^
3322 // 4th #
3323 // on single loop.
3324
3325 float[,] resultarr2 = new float[512,512];
3326 for (int y = 0; y < (int)Constants.RegionSize; y++)
3327 {
3328 for (int x = 0; x < (int)Constants.RegionSize; x++)
3329 {
3330 resultarr2[y*2, x*2] = resultarr[y, x];
3331
3332 if (y < (int)Constants.RegionSize)
3333 {
3334 if (y + 1 < (int)Constants.RegionSize)
3335 {
3336 if (x + 1 < (int)Constants.RegionSize)
3337 {
3338 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3339 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3340 }
3341 else
3342 {
3343 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3344 }
3345 }
3346 else
3347 {
3348 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3349 }
3350 }
3351 if (x < (int)Constants.RegionSize)
3352 {
3353 if (x + 1 < (int)Constants.RegionSize)
3354 {
3355 if (y + 1 < (int)Constants.RegionSize)
3356 {
3357 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3358 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3359 }
3360 else
3361 {
3362 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3363 }
3364 }
3365 else
3366 {
3367 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3368 }
3369 }
3370 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3371 {
3372 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3373 {
3374 resultarr2[(y*2) + 1, (x*2) + 1] = ((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) + 1] = resultarr[y, x];
3380 }
3381 }
3382 }
3383 }
3384 //Flatten out the array
3385 int i = 0;
3386 for (int y = 0; y < 512; y++)
3387 {
3388 for (int x = 0; x < 512; x++)
3389 {
3390 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3391 {
3392 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3393 resultarr2[y, x] = 0;
3394 }
3395 returnarr[i] = resultarr2[y, x];
3396 i++;
3397 }
3398 }
3399
3400 return returnarr;
3401 }
3402
3403 #endregion
3404
3405 public override void SetTerrain(float[] heightMap)
3406 {
3407 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3408 {
3409 if (m_parentScene is OdeScene)
3410 {
3411 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3412 }
3413 }
3414 else
3415 {
3416 SetTerrain(heightMap, m_worldOffset);
3417 }
3418 }
3419
3420 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3421 {
3422 // this._heightmap[i] = (double)heightMap[i];
3423 // dbm (danx0r) -- creating a buffer zone of one extra sample all around
3424 //_origheightmap = heightMap;
3425
3426 float[] _heightmap;
3427
3428 // zero out a heightmap array float array (single dimension [flattened]))
3429 //if ((int)Constants.RegionSize == 256)
3430 // _heightmap = new float[514 * 514];
3431 //else
3432
3433 _heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
3434
3435 uint heightmapWidth = Constants.RegionSize + 1;
3436 uint heightmapHeight = Constants.RegionSize + 1;
3437
3438 uint heightmapWidthSamples;
3439
3440 uint heightmapHeightSamples;
3441
3442 //if (((int)Constants.RegionSize) == 256)
3443 //{
3444 // heightmapWidthSamples = 2 * (uint)Constants.RegionSize + 2;
3445 // heightmapHeightSamples = 2 * (uint)Constants.RegionSize + 2;
3446 // heightmapWidth++;
3447 // heightmapHeight++;
3448 //}
3449 //else
3450 //{
3451
3452 heightmapWidthSamples = (uint)Constants.RegionSize + 1;
3453 heightmapHeightSamples = (uint)Constants.RegionSize + 1;
3454 //}
3455
3456 const float scale = 1.0f;
3457 const float offset = 0.0f;
3458 const float thickness = 0.2f;
3459 const int wrap = 0;
3460
3461 int regionsize = (int) Constants.RegionSize + 2;
3462 //Double resolution
3463 //if (((int)Constants.RegionSize) == 256)
3464 // heightMap = ResizeTerrain512Interpolation(heightMap);
3465
3466
3467 // if (((int)Constants.RegionSize) == 256 && (int)Constants.RegionSize == 256)
3468 // regionsize = 512;
3469
3470 float hfmin = 2000;
3471 float hfmax = -2000;
3472
3473 for (int x = 0; x < heightmapWidthSamples; x++)
3474 {
3475 for (int y = 0; y < heightmapHeightSamples; y++)
3476 {
3477 int xx = Util.Clip(x - 1, 0, regionsize - 1);
3478 int yy = Util.Clip(y - 1, 0, regionsize - 1);
3479
3480
3481 float val= heightMap[yy * (int)Constants.RegionSize + xx];
3482 _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val;
3483
3484 hfmin = (val < hfmin) ? val : hfmin;
3485 hfmax = (val > hfmax) ? val : hfmax;
3486 }
3487 }
3488
3489
3490
3491
3492 lock (OdeLock)
3493 {
3494 IntPtr GroundGeom = IntPtr.Zero;
3495 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3496 {
3497 RegionTerrain.Remove(pOffset);
3498 if (GroundGeom != IntPtr.Zero)
3499 {
3500 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3501 {
3502 TerrainHeightFieldHeights.Remove(GroundGeom);
3503 }
3504 d.SpaceRemove(space, GroundGeom);
3505 d.GeomDestroy(GroundGeom);
3506 }
3507
3508 }
3509 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3510 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth + 1, heightmapHeight + 1,
3511 (int)heightmapWidthSamples + 1, (int)heightmapHeightSamples + 1, scale,
3512 offset, thickness, wrap);
3513 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3514 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3515 if (GroundGeom != IntPtr.Zero)
3516 {
3517 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3518 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3519
3520 }
3521 geom_name_map[GroundGeom] = "Terrain";
3522
3523 d.Matrix3 R = new d.Matrix3();
3524
3525 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3526 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3527 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3528
3529 q1 = q1 * q2;
3530 //q1 = q1 * q3;
3531 Vector3 v3;
3532 float angle;
3533 q1.GetAxisAngle(out v3, out angle);
3534
3535 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3536 d.GeomSetRotation(GroundGeom, ref R);
3537 d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)) - 1, (pOffset.Y + ((int)Constants.RegionSize * 0.5f)) - 1, 0);
3538 IntPtr testGround = IntPtr.Zero;
3539 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3540 {
3541 RegionTerrain.Remove(pOffset);
3542 }
3543 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3544 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3545
3546 }
3547 }
3548
3549 public override void DeleteTerrain()
3550 {
3551 }
3552
3553 public float GetWaterLevel()
3554 {
3555 return waterlevel;
3556 }
3557
3558 public override bool SupportsCombining()
3559 {
3560 return true;
3561 }
3562
3563 public override void UnCombine(PhysicsScene pScene)
3564 {
3565 IntPtr localGround = IntPtr.Zero;
3566// float[] localHeightfield;
3567 bool proceed = false;
3568 List<IntPtr> geomDestroyList = new List<IntPtr>();
3569
3570 lock (OdeLock)
3571 {
3572 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3573 {
3574 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3575 {
3576 if (geom == localGround)
3577 {
3578// localHeightfield = TerrainHeightFieldHeights[geom];
3579 proceed = true;
3580 }
3581 else
3582 {
3583 geomDestroyList.Add(geom);
3584 }
3585 }
3586
3587 if (proceed)
3588 {
3589 m_worldOffset = Vector3.Zero;
3590 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3591 m_parentScene = null;
3592
3593 foreach (IntPtr g in geomDestroyList)
3594 {
3595 // removingHeightField needs to be done or the garbage collector will
3596 // collect the terrain data before we tell ODE to destroy it causing
3597 // memory corruption
3598 if (TerrainHeightFieldHeights.ContainsKey(g))
3599 {
3600// float[] removingHeightField = TerrainHeightFieldHeights[g];
3601 TerrainHeightFieldHeights.Remove(g);
3602
3603 if (RegionTerrain.ContainsKey(g))
3604 {
3605 RegionTerrain.Remove(g);
3606 }
3607
3608 d.GeomDestroy(g);
3609 //removingHeightField = new float[0];
3610 }
3611 }
3612
3613 }
3614 else
3615 {
3616 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3617
3618 }
3619 }
3620 }
3621 }
3622
3623 public override void SetWaterLevel(float baseheight)
3624 {
3625 waterlevel = baseheight;
3626 randomizeWater(waterlevel);
3627 }
3628
3629 public void randomizeWater(float baseheight)
3630 {
3631 const uint heightmapWidth = m_regionWidth + 2;
3632 const uint heightmapHeight = m_regionHeight + 2;
3633 const uint heightmapWidthSamples = m_regionWidth + 2;
3634 const uint heightmapHeightSamples = m_regionHeight + 2;
3635 const float scale = 1.0f;
3636 const float offset = 0.0f;
3637 const float thickness = 2.9f;
3638 const int wrap = 0;
3639
3640 for (int i = 0; i < (258 * 258); i++)
3641 {
3642 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3643 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3644 }
3645
3646 lock (OdeLock)
3647 {
3648 if (WaterGeom != IntPtr.Zero)
3649 {
3650 d.SpaceRemove(space, WaterGeom);
3651 }
3652 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3653 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3654 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3655 offset, thickness, wrap);
3656 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3657 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3658 if (WaterGeom != IntPtr.Zero)
3659 {
3660 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3661 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3662
3663 }
3664 geom_name_map[WaterGeom] = "Water";
3665
3666 d.Matrix3 R = new d.Matrix3();
3667
3668 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3669 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3670 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3671
3672 q1 = q1 * q2;
3673 //q1 = q1 * q3;
3674 Vector3 v3;
3675 float angle;
3676 q1.GetAxisAngle(out v3, out angle);
3677
3678 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3679 d.GeomSetRotation(WaterGeom, ref R);
3680 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3681
3682 }
3683
3684 }
3685
3686 public override void Dispose()
3687 {
3688 m_rayCastManager.Dispose();
3689 m_rayCastManager = null;
3690
3691 lock (OdeLock)
3692 {
3693 lock (_prims)
3694 {
3695 foreach (OdePrim prm in _prims)
3696 {
3697 RemovePrim(prm);
3698 }
3699 }
3700
3701 //foreach (OdeCharacter act in _characters)
3702 //{
3703 //RemoveAvatar(act);
3704 //}
3705 d.WorldDestroy(world);
3706 //d.CloseODE();
3707 }
3708 }
3709 public override Dictionary<uint, float> GetTopColliders()
3710 {
3711 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3712 int cnt = 0;
3713 lock (_prims)
3714 {
3715 foreach (OdePrim prm in _prims)
3716 {
3717 if (prm.CollisionScore > 0)
3718 {
3719 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3720 cnt++;
3721 prm.CollisionScore = 0f;
3722 if (cnt > 25)
3723 {
3724 break;
3725 }
3726 }
3727 }
3728 }
3729 return returncolliders;
3730 }
3731
3732 public override bool SupportsRayCast()
3733 {
3734 return true;
3735 }
3736
3737 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3738 {
3739 if (retMethod != null)
3740 {
3741 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3742 }
3743 }
3744
3745#if USE_DRAWSTUFF
3746 // Keyboard callback
3747 public void command(int cmd)
3748 {
3749 IntPtr geom;
3750 d.Mass mass;
3751 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3752
3753
3754
3755 Char ch = Char.ToLower((Char)cmd);
3756 switch ((Char)ch)
3757 {
3758 case 'w':
3759 try
3760 {
3761 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));
3762
3763 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3764 ds.SetViewpoint(ref xyz, ref hpr);
3765 }
3766 catch (ArgumentException)
3767 { hpr.X = 0; }
3768 break;
3769
3770 case 'a':
3771 hpr.X++;
3772 ds.SetViewpoint(ref xyz, ref hpr);
3773 break;
3774
3775 case 's':
3776 try
3777 {
3778 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));
3779
3780 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3781 ds.SetViewpoint(ref xyz, ref hpr);
3782 }
3783 catch (ArgumentException)
3784 { hpr.X = 0; }
3785 break;
3786 case 'd':
3787 hpr.X--;
3788 ds.SetViewpoint(ref xyz, ref hpr);
3789 break;
3790 case 'r':
3791 xyz.Z++;
3792 ds.SetViewpoint(ref xyz, ref hpr);
3793 break;
3794 case 'f':
3795 xyz.Z--;
3796 ds.SetViewpoint(ref xyz, ref hpr);
3797 break;
3798 case 'e':
3799 xyz.Y++;
3800 ds.SetViewpoint(ref xyz, ref hpr);
3801 break;
3802 case 'q':
3803 xyz.Y--;
3804 ds.SetViewpoint(ref xyz, ref hpr);
3805 break;
3806 }
3807 }
3808
3809 public void step(int pause)
3810 {
3811
3812 ds.SetColor(1.0f, 1.0f, 0.0f);
3813 ds.SetTexture(ds.Texture.Wood);
3814 lock (_prims)
3815 {
3816 foreach (OdePrim prm in _prims)
3817 {
3818 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3819 if (prm.prim_geom != IntPtr.Zero)
3820 {
3821 d.Vector3 pos;
3822 d.GeomCopyPosition(prm.prim_geom, out pos);
3823 //d.BodyCopyPosition(body, out pos);
3824
3825 d.Matrix3 R;
3826 d.GeomCopyRotation(prm.prim_geom, out R);
3827 //d.BodyCopyRotation(body, out R);
3828
3829
3830 d.Vector3 sides = new d.Vector3();
3831 sides.X = prm.Size.X;
3832 sides.Y = prm.Size.Y;
3833 sides.Z = prm.Size.Z;
3834
3835 ds.DrawBox(ref pos, ref R, ref sides);
3836 }
3837 }
3838 }
3839 ds.SetColor(1.0f, 0.0f, 0.0f);
3840 lock (_characters)
3841 {
3842 foreach (OdeCharacter chr in _characters)
3843 {
3844 if (chr.Shell != IntPtr.Zero)
3845 {
3846 IntPtr body = d.GeomGetBody(chr.Shell);
3847
3848 d.Vector3 pos;
3849 d.GeomCopyPosition(chr.Shell, out pos);
3850 //d.BodyCopyPosition(body, out pos);
3851
3852 d.Matrix3 R;
3853 d.GeomCopyRotation(chr.Shell, out R);
3854 //d.BodyCopyRotation(body, out R);
3855
3856 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3857 d.Vector3 sides = new d.Vector3();
3858 sides.X = 0.5f;
3859 sides.Y = 0.5f;
3860 sides.Z = 0.5f;
3861
3862 ds.DrawBox(ref pos, ref R, ref sides);
3863 }
3864 }
3865 }
3866 }
3867
3868 public void start(int unused)
3869 {
3870 ds.SetViewpoint(ref xyz, ref hpr);
3871 }
3872#endif
3873 }
3874}
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/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 9c192ed..f43de48 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -208,6 +208,8 @@ namespace OpenSim.Region.Physics.Manager
208 public abstract void VehicleFloatParam(int param, float value); 208 public abstract void VehicleFloatParam(int param, float value);
209 public abstract void VehicleVectorParam(int param, Vector3 value); 209 public abstract void VehicleVectorParam(int param, Vector3 value);
210 public abstract void VehicleRotationParam(int param, Quaternion rotation); 210 public abstract void VehicleRotationParam(int param, Quaternion rotation);
211 public abstract void VehicleFlagsSet(int flags);
212 public abstract void VehicleFlagsRemove(int flags);
211 213
212 public abstract void SetVolumeDetect(int param); // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 214 public abstract void SetVolumeDetect(int param); // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
213 215
@@ -351,7 +353,17 @@ namespace OpenSim.Region.Physics.Manager
351 { 353 {
352 354
353 } 355 }
356
357 public override void VehicleFlagsSet(int flags)
358 {
359
360 }
361
362 public override void VehicleFlagsRemove(int flags)
363 {
354 364
365 }
366
355 public override void SetVolumeDetect(int param) 367 public override void SetVolumeDetect(int param)
356 { 368 {
357 369
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 06ed8fb..b713142 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -733,7 +733,17 @@ namespace OpenSim.Region.Physics.OdePlugin
733 { 733 {
734 734
735 } 735 }
736
737 public override void VehicleFlagsSet(int flags)
738 {
736 739
740 }
741
742 public override void VehicleFlagsRemove(int flags)
743 {
744
745 }
746
737 public override void SetVolumeDetect(int param) 747 public override void SetVolumeDetect(int param)
738 { 748 {
739 749
@@ -1205,7 +1215,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1205 1215
1206 public override float APIDDamping{ set { return; } } 1216 public override float APIDDamping{ set { return; } }
1207 1217
1208
1209 public override void SubscribeEvents(int ms) 1218 public override void SubscribeEvents(int ms)
1210 { 1219 {
1211 m_requestedUpdateFrequency = ms; 1220 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 973aa84..010d97f 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -2352,6 +2352,16 @@ Console.WriteLine(" JointCreateFixed");
2352 { 2352 {
2353 m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation); 2353 m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation);
2354 } 2354 }
2355
2356 public override void VehicleFlagsSet(int flags)
2357 {
2358
2359 }
2360
2361 public override void VehicleFlagsRemove(int flags)
2362 {
2363
2364 }
2355 2365
2356 public override void SetVolumeDetect(int param) 2366 public override void SetVolumeDetect(int param)
2357 { 2367 {
@@ -2824,7 +2834,7 @@ Console.WriteLine(" JointCreateFixed");
2824 } 2834 }
2825 public override bool PIDActive { set { m_usePID = value; } } 2835 public override bool PIDActive { set { m_usePID = value; } }
2826 public override float PIDTau { set { m_PIDTau = value; } } 2836 public override float PIDTau { set { m_PIDTau = value; } }
2827 2837
2828 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2838 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2829 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2839 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2830 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2840 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
index 566b4e7..491e200 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
@@ -181,7 +181,17 @@ namespace OpenSim.Region.Physics.POSPlugin
181 { 181 {
182 182
183 } 183 }
184
185 public override void VehicleFlagsSet(int flags)
186 {
187
188 }
189
190 public override void VehicleFlagsRemove(int flags)
191 {
184 192
193 }
194
185 public override void SetVolumeDetect(int param) 195 public override void SetVolumeDetect(int param)
186 { 196 {
187 197
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 7447f76..f8d49f9 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -138,7 +138,17 @@ namespace OpenSim.Region.Physics.POSPlugin
138 { 138 {
139 139
140 } 140 }
141
142 public override void VehicleFlagsSet(int flags)
143 {
144
145 }
146
147 public override void VehicleFlagsRemove(int flags)
148 {
141 149
150 }
151
142 public override void SetVolumeDetect(int param) 152 public override void SetVolumeDetect(int param)
143 { 153 {
144 154
@@ -299,7 +309,7 @@ namespace OpenSim.Region.Physics.POSPlugin
299 { 309 {
300 set { return; } 310 set { return; }
301 } 311 }
302 312
303 public override Quaternion APIDTarget 313 public override Quaternion APIDTarget
304 { 314 {
305 set { return; } 315 set { return; }
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
index 24eb6b1..e54065c 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
@@ -370,7 +370,17 @@ namespace OpenSim.Region.Physics.PhysXPlugin
370 { 370 {
371 371
372 } 372 }
373
374 public override void VehicleFlagsSet(int flags)
375 {
376
377 }
378
379 public override void VehicleFlagsRemove(int flags)
380 {
373 381
382 }
383
374 public override void SetVolumeDetect(int param) 384 public override void SetVolumeDetect(int param)
375 { 385 {
376 386
@@ -774,7 +784,17 @@ namespace OpenSim.Region.Physics.PhysXPlugin
774 { 784 {
775 785
776 } 786 }
787
788 public override void VehicleFlagsSet(int flags)
789 {
790
791 }
792
793 public override void VehicleFlagsRemove(int flags)
794 {
777 795
796 }
797
778 public override void SetVolumeDetect(int param) 798 public override void SetVolumeDetect(int param)
779 { 799 {
780 800
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 1a99c83..92f060b 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
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..d4250c1
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,473 @@
1using System;
2using System.Reflection;
3using System.Collections;
4using System.Collections.Generic;
5using System.Runtime.Remoting.Lifetime;
6using OpenMetaverse;
7using Nini.Config;
8using OpenSim;
9using OpenSim.Framework;
10using OpenSim.Region.CoreModules.World.Meta7Windlight;
11using OpenSim.Region.Framework.Interfaces;
12using OpenSim.Region.Framework.Scenes;
13using OpenSim.Region.ScriptEngine.Shared;
14using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
15using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
16using OpenSim.Region.ScriptEngine.Interfaces;
17using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
18
19using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
20using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
21using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
22using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
23using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
24using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
25using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
26
27namespace OpenSim.Region.ScriptEngine.Shared.Api
28{
29 [Serializable]
30 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
31 {
32 internal IScriptEngine m_ScriptEngine;
33 internal SceneObjectPart m_host;
34 internal uint m_localID;
35 internal UUID m_itemID;
36 internal bool m_CMFunctionsEnabled = false;
37 internal IScriptModuleComms m_comms = null;
38
39 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
40 {
41 m_ScriptEngine = ScriptEngine;
42 m_host = host;
43 m_localID = localID;
44 m_itemID = itemID;
45
46 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
47 m_CMFunctionsEnabled = true;
48
49 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>();
50 if (m_comms == null)
51 m_CMFunctionsEnabled = false;
52 }
53
54 public override Object InitializeLifetimeService()
55 {
56 ILease lease = (ILease)base.InitializeLifetimeService();
57
58 if (lease.CurrentState == LeaseState.Initial)
59 {
60 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
61 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
62 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
63 }
64 return lease;
65 }
66
67 public Scene World
68 {
69 get { return m_ScriptEngine.World; }
70 }
71
72 //
73 //Dumps an error message on the debug console.
74 //
75
76 internal void CMShoutError(string message)
77 {
78 if (message.Length > 1023)
79 message = message.Substring(0, 1023);
80
81 World.SimChat(Utils.StringToBytes(message),
82 ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, true);
83
84 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
85 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
86 }
87
88 /// <summary>
89 /// Get the current Windlight scene
90 /// </summary>
91 /// <returns>List of windlight parameters</returns>
92 public LSL_List cmGetWindlightScene(LSL_List rules)
93 {
94 if (!m_CMFunctionsEnabled)
95 {
96 CMShoutError("Careminster functions are not enabled.");
97 return new LSL_List();
98 }
99 m_host.AddScriptLPS(1);
100 RegionMeta7WindlightData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
101
102 LSL_List values = new LSL_List();
103 int idx = 0;
104 while (idx < rules.Length)
105 {
106 uint rule = (uint)rules.GetLSLIntegerItem(idx);
107 LSL_List toadd = new LSL_List();
108
109 switch (rule)
110 {
111 case (int)ScriptBaseClass.WL_AMBIENT:
112 toadd.Add(new LSL_Rotation(wl.ambient.X, wl.ambient.Y, wl.ambient.Z, wl.ambient.W));
113 break;
114 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
115 toadd.Add(new LSL_Vector(wl.bigWaveDirection.X, wl.bigWaveDirection.Y, 0.0f));
116 break;
117 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
118 toadd.Add(new LSL_Rotation(wl.blueDensity.X, wl.blueDensity.Y, wl.blueDensity.Z, wl.blueDensity.W));
119 break;
120 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
121 toadd.Add(new LSL_Float(wl.blurMultiplier));
122 break;
123 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
124 toadd.Add(new LSL_Rotation(wl.cloudColor.X, wl.cloudColor.Y, wl.cloudColor.Z, wl.cloudColor.W));
125 break;
126 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
127 toadd.Add(new LSL_Float(wl.cloudCoverage));
128 break;
129 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
130 toadd.Add(new LSL_Vector(wl.cloudDetailXYDensity.X, wl.cloudDetailXYDensity.Y, wl.cloudDetailXYDensity.Z));
131 break;
132 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
133 toadd.Add(new LSL_Float(wl.cloudScale));
134 break;
135 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
136 toadd.Add(new LSL_Float(wl.cloudScrollX));
137 break;
138 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
139 toadd.Add(new LSL_Integer(wl.cloudScrollXLock ? 1 : 0));
140 break;
141 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
142 toadd.Add(new LSL_Float(wl.cloudScrollY));
143 break;
144 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
145 toadd.Add(new LSL_Integer(wl.cloudScrollYLock ? 1 : 0));
146 break;
147 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
148 toadd.Add(new LSL_Vector(wl.cloudXYDensity.X, wl.cloudXYDensity.Y, wl.cloudXYDensity.Z));
149 break;
150 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
151 toadd.Add(new LSL_Float(wl.densityMultiplier));
152 break;
153 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
154 toadd.Add(new LSL_Float(wl.distanceMultiplier));
155 break;
156 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
157 toadd.Add(new LSL_Integer(wl.drawClassicClouds ? 1 : 0));
158 break;
159 case (int)ScriptBaseClass.WL_EAST_ANGLE:
160 toadd.Add(new LSL_Float(wl.eastAngle));
161 break;
162 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
163 toadd.Add(new LSL_Float(wl.fresnelOffset));
164 break;
165 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
166 toadd.Add(new LSL_Float(wl.fresnelScale));
167 break;
168 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
169 toadd.Add(new LSL_Float(wl.hazeDensity));
170 break;
171 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
172 toadd.Add(new LSL_Float(wl.hazeHorizon));
173 break;
174 case (int)ScriptBaseClass.WL_HORIZON:
175 toadd.Add(new LSL_Rotation(wl.horizon.X, wl.horizon.Y, wl.horizon.Z, wl.horizon.W));
176 break;
177 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
178 toadd.Add(new LSL_Vector(wl.littleWaveDirection.X, wl.littleWaveDirection.Y, 0.0f));
179 break;
180 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
181 toadd.Add(new LSL_Integer(wl.maxAltitude));
182 break;
183 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
184 toadd.Add(new LSL_Key(wl.normalMapTexture.ToString()));
185 break;
186 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
187 toadd.Add(new LSL_Vector(wl.reflectionWaveletScale.X, wl.reflectionWaveletScale.Y, wl.reflectionWaveletScale.Z));
188 break;
189 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
190 toadd.Add(new LSL_Float(wl.refractScaleAbove));
191 break;
192 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
193 toadd.Add(new LSL_Float(wl.refractScaleBelow));
194 break;
195 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
196 toadd.Add(new LSL_Float(wl.sceneGamma));
197 break;
198 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
199 toadd.Add(new LSL_Float(wl.starBrightness));
200 break;
201 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
202 toadd.Add(new LSL_Float(wl.sunGlowFocus));
203 break;
204 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
205 toadd.Add(new LSL_Float(wl.sunGlowSize));
206 break;
207 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
208 toadd.Add(new LSL_Rotation(wl.sunMoonColor.X, wl.sunMoonColor.Y, wl.sunMoonColor.Z, wl.sunMoonColor.W));
209 break;
210 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
211 toadd.Add(new LSL_Float(wl.underwaterFogModifier));
212 break;
213 case (int)ScriptBaseClass.WL_WATER_COLOR:
214 toadd.Add(new LSL_Vector(wl.waterColor.X, wl.waterColor.Y, wl.waterColor.Z));
215 break;
216 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
217 toadd.Add(new LSL_Float(wl.waterFogDensityExponent));
218 break;
219 }
220
221 if (toadd.Length > 0)
222 {
223 values.Add(rule);
224 values.Add(toadd.Data[0]);
225 }
226 idx++;
227 }
228
229
230 return values;
231
232 }
233
234 private RegionMeta7WindlightData getWindlightProfileFromRules(LSL_List rules)
235 {
236 RegionMeta7WindlightData wl = (RegionMeta7WindlightData)m_host.ParentGroup.Scene.RegionInfo.WindlightSettings.Clone();
237
238 LSL_List values = new LSL_List();
239 int idx = 0;
240 while (idx < rules.Length)
241 {
242 uint rule = (uint)rules.GetLSLIntegerItem(idx);
243 LSL_Types.Quaternion iQ;
244 LSL_Types.Vector3 iV;
245 switch (rule)
246 {
247 case (int)ScriptBaseClass.WL_AMBIENT:
248 idx++;
249 iQ = rules.GetQuaternionItem(idx);
250 wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
251 break;
252 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
253 idx++;
254 iV = rules.GetVector3Item(idx);
255 wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y);
256 break;
257 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
258 idx++;
259 iQ = rules.GetQuaternionItem(idx);
260 wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
261 break;
262 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
263 idx++;
264 wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx);
265 break;
266 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
267 idx++;
268 iQ = rules.GetQuaternionItem(idx);
269 wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
270 break;
271 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
272 idx++;
273 wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx);
274 break;
275 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
276 idx++;
277 iV = rules.GetVector3Item(idx);
278 wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
279 break;
280 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
281 idx++;
282 wl.cloudScale = (float)rules.GetLSLFloatItem(idx);
283 break;
284 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
285 idx++;
286 wl.cloudScrollX = (float)rules.GetLSLFloatItem(idx);
287 break;
288 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
289 idx++;
290 wl.cloudScrollXLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
291 break;
292 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
293 idx++;
294 wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx);
295 break;
296 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
297 idx++;
298 wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
299 break;
300 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
301 idx++;
302 iV = rules.GetVector3Item(idx);
303 wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
304 break;
305 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
306 idx++;
307 wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx);
308 break;
309 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
310 idx++;
311 wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx);
312 break;
313 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
314 idx++;
315 wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
316 break;
317 case (int)ScriptBaseClass.WL_EAST_ANGLE:
318 idx++;
319 wl.eastAngle = (float)rules.GetLSLFloatItem(idx);
320 break;
321 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
322 idx++;
323 wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx);
324 break;
325 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
326 idx++;
327 wl.fresnelScale = (float)rules.GetLSLFloatItem(idx);
328 break;
329 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
330 idx++;
331 wl.hazeDensity = (float)rules.GetLSLFloatItem(idx);
332 break;
333 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
334 idx++;
335 wl.hazeHorizon = (float)rules.GetLSLFloatItem(idx);
336 break;
337 case (int)ScriptBaseClass.WL_HORIZON:
338 idx++;
339 iQ = rules.GetQuaternionItem(idx);
340 wl.horizon = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
341 break;
342 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
343 idx++;
344 iV = rules.GetVector3Item(idx);
345 wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y);
346 break;
347 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
348 idx++;
349 wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value;
350 break;
351 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
352 idx++;
353 wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string);
354 break;
355 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
356 idx++;
357 iV = rules.GetVector3Item(idx);
358 wl.reflectionWaveletScale = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
359 break;
360 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
361 idx++;
362 wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx);
363 break;
364 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
365 idx++;
366 wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx);
367 break;
368 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
369 idx++;
370 wl.sceneGamma = (float)rules.GetLSLFloatItem(idx);
371 break;
372 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
373 idx++;
374 wl.starBrightness = (float)rules.GetLSLFloatItem(idx);
375 break;
376 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
377 idx++;
378 wl.sunGlowFocus = (float)rules.GetLSLFloatItem(idx);
379 break;
380 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
381 idx++;
382 wl.sunGlowSize = (float)rules.GetLSLFloatItem(idx);
383 break;
384 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
385 idx++;
386 iQ = rules.GetQuaternionItem(idx);
387 wl.sunMoonColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
388 break;
389 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
390 idx++;
391 wl.underwaterFogModifier = (float)rules.GetLSLFloatItem(idx);
392 break;
393 case (int)ScriptBaseClass.WL_WATER_COLOR:
394 idx++;
395 iV = rules.GetVector3Item(idx);
396 wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
397 break;
398 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
399 idx++;
400 wl.waterFogDensityExponent = (float)rules.GetLSLFloatItem(idx);
401 break;
402 }
403 idx++;
404 }
405 return wl;
406 }
407 /// <summary>
408 /// Set the current Windlight scene
409 /// </summary>
410 /// <param name="rules"></param>
411 /// <returns>success: true or false</returns>
412 public int cmSetWindlightScene(LSL_List rules)
413 {
414 if (!m_CMFunctionsEnabled)
415 {
416 CMShoutError("Careminster functions are not enabled.");
417 return 0;
418 }
419 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
420 {
421 CMShoutError("cmSetWindlightScene can only be used by estate managers or owners.");
422 return 0;
423 }
424 int success = 0;
425 m_host.AddScriptLPS(1);
426 if (Meta7WindlightModule.EnableWindlight)
427 {
428 RegionMeta7WindlightData wl = getWindlightProfileFromRules(rules);
429 m_host.ParentGroup.Scene.StoreWindlightProfile(wl);
430 success = 1;
431 }
432 else
433 {
434 CMShoutError("Windlight module is disabled");
435 return 0;
436 }
437 return success;
438 }
439 /// <summary>
440 /// Set the current Windlight scene to a target avatar
441 /// </summary>
442 /// <param name="rules"></param>
443 /// <returns>success: true or false</returns>
444 public int cmSetWindlightSceneTargeted(LSL_List rules, LSL_Key target)
445 {
446 if (!m_CMFunctionsEnabled)
447 {
448 CMShoutError("Careminster functions are not enabled.");
449 return 0;
450 }
451 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
452 {
453 CMShoutError("cmSetWindlightSceneTargeted can only be used by estate managers or owners.");
454 return 0;
455 }
456 int success = 0;
457 m_host.AddScriptLPS(1);
458 if (Meta7WindlightModule.EnableWindlight)
459 {
460 RegionMeta7WindlightData wl = getWindlightProfileFromRules(rules);
461 World.EventManager.TriggerOnSendNewWindlightProfileTargeted(wl, new UUID(target.m_string));
462 success = 1;
463 }
464 else
465 {
466 CMShoutError("Windlight module is disabled");
467 return 0;
468 }
469 return success;
470 }
471
472 }
473}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index c9998c0..33218aa 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.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.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
@@ -151,6 +152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
151 get { return m_ScriptEngine.World; } 152 get { return m_ScriptEngine.World; }
152 } 153 }
153 154
155 [DebuggerNonUserCode]
154 public void state(string newState) 156 public void state(string newState)
155 { 157 {
156 m_ScriptEngine.SetState(m_itemID, newState); 158 m_ScriptEngine.SetState(m_itemID, newState);
@@ -160,6 +162,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
160 /// Reset the named script. The script must be present 162 /// Reset the named script. The script must be present
161 /// in the same prim. 163 /// in the same prim.
162 /// </summary> 164 /// </summary>
165 [DebuggerNonUserCode]
163 public void llResetScript() 166 public void llResetScript()
164 { 167 {
165 m_host.AddScriptLPS(1); 168 m_host.AddScriptLPS(1);
@@ -218,7 +221,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
218 221
219 public List<SceneObjectPart> GetLinkParts(int linkType) 222 public List<SceneObjectPart> GetLinkParts(int linkType)
220 { 223 {
221 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 224 List<SceneObjectPart> ret = new List<SceneObjectPart>();
225 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
226 return ret;
222 ret.Add(m_host); 227 ret.Add(m_host);
223 228
224 switch (linkType) 229 switch (linkType)
@@ -272,40 +277,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
272 protected UUID InventorySelf() 277 protected UUID InventorySelf()
273 { 278 {
274 UUID invItemID = new UUID(); 279 UUID invItemID = new UUID();
275 280 bool unlock = false;
276 lock (m_host.TaskInventory) 281 if (!m_host.TaskInventory.IsReadLockedByMe())
282 {
283 m_host.TaskInventory.LockItemsForRead(true);
284 unlock = true;
285 }
286 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
277 { 287 {
278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 288 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
279 { 289 {
280 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 290 invItemID = inv.Key;
281 { 291 break;
282 invItemID = inv.Key;
283 break;
284 }
285 } 292 }
286 } 293 }
287 294 if (unlock)
295 {
296 m_host.TaskInventory.LockItemsForRead(false);
297 }
288 return invItemID; 298 return invItemID;
289 } 299 }
290 300
291 protected UUID InventoryKey(string name, int type) 301 protected UUID InventoryKey(string name, int type)
292 { 302 {
293 m_host.AddScriptLPS(1); 303 m_host.AddScriptLPS(1);
294 304 m_host.TaskInventory.LockItemsForRead(true);
295 lock (m_host.TaskInventory) 305
306 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
296 { 307 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 308 if (inv.Value.Name == name)
298 { 309 {
299 if (inv.Value.Name == name) 310 m_host.TaskInventory.LockItemsForRead(false);
311
312 if (inv.Value.Type != type)
300 { 313 {
301 if (inv.Value.Type != type) 314 return UUID.Zero;
302 return UUID.Zero;
303
304 return inv.Value.AssetID;
305 } 315 }
316
317 return inv.Value.AssetID;
306 } 318 }
307 } 319 }
308 320
321 m_host.TaskInventory.LockItemsForRead(false);
309 return UUID.Zero; 322 return UUID.Zero;
310 } 323 }
311 324
@@ -313,17 +326,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
313 { 326 {
314 m_host.AddScriptLPS(1); 327 m_host.AddScriptLPS(1);
315 328
316 lock (m_host.TaskInventory) 329
330 m_host.TaskInventory.LockItemsForRead(true);
331
332 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
317 { 333 {
318 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 334 if (inv.Value.Name == name)
319 { 335 {
320 if (inv.Value.Name == name) 336 m_host.TaskInventory.LockItemsForRead(false);
321 { 337 return inv.Value.AssetID;
322 return inv.Value.AssetID;
323 }
324 } 338 }
325 } 339 }
326 340
341 m_host.TaskInventory.LockItemsForRead(false);
342
343
327 return UUID.Zero; 344 return UUID.Zero;
328 } 345 }
329 346
@@ -705,6 +722,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
705 { 722 {
706 //A and B should both be normalized 723 //A and B should both be normalized
707 m_host.AddScriptLPS(1); 724 m_host.AddScriptLPS(1);
725 /* This method is more accurate than the SL one, and thus causes problems
726 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
727
708 double dotProduct = LSL_Vector.Dot(a, b); 728 double dotProduct = LSL_Vector.Dot(a, b);
709 LSL_Vector crossProduct = LSL_Vector.Cross(a, b); 729 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
710 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b); 730 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
@@ -721,8 +741,57 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
721 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 741 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
722 742
723 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w); 743 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
724 } 744 */
725 745
746 // This method mimics the 180 errors found in SL
747 // See www.euclideanspace.com... angleBetween
748 LSL_Vector vec_a = a;
749 LSL_Vector vec_b = b;
750
751 // Eliminate zero length
752 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
753 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
754 if (vec_a_mag < 0.00001 ||
755 vec_b_mag < 0.00001)
756 {
757 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
758 }
759
760 // Normalize
761 vec_a = llVecNorm(vec_a);
762 vec_b = llVecNorm(vec_b);
763
764 // Calculate axis and rotation angle
765 LSL_Vector axis = vec_a % vec_b;
766 LSL_Float cos_theta = vec_a * vec_b;
767
768 // Check if parallel
769 if (cos_theta > 0.99999)
770 {
771 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
772 }
773
774 // Check if anti-parallel
775 else if (cos_theta < -0.99999)
776 {
777 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
778 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
779 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
780 }
781 else // other rotation
782 {
783 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
784 axis = llVecNorm(axis);
785 double x, y, z, s, t;
786 s = Math.Cos(theta);
787 t = Math.Sin(theta);
788 x = axis.x * t;
789 y = axis.y * t;
790 z = axis.z * t;
791 return new LSL_Rotation(x,y,z,s);
792 }
793 }
794
726 public void llWhisper(int channelID, string text) 795 public void llWhisper(int channelID, string text)
727 { 796 {
728 m_host.AddScriptLPS(1); 797 m_host.AddScriptLPS(1);
@@ -1121,7 +1190,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1121 } 1190 }
1122 1191
1123 public void llSetStatus(int status, int value) 1192 public void llSetStatus(int status, int value)
1124 { 1193 {
1194 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1195 return;
1125 m_host.AddScriptLPS(1); 1196 m_host.AddScriptLPS(1);
1126 1197
1127 int statusrotationaxis = 0; 1198 int statusrotationaxis = 0;
@@ -1275,7 +1346,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1275 } 1346 }
1276 1347
1277 protected void SetScale(SceneObjectPart part, LSL_Vector scale) 1348 protected void SetScale(SceneObjectPart part, LSL_Vector scale)
1278 { 1349 {
1279 // TODO: this needs to trigger a persistance save as well 1350 // TODO: this needs to trigger a persistance save as well
1280 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) 1351 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1281 return; 1352 return;
@@ -1334,7 +1405,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1334 } 1405 }
1335 1406
1336 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face) 1407 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1337 { 1408 {
1409 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1410 return;
1411
1338 Primitive.TextureEntry tex = part.Shape.Textures; 1412 Primitive.TextureEntry tex = part.Shape.Textures;
1339 Color4 texcolor; 1413 Color4 texcolor;
1340 if (face >= 0 && face < GetNumberOfSides(part)) 1414 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1371,7 +1445,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1371 } 1445 }
1372 1446
1373 public void SetTexGen(SceneObjectPart part, int face,int style) 1447 public void SetTexGen(SceneObjectPart part, int face,int style)
1374 { 1448 {
1449 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1450 return;
1451
1375 Primitive.TextureEntry tex = part.Shape.Textures; 1452 Primitive.TextureEntry tex = part.Shape.Textures;
1376 MappingType textype; 1453 MappingType textype;
1377 textype = MappingType.Default; 1454 textype = MappingType.Default;
@@ -1401,7 +1478,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1401 } 1478 }
1402 1479
1403 public void SetGlow(SceneObjectPart part, int face, float glow) 1480 public void SetGlow(SceneObjectPart part, int face, float glow)
1404 { 1481 {
1482 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1483 return;
1484
1405 Primitive.TextureEntry tex = part.Shape.Textures; 1485 Primitive.TextureEntry tex = part.Shape.Textures;
1406 if (face >= 0 && face < GetNumberOfSides(part)) 1486 if (face >= 0 && face < GetNumberOfSides(part))
1407 { 1487 {
@@ -1426,7 +1506,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1426 } 1506 }
1427 1507
1428 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1508 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1429 { 1509 {
1510 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1511 return;
1430 1512
1431 Shininess sval = new Shininess(); 1513 Shininess sval = new Shininess();
1432 1514
@@ -1476,7 +1558,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1476 } 1558 }
1477 1559
1478 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1560 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1479 { 1561 {
1562 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1563 return;
1564
1480 Primitive.TextureEntry tex = part.Shape.Textures; 1565 Primitive.TextureEntry tex = part.Shape.Textures;
1481 if (face >= 0 && face < GetNumberOfSides(part)) 1566 if (face >= 0 && face < GetNumberOfSides(part))
1482 { 1567 {
@@ -1543,7 +1628,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1543 } 1628 }
1544 1629
1545 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1630 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1546 { 1631 {
1632 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1633 return;
1634
1547 Primitive.TextureEntry tex = part.Shape.Textures; 1635 Primitive.TextureEntry tex = part.Shape.Textures;
1548 Color4 texcolor; 1636 Color4 texcolor;
1549 if (face >= 0 && face < GetNumberOfSides(part)) 1637 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1588,8 +1676,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1588 /// <param name="Force"></param> 1676 /// <param name="Force"></param>
1589 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1677 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1590 float wind, float tension, LSL_Vector Force) 1678 float wind, float tension, LSL_Vector Force)
1591 { 1679 {
1592 if (part == null) 1680 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1593 return; 1681 return;
1594 1682
1595 if (flexi) 1683 if (flexi)
@@ -1623,8 +1711,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1623 /// <param name="radius"></param> 1711 /// <param name="radius"></param>
1624 /// <param name="falloff"></param> 1712 /// <param name="falloff"></param>
1625 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1713 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1626 { 1714 {
1627 if (part == null) 1715 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1628 return; 1716 return;
1629 1717
1630 if (light) 1718 if (light)
@@ -1709,7 +1797,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1709 } 1797 }
1710 1798
1711 protected void SetTexture(SceneObjectPart part, string texture, int face) 1799 protected void SetTexture(SceneObjectPart part, string texture, int face)
1712 { 1800 {
1801 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1802 return;
1803
1713 UUID textureID=new UUID(); 1804 UUID textureID=new UUID();
1714 1805
1715 if (!UUID.TryParse(texture, out textureID)) 1806 if (!UUID.TryParse(texture, out textureID))
@@ -1754,7 +1845,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1754 } 1845 }
1755 1846
1756 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1847 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1757 { 1848 {
1849 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1850 return;
1851
1758 Primitive.TextureEntry tex = part.Shape.Textures; 1852 Primitive.TextureEntry tex = part.Shape.Textures;
1759 if (face >= 0 && face < GetNumberOfSides(part)) 1853 if (face >= 0 && face < GetNumberOfSides(part))
1760 { 1854 {
@@ -1790,7 +1884,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1790 } 1884 }
1791 1885
1792 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 1886 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1793 { 1887 {
1888 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1889 return;
1890
1794 Primitive.TextureEntry tex = part.Shape.Textures; 1891 Primitive.TextureEntry tex = part.Shape.Textures;
1795 if (face >= 0 && face < GetNumberOfSides(part)) 1892 if (face >= 0 && face < GetNumberOfSides(part))
1796 { 1893 {
@@ -1826,7 +1923,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1826 } 1923 }
1827 1924
1828 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 1925 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1829 { 1926 {
1927 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1928 return;
1929
1830 Primitive.TextureEntry tex = part.Shape.Textures; 1930 Primitive.TextureEntry tex = part.Shape.Textures;
1831 if (face >= 0 && face < GetNumberOfSides(part)) 1931 if (face >= 0 && face < GetNumberOfSides(part))
1832 { 1932 {
@@ -1896,7 +1996,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1896 } 1996 }
1897 1997
1898 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 1998 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1899 { 1999 {
2000 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2001 return;
2002
1900 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2003 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1901 LSL_Vector currentPos = llGetLocalPos(); 2004 LSL_Vector currentPos = llGetLocalPos();
1902 2005
@@ -1990,7 +2093,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1990 } 2093 }
1991 2094
1992 protected void SetRot(SceneObjectPart part, Quaternion rot) 2095 protected void SetRot(SceneObjectPart part, Quaternion rot)
1993 { 2096 {
2097 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2098 return;
2099
1994 part.UpdateRotation(rot); 2100 part.UpdateRotation(rot);
1995 // Update rotation does not move the object in the physics scene if it's a linkset. 2101 // Update rotation does not move the object in the physics scene if it's a linkset.
1996 2102
@@ -2554,12 +2660,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2554 2660
2555 m_host.AddScriptLPS(1); 2661 m_host.AddScriptLPS(1);
2556 2662
2663 m_host.TaskInventory.LockItemsForRead(true);
2557 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2664 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2558 2665 m_host.TaskInventory.LockItemsForRead(false);
2559 lock (m_host.TaskInventory)
2560 {
2561 item = m_host.TaskInventory[invItemID];
2562 }
2563 2666
2564 if (item.PermsGranter == UUID.Zero) 2667 if (item.PermsGranter == UUID.Zero)
2565 return 0; 2668 return 0;
@@ -2634,6 +2737,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2634 if (dist > m_ScriptDistanceFactor * 10.0f) 2737 if (dist > m_ScriptDistanceFactor * 10.0f)
2635 return; 2738 return;
2636 2739
2740 //Clone is thread-safe
2637 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2741 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2638 2742
2639 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2743 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2719,6 +2823,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2719 // Orient the object to the angle calculated 2823 // Orient the object to the angle calculated
2720 llSetRot(rot); 2824 llSetRot(rot);
2721 } 2825 }
2826
2827 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
2828 {
2829 m_host.AddScriptLPS(1);
2830// NotImplemented("llRotLookAt");
2831 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
2832
2833 }
2722 2834
2723 public void llStopLookAt() 2835 public void llStopLookAt()
2724 { 2836 {
@@ -2766,13 +2878,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2766 { 2878 {
2767 TaskInventoryItem item; 2879 TaskInventoryItem item;
2768 2880
2769 lock (m_host.TaskInventory) 2881 m_host.TaskInventory.LockItemsForRead(true);
2882 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2770 { 2883 {
2771 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2884 m_host.TaskInventory.LockItemsForRead(false);
2772 return; 2885 return;
2773 else
2774 item = m_host.TaskInventory[InventorySelf()];
2775 } 2886 }
2887 else
2888 {
2889 item = m_host.TaskInventory[InventorySelf()];
2890 }
2891 m_host.TaskInventory.LockItemsForRead(false);
2776 2892
2777 if (item.PermsGranter != UUID.Zero) 2893 if (item.PermsGranter != UUID.Zero)
2778 { 2894 {
@@ -2794,13 +2910,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2794 { 2910 {
2795 TaskInventoryItem item; 2911 TaskInventoryItem item;
2796 2912
2913 m_host.TaskInventory.LockItemsForRead(true);
2797 lock (m_host.TaskInventory) 2914 lock (m_host.TaskInventory)
2798 { 2915 {
2916
2799 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2917 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2918 {
2919 m_host.TaskInventory.LockItemsForRead(false);
2800 return; 2920 return;
2921 }
2801 else 2922 else
2923 {
2802 item = m_host.TaskInventory[InventorySelf()]; 2924 item = m_host.TaskInventory[InventorySelf()];
2925 }
2803 } 2926 }
2927 m_host.TaskInventory.LockItemsForRead(false);
2804 2928
2805 m_host.AddScriptLPS(1); 2929 m_host.AddScriptLPS(1);
2806 2930
@@ -2837,14 +2961,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2837 2961
2838 TaskInventoryItem item; 2962 TaskInventoryItem item;
2839 2963
2840 lock (m_host.TaskInventory) 2964 m_host.TaskInventory.LockItemsForRead(true);
2965
2966 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2841 { 2967 {
2842 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2968 m_host.TaskInventory.LockItemsForRead(false);
2843 return; 2969 return;
2844 else 2970 }
2845 item = m_host.TaskInventory[InventorySelf()]; 2971 else
2972 {
2973 item = m_host.TaskInventory[InventorySelf()];
2846 } 2974 }
2847 2975
2976 m_host.TaskInventory.LockItemsForRead(false);
2977
2848 if (item.PermsGranter != m_host.OwnerID) 2978 if (item.PermsGranter != m_host.OwnerID)
2849 return; 2979 return;
2850 2980
@@ -2869,13 +2999,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2869 2999
2870 TaskInventoryItem item; 3000 TaskInventoryItem item;
2871 3001
2872 lock (m_host.TaskInventory) 3002 m_host.TaskInventory.LockItemsForRead(true);
3003
3004 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2873 { 3005 {
2874 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3006 m_host.TaskInventory.LockItemsForRead(false);
2875 return; 3007 return;
2876 else
2877 item = m_host.TaskInventory[InventorySelf()];
2878 } 3008 }
3009 else
3010 {
3011 item = m_host.TaskInventory[InventorySelf()];
3012 }
3013 m_host.TaskInventory.LockItemsForRead(false);
3014
2879 3015
2880 if (item.PermsGranter != m_host.OwnerID) 3016 if (item.PermsGranter != m_host.OwnerID)
2881 return; 3017 return;
@@ -2911,8 +3047,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2911 return m_host.OwnerID.ToString(); 3047 return m_host.OwnerID.ToString();
2912 } 3048 }
2913 3049
3050 [DebuggerNonUserCode]
2914 public void llInstantMessage(string user, string message) 3051 public void llInstantMessage(string user, string message)
2915 { 3052 {
3053 UUID result;
3054 if (!UUID.TryParse(user, out result))
3055 {
3056 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3057 return;
3058 }
3059
3060
2916 m_host.AddScriptLPS(1); 3061 m_host.AddScriptLPS(1);
2917 3062
2918 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3063 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -2927,7 +3072,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2927 UUID friendTransactionID = UUID.Random(); 3072 UUID friendTransactionID = UUID.Random();
2928 3073
2929 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3074 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
2930 3075
2931 GridInstantMessage msg = new GridInstantMessage(); 3076 GridInstantMessage msg = new GridInstantMessage();
2932 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3077 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
2933 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3078 msg.toAgentID = new Guid(user); // toAgentID.Guid;
@@ -3076,13 +3221,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3076 m_host.AddScriptLPS(1); 3221 m_host.AddScriptLPS(1);
3077 } 3222 }
3078 3223
3079 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3080 {
3081 m_host.AddScriptLPS(1);
3082// NotImplemented("llRotLookAt");
3083 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3084 }
3085
3086 public LSL_Integer llStringLength(string str) 3224 public LSL_Integer llStringLength(string str)
3087 { 3225 {
3088 m_host.AddScriptLPS(1); 3226 m_host.AddScriptLPS(1);
@@ -3106,14 +3244,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3106 3244
3107 TaskInventoryItem item; 3245 TaskInventoryItem item;
3108 3246
3109 lock (m_host.TaskInventory) 3247 m_host.TaskInventory.LockItemsForRead(true);
3248 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3110 { 3249 {
3111 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3250 m_host.TaskInventory.LockItemsForRead(false);
3112 return; 3251 return;
3113 else
3114 item = m_host.TaskInventory[InventorySelf()];
3115 } 3252 }
3116 3253 else
3254 {
3255 item = m_host.TaskInventory[InventorySelf()];
3256 }
3257 m_host.TaskInventory.LockItemsForRead(false);
3117 if (item.PermsGranter == UUID.Zero) 3258 if (item.PermsGranter == UUID.Zero)
3118 return; 3259 return;
3119 3260
@@ -3143,13 +3284,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3143 3284
3144 TaskInventoryItem item; 3285 TaskInventoryItem item;
3145 3286
3146 lock (m_host.TaskInventory) 3287 m_host.TaskInventory.LockItemsForRead(true);
3288 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3147 { 3289 {
3148 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3290 m_host.TaskInventory.LockItemsForRead(false);
3149 return; 3291 return;
3150 else
3151 item = m_host.TaskInventory[InventorySelf()];
3152 } 3292 }
3293 else
3294 {
3295 item = m_host.TaskInventory[InventorySelf()];
3296 }
3297 m_host.TaskInventory.LockItemsForRead(false);
3298
3153 3299
3154 if (item.PermsGranter == UUID.Zero) 3300 if (item.PermsGranter == UUID.Zero)
3155 return; 3301 return;
@@ -3222,10 +3368,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3222 3368
3223 TaskInventoryItem item; 3369 TaskInventoryItem item;
3224 3370
3225 lock (m_host.TaskInventory) 3371
3372 m_host.TaskInventory.LockItemsForRead(true);
3373 if (!m_host.TaskInventory.ContainsKey(invItemID))
3374 {
3375 m_host.TaskInventory.LockItemsForRead(false);
3376 return;
3377 }
3378 else
3226 { 3379 {
3227 item = m_host.TaskInventory[invItemID]; 3380 item = m_host.TaskInventory[invItemID];
3228 } 3381 }
3382 m_host.TaskInventory.LockItemsForRead(false);
3229 3383
3230 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3384 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3231 { 3385 {
@@ -3257,11 +3411,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3257 3411
3258 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3412 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3259 { 3413 {
3260 lock (m_host.TaskInventory) 3414 m_host.TaskInventory.LockItemsForWrite(true);
3261 { 3415 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3262 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3416 m_host.TaskInventory[invItemID].PermsMask = perm;
3263 m_host.TaskInventory[invItemID].PermsMask = perm; 3417 m_host.TaskInventory.LockItemsForWrite(false);
3264 }
3265 3418
3266 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3419 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3267 "run_time_permissions", new Object[] { 3420 "run_time_permissions", new Object[] {
@@ -3281,11 +3434,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3281 3434
3282 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3435 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3283 { 3436 {
3284 lock (m_host.TaskInventory) 3437 m_host.TaskInventory.LockItemsForWrite(true);
3285 { 3438 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3286 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3439 m_host.TaskInventory[invItemID].PermsMask = perm;
3287 m_host.TaskInventory[invItemID].PermsMask = perm; 3440 m_host.TaskInventory.LockItemsForWrite(false);
3288 }
3289 3441
3290 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3442 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3291 "run_time_permissions", new Object[] { 3443 "run_time_permissions", new Object[] {
@@ -3306,11 +3458,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3306 3458
3307 if (!m_waitingForScriptAnswer) 3459 if (!m_waitingForScriptAnswer)
3308 { 3460 {
3309 lock (m_host.TaskInventory) 3461 m_host.TaskInventory.LockItemsForWrite(true);
3310 { 3462 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3311 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3463 m_host.TaskInventory[invItemID].PermsMask = 0;
3312 m_host.TaskInventory[invItemID].PermsMask = 0; 3464 m_host.TaskInventory.LockItemsForWrite(false);
3313 }
3314 3465
3315 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3466 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3316 m_waitingForScriptAnswer=true; 3467 m_waitingForScriptAnswer=true;
@@ -3345,10 +3496,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3345 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3496 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3346 llReleaseControls(); 3497 llReleaseControls();
3347 3498
3348 lock (m_host.TaskInventory) 3499
3349 { 3500 m_host.TaskInventory.LockItemsForWrite(true);
3350 m_host.TaskInventory[invItemID].PermsMask = answer; 3501 m_host.TaskInventory[invItemID].PermsMask = answer;
3351 } 3502 m_host.TaskInventory.LockItemsForWrite(false);
3503
3352 3504
3353 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3505 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3354 "run_time_permissions", new Object[] { 3506 "run_time_permissions", new Object[] {
@@ -3360,16 +3512,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3360 { 3512 {
3361 m_host.AddScriptLPS(1); 3513 m_host.AddScriptLPS(1);
3362 3514
3363 lock (m_host.TaskInventory) 3515 m_host.TaskInventory.LockItemsForRead(true);
3516
3517 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3364 { 3518 {
3365 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3519 if (item.Type == 10 && item.ItemID == m_itemID)
3366 { 3520 {
3367 if (item.Type == 10 && item.ItemID == m_itemID) 3521 m_host.TaskInventory.LockItemsForRead(false);
3368 { 3522 return item.PermsGranter.ToString();
3369 return item.PermsGranter.ToString();
3370 }
3371 } 3523 }
3372 } 3524 }
3525 m_host.TaskInventory.LockItemsForRead(false);
3373 3526
3374 return UUID.Zero.ToString(); 3527 return UUID.Zero.ToString();
3375 } 3528 }
@@ -3378,19 +3531,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3378 { 3531 {
3379 m_host.AddScriptLPS(1); 3532 m_host.AddScriptLPS(1);
3380 3533
3381 lock (m_host.TaskInventory) 3534 m_host.TaskInventory.LockItemsForRead(true);
3535
3536 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3382 { 3537 {
3383 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3538 if (item.Type == 10 && item.ItemID == m_itemID)
3384 { 3539 {
3385 if (item.Type == 10 && item.ItemID == m_itemID) 3540 int perms = item.PermsMask;
3386 { 3541 if (m_automaticLinkPermission)
3387 int perms = item.PermsMask; 3542 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3388 if (m_automaticLinkPermission) 3543 m_host.TaskInventory.LockItemsForRead(false);
3389 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3544 return perms;
3390 return perms;
3391 }
3392 } 3545 }
3393 } 3546 }
3547 m_host.TaskInventory.LockItemsForRead(false);
3394 3548
3395 return 0; 3549 return 0;
3396 } 3550 }
@@ -3423,11 +3577,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3423 UUID invItemID = InventorySelf(); 3577 UUID invItemID = InventorySelf();
3424 3578
3425 TaskInventoryItem item; 3579 TaskInventoryItem item;
3426 lock (m_host.TaskInventory) 3580 m_host.TaskInventory.LockItemsForRead(true);
3427 { 3581 item = m_host.TaskInventory[invItemID];
3428 item = m_host.TaskInventory[invItemID]; 3582 m_host.TaskInventory.LockItemsForRead(false);
3429 } 3583
3430
3431 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3584 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3432 && !m_automaticLinkPermission) 3585 && !m_automaticLinkPermission)
3433 { 3586 {
@@ -3480,16 +3633,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3480 m_host.AddScriptLPS(1); 3633 m_host.AddScriptLPS(1);
3481 UUID invItemID = InventorySelf(); 3634 UUID invItemID = InventorySelf();
3482 3635
3483 lock (m_host.TaskInventory) 3636 m_host.TaskInventory.LockItemsForRead(true);
3484 {
3485 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3637 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3486 && !m_automaticLinkPermission) 3638 && !m_automaticLinkPermission)
3487 { 3639 {
3488 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3640 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3641 m_host.TaskInventory.LockItemsForRead(false);
3489 return; 3642 return;
3490 } 3643 }
3491 } 3644 m_host.TaskInventory.LockItemsForRead(false);
3492 3645
3493 if (linknum < ScriptBaseClass.LINK_THIS) 3646 if (linknum < ScriptBaseClass.LINK_THIS)
3494 return; 3647 return;
3495 3648
@@ -3666,17 +3819,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3666 m_host.AddScriptLPS(1); 3819 m_host.AddScriptLPS(1);
3667 int count = 0; 3820 int count = 0;
3668 3821
3669 lock (m_host.TaskInventory) 3822 m_host.TaskInventory.LockItemsForRead(true);
3823 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3670 { 3824 {
3671 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3825 if (inv.Value.Type == type || type == -1)
3672 { 3826 {
3673 if (inv.Value.Type == type || type == -1) 3827 count = count + 1;
3674 {
3675 count = count + 1;
3676 }
3677 } 3828 }
3678 } 3829 }
3679 3830
3831 m_host.TaskInventory.LockItemsForRead(false);
3680 return count; 3832 return count;
3681 } 3833 }
3682 3834
@@ -3685,16 +3837,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3685 m_host.AddScriptLPS(1); 3837 m_host.AddScriptLPS(1);
3686 ArrayList keys = new ArrayList(); 3838 ArrayList keys = new ArrayList();
3687 3839
3688 lock (m_host.TaskInventory) 3840 m_host.TaskInventory.LockItemsForRead(true);
3841 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3689 { 3842 {
3690 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3843 if (inv.Value.Type == type || type == -1)
3691 { 3844 {
3692 if (inv.Value.Type == type || type == -1) 3845 keys.Add(inv.Value.Name);
3693 {
3694 keys.Add(inv.Value.Name);
3695 }
3696 } 3846 }
3697 } 3847 }
3848 m_host.TaskInventory.LockItemsForRead(false);
3698 3849
3699 if (keys.Count == 0) 3850 if (keys.Count == 0)
3700 { 3851 {
@@ -3731,20 +3882,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3731 } 3882 }
3732 3883
3733 // move the first object found with this inventory name 3884 // move the first object found with this inventory name
3734 lock (m_host.TaskInventory) 3885 m_host.TaskInventory.LockItemsForRead(true);
3886 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3735 { 3887 {
3736 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3888 if (inv.Value.Name == inventory)
3737 { 3889 {
3738 if (inv.Value.Name == inventory) 3890 found = true;
3739 { 3891 objId = inv.Key;
3740 found = true; 3892 assetType = inv.Value.Type;
3741 objId = inv.Key; 3893 objName = inv.Value.Name;
3742 assetType = inv.Value.Type; 3894 break;
3743 objName = inv.Value.Name;
3744 break;
3745 }
3746 } 3895 }
3747 } 3896 }
3897 m_host.TaskInventory.LockItemsForRead(false);
3748 3898
3749 if (!found) 3899 if (!found)
3750 { 3900 {
@@ -3789,24 +3939,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3789 ScriptSleep(3000); 3939 ScriptSleep(3000);
3790 } 3940 }
3791 3941
3942 [DebuggerNonUserCode]
3792 public void llRemoveInventory(string name) 3943 public void llRemoveInventory(string name)
3793 { 3944 {
3794 m_host.AddScriptLPS(1); 3945 m_host.AddScriptLPS(1);
3795 3946
3796 lock (m_host.TaskInventory) 3947 m_host.TaskInventory.LockItemsForRead(true);
3948 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3797 { 3949 {
3798 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3950 if (item.Name == name)
3799 { 3951 {
3800 if (item.Name == name) 3952 if (item.ItemID == m_itemID)
3801 { 3953 throw new ScriptDeleteException();
3802 if (item.ItemID == m_itemID) 3954 else
3803 throw new ScriptDeleteException(); 3955 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3804 else 3956
3805 m_host.Inventory.RemoveInventoryItem(item.ItemID); 3957 m_host.TaskInventory.LockItemsForRead(false);
3806 return; 3958 return;
3807 }
3808 } 3959 }
3809 } 3960 }
3961 m_host.TaskInventory.LockItemsForRead(false);
3810 } 3962 }
3811 3963
3812 public void llSetText(string text, LSL_Vector color, double alpha) 3964 public void llSetText(string text, LSL_Vector color, double alpha)
@@ -3896,6 +4048,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3896 { 4048 {
3897 m_host.AddScriptLPS(1); 4049 m_host.AddScriptLPS(1);
3898 4050
4051 //Clone is thread safe
3899 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4052 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
3900 4053
3901 foreach (TaskInventoryItem item in itemDictionary.Values) 4054 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -3986,17 +4139,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3986 UUID soundId = UUID.Zero; 4139 UUID soundId = UUID.Zero;
3987 if (!UUID.TryParse(impact_sound, out soundId)) 4140 if (!UUID.TryParse(impact_sound, out soundId))
3988 { 4141 {
3989 lock (m_host.TaskInventory) 4142 m_host.TaskInventory.LockItemsForRead(true);
4143 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3990 { 4144 {
3991 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4145 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
3992 { 4146 {
3993 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4147 soundId = item.AssetID;
3994 { 4148 break;
3995 soundId = item.AssetID;
3996 break;
3997 }
3998 } 4149 }
3999 } 4150 }
4151 m_host.TaskInventory.LockItemsForRead(false);
4000 } 4152 }
4001 m_host.CollisionSound = soundId; 4153 m_host.CollisionSound = soundId;
4002 m_host.CollisionSoundVolume = (float)impact_volume; 4154 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4042,6 +4194,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4042 UUID partItemID; 4194 UUID partItemID;
4043 foreach (SceneObjectPart part in parts) 4195 foreach (SceneObjectPart part in parts)
4044 { 4196 {
4197 //Clone is thread safe
4045 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4198 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4046 4199
4047 foreach (TaskInventoryItem item in itemsDictionary.Values) 4200 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4256,17 +4409,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4256 4409
4257 m_host.AddScriptLPS(1); 4410 m_host.AddScriptLPS(1);
4258 4411
4259 lock (m_host.TaskInventory) 4412 m_host.TaskInventory.LockItemsForRead(true);
4413 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4260 { 4414 {
4261 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4415 if (item.Type == 10 && item.ItemID == m_itemID)
4262 { 4416 {
4263 if (item.Type == 10 && item.ItemID == m_itemID) 4417 result = item.Name!=null?item.Name:String.Empty;
4264 { 4418 break;
4265 result = item.Name!=null?item.Name:String.Empty;
4266 break;
4267 }
4268 } 4419 }
4269 } 4420 }
4421 m_host.TaskInventory.LockItemsForRead(false);
4270 4422
4271 return result; 4423 return result;
4272 } 4424 }
@@ -4524,23 +4676,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4524 { 4676 {
4525 m_host.AddScriptLPS(1); 4677 m_host.AddScriptLPS(1);
4526 4678
4527 lock (m_host.TaskInventory) 4679 m_host.TaskInventory.LockItemsForRead(true);
4680 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4528 { 4681 {
4529 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4682 if (inv.Value.Name == name)
4530 { 4683 {
4531 if (inv.Value.Name == name) 4684 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4532 { 4685 {
4533 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4686 m_host.TaskInventory.LockItemsForRead(false);
4534 { 4687 return inv.Value.AssetID.ToString();
4535 return inv.Value.AssetID.ToString(); 4688 }
4536 } 4689 else
4537 else 4690 {
4538 { 4691 m_host.TaskInventory.LockItemsForRead(false);
4539 return UUID.Zero.ToString(); 4692 return UUID.Zero.ToString();
4540 }
4541 } 4693 }
4542 } 4694 }
4543 } 4695 }
4696 m_host.TaskInventory.LockItemsForRead(false);
4544 4697
4545 return UUID.Zero.ToString(); 4698 return UUID.Zero.ToString();
4546 } 4699 }
@@ -6036,14 +6189,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6036 6189
6037 protected UUID GetTaskInventoryItem(string name) 6190 protected UUID GetTaskInventoryItem(string name)
6038 { 6191 {
6039 lock (m_host.TaskInventory) 6192 m_host.TaskInventory.LockItemsForRead(true);
6193 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6040 { 6194 {
6041 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6195 if (inv.Value.Name == name)
6042 { 6196 {
6043 if (inv.Value.Name == name) 6197 m_host.TaskInventory.LockItemsForRead(false);
6044 return inv.Key; 6198 return inv.Key;
6045 } 6199 }
6046 } 6200 }
6201 m_host.TaskInventory.LockItemsForRead(false);
6047 6202
6048 return UUID.Zero; 6203 return UUID.Zero;
6049 } 6204 }
@@ -6160,13 +6315,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6160 public void llSetVehicleFlags(int flags) 6315 public void llSetVehicleFlags(int flags)
6161 { 6316 {
6162 m_host.AddScriptLPS(1); 6317 m_host.AddScriptLPS(1);
6163 NotImplemented("llSetVehicleFlags"); 6318 if (m_host.ParentGroup != null)
6319 {
6320 if (!m_host.ParentGroup.IsDeleted)
6321 {
6322 m_host.ParentGroup.RootPart.SetVehicleFlags(flags);
6323 }
6324 }
6164 } 6325 }
6165 6326
6166 public void llRemoveVehicleFlags(int flags) 6327 public void llRemoveVehicleFlags(int flags)
6167 { 6328 {
6168 m_host.AddScriptLPS(1); 6329 m_host.AddScriptLPS(1);
6169 NotImplemented("llRemoveVehicleFlags"); 6330 if (m_host.ParentGroup != null)
6331 {
6332 if (!m_host.ParentGroup.IsDeleted)
6333 {
6334 m_host.ParentGroup.RootPart.RemoveVehicleFlags(flags);
6335 }
6336 }
6170 } 6337 }
6171 6338
6172 public void llSitTarget(LSL_Vector offset, LSL_Rotation rot) 6339 public void llSitTarget(LSL_Vector offset, LSL_Rotation rot)
@@ -6359,22 +6526,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6359 } 6526 }
6360 6527
6361 // copy the first script found with this inventory name 6528 // copy the first script found with this inventory name
6362 lock (m_host.TaskInventory) 6529 m_host.TaskInventory.LockItemsForRead(true);
6530 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6363 { 6531 {
6364 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6532 if (inv.Value.Name == name)
6365 { 6533 {
6366 if (inv.Value.Name == name) 6534 // make sure the object is a script
6535 if (10 == inv.Value.Type)
6367 { 6536 {
6368 // make sure the object is a script 6537 found = true;
6369 if (10 == inv.Value.Type) 6538 srcId = inv.Key;
6370 { 6539 break;
6371 found = true;
6372 srcId = inv.Key;
6373 break;
6374 }
6375 } 6540 }
6376 } 6541 }
6377 } 6542 }
6543 m_host.TaskInventory.LockItemsForRead(false);
6378 6544
6379 if (!found) 6545 if (!found)
6380 { 6546 {
@@ -6456,8 +6622,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6456 } 6622 }
6457 6623
6458 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6624 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6459 { 6625 {
6460 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6626 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6627 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6628 return shapeBlock;
6461 6629
6462 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6630 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6463 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6631 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6527,7 +6695,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6527 } 6695 }
6528 6696
6529 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6697 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6530 { 6698 {
6699 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6700 return;
6701
6531 ObjectShapePacket.ObjectDataBlock shapeBlock; 6702 ObjectShapePacket.ObjectDataBlock shapeBlock;
6532 6703
6533 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6704 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6576,7 +6747,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6576 } 6747 }
6577 6748
6578 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 6749 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6579 { 6750 {
6751 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6752 return;
6753
6580 ObjectShapePacket.ObjectDataBlock shapeBlock; 6754 ObjectShapePacket.ObjectDataBlock shapeBlock;
6581 6755
6582 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6756 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6618,7 +6792,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6618 } 6792 }
6619 6793
6620 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 fudge) 6794 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 fudge)
6621 { 6795 {
6796 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6797 return;
6798
6622 ObjectShapePacket.ObjectDataBlock shapeBlock; 6799 ObjectShapePacket.ObjectDataBlock shapeBlock;
6623 6800
6624 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6801 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6739,7 +6916,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6739 } 6916 }
6740 6917
6741 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 6918 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6742 { 6919 {
6920 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6921 return;
6922
6743 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6923 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6744 UUID sculptId; 6924 UUID sculptId;
6745 6925
@@ -6773,14 +6953,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6773 } 6953 }
6774 6954
6775 public void llSetPrimitiveParams(LSL_List rules) 6955 public void llSetPrimitiveParams(LSL_List rules)
6776 { 6956 {
6777 m_host.AddScriptLPS(1); 6957 m_host.AddScriptLPS(1);
6778 SetPrimParams(m_host, rules); 6958 SetPrimParams(m_host, rules);
6779 } 6959 }
6780 6960
6781 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 6961 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6782 { 6962 {
6783 m_host.AddScriptLPS(1); 6963 m_host.AddScriptLPS(1);
6784 6964
6785 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6965 List<SceneObjectPart> parts = GetLinkParts(linknumber);
6786 6966
@@ -6789,7 +6969,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6789 } 6969 }
6790 6970
6791 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 6971 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6792 { 6972 {
6973 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6974 return;
6975
6793 int idx = 0; 6976 int idx = 0;
6794 6977
6795 while (idx < rules.Length) 6978 while (idx < rules.Length)
@@ -8183,28 +8366,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8183 { 8366 {
8184 m_host.AddScriptLPS(1); 8367 m_host.AddScriptLPS(1);
8185 8368
8186 lock (m_host.TaskInventory) 8369 m_host.TaskInventory.LockItemsForRead(true);
8370 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8187 { 8371 {
8188 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8372 if (inv.Value.Name == item)
8189 { 8373 {
8190 if (inv.Value.Name == item) 8374 m_host.TaskInventory.LockItemsForRead(false);
8375 switch (mask)
8191 { 8376 {
8192 switch (mask) 8377 case 0:
8193 { 8378 return (int)inv.Value.BasePermissions;
8194 case 0: 8379 case 1:
8195 return (int)inv.Value.BasePermissions; 8380 return (int)inv.Value.CurrentPermissions;
8196 case 1: 8381 case 2:
8197 return (int)inv.Value.CurrentPermissions; 8382 return (int)inv.Value.GroupPermissions;
8198 case 2: 8383 case 3:
8199 return (int)inv.Value.GroupPermissions; 8384 return (int)inv.Value.EveryonePermissions;
8200 case 3: 8385 case 4:
8201 return (int)inv.Value.EveryonePermissions; 8386 return (int)inv.Value.NextPermissions;
8202 case 4:
8203 return (int)inv.Value.NextPermissions;
8204 }
8205 } 8387 }
8206 } 8388 }
8207 } 8389 }
8390 m_host.TaskInventory.LockItemsForRead(false);
8208 8391
8209 return -1; 8392 return -1;
8210 } 8393 }
@@ -8219,16 +8402,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8219 { 8402 {
8220 m_host.AddScriptLPS(1); 8403 m_host.AddScriptLPS(1);
8221 8404
8222 lock (m_host.TaskInventory) 8405 m_host.TaskInventory.LockItemsForRead(true);
8406 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8223 { 8407 {
8224 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8408 if (inv.Value.Name == item)
8225 { 8409 {
8226 if (inv.Value.Name == item) 8410 m_host.TaskInventory.LockItemsForRead(false);
8227 { 8411 return inv.Value.CreatorID.ToString();
8228 return inv.Value.CreatorID.ToString();
8229 }
8230 } 8412 }
8231 } 8413 }
8414 m_host.TaskInventory.LockItemsForRead(false);
8232 8415
8233 llSay(0, "No item name '" + item + "'"); 8416 llSay(0, "No item name '" + item + "'");
8234 8417
@@ -8752,16 +8935,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8752 { 8935 {
8753 m_host.AddScriptLPS(1); 8936 m_host.AddScriptLPS(1);
8754 8937
8755 lock (m_host.TaskInventory) 8938 m_host.TaskInventory.LockItemsForRead(true);
8939 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8756 { 8940 {
8757 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8941 if (inv.Value.Name == name)
8758 { 8942 {
8759 if (inv.Value.Name == name) 8943 m_host.TaskInventory.LockItemsForRead(false);
8760 { 8944 return inv.Value.Type;
8761 return inv.Value.Type;
8762 }
8763 } 8945 }
8764 } 8946 }
8947 m_host.TaskInventory.LockItemsForRead(false);
8765 8948
8766 return -1; 8949 return -1;
8767 } 8950 }
@@ -8775,12 +8958,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8775 LSLError("List must have at least 4 elements"); 8958 LSLError("List must have at least 4 elements");
8776 return; 8959 return;
8777 } 8960 }
8778 m_host.ParentGroup.RootPart.PayPrice[0]=price; 8961 int[] nPrice = new int[5];
8779 8962 nPrice[0]=price;
8780 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 8963 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
8781 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 8964 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
8782 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 8965 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
8783 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 8966 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
8967 m_host.ParentGroup.RootPart.PayPrice = nPrice;
8784 m_host.ParentGroup.HasGroupChanged = true; 8968 m_host.ParentGroup.HasGroupChanged = true;
8785 } 8969 }
8786 8970
@@ -8792,17 +8976,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8792 if (invItemID == UUID.Zero) 8976 if (invItemID == UUID.Zero)
8793 return new LSL_Vector(); 8977 return new LSL_Vector();
8794 8978
8795 lock (m_host.TaskInventory) 8979 m_host.TaskInventory.LockItemsForRead(true);
8980 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8796 { 8981 {
8797 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 8982 m_host.TaskInventory.LockItemsForRead(false);
8798 return new LSL_Vector(); 8983 return new LSL_Vector();
8984 }
8799 8985
8800 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 8986 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8801 { 8987 {
8802 ShoutError("No permissions to track the camera"); 8988 ShoutError("No permissions to track the camera");
8803 return new LSL_Vector(); 8989 m_host.TaskInventory.LockItemsForRead(false);
8804 } 8990 return new LSL_Vector();
8805 } 8991 }
8992 m_host.TaskInventory.LockItemsForRead(false);
8806 8993
8807 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 8994 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8808 if (presence != null) 8995 if (presence != null)
@@ -8820,17 +9007,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8820 if (invItemID == UUID.Zero) 9007 if (invItemID == UUID.Zero)
8821 return new LSL_Rotation(); 9008 return new LSL_Rotation();
8822 9009
8823 lock (m_host.TaskInventory) 9010 m_host.TaskInventory.LockItemsForRead(true);
9011 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8824 { 9012 {
8825 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9013 m_host.TaskInventory.LockItemsForRead(false);
8826 return new LSL_Rotation(); 9014 return new LSL_Rotation();
8827
8828 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8829 {
8830 ShoutError("No permissions to track the camera");
8831 return new LSL_Rotation();
8832 }
8833 } 9015 }
9016 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9017 {
9018 ShoutError("No permissions to track the camera");
9019 m_host.TaskInventory.LockItemsForRead(false);
9020 return new LSL_Rotation();
9021 }
9022 m_host.TaskInventory.LockItemsForRead(false);
8834 9023
8835 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9024 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8836 if (presence != null) 9025 if (presence != null)
@@ -8980,14 +9169,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8980 if (objectID == UUID.Zero) return; 9169 if (objectID == UUID.Zero) return;
8981 9170
8982 UUID agentID; 9171 UUID agentID;
8983 lock (m_host.TaskInventory) 9172 m_host.TaskInventory.LockItemsForRead(true);
8984 { 9173 // we need the permission first, to know which avatar we want to set the camera for
8985 // we need the permission first, to know which avatar we want to set the camera for 9174 agentID = m_host.TaskInventory[invItemID].PermsGranter;
8986 agentID = m_host.TaskInventory[invItemID].PermsGranter;
8987 9175
8988 if (agentID == UUID.Zero) return; 9176 if (agentID == UUID.Zero)
8989 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9177 {
9178 m_host.TaskInventory.LockItemsForRead(false);
9179 return;
9180 }
9181 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9182 {
9183 m_host.TaskInventory.LockItemsForRead(false);
9184 return;
8990 } 9185 }
9186 m_host.TaskInventory.LockItemsForRead(false);
8991 9187
8992 ScenePresence presence = World.GetScenePresence(agentID); 9188 ScenePresence presence = World.GetScenePresence(agentID);
8993 9189
@@ -9037,12 +9233,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9037 9233
9038 // we need the permission first, to know which avatar we want to clear the camera for 9234 // we need the permission first, to know which avatar we want to clear the camera for
9039 UUID agentID; 9235 UUID agentID;
9040 lock (m_host.TaskInventory) 9236 m_host.TaskInventory.LockItemsForRead(true);
9237 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9238 if (agentID == UUID.Zero)
9041 { 9239 {
9042 agentID = m_host.TaskInventory[invItemID].PermsGranter; 9240 m_host.TaskInventory.LockItemsForRead(false);
9043 if (agentID == UUID.Zero) return; 9241 return;
9044 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9242 }
9243 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9244 {
9245 m_host.TaskInventory.LockItemsForRead(false);
9246 return;
9045 } 9247 }
9248 m_host.TaskInventory.LockItemsForRead(false);
9046 9249
9047 ScenePresence presence = World.GetScenePresence(agentID); 9250 ScenePresence presence = World.GetScenePresence(agentID);
9048 9251
@@ -9499,15 +9702,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9499 9702
9500 internal UUID ScriptByName(string name) 9703 internal UUID ScriptByName(string name)
9501 { 9704 {
9502 lock (m_host.TaskInventory) 9705 m_host.TaskInventory.LockItemsForRead(true);
9706
9707 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9503 { 9708 {
9504 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 9709 if (item.Type == 10 && item.Name == name)
9505 { 9710 {
9506 if (item.Type == 10 && item.Name == name) 9711 m_host.TaskInventory.LockItemsForRead(false);
9507 return item.ItemID; 9712 return item.ItemID;
9508 } 9713 }
9509 } 9714 }
9510 9715
9716 m_host.TaskInventory.LockItemsForRead(false);
9717
9511 return UUID.Zero; 9718 return UUID.Zero;
9512 } 9719 }
9513 9720
@@ -9548,6 +9755,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9548 { 9755 {
9549 m_host.AddScriptLPS(1); 9756 m_host.AddScriptLPS(1);
9550 9757
9758 //Clone is thread safe
9551 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 9759 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9552 9760
9553 UUID assetID = UUID.Zero; 9761 UUID assetID = UUID.Zero;
@@ -9610,6 +9818,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9610 { 9818 {
9611 m_host.AddScriptLPS(1); 9819 m_host.AddScriptLPS(1);
9612 9820
9821 //Clone is thread safe
9613 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 9822 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9614 9823
9615 UUID assetID = UUID.Zero; 9824 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 2c8b0ea..1ddba1e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -728,18 +728,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
728 if (target != null) 728 if (target != null)
729 { 729 {
730 UUID animID=UUID.Zero; 730 UUID animID=UUID.Zero;
731 lock (m_host.TaskInventory) 731 m_host.TaskInventory.LockItemsForRead(true);
732 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
732 { 733 {
733 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 734 if (inv.Value.Name == animation)
734 { 735 {
735 if (inv.Value.Name == animation) 736 if (inv.Value.Type == (int)AssetType.Animation)
736 { 737 animID = inv.Value.AssetID;
737 if (inv.Value.Type == (int)AssetType.Animation) 738 continue;
738 animID = inv.Value.AssetID;
739 continue;
740 }
741 } 739 }
742 } 740 }
741 m_host.TaskInventory.LockItemsForRead(false);
743 if (animID == UUID.Zero) 742 if (animID == UUID.Zero)
744 target.Animator.AddAnimation(animation, m_host.UUID); 743 target.Animator.AddAnimation(animation, m_host.UUID);
745 else 744 else
@@ -761,18 +760,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
761 if (target != null) 760 if (target != null)
762 { 761 {
763 UUID animID=UUID.Zero; 762 UUID animID=UUID.Zero;
764 lock (m_host.TaskInventory) 763 m_host.TaskInventory.LockItemsForRead(true);
764 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
765 { 765 {
766 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 766 if (inv.Value.Name == animation)
767 { 767 {
768 if (inv.Value.Name == animation) 768 if (inv.Value.Type == (int)AssetType.Animation)
769 { 769 animID = inv.Value.AssetID;
770 if (inv.Value.Type == (int)AssetType.Animation) 770 continue;
771 animID = inv.Value.AssetID;
772 continue;
773 }
774 } 771 }
775 } 772 }
773 m_host.TaskInventory.LockItemsForRead(false);
776 774
777 if (animID == UUID.Zero) 775 if (animID == UUID.Zero)
778 target.Animator.RemoveAnimation(animation); 776 target.Animator.RemoveAnimation(animation);
@@ -1541,6 +1539,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1541 1539
1542 if (!UUID.TryParse(name, out assetID)) 1540 if (!UUID.TryParse(name, out assetID))
1543 { 1541 {
1542 m_host.TaskInventory.LockItemsForRead(true);
1544 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1543 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1545 { 1544 {
1546 if (item.Type == 7 && item.Name == name) 1545 if (item.Type == 7 && item.Name == name)
@@ -1548,6 +1547,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1548 assetID = item.AssetID; 1547 assetID = item.AssetID;
1549 } 1548 }
1550 } 1549 }
1550 m_host.TaskInventory.LockItemsForRead(false);
1551 } 1551 }
1552 1552
1553 if (assetID == UUID.Zero) 1553 if (assetID == UUID.Zero)
@@ -1594,6 +1594,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1594 1594
1595 if (!UUID.TryParse(name, out assetID)) 1595 if (!UUID.TryParse(name, out assetID))
1596 { 1596 {
1597 m_host.TaskInventory.LockItemsForRead(true);
1597 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1598 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1598 { 1599 {
1599 if (item.Type == 7 && item.Name == name) 1600 if (item.Type == 7 && item.Name == name)
@@ -1601,6 +1602,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1601 assetID = item.AssetID; 1602 assetID = item.AssetID;
1602 } 1603 }
1603 } 1604 }
1605 m_host.TaskInventory.LockItemsForRead(false);
1604 } 1606 }
1605 1607
1606 if (assetID == UUID.Zero) 1608 if (assetID == UUID.Zero)
@@ -1651,6 +1653,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1651 1653
1652 if (!UUID.TryParse(name, out assetID)) 1654 if (!UUID.TryParse(name, out assetID))
1653 { 1655 {
1656 m_host.TaskInventory.LockItemsForRead(true);
1654 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1657 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1655 { 1658 {
1656 if (item.Type == 7 && item.Name == name) 1659 if (item.Type == 7 && item.Name == name)
@@ -1658,6 +1661,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1658 assetID = item.AssetID; 1661 assetID = item.AssetID;
1659 } 1662 }
1660 } 1663 }
1664 m_host.TaskInventory.LockItemsForRead(false);
1661 } 1665 }
1662 1666
1663 if (assetID == UUID.Zero) 1667 if (assetID == UUID.Zero)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
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..ef990a1
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,21 @@
1using System.Collections;
2using OpenSim.Region.ScriptEngine.Interfaces;
3
4using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
5using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
6using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
7using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
8using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
9using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
10using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
11
12namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
13{
14 public interface ICM_Api
15 {
16 // Windlight Functions
17 LSL_List cmGetWindlightScene(LSL_List rules);
18 int cmSetWindlightScene(LSL_List rules);
19 int cmSetWindlightSceneTargeted(LSL_List rules, key target);
20 }
21}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 60b8050..f5921e1 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -80,7 +80,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
80 // Avatar Info Commands 80 // Avatar Info Commands
81 string osGetAgentIP(string agent); 81 string osGetAgentIP(string agent);
82 LSL_List osGetAgents(); 82 LSL_List osGetAgents();
83 83
84 // Teleport commands 84 // Teleport commands
85 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 85 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
86 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 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_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs
new file mode 100644
index 0000000..7b67fa3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs
@@ -0,0 +1,76 @@
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 vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
30using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
31using LSLInteger = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
32
33namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
34{
35 public partial class ScriptBaseClass
36 {
37 // Constants for cmWindlight*
38 public const int WL_WATER_COLOR = 0;
39 public const int WL_WATER_FOG_DENSITY_EXPONENT = 1;
40 public const int WL_UNDERWATER_FOG_MODIFIER = 2;
41 public const int WL_REFLECTION_WAVELET_SCALE = 3;
42 public const int WL_FRESNEL_SCALE = 4;
43 public const int WL_FRESNEL_OFFSET = 5;
44 public const int WL_REFRACT_SCALE_ABOVE = 6;
45 public const int WL_REFRACT_SCALE_BELOW = 7;
46 public const int WL_BLUR_MULTIPLIER = 8;
47 public const int WL_BIG_WAVE_DIRECTION = 9;
48 public const int WL_LITTLE_WAVE_DIRECTION = 10;
49 public const int WL_NORMAL_MAP_TEXTURE = 11;
50 public const int WL_HORIZON = 12;
51 public const int WL_HAZE_HORIZON = 13;
52 public const int WL_BLUE_DENSITY = 14;
53 public const int WL_HAZE_DENSITY = 15;
54 public const int WL_DENSITY_MULTIPLIER = 16;
55 public const int WL_DISTANCE_MULTIPLIER = 17;
56 public const int WL_MAX_ALTITUDE = 18;
57 public const int WL_SUN_MOON_COLOR = 19;
58 public const int WL_AMBIENT = 20;
59 public const int WL_EAST_ANGLE = 21;
60 public const int WL_SUN_GLOW_FOCUS = 22;
61 public const int WL_SUN_GLOW_SIZE = 23;
62 public const int WL_SCENE_GAMMA = 24;
63 public const int WL_STAR_BRIGHTNESS = 25;
64 public const int WL_CLOUD_COLOR = 26;
65 public const int WL_CLOUD_XY_DENSITY = 27;
66 public const int WL_CLOUD_COVERAGE = 28;
67 public const int WL_CLOUD_SCALE = 29;
68 public const int WL_CLOUD_DETAIL_XY_DENSITY = 30;
69 public const int WL_CLOUD_SCROLL_X = 31;
70 public const int WL_CLOUD_SCROLL_Y = 32;
71 public const int WL_CLOUD_SCROLL_Y_LOCK = 33;
72 public const int WL_CLOUD_SCROLL_X_LOCK = 34;
73 public const int WL_DRAW_CLASSIC_CLOUDS = 35;
74
75 }
76}
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..5bc3a88
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,76 @@
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 LSL_List cmGetWindlightScene(LSL_List rules)
62 {
63 return m_CM_Functions.cmGetWindlightScene(rules);
64 }
65
66 public int cmSetWindlightScene(LSL_List rules)
67 {
68 return m_CM_Functions.cmSetWindlightScene(rules);
69 }
70
71 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
72 {
73 return m_CM_Functions.cmSetWindlightSceneTargeted(rules, target);
74 }
75 }
76}
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/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
index 98bbc68..23138ef 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
@@ -17,6 +17,8 @@
17 <excludeFiles /> 17 <excludeFiles />
18 </DeploymentInformation> 18 </DeploymentInformation>
19 <Contents> 19 <Contents>
20 <File name="./CM_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
21 <File name="./CM_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
20 <File name="./Executor.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 22 <File name="./Executor.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
21 <File name="./LSL_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 23 <File name="./LSL_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
22 <File name="./LSL_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 24 <File name="./LSL_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
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/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index d30d2dc..6ecafd4 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -237,13 +238,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
237 238
238 if (part != null) 239 if (part != null)
239 { 240 {
240 lock (part.TaskInventory) 241 part.TaskInventory.LockItemsForRead(true);
242 if (part.TaskInventory.ContainsKey(m_ItemID))
241 { 243 {
242 if (part.TaskInventory.ContainsKey(m_ItemID)) 244 m_thisScriptTask = part.TaskInventory[m_ItemID];
243 {
244 m_thisScriptTask = part.TaskInventory[m_ItemID];
245 }
246 } 245 }
246 part.TaskInventory.LockItemsForRead(false);
247 } 247 }
248 248
249 ApiManager am = new ApiManager(); 249 ApiManager am = new ApiManager();
@@ -428,14 +428,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
428 { 428 {
429 int permsMask; 429 int permsMask;
430 UUID permsGranter; 430 UUID permsGranter;
431 lock (part.TaskInventory) 431 part.TaskInventory.LockItemsForRead(true);
432 if (!part.TaskInventory.ContainsKey(m_ItemID))
432 { 433 {
433 if (!part.TaskInventory.ContainsKey(m_ItemID)) 434 part.TaskInventory.LockItemsForRead(false);
434 return; 435 return;
435
436 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
437 permsMask = part.TaskInventory[m_ItemID].PermsMask;
438 } 436 }
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 part.TaskInventory.LockItemsForRead(false);
439 440
440 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
441 { 442 {
@@ -544,6 +545,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
544 return true; 545 return true;
545 } 546 }
546 547
548 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
547 public void SetState(string state) 549 public void SetState(string state)
548 { 550 {
549 if (state == State) 551 if (state == State)
@@ -555,7 +557,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
555 new DetectParams[0])); 557 new DetectParams[0]));
556 PostEvent(new EventParams("state_entry", new Object[0], 558 PostEvent(new EventParams("state_entry", new Object[0],
557 new DetectParams[0])); 559 new DetectParams[0]));
558 560
559 throw new EventAbortException(); 561 throw new EventAbortException();
560 } 562 }
561 563
@@ -638,154 +640,158 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
638 /// <returns></returns> 640 /// <returns></returns>
639 public object EventProcessor() 641 public object EventProcessor()
640 { 642 {
643
644 EventParams data = null;
645
646 lock (m_EventQueue)
647 {
641 lock (m_Script) 648 lock (m_Script)
642 { 649 {
643 EventParams data = null; 650 data = (EventParams) m_EventQueue.Dequeue();
644 651 if (data == null) // Shouldn't happen
645 lock (m_EventQueue)
646 { 652 {
647 data = (EventParams) m_EventQueue.Dequeue(); 653 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
648 if (data == null) // Shouldn't happen
649 { 654 {
650 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 655 m_CurrentResult = m_Engine.QueueEventHandler(this);
651 {
652 m_CurrentResult = m_Engine.QueueEventHandler(this);
653 }
654 else
655 {
656 m_CurrentResult = null;
657 }
658 return 0;
659 } 656 }
660 657 else
661 if (data.EventName == "timer")
662 m_TimerQueued = false;
663 if (data.EventName == "control")
664 { 658 {
665 if (m_ControlEventsInQueue > 0) 659 m_CurrentResult = null;
666 m_ControlEventsInQueue--;
667 } 660 }
668 if (data.EventName == "collision") 661 return 0;
669 m_CollisionInQueue = false;
670 } 662 }
671
672 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
673 663
674 m_DetectParams = data.DetectParams; 664 if (data.EventName == "timer")
675 665 m_TimerQueued = false;
676 if (data.EventName == "state") // Hardcoded state change 666 if (data.EventName == "control")
677 { 667 {
678 // m_log.DebugFormat("[Script] Script {0}.{1} state set to {2}", 668 if (m_ControlEventsInQueue > 0)
679 // m_PrimName, m_ScriptName, data.Params[0].ToString()); 669 m_ControlEventsInQueue--;
680 m_State=data.Params[0].ToString(); 670 }
681 AsyncCommandManager.RemoveScript(m_Engine, 671 if (data.EventName == "collision")
682 m_LocalID, m_ItemID); 672 m_CollisionInQueue = false;
673 }
674 }
675 lock(m_Script)
676 {
677
678 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
683 679
684 SceneObjectPart part = m_Engine.World.GetSceneObjectPart( 680 m_DetectParams = data.DetectParams;
685 m_LocalID); 681
686 if (part != null) 682 if (data.EventName == "state") // Hardcoded state change
687 { 683 {
688 part.SetScriptEvents(m_ItemID, 684// m_log.DebugFormat("[Script] Script {0}.{1} state set to {2}",
689 (int)m_Script.GetStateEventFlags(State)); 685// m_PrimName, m_ScriptName, data.Params[0].ToString());
690 } 686 m_State=data.Params[0].ToString();
687 AsyncCommandManager.RemoveScript(m_Engine,
688 m_LocalID, m_ItemID);
689
690 SceneObjectPart part = m_Engine.World.GetSceneObjectPart(
691 m_LocalID);
692 if (part != null)
693 {
694 part.SetScriptEvents(m_ItemID,
695 (int)m_Script.GetStateEventFlags(State));
691 } 696 }
692 else 697 }
698 else
699 {
700 if (m_Engine.World.PipeEventsForScript(m_LocalID) ||
701 data.EventName == "control") // Don't freeze avies!
693 { 702 {
694 if (m_Engine.World.PipeEventsForScript(m_LocalID) || 703 SceneObjectPart part = m_Engine.World.GetSceneObjectPart(
695 data.EventName == "control") // Don't freeze avies! 704 m_LocalID);
696 { 705 // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
697 SceneObjectPart part = m_Engine.World.GetSceneObjectPart( 706 // m_PrimName, m_ScriptName, data.EventName, m_State);
698 m_LocalID);
699 // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
700 // m_PrimName, m_ScriptName, data.EventName, m_State);
701 707
702 try 708 try
703 { 709 {
704 m_CurrentEvent = data.EventName; 710 m_CurrentEvent = data.EventName;
705 m_EventStart = DateTime.Now; 711 m_EventStart = DateTime.Now;
706 m_InEvent = true; 712 m_InEvent = true;
707 713
708 m_Script.ExecuteEvent(State, data.EventName, data.Params); 714 m_Script.ExecuteEvent(State, data.EventName, data.Params);
709 715
710 m_InEvent = false; 716 m_InEvent = false;
711 m_CurrentEvent = String.Empty; 717 m_CurrentEvent = String.Empty;
712 718
713 if (m_SaveState) 719 if (m_SaveState)
714 { 720 {
715 // This will be the very first event we deliver 721 // This will be the very first event we deliver
716 // (state_entry) in default state 722 // (state_entry) in default state
717 // 723 //
718 724
719 SaveState(m_Assembly); 725 SaveState(m_Assembly);
720 726
721 m_SaveState = false; 727 m_SaveState = false;
722 }
723 } 728 }
724 catch (Exception e) 729 }
725 { 730 catch (Exception e)
726 // m_log.DebugFormat("[SCRIPT] Exception: {0}", e.Message); 731 {
727 m_InEvent = false; 732 // m_log.DebugFormat("[SCRIPT] Exception: {0}", e.Message);
728 m_CurrentEvent = String.Empty; 733 m_InEvent = false;
734 m_CurrentEvent = String.Empty;
729 735
730 if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException)) 736 if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException))
731 { 737 {
732 try 738 try
733 {
734 // DISPLAY ERROR INWORLD
735 string text = FormatException(e);
736
737 if (text.Length > 1000)
738 text = text.Substring(0, 1000);
739 m_Engine.World.SimChat(Utils.StringToBytes(text),
740 ChatTypeEnum.DebugChannel, 2147483647,
741 part.AbsolutePosition,
742 part.Name, part.UUID, false);
743 }
744 catch (Exception)
745 {
746 }
747 // catch (Exception e2) // LEGIT: User Scripting
748 // {
749 // m_log.Error("[SCRIPT]: "+
750 // "Error displaying error in-world: " +
751 // e2.ToString());
752 // m_log.Error("[SCRIPT]: " +
753 // "Errormessage: Error compiling script:\r\n" +
754 // e.ToString());
755 // }
756 }
757 else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
758 { 739 {
759 m_InSelfDelete = true; 740 // DISPLAY ERROR INWORLD
760 if (part != null && part.ParentGroup != null) 741 string text = FormatException(e);
761 m_Engine.World.DeleteSceneObject(part.ParentGroup, false); 742
743 if (text.Length > 1000)
744 text = text.Substring(0, 1000);
745 m_Engine.World.SimChat(Utils.StringToBytes(text),
746 ChatTypeEnum.DebugChannel, 2147483647,
747 part.AbsolutePosition,
748 part.Name, part.UUID, false);
762 } 749 }
763 else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException)) 750 catch (Exception)
764 { 751 {
765 m_InSelfDelete = true;
766 if (part != null && part.ParentGroup != null)
767 part.Inventory.RemoveInventoryItem(m_ItemID);
768 } 752 }
753 // catch (Exception e2) // LEGIT: User Scripting
754 // {
755 // m_log.Error("[SCRIPT]: "+
756 // "Error displaying error in-world: " +
757 // e2.ToString());
758 // m_log.Error("[SCRIPT]: " +
759 // "Errormessage: Error compiling script:\r\n" +
760 // e.ToString());
761 // }
762 }
763 else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
764 {
765 m_InSelfDelete = true;
766 if (part != null && part.ParentGroup != null)
767 m_Engine.World.DeleteSceneObject(part.ParentGroup, false);
768 }
769 else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException))
770 {
771 m_InSelfDelete = true;
772 if (part != null && part.ParentGroup != null)
773 part.Inventory.RemoveInventoryItem(m_ItemID);
769 } 774 }
770 } 775 }
771 } 776 }
777 }
772 778
773 lock (m_EventQueue) 779 lock (m_EventQueue)
780 {
781 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
774 { 782 {
775 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 783 m_CurrentResult = m_Engine.QueueEventHandler(this);
776 { 784 }
777 m_CurrentResult = m_Engine.QueueEventHandler(this); 785 else
778 } 786 {
779 else 787 m_CurrentResult = null;
780 {
781 m_CurrentResult = null;
782 }
783 } 788 }
789 }
784 790
785 m_DetectParams = null; 791 m_DetectParams = null;
786 792
787 return 0; 793 return 0;
788 } 794 }
789 } 795 }
790 796
791 public int EventTime() 797 public int EventTime()
@@ -824,6 +830,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
824 new Object[0], new DetectParams[0])); 830 new Object[0], new DetectParams[0]));
825 } 831 }
826 832
833 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
827 public void ApiResetScript() 834 public void ApiResetScript()
828 { 835 {
829 // bool running = Running; 836 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index c552b92..73850e1 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -102,6 +103,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
102 private Dictionary<UUID, IScriptInstance> m_Scripts = 103 private Dictionary<UUID, IScriptInstance> m_Scripts =
103 new Dictionary<UUID, IScriptInstance>(); 104 new Dictionary<UUID, IScriptInstance>();
104 105
106 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
107
105 // Maps the asset ID to the assembly 108 // Maps the asset ID to the assembly
106 109
107 private Dictionary<UUID, string> m_Assemblies = 110 private Dictionary<UUID, string> m_Assemblies =
@@ -123,6 +126,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
123 private ScriptCompileQueue m_CompileQueue = new ScriptCompileQueue(); 126 private ScriptCompileQueue m_CompileQueue = new ScriptCompileQueue();
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 128
129 private void lockScriptsForRead(bool locked)
130 {
131 if (locked)
132 {
133 if (m_scriptsLock.RecursiveReadCount > 0)
134 {
135 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.");
136 m_scriptsLock.ExitReadLock();
137 }
138 if (m_scriptsLock.RecursiveWriteCount > 0)
139 {
140 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
141 m_scriptsLock.ExitWriteLock();
142 }
143
144 while (!m_scriptsLock.TryEnterReadLock(60000))
145 {
146 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.");
147 if (m_scriptsLock.IsWriteLockHeld)
148 {
149 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
150 }
151 }
152 }
153 else
154 {
155 if (m_scriptsLock.RecursiveReadCount > 0)
156 {
157 m_scriptsLock.ExitReadLock();
158 }
159 }
160 }
161 private void lockScriptsForWrite(bool locked)
162 {
163 if (locked)
164 {
165 if (m_scriptsLock.RecursiveReadCount > 0)
166 {
167 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.");
168 m_scriptsLock.ExitReadLock();
169 }
170 if (m_scriptsLock.RecursiveWriteCount > 0)
171 {
172 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
173 m_scriptsLock.ExitWriteLock();
174 }
175
176 while (!m_scriptsLock.TryEnterWriteLock(60000))
177 {
178 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.");
179 if (m_scriptsLock.IsWriteLockHeld)
180 {
181 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
182 }
183 }
184 }
185 else
186 {
187 if (m_scriptsLock.RecursiveWriteCount > 0)
188 {
189 m_scriptsLock.ExitWriteLock();
190 }
191 }
192 }
193
126 public string ScriptEngineName 194 public string ScriptEngineName
127 { 195 {
128 get { return "XEngine"; } 196 get { return "XEngine"; }
@@ -262,43 +330,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
262 330
263 public void RemoveRegion(Scene scene) 331 public void RemoveRegion(Scene scene)
264 { 332 {
265 lock (m_Scripts) 333 lockScriptsForRead(true);
334 foreach (IScriptInstance instance in m_Scripts.Values)
266 { 335 {
267 foreach (IScriptInstance instance in m_Scripts.Values) 336 // Force a final state save
337 //
338 if (m_Assemblies.ContainsKey(instance.AssetID))
268 { 339 {
269 // Force a final state save 340 string assembly = m_Assemblies[instance.AssetID];
270 // 341 instance.SaveState(assembly);
271 if (m_Assemblies.ContainsKey(instance.AssetID)) 342 }
272 {
273 string assembly = m_Assemblies[instance.AssetID];
274 instance.SaveState(assembly);
275 }
276 343
277 // Clear the event queue and abort the instance thread 344 // Clear the event queue and abort the instance thread
278 // 345 //
279 instance.ClearQueue(); 346 instance.ClearQueue();
280 instance.Stop(0); 347 instance.Stop(0);
281 348
282 // Release events, timer, etc 349 // Release events, timer, etc
283 // 350 //
284 instance.DestroyScriptInstance(); 351 instance.DestroyScriptInstance();
285 352
286 // Unload scripts and app domains 353 // Unload scripts and app domains
287 // Must be done explicitly because they have infinite 354 // Must be done explicitly because they have infinite
288 // lifetime 355 // lifetime
289 // 356 //
290 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 357 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
291 if (m_DomainScripts[instance.AppDomain].Count == 0) 358 if (m_DomainScripts[instance.AppDomain].Count == 0)
292 { 359 {
293 m_DomainScripts.Remove(instance.AppDomain); 360 m_DomainScripts.Remove(instance.AppDomain);
294 UnloadAppDomain(instance.AppDomain); 361 UnloadAppDomain(instance.AppDomain);
295 }
296 } 362 }
297 m_Scripts.Clear();
298 m_PrimObjects.Clear();
299 m_Assemblies.Clear();
300 m_DomainScripts.Clear();
301 } 363 }
364 lockScriptsForRead(false);
365 lockScriptsForWrite(true);
366 m_Scripts.Clear();
367 lockScriptsForWrite(false);
368 m_PrimObjects.Clear();
369 m_Assemblies.Clear();
370 m_DomainScripts.Clear();
371
302 lock (m_ScriptEngines) 372 lock (m_ScriptEngines)
303 { 373 {
304 m_ScriptEngines.Remove(this); 374 m_ScriptEngines.Remove(this);
@@ -357,22 +427,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
357 427
358 List<IScriptInstance> instances = new List<IScriptInstance>(); 428 List<IScriptInstance> instances = new List<IScriptInstance>();
359 429
360 lock (m_Scripts) 430 lockScriptsForRead(true);
361 { 431 foreach (IScriptInstance instance in m_Scripts.Values)
362 foreach (IScriptInstance instance in m_Scripts.Values)
363 instances.Add(instance); 432 instances.Add(instance);
364 } 433 lockScriptsForRead(false);
365 434
366 foreach (IScriptInstance i in instances) 435 foreach (IScriptInstance i in instances)
367 { 436 {
368 string assembly = String.Empty; 437 string assembly = String.Empty;
369 438
370 lock (m_Scripts) 439
371 {
372 if (!m_Assemblies.ContainsKey(i.AssetID)) 440 if (!m_Assemblies.ContainsKey(i.AssetID))
373 continue; 441 continue;
374 assembly = m_Assemblies[i.AssetID]; 442 assembly = m_Assemblies[i.AssetID];
375 } 443
376 444
377 i.SaveState(assembly); 445 i.SaveState(assembly);
378 } 446 }
@@ -684,169 +752,192 @@ namespace OpenSim.Region.ScriptEngine.XEngine
684 } 752 }
685 } 753 }
686 754
687 lock (m_Scripts) 755
756
757 ScriptInstance instance = null;
758 // Create the object record
759 lockScriptsForRead(true);
760 if ((!m_Scripts.ContainsKey(itemID)) ||
761 (m_Scripts[itemID].AssetID != assetID))
688 { 762 {
689 ScriptInstance instance = null; 763 lockScriptsForRead(false);
690 // Create the object record
691 764
692 if ((!m_Scripts.ContainsKey(itemID)) || 765 UUID appDomain = assetID;
693 (m_Scripts[itemID].AssetID != assetID))
694 {
695 UUID appDomain = assetID;
696 766
697 if (part.ParentGroup.IsAttachment) 767 if (part.ParentGroup.IsAttachment)
698 appDomain = part.ParentGroup.RootPart.UUID; 768 appDomain = part.ParentGroup.RootPart.UUID;
699 769
700 if (!m_AppDomains.ContainsKey(appDomain)) 770 if (!m_AppDomains.ContainsKey(appDomain))
771 {
772 try
701 { 773 {
702 try 774 AppDomainSetup appSetup = new AppDomainSetup();
703 { 775 // appSetup.ApplicationBase = Path.Combine(
704 AppDomainSetup appSetup = new AppDomainSetup(); 776 // "ScriptEngines",
705// appSetup.ApplicationBase = Path.Combine( 777 // m_Scene.RegionInfo.RegionID.ToString());
706// "ScriptEngines", 778
707// m_Scene.RegionInfo.RegionID.ToString()); 779 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
708 780 Evidence evidence = new Evidence(baseEvidence);
709 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 781
710 Evidence evidence = new Evidence(baseEvidence); 782 AppDomain sandbox;
711 783 if (m_AppDomainLoading)
712 AppDomain sandbox; 784 sandbox = AppDomain.CreateDomain(
713 if (m_AppDomainLoading) 785 m_Scene.RegionInfo.RegionID.ToString(),
714 sandbox = AppDomain.CreateDomain( 786 evidence, appSetup);
715 m_Scene.RegionInfo.RegionID.ToString(), 787 else
716 evidence, appSetup); 788 sandbox = AppDomain.CurrentDomain;
717 else 789
718 sandbox = AppDomain.CurrentDomain; 790 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
719 791 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
720 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 792 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
721 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 793 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
722 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 794 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
723 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 795 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
724 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 796 //sandbox.SetAppDomainPolicy(sandboxPolicy);
725 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 797
726 //sandbox.SetAppDomainPolicy(sandboxPolicy); 798 m_AppDomains[appDomain] = sandbox;
727 799
728 m_AppDomains[appDomain] = sandbox; 800 m_AppDomains[appDomain].AssemblyResolve +=
729 801 new ResolveEventHandler(
730 m_AppDomains[appDomain].AssemblyResolve += 802 AssemblyResolver.OnAssemblyResolve);
731 new ResolveEventHandler( 803 m_DomainScripts[appDomain] = new List<UUID>();
732 AssemblyResolver.OnAssemblyResolve);
733 m_DomainScripts[appDomain] = new List<UUID>();
734 }
735 catch (Exception e)
736 {
737 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
738 m_ScriptErrorMessage += "Exception creating app domain:\n";
739 m_ScriptFailCount++;
740 lock (m_AddingAssemblies)
741 {
742 m_AddingAssemblies[assembly]--;
743 }
744 return false;
745 }
746 } 804 }
747 m_DomainScripts[appDomain].Add(itemID); 805 catch (Exception e)
748
749 instance = new ScriptInstance(this, part,
750 itemID, assetID, assembly,
751 m_AppDomains[appDomain],
752 part.ParentGroup.RootPart.Name,
753 item.Name, startParam, postOnRez,
754 stateSource, m_MaxScriptQueue);
755
756 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
757 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
758
759 if (presence != null)
760 { 806 {
761 ShowScriptSaveResponse(item.OwnerID, 807 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
762 assetID, "Compile successful", true); 808 m_ScriptErrorMessage += "Exception creating app domain:\n";
809 m_ScriptFailCount++;
810 lock (m_AddingAssemblies)
811 {
812 m_AddingAssemblies[assembly]--;
813 }
814 return false;
763 } 815 }
816 }
817 m_DomainScripts[appDomain].Add(itemID);
764 818
765 instance.AppDomain = appDomain; 819 instance = new ScriptInstance(this, part,
766 instance.LineMap = linemap; 820 itemID, assetID, assembly,
821 m_AppDomains[appDomain],
822 part.ParentGroup.RootPart.Name,
823 item.Name, startParam, postOnRez,
824 stateSource, m_MaxScriptQueue);
767 825
768 m_Scripts[itemID] = instance; 826 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
769 } 827 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
770 828
771 lock (m_PrimObjects) 829 if (presence != null)
772 { 830 {
773 if (!m_PrimObjects.ContainsKey(localID)) 831 ShowScriptSaveResponse(item.OwnerID,
774 m_PrimObjects[localID] = new List<UUID>(); 832 assetID, "Compile successful", true);
833 }
775 834
776 if (!m_PrimObjects[localID].Contains(itemID)) 835 instance.AppDomain = appDomain;
777 m_PrimObjects[localID].Add(itemID); 836 instance.LineMap = linemap;
837 lockScriptsForWrite(true);
838 m_Scripts[itemID] = instance;
839 lockScriptsForWrite(false);
840 }
841 else
842 {
843 lockScriptsForRead(false);
844 }
845 lock (m_PrimObjects)
846 {
847 if (!m_PrimObjects.ContainsKey(localID))
848 m_PrimObjects[localID] = new List<UUID>();
778 849
779 } 850 if (!m_PrimObjects[localID].Contains(itemID))
851 m_PrimObjects[localID].Add(itemID);
780 852
781 if (!m_Assemblies.ContainsKey(assetID)) 853 }
782 m_Assemblies[assetID] = assembly;
783 854
784 lock (m_AddingAssemblies) 855 if (!m_Assemblies.ContainsKey(assetID))
785 { 856 m_Assemblies[assetID] = assembly;
786 m_AddingAssemblies[assembly]--;
787 }
788 857
789 if (instance!=null) 858 lock (m_AddingAssemblies)
790 instance.Init(); 859 {
860 m_AddingAssemblies[assembly]--;
791 } 861 }
862
863 if (instance!=null)
864 instance.Init();
865
792 return true; 866 return true;
793 } 867 }
794 868
795 public void OnRemoveScript(uint localID, UUID itemID) 869 public void OnRemoveScript(uint localID, UUID itemID)
796 { 870 {
797 lock (m_Scripts) 871 lockScriptsForRead(true);
872 // Do we even have it?
873 if (!m_Scripts.ContainsKey(itemID))
798 { 874 {
799 // Do we even have it? 875 lockScriptsForRead(false);
800 if (!m_Scripts.ContainsKey(itemID)) 876 return;
801 return; 877 }
878
802 879
803 IScriptInstance instance=m_Scripts[itemID]; 880 IScriptInstance instance=m_Scripts[itemID];
804 m_Scripts.Remove(itemID); 881 lockScriptsForRead(false);
882 lockScriptsForWrite(true);
883 m_Scripts.Remove(itemID);
884 lockScriptsForWrite(false);
885 instance.ClearQueue();
886 instance.Stop(0);
805 887
806 instance.ClearQueue(); 888 SceneObjectPart part =
807 instance.Stop(0); 889 m_Scene.GetSceneObjectPart(localID);
890
891 if (part != null)
892 part.RemoveScriptEvents(itemID);
808 893
809// bool objectRemoved = false; 894// bool objectRemoved = false;
810 895
811 lock (m_PrimObjects) 896 lock (m_PrimObjects)
897 {
898 // Remove the script from it's prim
899 if (m_PrimObjects.ContainsKey(localID))
812 { 900 {
813 // Remove the script from it's prim 901 // Remove inventory item record
814 if (m_PrimObjects.ContainsKey(localID)) 902 if (m_PrimObjects[localID].Contains(itemID))
815 { 903 m_PrimObjects[localID].Remove(itemID);
816 // Remove inventory item record
817 if (m_PrimObjects[localID].Contains(itemID))
818 m_PrimObjects[localID].Remove(itemID);
819 904
820 // If there are no more scripts, remove prim 905 // If there are no more scripts, remove prim
821 if (m_PrimObjects[localID].Count == 0) 906 if (m_PrimObjects[localID].Count == 0)
822 { 907 {
823 m_PrimObjects.Remove(localID); 908 m_PrimObjects.Remove(localID);
824// objectRemoved = true; 909// objectRemoved = true;
825 }
826 } 910 }
827 } 911 }
912 }
828 913
829 instance.RemoveState(); 914 instance.RemoveState();
830 instance.DestroyScriptInstance(); 915 instance.DestroyScriptInstance();
831 916
832 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 917 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
833 if (m_DomainScripts[instance.AppDomain].Count == 0) 918 if (m_DomainScripts[instance.AppDomain].Count == 0)
834 { 919 {
835 m_DomainScripts.Remove(instance.AppDomain); 920 m_DomainScripts.Remove(instance.AppDomain);
836 UnloadAppDomain(instance.AppDomain); 921 UnloadAppDomain(instance.AppDomain);
837 } 922 }
838 923
839 instance = null; 924 instance = null;
840 925
926<<<<<<< HEAD:OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
927 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
928 if (handlerObjectRemoved != null)
929 handlerObjectRemoved(part.UUID);
930=======
841 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 931 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
842 if (handlerObjectRemoved != null) 932 if (handlerObjectRemoved != null)
843 { 933 {
844 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 934 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
845 handlerObjectRemoved(part.UUID); 935 handlerObjectRemoved(part.UUID);
846 } 936 }
937>>>>>>> master:OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
847 938
848 CleanAssemblies(); 939 CleanAssemblies();
849 } 940
850 941
851 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 942 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
852 if (handlerScriptRemoved != null) 943 if (handlerScriptRemoved != null)
@@ -1099,12 +1190,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1099 private IScriptInstance GetInstance(UUID itemID) 1190 private IScriptInstance GetInstance(UUID itemID)
1100 { 1191 {
1101 IScriptInstance instance; 1192 IScriptInstance instance;
1102 lock (m_Scripts) 1193 lockScriptsForRead(true);
1194 if (!m_Scripts.ContainsKey(itemID))
1103 { 1195 {
1104 if (!m_Scripts.ContainsKey(itemID)) 1196 lockScriptsForRead(false);
1105 return null; 1197 return null;
1106 instance = m_Scripts[itemID];
1107 } 1198 }
1199 instance = m_Scripts[itemID];
1200 lockScriptsForRead(false);
1108 return instance; 1201 return instance;
1109 } 1202 }
1110 1203
@@ -1128,6 +1221,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1128 return false; 1221 return false;
1129 } 1222 }
1130 1223
1224 [DebuggerNonUserCode]
1131 public void ApiResetScript(UUID itemID) 1225 public void ApiResetScript(UUID itemID)
1132 { 1226 {
1133 IScriptInstance instance = GetInstance(itemID); 1227 IScriptInstance instance = GetInstance(itemID);
@@ -1179,6 +1273,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1179 return UUID.Zero; 1273 return UUID.Zero;
1180 } 1274 }
1181 1275
1276 [DebuggerNonUserCode]
1182 public void SetState(UUID itemID, string newState) 1277 public void SetState(UUID itemID, string newState)
1183 { 1278 {
1184 IScriptInstance instance = GetInstance(itemID); 1279 IScriptInstance instance = GetInstance(itemID);
@@ -1199,11 +1294,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1199 { 1294 {
1200 List<IScriptInstance> instances = new List<IScriptInstance>(); 1295 List<IScriptInstance> instances = new List<IScriptInstance>();
1201 1296
1202 lock (m_Scripts) 1297 lockScriptsForRead(true);
1203 { 1298 foreach (IScriptInstance instance in m_Scripts.Values)
1204 foreach (IScriptInstance instance in m_Scripts.Values)
1205 instances.Add(instance); 1299 instances.Add(instance);
1206 } 1300 lockScriptsForRead(false);
1207 1301
1208 foreach (IScriptInstance i in instances) 1302 foreach (IScriptInstance i in instances)
1209 { 1303 {