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-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs83
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs159
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs8
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs20
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs1079
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs85
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs95
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs104
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs171
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs212
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs121
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs153
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs23
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs77
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs321
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs34
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs38
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs50
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs11
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs315
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs70
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs697
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs303
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1214
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1332
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs769
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs437
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs15
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs31
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs8
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs21
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs47
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1467
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4091
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3887
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs2
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs44
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs69
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Manager/ZeroMesher.cs5
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs28
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMap.cs62
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs340
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs401
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs1026
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs2284
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMap.cs197
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs646
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1411
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs997
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3935
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs603
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs2005
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2692
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs118
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs3001
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs116
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs9
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs10
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs26
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs51
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs84
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs39
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs362
142 files changed, 38710 insertions, 3854 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 59b6b21..fb1e831 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -479,7 +479,7 @@ namespace OpenSim
479 if (alert != null) 479 if (alert != null)
480 presence.ControllingClient.Kick(alert); 480 presence.ControllingClient.Kick(alert);
481 else 481 else
482 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 482 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
483 483
484 // ...and close on our side 484 // ...and close on our side
485 presence.Scene.IncomingCloseAgent(presence.UUID); 485 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1201,7 +1201,7 @@ namespace OpenSim
1201 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1201 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1202 } 1202 }
1203 } 1203 }
1204 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1204 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1205 } 1205 }
1206 else 1206 else
1207 { 1207 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 5de3f25..ddc7f10 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -97,6 +97,10 @@ namespace OpenSim
97 97
98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
99 99
100 private List<string> m_permsModules;
101
102 private bool m_securePermissionsLoading = true;
103
100 /// <value> 104 /// <value>
101 /// The config information passed into the OpenSimulator region server. 105 /// The config information passed into the OpenSimulator region server.
102 /// </value> 106 /// </value>
@@ -201,6 +205,11 @@ namespace OpenSim
201 CreatePIDFile(pidFile); 205 CreatePIDFile(pidFile);
202 206
203 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 207 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
208
209 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
210
211 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
212 m_permsModules = new List<string>(permissionModules.Split(','));
204 } 213 }
205 214
206 // Load the simulation data service 215 // Load the simulation data service
@@ -229,6 +238,12 @@ namespace OpenSim
229 m_moduleLoader = new ModuleLoader(m_config.Source); 238 m_moduleLoader = new ModuleLoader(m_config.Source);
230 239
231 LoadPlugins(); 240 LoadPlugins();
241
242 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
243 {
244 Environment.Exit(1);
245 }
246
232 foreach (IApplicationPlugin plugin in m_plugins) 247 foreach (IApplicationPlugin plugin in m_plugins)
233 { 248 {
234 plugin.PostInitialise(); 249 plugin.PostInitialise();
@@ -379,7 +394,41 @@ namespace OpenSim
379 } 394 }
380 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 395 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
381 396
397 if (m_securePermissionsLoading)
398 {
399 foreach (string s in m_permsModules)
400 {
401 if (!scene.RegionModules.ContainsKey(s))
402 {
403 bool found = false;
404 foreach (IRegionModule m in modules)
405 {
406 if (m.Name == s)
407 {
408 found = true;
409 }
410 }
411 if (!found)
412 {
413 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
414 Environment.Exit(0);
415 }
416 }
417 }
418 }
419
382 scene.SetModuleInterfaces(); 420 scene.SetModuleInterfaces();
421// First Step of bootreport sequence
422 if (scene.SnmpService != null)
423 {
424 scene.SnmpService.ColdStart(1,scene);
425 scene.SnmpService.LinkDown(scene);
426 }
427
428 if (scene.SnmpService != null)
429 {
430 scene.SnmpService.BootInfo("Loading prins", scene);
431 }
383 432
384 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 433 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
385 SetUpEstateOwner(scene); 434 SetUpEstateOwner(scene);
@@ -393,6 +442,11 @@ namespace OpenSim
393 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 442 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
394 scene.EventManager.TriggerParcelPrimCountUpdate(); 443 scene.EventManager.TriggerParcelPrimCountUpdate();
395 444
445 if (scene.SnmpService != null)
446 {
447 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
448 }
449
396 try 450 try
397 { 451 {
398 scene.RegisterRegionWithGrid(); 452 scene.RegisterRegionWithGrid();
@@ -403,15 +457,29 @@ namespace OpenSim
403 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 457 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
404 e.Message, e.StackTrace); 458 e.Message, e.StackTrace);
405 459
460 if (scene.SnmpService != null)
461 {
462 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
463 }
406 // Carrying on now causes a lot of confusion down the 464 // Carrying on now causes a lot of confusion down the
407 // line - we need to get the user's attention 465 // line - we need to get the user's attention
408 Environment.Exit(1); 466 Environment.Exit(1);
409 } 467 }
410 468
469 if (scene.SnmpService != null)
470 {
471 scene.SnmpService.BootInfo("Grid Registration done", scene);
472 }
473
411 // We need to do this after we've initialized the 474 // We need to do this after we've initialized the
412 // scripting engines. 475 // scripting engines.
413 scene.CreateScriptInstances(); 476 scene.CreateScriptInstances();
414 477
478 if (scene.SnmpService != null)
479 {
480 scene.SnmpService.BootInfo("ScriptEngine started", scene);
481 }
482
415 m_sceneManager.Add(scene); 483 m_sceneManager.Add(scene);
416 484
417 if (m_autoCreateClientStack) 485 if (m_autoCreateClientStack)
@@ -420,6 +488,10 @@ namespace OpenSim
420 clientServer.Start(); 488 clientServer.Start();
421 } 489 }
422 490
491 if (scene.SnmpService != null)
492 {
493 scene.SnmpService.BootInfo("Initializing region modules", scene);
494 }
423 if (do_post_init) 495 if (do_post_init)
424 { 496 {
425 foreach (IRegionModule module in modules) 497 foreach (IRegionModule module in modules)
@@ -431,6 +503,12 @@ namespace OpenSim
431 503
432 mscene = scene; 504 mscene = scene;
433 505
506 if (scene.SnmpService != null)
507 {
508 scene.SnmpService.BootInfo("The region is operational", scene);
509 scene.SnmpService.LinkUp(scene);
510 }
511
434 scene.Start(); 512 scene.Start();
435 513
436 scene.StartScripts(); 514 scene.StartScripts();
@@ -550,6 +628,11 @@ namespace OpenSim
550 private void ShutdownRegion(Scene scene) 628 private void ShutdownRegion(Scene scene)
551 { 629 {
552 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 630 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
631 if (scene.SnmpService != null)
632 {
633 scene.SnmpService.BootInfo("The region is shutting down", scene);
634 scene.SnmpService.LinkDown(scene);
635 }
553 IRegionModulesController controller; 636 IRegionModulesController controller;
554 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 637 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
555 { 638 {
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 8ec2f20..ef6dedb 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -96,7 +96,10 @@ namespace OpenSim.Region.ClientStack.Linden
96 // private static readonly string m_fetchInventoryPath = "0006/"; 96 // private static readonly string m_fetchInventoryPath = "0006/";
97 private static readonly string m_copyFromNotecardPath = "0007/"; 97 private static readonly string m_copyFromNotecardPath = "0007/";
98 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule. 98 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule.
99 99 private static readonly string m_getObjectPhysicsDataPath = "0101/";
100 private static readonly string m_getObjectCostPath = "0102/";
101 private static readonly string m_ResourceCostSelectedPath = "0103/";
102
100 103
101 // These are callbacks which will be setup by the scene so that we can update scene data when we 104 // These are callbacks which will be setup by the scene so that we can update scene data when we
102 // receive capability calls 105 // receive capability calls
@@ -186,7 +189,14 @@ namespace OpenSim.Region.ClientStack.Linden
186 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req); 189 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req);
187 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req); 190 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req);
188 m_HostCapsObj.RegisterHandler("CopyInventoryFromNotecard", new RestStreamHandler("POST", capsBase + m_copyFromNotecardPath, CopyInventoryFromNotecard)); 191 m_HostCapsObj.RegisterHandler("CopyInventoryFromNotecard", new RestStreamHandler("POST", capsBase + m_copyFromNotecardPath, CopyInventoryFromNotecard));
189 192 IRequestHandler getObjectPhysicsDataHandler = new RestStreamHandler("POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData);
193 m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
194 IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
195 m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
196 IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
197 m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
198
199
190 // As of RC 1.22.9 of the Linden client this is 200 // As of RC 1.22.9 of the Linden client this is
191 // supported 201 // supported
192 202
@@ -819,6 +829,151 @@ namespace OpenSim.Region.ClientStack.Linden
819 response["int_response_code"] = 200; 829 response["int_response_code"] = 200;
820 return LLSDHelpers.SerialiseLLSDReply(response); 830 return LLSDHelpers.SerialiseLLSDReply(response);
821 } 831 }
832
833 public string GetObjectPhysicsData(string request, string path,
834 string param, IOSHttpRequest httpRequest,
835 IOSHttpResponse httpResponse)
836 {
837 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
838 OSDMap resp = new OSDMap();
839 OSDArray object_ids = (OSDArray)req["object_ids"];
840
841 for (int i = 0 ; i < object_ids.Count ; i++)
842 {
843 UUID uuid = object_ids[i].AsUUID();
844
845 SceneObjectPart obj = m_Scene.GetSceneObjectPart(uuid);
846 if (obj != null)
847 {
848 OSDMap object_data = new OSDMap();
849
850 object_data["PhysicsShapeType"] = obj.PhysicsShapeType;
851 object_data["Density"] = obj.Density;
852 object_data["Friction"] = obj.Friction;
853 object_data["Restitution"] = obj.Bounciness;
854 object_data["GravityMultiplier"] = obj.GravityModifier;
855
856 resp[uuid.ToString()] = object_data;
857 }
858 }
859
860 string response = OSDParser.SerializeLLSDXmlString(resp);
861 return response;
862 }
863
864 public string GetObjectCost(string request, string path,
865 string param, IOSHttpRequest httpRequest,
866 IOSHttpResponse httpResponse)
867 {
868 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
869 OSDMap resp = new OSDMap();
870
871 OSDArray object_ids = (OSDArray)req["object_ids"];
872
873 for (int i = 0; i < object_ids.Count; i++)
874 {
875 UUID uuid = object_ids[i].AsUUID();
876
877 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
878
879 if (part != null)
880 {
881 SceneObjectGroup grp = part.ParentGroup;
882 if (grp != null)
883 {
884 float linksetCost;
885 float linksetPhysCost;
886 float partCost;
887 float partPhysCost;
888
889 grp.GetResourcesCosts(part, out linksetCost, out linksetPhysCost, out partCost, out partPhysCost);
890
891 OSDMap object_data = new OSDMap();
892 object_data["linked_set_resource_cost"] = linksetCost;
893 object_data["resource_cost"] = partCost;
894 object_data["physics_cost"] = partPhysCost;
895 object_data["linked_set_physics_cost"] = linksetPhysCost;
896
897 resp[uuid.ToString()] = object_data;
898 }
899 }
900 }
901
902 string response = OSDParser.SerializeLLSDXmlString(resp);
903 return response;
904 }
905
906 public string ResourceCostSelected(string request, string path,
907 string param, IOSHttpRequest httpRequest,
908 IOSHttpResponse httpResponse)
909 {
910 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
911 OSDMap resp = new OSDMap();
912
913
914 float phys=0;
915 float stream=0;
916 float simul=0;
917
918 if (req.ContainsKey("selected_roots"))
919 {
920 OSDArray object_ids = (OSDArray)req["selected_roots"];
921
922 // should go by SOG suming costs for all parts
923 // ll v3 works ok with several objects select we get the list and adds ok
924 // FS calls per object so results are wrong guess fs bug
925 for (int i = 0; i < object_ids.Count; i++)
926 {
927 UUID uuid = object_ids[i].AsUUID();
928 float Physc;
929 float simulc;
930 float streamc;
931
932 SceneObjectGroup grp = m_Scene.GetGroupByPrim(uuid);
933 if (grp != null)
934 {
935 grp.GetSelectedCosts(out Physc, out streamc, out simulc);
936 phys += Physc;
937 stream += streamc;
938 simul += simulc;
939 }
940 }
941 }
942 else if (req.ContainsKey("selected_prims"))
943 {
944 OSDArray object_ids = (OSDArray)req["selected_prims"];
945
946 // don't see in use in any of the 2 viewers
947 // guess it should be for edit linked but... nothing
948 // should go to SOP per part
949 for (int i = 0; i < object_ids.Count; i++)
950 {
951 UUID uuid = object_ids[i].AsUUID();
952
953 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
954 if (part != null)
955 {
956 phys += part.PhysicsCost;
957 stream += part.StreamingCost;
958 simul += part.SimulationCost;
959 }
960 }
961 }
962
963 if (simul != 0)
964 {
965 OSDMap object_data = new OSDMap();
966
967 object_data["physics"] = phys;
968 object_data["streaming"] = stream;
969 object_data["simulation"] = simul;
970
971 resp["selected"] = object_data;
972 }
973
974 string response = OSDParser.SerializeLLSDXmlString(resp);
975 return response;
976 }
822 } 977 }
823 978
824 public class AssetUploader 979 public class AssetUploader
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
index 7c07c56..a91b02c 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
@@ -805,5 +805,13 @@ namespace OpenSim.Region.ClientStack.Linden
805 { 805 {
806 return EventQueueHelper.BuildEvent(eventName, eventBody); 806 return EventQueueHelper.BuildEvent(eventName, eventBody);
807 } 807 }
808
809 public void partPhysicsProperties(uint localID, byte physhapetype,
810 float density, float friction, float bounce, float gravmod,UUID avatarID)
811 {
812 OSD item = EventQueueHelper.partPhysicsProperties(localID, physhapetype,
813 density, friction, bounce, gravmod);
814 Enqueue(item, avatarID);
815 }
808 } 816 }
809} 817}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
index 3f49aba..b9222e3 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
@@ -395,5 +395,25 @@ namespace OpenSim.Region.ClientStack.Linden
395 return message; 395 return message;
396 } 396 }
397 397
398 public static OSD partPhysicsProperties(uint localID, byte physhapetype,
399 float density, float friction, float bounce, float gravmod)
400 {
401
402 OSDMap physinfo = new OSDMap(6);
403 physinfo["LocalID"] = localID;
404 physinfo["Density"] = density;
405 physinfo["Friction"] = friction;
406 physinfo["GravityMultiplier"] = gravmod;
407 physinfo["Restitution"] = bounce;
408 physinfo["PhysicsShapeType"] = (int)physhapetype;
409
410 OSDArray array = new OSDArray(1);
411 array.Add(physinfo);
412
413 OSDMap llsdBody = new OSDMap(1);
414 llsdBody.Add("ObjectData", array);
415
416 return BuildEvent("ObjectPhysicsProperties", llsdBody);
417 }
398 } 418 }
399} 419}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index afbe56b..3995620 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -234,6 +234,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
234 m_stopPacket = TexturePacketCount(); 234 m_stopPacket = TexturePacketCount();
235 } 235 }
236 236
237 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
238 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
239
237 m_currentPacket = StartPacket; 240 m_currentPacket = StartPacket;
238 } 241 }
239 } 242 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index ae5cbff..1004be6 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -125,6 +125,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
126 public event UpdatePrimFlags OnUpdatePrimFlags; 126 public event UpdatePrimFlags OnUpdatePrimFlags;
127 public event UpdatePrimTexture OnUpdatePrimTexture; 127 public event UpdatePrimTexture OnUpdatePrimTexture;
128 public event ClientChangeObject onClientChangeObject;
128 public event UpdateVector OnUpdatePrimGroupPosition; 129 public event UpdateVector OnUpdatePrimGroupPosition;
129 public event UpdateVector OnUpdatePrimSinglePosition; 130 public event UpdateVector OnUpdatePrimSinglePosition;
130 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 131 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -158,6 +159,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 159 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 160 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 161 public event CopyInventoryItem OnCopyInventoryItem;
162 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 163 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 164 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 165 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +258,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 258 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 259 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 260 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 261 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 262 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 263 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 264 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +289,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 289 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 290 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 291 public event SendPostcard OnSendPostcard;
292 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 293 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 294 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 295 public event GodlikeMessage onGodlikeMessage;
@@ -336,7 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
336 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 339 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
337 /// ownerless phantom. 340 /// ownerless phantom.
338 /// 341 ///
339 /// All manipulation of this set has to occur under a lock 342 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
340 /// 343 ///
341 /// </value> 344 /// </value>
342 protected HashSet<uint> m_killRecord; 345 protected HashSet<uint> m_killRecord;
@@ -344,6 +347,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
344// protected HashSet<uint> m_attachmentsSent; 347// protected HashSet<uint> m_attachmentsSent;
345 348
346 private int m_moneyBalance; 349 private int m_moneyBalance;
350 private bool m_deliverPackets = true;
347 private int m_animationSequenceNumber = 1; 351 private int m_animationSequenceNumber = 1;
348 private bool m_SendLogoutPacketWhenClosing = true; 352 private bool m_SendLogoutPacketWhenClosing = true;
349 private AgentUpdateArgs lastarg; 353 private AgentUpdateArgs lastarg;
@@ -383,6 +387,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
383 get { return m_startpos; } 387 get { return m_startpos; }
384 set { m_startpos = value; } 388 set { m_startpos = value; }
385 } 389 }
390 public bool DeliverPackets
391 {
392 get { return m_deliverPackets; }
393 set {
394 m_deliverPackets = value;
395 m_udpClient.m_deliverPackets = value;
396 }
397 }
386 public UUID AgentId { get { return m_agentId; } } 398 public UUID AgentId { get { return m_agentId; } }
387 public ISceneAgent SceneAgent { get; set; } 399 public ISceneAgent SceneAgent { get; set; }
388 public UUID ActiveGroupId { get { return m_activeGroupID; } } 400 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -485,18 +497,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
485 497
486 #region Client Methods 498 #region Client Methods
487 499
500
488 /// <summary> 501 /// <summary>
489 /// Shut down the client view 502 /// Shut down the client view
490 /// </summary> 503 /// </summary>
491 public void Close() 504 public void Close()
492 { 505 {
506 Close(true);
507 }
508
509 /// <summary>
510 /// Shut down the client view
511 /// </summary>
512 public void Close(bool sendStop)
513 {
493 m_log.DebugFormat( 514 m_log.DebugFormat(
494 "[CLIENT]: Close has been called for {0} attached to scene {1}", 515 "[CLIENT]: Close has been called for {0} attached to scene {1}",
495 Name, m_scene.RegionInfo.RegionName); 516 Name, m_scene.RegionInfo.RegionName);
496 517
497 // Send the STOP packet 518 if (sendStop)
498 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 519 {
499 OutPacket(disable, ThrottleOutPacketType.Unknown); 520 // Send the STOP packet
521 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
522 OutPacket(disable, ThrottleOutPacketType.Unknown);
523 }
500 524
501 IsActive = false; 525 IsActive = false;
502 526
@@ -796,7 +820,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
796 reply.ChatData.OwnerID = fromAgentID; 820 reply.ChatData.OwnerID = fromAgentID;
797 reply.ChatData.SourceID = fromAgentID; 821 reply.ChatData.SourceID = fromAgentID;
798 822
799 OutPacket(reply, ThrottleOutPacketType.Task); 823 OutPacket(reply, ThrottleOutPacketType.Unknown);
800 } 824 }
801 825
802 /// <summary> 826 /// <summary>
@@ -1082,6 +1106,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1082 public virtual void SendLayerData(float[] map) 1106 public virtual void SendLayerData(float[] map)
1083 { 1107 {
1084 Util.FireAndForget(DoSendLayerData, map); 1108 Util.FireAndForget(DoSendLayerData, map);
1109
1110 // Send it sync, and async. It's not that much data
1111 // and it improves user experience just so much!
1112 DoSendLayerData(map);
1085 } 1113 }
1086 1114
1087 /// <summary> 1115 /// <summary>
@@ -1094,16 +1122,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1094 1122
1095 try 1123 try
1096 { 1124 {
1097 //for (int y = 0; y < 16; y++) 1125 for (int y = 0; y < 16; y++)
1098 //{ 1126 {
1099 // for (int x = 0; x < 16; x++) 1127 for (int x = 0; x < 16; x+=4)
1100 // { 1128 {
1101 // SendLayerData(x, y, map); 1129 SendLayerPacket(x, y, map);
1102 // } 1130 }
1103 //} 1131 }
1104
1105 // Send LayerData in a spiral pattern. Fun!
1106 SendLayerTopRight(map, 0, 0, 15, 15);
1107 } 1132 }
1108 catch (Exception e) 1133 catch (Exception e)
1109 { 1134 {
@@ -1111,51 +1136,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1111 } 1136 }
1112 } 1137 }
1113 1138
1114 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1115 {
1116 // Row
1117 for (int i = x1; i <= x2; i++)
1118 SendLayerData(i, y1, map);
1119
1120 // Column
1121 for (int j = y1 + 1; j <= y2; j++)
1122 SendLayerData(x2, j, map);
1123
1124 if (x2 - x1 > 0)
1125 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1126 }
1127
1128 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1129 {
1130 // Row in reverse
1131 for (int i = x2; i >= x1; i--)
1132 SendLayerData(i, y2, map);
1133
1134 // Column in reverse
1135 for (int j = y2 - 1; j >= y1; j--)
1136 SendLayerData(x1, j, map);
1137
1138 if (x2 - x1 > 0)
1139 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1140 }
1141
1142 /// <summary> 1139 /// <summary>
1143 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1140 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1144 /// </summary> 1141 /// </summary>
1145 /// <param name="map">heightmap</param> 1142 /// <param name="map">heightmap</param>
1146 /// <param name="px">X coordinate for patches 0..12</param> 1143 /// <param name="px">X coordinate for patches 0..12</param>
1147 /// <param name="py">Y coordinate for patches 0..15</param> 1144 /// <param name="py">Y coordinate for patches 0..15</param>
1148 // private void SendLayerPacket(float[] map, int y, int x) 1145 private void SendLayerPacket(int x, int y, float[] map)
1149 // { 1146 {
1150 // int[] patches = new int[4]; 1147 int[] patches = new int[4];
1151 // patches[0] = x + 0 + y * 16; 1148 patches[0] = x + 0 + y * 16;
1152 // patches[1] = x + 1 + y * 16; 1149 patches[1] = x + 1 + y * 16;
1153 // patches[2] = x + 2 + y * 16; 1150 patches[2] = x + 2 + y * 16;
1154 // patches[3] = x + 3 + y * 16; 1151 patches[3] = x + 3 + y * 16;
1155 1152
1156 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1153 float[] heightmap = (map.Length == 65536) ?
1157 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1154 map :
1158 // } 1155 LLHeightFieldMoronize(map);
1156
1157 try
1158 {
1159 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1160 OutPacket(layerpack, ThrottleOutPacketType.Land);
1161 }
1162 catch
1163 {
1164 for (int px = x ; px < x + 4 ; px++)
1165 SendLayerData(px, y, map);
1166 }
1167 }
1159 1168
1160 /// <summary> 1169 /// <summary>
1161 /// Sends a specified patch to a client 1170 /// Sends a specified patch to a client
@@ -1175,7 +1184,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1175 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1184 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1176 layerpack.Header.Reliable = true; 1185 layerpack.Header.Reliable = true;
1177 1186
1178 OutPacket(layerpack, ThrottleOutPacketType.Land); 1187 OutPacket(layerpack, ThrottleOutPacketType.Task);
1179 } 1188 }
1180 catch (Exception e) 1189 catch (Exception e)
1181 { 1190 {
@@ -1538,7 +1547,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1538 1547
1539 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1548 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1540 { 1549 {
1541// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1550// foreach (uint id in localIDs)
1551// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1542 1552
1543 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1553 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1544 // TODO: don't create new blocks if recycling an old packet 1554 // TODO: don't create new blocks if recycling an old packet
@@ -2300,6 +2310,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2300 OutPacket(sound, ThrottleOutPacketType.Task); 2310 OutPacket(sound, ThrottleOutPacketType.Task);
2301 } 2311 }
2302 2312
2313 public void SendTransferAbort(TransferRequestPacket transferRequest)
2314 {
2315 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2316 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2317 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2318 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2319 OutPacket(abort, ThrottleOutPacketType.Task);
2320 }
2321
2303 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2322 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2304 { 2323 {
2305 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2324 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2592,6 +2611,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2592 } 2611 }
2593 } 2612 }
2594 2613
2614 public void SendPartPhysicsProprieties(ISceneEntity entity)
2615 {
2616 SceneObjectPart part = (SceneObjectPart)entity;
2617 if (part != null && AgentId != UUID.Zero)
2618 {
2619 try
2620 {
2621 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
2622 if (eq != null)
2623 {
2624 uint localid = part.LocalId;
2625 byte physshapetype = part.PhysicsShapeType;
2626 float density = part.Density;
2627 float friction = part.Friction;
2628 float bounce = part.Bounciness;
2629 float gravmod = part.GravityModifier;
2630
2631 eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
2632 }
2633 }
2634 catch (Exception ex)
2635 {
2636 m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
2637 }
2638 part.UpdatePhysRequired = false;
2639 }
2640 }
2641
2642
2595 2643
2596 public void SendGroupNameReply(UUID groupLLUID, string GroupName) 2644 public void SendGroupNameReply(UUID groupLLUID, string GroupName)
2597 { 2645 {
@@ -2747,7 +2795,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2747 reply.Data.ParcelID = parcelID; 2795 reply.Data.ParcelID = parcelID;
2748 reply.Data.OwnerID = land.OwnerID; 2796 reply.Data.OwnerID = land.OwnerID;
2749 reply.Data.Name = Utils.StringToBytes(land.Name); 2797 reply.Data.Name = Utils.StringToBytes(land.Name);
2750 reply.Data.Desc = Utils.StringToBytes(land.Description); 2798 if (land != null && land.Description != null && land.Description != String.Empty)
2799 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2800 else
2801 reply.Data.Desc = new Byte[0];
2751 reply.Data.ActualArea = land.Area; 2802 reply.Data.ActualArea = land.Area;
2752 reply.Data.BillableArea = land.Area; // TODO: what is this? 2803 reply.Data.BillableArea = land.Area; // TODO: what is this?
2753 2804
@@ -3610,7 +3661,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3610 /// </summary> 3661 /// </summary>
3611 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3662 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3612 { 3663 {
3613 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3664 if (entity is SceneObjectPart)
3665 {
3666 SceneObjectPart e = (SceneObjectPart)entity;
3667 SceneObjectGroup g = e.ParentGroup;
3668 if (g.RootPart.Shape.State > 30) // HUD
3669 if (g.OwnerID != AgentId)
3670 return; // Don't send updates for other people's HUDs
3671 }
3672
3614 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3673 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3615 3674
3616 lock (m_entityUpdates.SyncRoot) 3675 lock (m_entityUpdates.SyncRoot)
@@ -3677,211 +3736,238 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3677 3736
3678 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3737 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3679 // condition where a kill can be processed before an out-of-date update for the same object. 3738 // condition where a kill can be processed before an out-of-date update for the same object.
3680 lock (m_killRecord) 3739 float avgTimeDilation = 1.0f;
3740 IEntityUpdate iupdate;
3741 Int32 timeinqueue; // this is just debugging code & can be dropped later
3742
3743 while (updatesThisCall < maxUpdates)
3681 { 3744 {
3682 float avgTimeDilation = 1.0f; 3745 lock (m_entityUpdates.SyncRoot)
3683 IEntityUpdate iupdate; 3746 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3684 Int32 timeinqueue; // this is just debugging code & can be dropped later 3747 break;
3685
3686 while (updatesThisCall < maxUpdates)
3687 {
3688 lock (m_entityUpdates.SyncRoot)
3689 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3690 break;
3691 3748
3692 EntityUpdate update = (EntityUpdate)iupdate; 3749 EntityUpdate update = (EntityUpdate)iupdate;
3693 3750
3694 avgTimeDilation += update.TimeDilation; 3751 avgTimeDilation += update.TimeDilation;
3695 avgTimeDilation *= 0.5f; 3752 avgTimeDilation *= 0.5f;
3696 3753
3697 if (update.Entity is SceneObjectPart) 3754 if (update.Entity is SceneObjectPart)
3755 {
3756 SceneObjectPart part = (SceneObjectPart)update.Entity;
3757
3758 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3759 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3760 // safety measure.
3761 //
3762 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3763 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3764 // updates and kills on different threads with different scheduling strategies, hence this protection.
3765 //
3766 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3767 // after the root prim has been deleted.
3768 lock (m_killRecord)
3698 { 3769 {
3699 SceneObjectPart part = (SceneObjectPart)update.Entity;
3700
3701 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3702 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3703 // safety measure.
3704 //
3705 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3706 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3707 // updates and kills on different threads with different scheduling strategies, hence this protection.
3708 //
3709 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3710 // after the root prim has been deleted.
3711 if (m_killRecord.Contains(part.LocalId)) 3770 if (m_killRecord.Contains(part.LocalId))
3712 {
3713 // m_log.WarnFormat(
3714 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3715 // part.LocalId, Name);
3716 continue; 3771 continue;
3717 } 3772 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3718 3773 continue;
3719 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3774 }
3775
3776 if (part.ParentGroup.IsDeleted)
3777 continue;
3778
3779 if (part.ParentGroup.IsAttachment)
3780 { // Someone else's HUD, why are we getting these?
3781 if (part.ParentGroup.OwnerID != AgentId &&
3782 part.ParentGroup.RootPart.Shape.State >= 30)
3783 continue;
3784 ScenePresence sp;
3785 // Owner is not in the sim, don't update it to
3786 // anyone
3787 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3788 continue;
3789
3790 List<SceneObjectGroup> atts = sp.GetAttachments();
3791 bool found = false;
3792 foreach (SceneObjectGroup att in atts)
3720 { 3793 {
3721 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3794 if (att == part.ParentGroup)
3722 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3723 { 3795 {
3724 part.Shape.LightEntry = false; 3796 found = true;
3797 break;
3725 } 3798 }
3726 } 3799 }
3800
3801 // It's an attachment of a valid avatar, but
3802 // doesn't seem to be attached, skip
3803 if (!found)
3804 continue;
3805
3806 // On vehicle crossing, the attachments are received
3807 // while the avatar is still a child. Don't send
3808 // updates here because the LocalId has not yet
3809 // been updated and the viewer will derender the
3810 // attachments until the avatar becomes root.
3811 if (sp.IsChildAgent)
3812 continue;
3727 } 3813 }
3728 3814 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3729 ++updatesThisCall;
3730
3731 #region UpdateFlags to packet type conversion
3732
3733 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3734
3735 bool canUseCompressed = true;
3736 bool canUseImproved = true;
3737
3738 // Compressed object updates only make sense for LL primitives
3739 if (!(update.Entity is SceneObjectPart))
3740 {
3741 canUseCompressed = false;
3742 }
3743
3744 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3745 {
3746 canUseCompressed = false;
3747 canUseImproved = false;
3748 }
3749 else
3750 { 3815 {
3751 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3816 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3752 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3817 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3753 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3754 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3755 {
3756 canUseCompressed = false;
3757 }
3758
3759 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3760 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3761 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3762 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3763 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3769 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3770 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3771 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3772 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3773 { 3818 {
3774 canUseImproved = false; 3819 part.Shape.LightEntry = false;
3775 } 3820 }
3776 } 3821 }
3777 3822 }
3778 #endregion UpdateFlags to packet type conversion 3823
3779 3824 ++updatesThisCall;
3780 #region Block Construction 3825
3781 3826 #region UpdateFlags to packet type conversion
3782 // TODO: Remove this once we can build compressed updates 3827
3828 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3829
3830 bool canUseCompressed = true;
3831 bool canUseImproved = true;
3832
3833 // Compressed object updates only make sense for LL primitives
3834 if (!(update.Entity is SceneObjectPart))
3835 {
3783 canUseCompressed = false; 3836 canUseCompressed = false;
3784 3837 }
3785 if (!canUseImproved && !canUseCompressed) 3838
3786 { 3839 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3787 if (update.Entity is ScenePresence) 3840 {
3788 { 3841 canUseCompressed = false;
3789 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3842 canUseImproved = false;
3790 objectUpdates.Value.Add(update); 3843 }
3791 } 3844 else
3792 else 3845 {
3793 { 3846 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3794 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3847 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3795 objectUpdates.Value.Add(update); 3848 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3796 } 3849 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3797 }
3798 else if (!canUseImproved)
3799 { 3850 {
3800 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3851 canUseCompressed = false;
3801 compressedUpdates.Value.Add(update);
3802 } 3852 }
3803 else 3853
3854 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3855 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3856 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3857 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3858 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3859 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3860 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3861 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3862 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3863 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3864 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3865 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3866 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3867 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3804 { 3868 {
3805 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3869 canUseImproved = false;
3806 {
3807 // Self updates go into a special list
3808 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3809 terseAgentUpdates.Value.Add(update);
3810 }
3811 else
3812 {
3813 // Everything else goes here
3814 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3815 terseUpdates.Value.Add(update);
3816 }
3817 } 3870 }
3818
3819 #endregion Block Construction
3820 } 3871 }
3821
3822
3823 #region Packet Sending
3824 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3825 3872
3826 if (terseAgentUpdateBlocks.IsValueCreated) 3873 #endregion UpdateFlags to packet type conversion
3827 {
3828 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3829 3874
3830 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3875 #region Block Construction
3831 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3832 packet.RegionData.TimeDilation = timeDilation;
3833 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3834 3876
3835 for (int i = 0; i < blocks.Count; i++) 3877 // TODO: Remove this once we can build compressed updates
3836 packet.ObjectData[i] = blocks[i]; 3878 canUseCompressed = false;
3837 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3838 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3839 }
3840 3879
3841 if (objectUpdateBlocks.IsValueCreated) 3880 if (!canUseImproved && !canUseCompressed)
3842 { 3881 {
3843 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3882 if (update.Entity is ScenePresence)
3844 3883 {
3845 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3884 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3846 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3885 }
3847 packet.RegionData.TimeDilation = timeDilation; 3886 else
3848 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3887 {
3849 3888 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3850 for (int i = 0; i < blocks.Count; i++) 3889 }
3851 packet.ObjectData[i] = blocks[i];
3852 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3853 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3854 } 3890 }
3855 3891 else if (!canUseImproved)
3856 if (compressedUpdateBlocks.IsValueCreated)
3857 { 3892 {
3858 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3893 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3859
3860 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3861 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3862 packet.RegionData.TimeDilation = timeDilation;
3863 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3864
3865 for (int i = 0; i < blocks.Count; i++)
3866 packet.ObjectData[i] = blocks[i];
3867 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3868 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3869 } 3894 }
3870 3895 else
3871 if (terseUpdateBlocks.IsValueCreated)
3872 { 3896 {
3873 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3897 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3874 3898 // Self updates go into a special list
3875 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3899 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3876 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3900 else
3877 packet.RegionData.TimeDilation = timeDilation; 3901 // Everything else goes here
3878 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3902 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3879
3880 for (int i = 0; i < blocks.Count; i++)
3881 packet.ObjectData[i] = blocks[i];
3882 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3883 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3884 } 3903 }
3904
3905 #endregion Block Construction
3906 }
3907
3908 #region Packet Sending
3909
3910 const float TIME_DILATION = 1.0f;
3911 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3912
3913 if (terseAgentUpdateBlocks.IsValueCreated)
3914 {
3915 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3916
3917 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3918 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3919 packet.RegionData.TimeDilation = timeDilation;
3920 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3921
3922 for (int i = 0; i < blocks.Count; i++)
3923 packet.ObjectData[i] = blocks[i];
3924
3925 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3926 }
3927
3928 if (objectUpdateBlocks.IsValueCreated)
3929 {
3930 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3931
3932 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3933 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3934 packet.RegionData.TimeDilation = timeDilation;
3935 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3936
3937 for (int i = 0; i < blocks.Count; i++)
3938 packet.ObjectData[i] = blocks[i];
3939
3940 OutPacket(packet, ThrottleOutPacketType.Task, true);
3941 }
3942
3943 if (compressedUpdateBlocks.IsValueCreated)
3944 {
3945 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3946
3947 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3948 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3949 packet.RegionData.TimeDilation = timeDilation;
3950 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3951
3952 for (int i = 0; i < blocks.Count; i++)
3953 packet.ObjectData[i] = blocks[i];
3954
3955 OutPacket(packet, ThrottleOutPacketType.Task, true);
3956 }
3957
3958 if (terseUpdateBlocks.IsValueCreated)
3959 {
3960 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3961
3962 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3963 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3964 packet.RegionData.TimeDilation = timeDilation;
3965 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3966
3967 for (int i = 0; i < blocks.Count; i++)
3968 packet.ObjectData[i] = blocks[i];
3969
3970 OutPacket(packet, ThrottleOutPacketType.Task, true);
3885 } 3971 }
3886 3972
3887 #endregion Packet Sending 3973 #endregion Packet Sending
@@ -4174,11 +4260,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4174 4260
4175 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4261 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4176 // of the object rather than the properties when the packet was created 4262 // of the object rather than the properties when the packet was created
4177 OutPacket(packet, ThrottleOutPacketType.Task, true, 4263 // HACK : Remove intelligent resending until it's fixed in core
4178 delegate(OutgoingPacket oPacket) 4264 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4179 { 4265 // delegate(OutgoingPacket oPacket)
4180 ResendPropertyUpdates(updates, oPacket); 4266 // {
4181 }); 4267 // ResendPropertyUpdates(updates, oPacket);
4268 // });
4269 OutPacket(packet, ThrottleOutPacketType.Task, true);
4182 4270
4183 // pbcnt += blocks.Count; 4271 // pbcnt += blocks.Count;
4184 // ppcnt++; 4272 // ppcnt++;
@@ -4204,11 +4292,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4204 // of the object rather than the properties when the packet was created 4292 // of the object rather than the properties when the packet was created
4205 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4293 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4206 updates.Add(familyUpdates.Value[i]); 4294 updates.Add(familyUpdates.Value[i]);
4207 OutPacket(packet, ThrottleOutPacketType.Task, true, 4295 // HACK : Remove intelligent resending until it's fixed in core
4208 delegate(OutgoingPacket oPacket) 4296 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4209 { 4297 // delegate(OutgoingPacket oPacket)
4210 ResendPropertyUpdates(updates, oPacket); 4298 // {
4211 }); 4299 // ResendPropertyUpdates(updates, oPacket);
4300 // });
4301 OutPacket(packet, ThrottleOutPacketType.Task, true);
4212 4302
4213 // fpcnt++; 4303 // fpcnt++;
4214 // fbcnt++; 4304 // fbcnt++;
@@ -4357,37 +4447,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4357 if (bl[i].BannedUserID == UUID.Zero) 4447 if (bl[i].BannedUserID == UUID.Zero)
4358 continue; 4448 continue;
4359 BannedUsers.Add(bl[i].BannedUserID); 4449 BannedUsers.Add(bl[i].BannedUserID);
4360 }
4361 4450
4362 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4451 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4363 packet.AgentData.TransactionID = UUID.Random(); 4452 {
4364 packet.AgentData.AgentID = AgentId; 4453 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4365 packet.AgentData.SessionID = SessionId; 4454 packet.AgentData.TransactionID = UUID.Random();
4366 packet.MethodData.Invoice = invoice; 4455 packet.AgentData.AgentID = AgentId;
4367 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4456 packet.AgentData.SessionID = SessionId;
4457 packet.MethodData.Invoice = invoice;
4458 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4368 4459
4369 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4460 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4370 4461
4371 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4462 int j;
4372 { 4463 for (j = 0; j < (6 + BannedUsers.Count); j++)
4373 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4464 {
4374 } 4465 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4375 int j = 0; 4466 }
4467 j = 0;
4376 4468
4377 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4469 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4378 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4470 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4379 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4471 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4380 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4472 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4381 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4473 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4382 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4474 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4383 4475
4384 foreach (UUID banned in BannedUsers) 4476 foreach (UUID banned in BannedUsers)
4385 { 4477 {
4386 returnblock[j].Parameter = banned.GetBytes(); j++; 4478 returnblock[j].Parameter = banned.GetBytes(); j++;
4479 }
4480 packet.ParamList = returnblock;
4481 packet.Header.Reliable = true;
4482 OutPacket(packet, ThrottleOutPacketType.Task);
4483
4484 BannedUsers.Clear();
4485 }
4387 } 4486 }
4388 packet.ParamList = returnblock; 4487
4389 packet.Header.Reliable = false;
4390 OutPacket(packet, ThrottleOutPacketType.Task);
4391 } 4488 }
4392 4489
4393 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4490 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4573,7 +4670,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4573 4670
4574 if (landData.SimwideArea > 0) 4671 if (landData.SimwideArea > 0)
4575 { 4672 {
4576 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4673 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4674 // Never report more than sim total capacity
4675 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4676 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4577 updateMessage.SimWideMaxPrims = simulatorCapacity; 4677 updateMessage.SimWideMaxPrims = simulatorCapacity;
4578 } 4678 }
4579 else 4679 else
@@ -4702,14 +4802,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4702 4802
4703 if (notifyCount > 0) 4803 if (notifyCount > 0)
4704 { 4804 {
4705 if (notifyCount > 32) 4805// if (notifyCount > 32)
4706 { 4806// {
4707 m_log.InfoFormat( 4807// m_log.InfoFormat(
4708 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4808// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4709 + " - a developer might want to investigate whether this is a hard limit", 32); 4809// + " - a developer might want to investigate whether this is a hard limit", 32);
4710 4810//
4711 notifyCount = 32; 4811// notifyCount = 32;
4712 } 4812// }
4713 4813
4714 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4814 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4715 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4815 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4764,9 +4864,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4764 { 4864 {
4765 ScenePresence presence = (ScenePresence)entity; 4865 ScenePresence presence = (ScenePresence)entity;
4766 4866
4867 position = presence.OffsetPosition;
4868 rotation = presence.Rotation;
4869
4870 if (presence.ParentID != 0)
4871 {
4872 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4873 if (part != null && part != part.ParentGroup.RootPart)
4874 {
4875 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4876 rotation = part.RotationOffset * presence.Rotation;
4877 }
4878 }
4879
4767 attachPoint = 0; 4880 attachPoint = 0;
4768 collisionPlane = presence.CollisionPlane; 4881 collisionPlane = presence.CollisionPlane;
4769 position = presence.OffsetPosition;
4770 velocity = presence.Velocity; 4882 velocity = presence.Velocity;
4771 acceleration = Vector3.Zero; 4883 acceleration = Vector3.Zero;
4772 4884
@@ -4776,7 +4888,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4776// acceleration = new Vector3(1, 0, 0); 4888// acceleration = new Vector3(1, 0, 0);
4777 4889
4778 angularVelocity = Vector3.Zero; 4890 angularVelocity = Vector3.Zero;
4779 rotation = presence.Rotation;
4780 4891
4781 if (sendTexture) 4892 if (sendTexture)
4782 textureEntry = presence.Appearance.Texture.GetBytes(); 4893 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4881,13 +4992,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4881 4992
4882 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 4993 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4883 { 4994 {
4995 Vector3 offsetPosition = data.OffsetPosition;
4996 Quaternion rotation = data.Rotation;
4997 uint parentID = data.ParentID;
4998
4999 if (parentID != 0)
5000 {
5001 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
5002 if (part != null && part != part.ParentGroup.RootPart)
5003 {
5004 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
5005 rotation = part.RotationOffset * data.Rotation;
5006 parentID = part.ParentGroup.RootPart.LocalId;
5007 }
5008 }
5009
4884 byte[] objectData = new byte[76]; 5010 byte[] objectData = new byte[76];
4885 5011
4886 data.CollisionPlane.ToBytes(objectData, 0); 5012 data.CollisionPlane.ToBytes(objectData, 0);
4887 data.OffsetPosition.ToBytes(objectData, 16); 5013 offsetPosition.ToBytes(objectData, 16);
4888// data.Velocity.ToBytes(objectData, 28); 5014// data.Velocity.ToBytes(objectData, 28);
4889// data.Acceleration.ToBytes(objectData, 40); 5015// data.Acceleration.ToBytes(objectData, 40);
4890 data.Rotation.ToBytes(objectData, 52); 5016 rotation.ToBytes(objectData, 52);
4891 //data.AngularVelocity.ToBytes(objectData, 64); 5017 //data.AngularVelocity.ToBytes(objectData, 64);
4892 5018
4893 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5019 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4901,7 +5027,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4901 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 5027 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4902 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5028 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4903 update.ObjectData = objectData; 5029 update.ObjectData = objectData;
4904 update.ParentID = data.ParentID; 5030 update.ParentID = parentID;
4905 update.PathCurve = 16; 5031 update.PathCurve = 16;
4906 update.PathScaleX = 100; 5032 update.PathScaleX = 100;
4907 update.PathScaleY = 100; 5033 update.PathScaleY = 100;
@@ -5242,6 +5368,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5242 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5368 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5243 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5369 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5244 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5370 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5371 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5245 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5372 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5246 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5373 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5247 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5374 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5308,6 +5435,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5308 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5435 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5309 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5436 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5310 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5437 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5438 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5311 5439
5312 AddGenericPacketHandler("autopilot", HandleAutopilot); 5440 AddGenericPacketHandler("autopilot", HandleAutopilot);
5313 } 5441 }
@@ -5343,6 +5471,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5343 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5471 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5344 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5472 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5345 (x.ControlFlags != lastarg.ControlFlags) || 5473 (x.ControlFlags != lastarg.ControlFlags) ||
5474 (x.ControlFlags != 0) ||
5346 (x.Far != lastarg.Far) || 5475 (x.Far != lastarg.Far) ||
5347 (x.Flags != lastarg.Flags) || 5476 (x.Flags != lastarg.Flags) ||
5348 (x.State != lastarg.State) || 5477 (x.State != lastarg.State) ||
@@ -5720,7 +5849,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5720 args.Channel = ch; 5849 args.Channel = ch;
5721 args.From = String.Empty; 5850 args.From = String.Empty;
5722 args.Message = Utils.BytesToString(msg); 5851 args.Message = Utils.BytesToString(msg);
5723 args.Type = ChatTypeEnum.Shout; 5852 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5724 args.Position = new Vector3(); 5853 args.Position = new Vector3();
5725 args.Scene = Scene; 5854 args.Scene = Scene;
5726 args.Sender = this; 5855 args.Sender = this;
@@ -6906,10 +7035,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6906 // 46,47,48 are special positions within the packet 7035 // 46,47,48 are special positions within the packet
6907 // This may change so perhaps we need a better way 7036 // This may change so perhaps we need a better way
6908 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) 7037 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
6909 bool UsePhysics = (data[46] != 0) ? true : false; 7038 /*
6910 bool IsTemporary = (data[47] != 0) ? true : false; 7039 bool UsePhysics = (data[46] != 0) ? true : false;
6911 bool IsPhantom = (data[48] != 0) ? true : false; 7040 bool IsTemporary = (data[47] != 0) ? true : false;
6912 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this); 7041 bool IsPhantom = (data[48] != 0) ? true : false;
7042 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
7043 */
7044 bool UsePhysics = flags.AgentData.UsePhysics;
7045 bool IsPhantom = flags.AgentData.IsPhantom;
7046 bool IsTemporary = flags.AgentData.IsTemporary;
7047 ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = flags.ExtraPhysics;
7048 ExtraPhysicsData physdata = new ExtraPhysicsData();
7049
7050 if (blocks == null || blocks.Length == 0)
7051 {
7052 physdata.PhysShapeType = PhysShapeType.invalid;
7053 }
7054 else
7055 {
7056 ObjectFlagUpdatePacket.ExtraPhysicsBlock phsblock = blocks[0];
7057 physdata.PhysShapeType = (PhysShapeType)phsblock.PhysicsShapeType;
7058 physdata.Bounce = phsblock.Restitution;
7059 physdata.Density = phsblock.Density;
7060 physdata.Friction = phsblock.Friction;
7061 physdata.GravitationModifier = phsblock.GravityMultiplier;
7062 }
7063
7064 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, physdata, this);
6913 } 7065 }
6914 return true; 7066 return true;
6915 } 7067 }
@@ -9763,7 +9915,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9763 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9915 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9764 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9916 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9765 UpdateMuteListEntry.MuteData.MuteType, 9917 UpdateMuteListEntry.MuteData.MuteType,
9766 UpdateMuteListEntry.AgentData.AgentID); 9918 UpdateMuteListEntry.MuteData.MuteFlags);
9767 return true; 9919 return true;
9768 } 9920 }
9769 return false; 9921 return false;
@@ -9778,8 +9930,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9778 { 9930 {
9779 handlerRemoveMuteListEntry(this, 9931 handlerRemoveMuteListEntry(this,
9780 RemoveMuteListEntry.MuteData.MuteID, 9932 RemoveMuteListEntry.MuteData.MuteID,
9781 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9933 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9782 RemoveMuteListEntry.AgentData.AgentID);
9783 return true; 9934 return true;
9784 } 9935 }
9785 return false; 9936 return false;
@@ -9823,10 +9974,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9823 return false; 9974 return false;
9824 } 9975 }
9825 9976
9977 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
9978 {
9979 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
9980 (ChangeInventoryItemFlagsPacket)packet;
9981 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
9982 if (handlerChangeInventoryItemFlags != null)
9983 {
9984 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
9985 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
9986 return true;
9987 }
9988 return false;
9989 }
9990
9826 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 9991 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9827 { 9992 {
9828 return true; 9993 return true;
9829 } 9994 }
9995
9996 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9997 {
9998 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9999
10000 #region Packet Session and User Check
10001 if (m_checkPackets)
10002 {
10003 if (packet.AgentData.SessionID != SessionId ||
10004 packet.AgentData.AgentID != AgentId)
10005 return true;
10006 }
10007 #endregion
10008 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
10009 List<InventoryItemBase> items = new List<InventoryItemBase>();
10010 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
10011 {
10012 InventoryItemBase b = new InventoryItemBase();
10013 b.ID = n.OldItemID;
10014 b.Folder = n.OldFolderID;
10015 items.Add(b);
10016 }
10017
10018 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
10019 if (handlerMoveItemsAndLeaveCopy != null)
10020 {
10021 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
10022 }
10023
10024 return true;
10025 }
9830 10026
9831 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 10027 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9832 { 10028 {
@@ -10253,6 +10449,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10253 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10449 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10254 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10450 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10255 10451
10452 Scene scene = (Scene)m_scene;
10453 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10454 {
10455 ScenePresence p;
10456 if (scene.TryGetScenePresence(sender.AgentId, out p))
10457 {
10458 if (p.GodLevel >= 200)
10459 {
10460 groupProfileReply.GroupData.OpenEnrollment = true;
10461 groupProfileReply.GroupData.MembershipFee = 0;
10462 }
10463 }
10464 }
10465
10256 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10466 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10257 } 10467 }
10258 return true; 10468 return true;
@@ -10826,11 +11036,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10826 11036
10827 StartLure handlerStartLure = OnStartLure; 11037 StartLure handlerStartLure = OnStartLure;
10828 if (handlerStartLure != null) 11038 if (handlerStartLure != null)
10829 handlerStartLure(startLureRequest.Info.LureType, 11039 {
10830 Utils.BytesToString( 11040 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10831 startLureRequest.Info.Message), 11041 {
10832 startLureRequest.TargetData[0].TargetID, 11042 handlerStartLure(startLureRequest.Info.LureType,
10833 this); 11043 Utils.BytesToString(
11044 startLureRequest.Info.Message),
11045 startLureRequest.TargetData[i].TargetID,
11046 this);
11047 }
11048 }
10834 return true; 11049 return true;
10835 } 11050 }
10836 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11051 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10944,10 +11159,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10944 } 11159 }
10945 #endregion 11160 #endregion
10946 11161
10947 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11162 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10948 if (handlerClassifiedGodDelete != null) 11163 if (handlerClassifiedGodDelete != null)
10949 handlerClassifiedGodDelete( 11164 handlerClassifiedGodDelete(
10950 classifiedGodDelete.Data.ClassifiedID, 11165 classifiedGodDelete.Data.ClassifiedID,
11166 classifiedGodDelete.Data.QueryID,
10951 this); 11167 this);
10952 return true; 11168 return true;
10953 } 11169 }
@@ -11313,209 +11529,149 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11313 } 11529 }
11314 else 11530 else
11315 { 11531 {
11316// m_log.DebugFormat( 11532 ClientChangeObject updatehandler = onClientChangeObject;
11317// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11318// i, block.Type, part.Name, part.LocalId);
11319 11533
11320// // Do this once since fetch parts creates a new array. 11534 if (updatehandler != null)
11321// SceneObjectPart[] parts = part.ParentGroup.Parts; 11535 {
11322// for (int j = 0; j < parts.Length; j++) 11536 ObjectChangeData udata = new ObjectChangeData();
11323// {
11324// part.StoreUndoState();
11325// parts[j].IgnoreUndoUpdate = true;
11326// }
11327 11537
11328 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11538 /*ubit from ll JIRA:
11539 * 0x01 position
11540 * 0x02 rotation
11541 * 0x04 scale
11542
11543 * 0x08 LINK_SET
11544 * 0x10 UNIFORM for scale
11545 */
11329 11546
11330 switch (block.Type) 11547 // translate to internal changes
11331 { 11548 // not all cases .. just the ones older code did
11332 case 1:
11333 Vector3 pos1 = new Vector3(block.Data, 0);
11334 11549
11335 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11550 switch (block.Type)
11336 if (handlerUpdatePrimSinglePosition != null) 11551 {
11337 { 11552 case 1: //change position sp
11338 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11553 udata.position = new Vector3(block.Data, 0);
11339 handlerUpdatePrimSinglePosition(localId, pos1, this);
11340 }
11341 break;
11342 11554
11343 case 2: 11555 udata.change = ObjectChangeType.primP;
11344 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11556 updatehandler(localId, udata, this);
11557 break;
11345 11558
11346 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11559 case 2: // rotation sp
11347 if (handlerUpdatePrimSingleRotation != null) 11560 udata.rotation = new Quaternion(block.Data, 0, true);
11348 {
11349 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
11350 handlerUpdatePrimSingleRotation(localId, rot1, this);
11351 }
11352 break;
11353 11561
11354 case 3: 11562 udata.change = ObjectChangeType.primR;
11355 Vector3 rotPos = new Vector3(block.Data, 0); 11563 updatehandler(localId, udata, this);
11356 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11564 break;
11357 11565
11358 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11566 case 3: // position plus rotation
11359 if (handlerUpdatePrimSingleRotationPosition != null) 11567 udata.position = new Vector3(block.Data, 0);
11360 { 11568 udata.rotation = new Quaternion(block.Data, 12, true);
11361 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
11362 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
11363 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
11364 }
11365 break;
11366 11569
11367 case 4: 11570 udata.change = ObjectChangeType.primPR;
11368 case 20: 11571 updatehandler(localId, udata, this);
11369 Vector3 scale4 = new Vector3(block.Data, 0); 11572 break;
11370 11573
11371 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11574 case 4: // scale sp
11372 if (handlerUpdatePrimScale != null) 11575 udata.scale = new Vector3(block.Data, 0);
11373 { 11576 udata.change = ObjectChangeType.primS;
11374 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
11375 handlerUpdatePrimScale(localId, scale4, this);
11376 }
11377 break;
11378 11577
11379 case 5: 11578 updatehandler(localId, udata, this);
11380 Vector3 scale1 = new Vector3(block.Data, 12); 11579 break;
11381 Vector3 pos11 = new Vector3(block.Data, 0);
11382 11580
11383 handlerUpdatePrimScale = OnUpdatePrimScale; 11581 case 0x14: // uniform scale sp
11384 if (handlerUpdatePrimScale != null) 11582 udata.scale = new Vector3(block.Data, 0);
11385 {
11386 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11387 handlerUpdatePrimScale(localId, scale1, this);
11388 11583
11389 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11584 udata.change = ObjectChangeType.primUS;
11390 if (handlerUpdatePrimSinglePosition != null) 11585 updatehandler(localId, udata, this);
11391 { 11586 break;
11392 handlerUpdatePrimSinglePosition(localId, pos11, this);
11393 }
11394 }
11395 break;
11396 11587
11397 case 9: 11588 case 5: // scale and position sp
11398 Vector3 pos2 = new Vector3(block.Data, 0); 11589 udata.position = new Vector3(block.Data, 0);
11590 udata.scale = new Vector3(block.Data, 12);
11399 11591
11400 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11592 udata.change = ObjectChangeType.primPS;
11593 updatehandler(localId, udata, this);
11594 break;
11401 11595
11402 if (handlerUpdateVector != null) 11596 case 0x15: //uniform scale and position
11403 { 11597 udata.position = new Vector3(block.Data, 0);
11404 handlerUpdateVector(localId, pos2, this); 11598 udata.scale = new Vector3(block.Data, 12);
11405 }
11406 break;
11407 11599
11408 case 10: 11600 udata.change = ObjectChangeType.primPUS;
11409 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11601 updatehandler(localId, udata, this);
11602 break;
11410 11603
11411 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11604 // now group related (bit 4)
11412 if (handlerUpdatePrimRotation != null) 11605 case 9: //( 8 + 1 )group position
11413 { 11606 udata.position = new Vector3(block.Data, 0);
11414 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11415 handlerUpdatePrimRotation(localId, rot3, this);
11416 }
11417 break;
11418 11607
11419 case 11: 11608 udata.change = ObjectChangeType.groupP;
11420 Vector3 pos3 = new Vector3(block.Data, 0); 11609 updatehandler(localId, udata, this);
11421 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11610 break;
11422 11611
11423 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11612 case 0x0A: // (8 + 2) group rotation
11424 if (handlerUpdatePrimGroupRotation != null) 11613 udata.rotation = new Quaternion(block.Data, 0, true);
11425 {
11426 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11427 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11428 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
11429 }
11430 break;
11431 case 12:
11432 case 28:
11433 Vector3 scale7 = new Vector3(block.Data, 0);
11434 11614
11435 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11615 udata.change = ObjectChangeType.groupR;
11436 if (handlerUpdatePrimGroupScale != null) 11616 updatehandler(localId, udata, this);
11437 { 11617 break;
11438 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11439 handlerUpdatePrimGroupScale(localId, scale7, this);
11440 }
11441 break;
11442 11618
11443 case 13: 11619 case 0x0B: //( 8 + 2 + 1) group rotation and position
11444 Vector3 scale2 = new Vector3(block.Data, 12); 11620 udata.position = new Vector3(block.Data, 0);
11445 Vector3 pos4 = new Vector3(block.Data, 0); 11621 udata.rotation = new Quaternion(block.Data, 12, true);
11446 11622
11447 handlerUpdatePrimScale = OnUpdatePrimScale; 11623 udata.change = ObjectChangeType.groupPR;
11448 if (handlerUpdatePrimScale != null) 11624 updatehandler(localId, udata, this);
11449 { 11625 break;
11450 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11451 handlerUpdatePrimScale(localId, scale2, this);
11452 11626
11453 // Change the position based on scale (for bug number 246) 11627 case 0x0C: // (8 + 4) group scale
11454 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11628 // only afects root prim and only sent by viewer editor object tab scaling
11455 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11629 // mouse edition only allows uniform scaling
11456 if (handlerUpdatePrimSinglePosition != null) 11630 // SL MAY CHANGE THIS in viewers
11457 {
11458 handlerUpdatePrimSinglePosition(localId, pos4, this);
11459 }
11460 }
11461 break;
11462 11631
11463 case 29: 11632 udata.scale = new Vector3(block.Data, 0);
11464 Vector3 scale5 = new Vector3(block.Data, 12);
11465 Vector3 pos5 = new Vector3(block.Data, 0);
11466 11633
11467 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11634 // udata.change = ObjectChangeType.groupS;
11468 if (handlerUpdatePrimGroupScale != null) 11635 udata.change = ObjectChangeType.primS; // to conform to current SL
11469 { 11636 updatehandler(localId, udata, this);
11470 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11471 part.StoreUndoState(true);
11472 part.IgnoreUndoUpdate = true;
11473 handlerUpdatePrimGroupScale(localId, scale5, this);
11474 handlerUpdateVector = OnUpdatePrimGroupPosition;
11475 11637
11476 if (handlerUpdateVector != null) 11638 break;
11477 {
11478 handlerUpdateVector(localId, pos5, this);
11479 }
11480 11639
11481 part.IgnoreUndoUpdate = false; 11640 case 0x0D: //(8 + 4 + 1) group scale and position
11482 } 11641 // exception as above
11483 11642
11484 break; 11643 udata.position = new Vector3(block.Data, 0);
11644 udata.scale = new Vector3(block.Data, 12);
11485 11645
11486 case 21: 11646 // udata.change = ObjectChangeType.groupPS;
11487 Vector3 scale6 = new Vector3(block.Data, 12); 11647 udata.change = ObjectChangeType.primPS; // to conform to current SL
11488 Vector3 pos6 = new Vector3(block.Data, 0); 11648 updatehandler(localId, udata, this);
11649 break;
11489 11650
11490 handlerUpdatePrimScale = OnUpdatePrimScale; 11651 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11491 if (handlerUpdatePrimScale != null) 11652 udata.scale = new Vector3(block.Data, 0);
11492 {
11493 part.StoreUndoState(false);
11494 part.IgnoreUndoUpdate = true;
11495 11653
11496 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11654 udata.change = ObjectChangeType.groupUS;
11497 handlerUpdatePrimScale(localId, scale6, this); 11655 updatehandler(localId, udata, this);
11498 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11656 break;
11499 if (handlerUpdatePrimSinglePosition != null)
11500 {
11501 handlerUpdatePrimSinglePosition(localId, pos6, this);
11502 }
11503 11657
11504 part.IgnoreUndoUpdate = false; 11658 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11505 } 11659 udata.position = new Vector3(block.Data, 0);
11506 break; 11660 udata.scale = new Vector3(block.Data, 12);
11507 11661
11508 default: 11662 udata.change = ObjectChangeType.groupPUS;
11509 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); 11663 updatehandler(localId, udata, this);
11510 break; 11664 break;
11665
11666 default:
11667 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
11668 break;
11669 }
11511 } 11670 }
11512 11671
11513// for (int j = 0; j < parts.Length; j++)
11514// parts[j].IgnoreUndoUpdate = false;
11515 } 11672 }
11516 } 11673 }
11517 } 11674 }
11518
11519 return true; 11675 return true;
11520 } 11676 }
11521 11677
@@ -11971,7 +12127,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11971 12127
11972// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12128// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11973 12129
12130
12131 //Note, the bool returned from the below function is useless since it is always false.
11974 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12132 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12133
11975 } 12134 }
11976 12135
11977 /// <summary> 12136 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..ae72175 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -439,6 +440,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
439 if (category >= 0 && category < m_packetOutboxes.Length) 440 if (category >= 0 && category < m_packetOutboxes.Length)
440 { 441 {
441 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
443
444 if (m_deliverPackets == false)
445 {
446 queue.Enqueue(packet);
447 return true;
448 }
449
442 TokenBucket bucket = m_throttleCategories[category]; 450 TokenBucket bucket = m_throttleCategories[category];
443 451
444 // Don't send this packet if there is already a packet waiting in the queue 452 // Don't send this packet if there is already a packet waiting in the queue
@@ -488,7 +496,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 /// <returns>True if any packets were sent, otherwise false</returns> 496 /// <returns>True if any packets were sent, otherwise false</returns>
489 public bool DequeueOutgoing() 497 public bool DequeueOutgoing()
490 { 498 {
491 OutgoingPacket packet; 499 if (m_deliverPackets == false) return false;
500
501 OutgoingPacket packet = null;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
494 bool packetSent = false; 504 bool packetSent = false;
@@ -520,32 +530,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
520 // No dequeued packet waiting to be sent, try to pull one off 530 // No dequeued packet waiting to be sent, try to pull one off
521 // this queue 531 // this queue
522 queue = m_packetOutboxes[i]; 532 queue = m_packetOutboxes[i];
523 if (queue.Dequeue(out packet)) 533 if (queue != null)
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 bool success = false;
526 // enough tokens in the bucket to send it out 536 try
527 if (bucket.RemoveTokens(packet.Buffer.DataLength))
528 { 537 {
529 // Send the packet 538 success = queue.Dequeue(out packet);
530 m_udpServer.SendPacketFinal(packet);
531 packetSent = true;
532 } 539 }
533 else 540 catch
534 { 541 {
535 // Save the dequeued packet for the next iteration 542 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
536 m_nextPackets[i] = packet;
537 } 543 }
538 544 if (success)
539 // If the queue is empty after this dequeue, fire the queue 545 {
540 // empty callback now so it has a chance to fill before we 546 // A packet was pulled off the queue. See if we have
541 // get back here 547 // enough tokens in the bucket to send it out
542 if (queue.Count == 0) 548 if (bucket.RemoveTokens(packet.Buffer.DataLength))
549 {
550 // Send the packet
551 m_udpServer.SendPacketFinal(packet);
552 packetSent = true;
553 }
554 else
555 {
556 // Save the dequeued packet for the next iteration
557 m_nextPackets[i] = packet;
558 }
559
560 // If the queue is empty after this dequeue, fire the queue
561 // empty callback now so it has a chance to fill before we
562 // get back here
563 if (queue.Count == 0)
564 emptyCategories |= CategoryToFlag(i);
565 }
566 else
567 {
568 // No packets in this queue. Fire the queue empty callback
569 // if it has not been called recently
543 emptyCategories |= CategoryToFlag(i); 570 emptyCategories |= CategoryToFlag(i);
571 }
544 } 572 }
545 else 573 else
546 { 574 {
547 // No packets in this queue. Fire the queue empty callback 575 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
548 // if it has not been called recently
549 emptyCategories |= CategoryToFlag(i); 576 emptyCategories |= CategoryToFlag(i);
550 } 577 }
551 } 578 }
@@ -703,4 +730,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
703 } 730 }
704 } 731 }
705 } 732 }
706} \ No newline at end of file 733}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index fb6b11e..75f783b 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1051,7 +1051,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1051 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 1051 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1052 { 1052 {
1053 client.IsLoggingOut = true; 1053 client.IsLoggingOut = true;
1054 client.Close(); 1054 client.Close(false);
1055 } 1055 }
1056 } 1056 }
1057 1057
@@ -1063,6 +1063,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1063 1063
1064 while (base.IsRunning) 1064 while (base.IsRunning)
1065 { 1065 {
1066 m_scene.ThreadAlive(1);
1066 try 1067 try
1067 { 1068 {
1068 IncomingPacket incomingPacket = null; 1069 IncomingPacket incomingPacket = null;
@@ -1105,6 +1106,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1105 1106
1106 while (base.IsRunning) 1107 while (base.IsRunning)
1107 { 1108 {
1109 m_scene.ThreadAlive(2);
1108 try 1110 try
1109 { 1111 {
1110 m_packetSent = false; 1112 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 039379d..cfe7c9d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -100,10 +100,6 @@ namespace OpenMetaverse
100 const int SIO_UDP_CONNRESET = -1744830452; 100 const int SIO_UDP_CONNRESET = -1744830452;
101 101
102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
103
104 m_log.DebugFormat(
105 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
106 ipep.Address, ipep.Port);
107 103
108 m_udpSocket = new Socket( 104 m_udpSocket = new Socket(
109 AddressFamily.InterNetwork, 105 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index ec4dfd0..4cedfe6 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Collections.Generic;
31using log4net; 32using log4net;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -38,6 +39,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
38{ 39{
39 public class AssetXferUploader 40 public class AssetXferUploader
40 { 41 {
42 // Viewer's notion of the default texture
43 private List<UUID> defaultIDs = new List<UUID> {
44 new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
45 new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
46 new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
47 new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
48 };
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 50
43 /// <summary> 51 /// <summary>
@@ -65,6 +73,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
65 private UUID TransactionID = UUID.Zero; 73 private UUID TransactionID = UUID.Zero;
66 private sbyte type = 0; 74 private sbyte type = 0;
67 private byte wearableType = 0; 75 private byte wearableType = 0;
76 private byte[] m_oldData = null;
68 public ulong XferID; 77 public ulong XferID;
69 private Scene m_Scene; 78 private Scene m_Scene;
70 79
@@ -302,6 +311,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
302 311
303 private void DoCreateItem(uint callbackID) 312 private void DoCreateItem(uint callbackID)
304 { 313 {
314 ValidateAssets();
305 m_Scene.AssetService.Store(m_asset); 315 m_Scene.AssetService.Store(m_asset);
306 316
307 InventoryItemBase item = new InventoryItemBase(); 317 InventoryItemBase item = new InventoryItemBase();
@@ -322,12 +332,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
322 item.Flags = (uint) wearableType; 332 item.Flags = (uint) wearableType;
323 item.CreationDate = Util.UnixTimeSinceEpoch(); 333 item.CreationDate = Util.UnixTimeSinceEpoch();
324 334
335 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
336 item.ID, item.AssetID);
337
325 if (m_Scene.AddInventoryItem(item)) 338 if (m_Scene.AddInventoryItem(item))
326 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 339 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
327 else 340 else
328 ourClient.SendAlertMessage("Unable to create inventory item"); 341 ourClient.SendAlertMessage("Unable to create inventory item");
329 } 342 }
330 343
344 private void ValidateAssets()
345 {
346 if (m_asset.Type == (sbyte)AssetType.Clothing ||
347 m_asset.Type == (sbyte)AssetType.Bodypart)
348 {
349 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
350 string[] lines = content.Split(new char[] {'\n'});
351
352 List<string> validated = new List<string>();
353
354 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
355
356 int textures = 0;
357
358 foreach (string line in lines)
359 {
360 try
361 {
362 if (line.StartsWith("textures "))
363 {
364 textures = Convert.ToInt32(line.Substring(9));
365 validated.Add(line);
366 }
367 else if (textures > 0)
368 {
369 string[] parts = line.Split(new char[] {' '});
370
371 UUID tx = new UUID(parts[1]);
372 int id = Convert.ToInt32(parts[0]);
373
374 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
375 (allowed.ContainsKey(id) && allowed[id] == tx))
376 {
377 validated.Add(parts[0] + " " + tx.ToString());
378 }
379 else
380 {
381 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
382 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
383
384 if ((perms & full) != full)
385 {
386 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
387 validated.Add(parts[0] + " " + UUID.Zero.ToString());
388 }
389 else
390 {
391 validated.Add(line);
392 }
393 }
394 textures--;
395 }
396 else
397 {
398 validated.Add(line);
399 }
400 }
401 catch
402 {
403 // If it's malformed, skip it
404 }
405 }
406
407 string final = String.Join("\n", validated.ToArray());
408
409 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
410 }
411 }
412
331 /// <summary> 413 /// <summary>
332 /// Get the asset data uploaded in this transfer. 414 /// Get the asset data uploaded in this transfer.
333 /// </summary> 415 /// </summary>
@@ -336,10 +418,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
336 { 418 {
337 if (m_finished) 419 if (m_finished)
338 { 420 {
421 ValidateAssets();
339 return m_asset; 422 return m_asset;
340 } 423 }
341 424
342 return null; 425 return null;
343 } 426 }
427
428 public void SetOldData(byte[] d)
429 {
430 m_oldData = d;
431 }
432
433 private Dictionary<int,UUID> ExtractTexturesFromOldData()
434 {
435 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
436 if (m_oldData == null)
437 return result;
438
439 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
440 string[] lines = content.Split(new char[] {'\n'});
441
442 int textures = 0;
443
444 foreach (string line in lines)
445 {
446 try
447 {
448 if (line.StartsWith("textures "))
449 {
450 textures = Convert.ToInt32(line.Substring(9));
451 }
452 else if (textures > 0)
453 {
454 string[] parts = line.Split(new char[] {' '});
455
456 UUID tx = new UUID(parts[1]);
457 int id = Convert.ToInt32(parts[0]);
458 result[id] = tx;
459 textures--;
460 }
461 }
462 catch
463 {
464 // If it's malformed, skip it
465 }
466 }
467
468 return result;
469 }
344 } 470 }
345} 471}
472
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 389fb7b..127ca1d 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,53 +257,66 @@ namespace Flotsam.RegionModules.AssetCache
257 257
258 private void UpdateFileCache(string key, AssetBase asset) 258 private void UpdateFileCache(string key, AssetBase asset)
259 { 259 {
260 string filename = GetFileName(asset.ID); 260 // TODO: Spawn this off to some seperate thread to do the actual writing
261 261 if (asset != null)
262 try
263 { 262 {
264 // If the file is already cached, don't cache it, just touch it so access time is updated 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 File.SetLastAccessTime(filename, DateTime.Now);
268 }
269 else
270 { 266 {
271 // Once we start writing, make sure we flag that we're writing 267 // If the file is already cached, don't cache it, just touch it so access time is updated
272 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
273 // same file multiple times.
274 lock (m_CurrentlyWriting)
275 { 269 {
276#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
277 if (m_CurrentlyWriting.ContainsKey(filename)) 271 // violations here. If the file is locked, then
272 // the other thread has updated the time for us.
273 try
278 { 274 {
279 return; 275 File.SetLastAccessTime(filename, DateTime.Now);
280 } 276 }
281 else 277 catch
282 {
283 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
284 }
285
286#else
287 if (m_CurrentlyWriting.Contains(filename))
288 { 278 {
289 return;
290 } 279 }
291 else 280 } else {
281
282 // Once we start writing, make sure we flag that we're writing
283 // that object to the cache so that we don't try to write the
284 // same file multiple times.
285 lock (m_CurrentlyWriting)
292 { 286 {
293 m_CurrentlyWriting.Add(filename); 287#if WAIT_ON_INPROGRESS_REQUESTS
294 } 288 if (m_CurrentlyWriting.ContainsKey(filename))
289 {
290 return;
291 }
292 else
293 {
294 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
295 }
296
297#else
298 if (m_CurrentlyWriting.Contains(filename))
299 {
300 return;
301 }
302 else
303 {
304 m_CurrentlyWriting.Add(filename);
305 }
295#endif 306#endif
296 }
297 307
298 Util.FireAndForget( 308 }
299 delegate { WriteFileCache(filename, asset); }); 309
310 Util.FireAndForget(
311 delegate { WriteFileCache(filename, asset); });
312 }
313 }
314 catch (Exception e)
315 {
316 m_log.ErrorFormat(
317 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
318 asset.ID, e.Message, e.StackTrace);
300 } 319 }
301 }
302 catch (Exception e)
303 {
304 m_log.ErrorFormat(
305 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
306 asset.ID, e.Message, e.StackTrace);
307 } 320 }
308 } 321 }
309 322
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 7200c4b..69aa0ed 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -38,6 +39,7 @@ using OpenSim.Region.Framework;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Scenes.Serialization; 41using OpenSim.Region.Framework.Scenes.Serialization;
42using OpenSim.Services.Interfaces;
41 43
42namespace OpenSim.Region.CoreModules.Avatar.Attachments 44namespace OpenSim.Region.CoreModules.Avatar.Attachments
43{ 45{
@@ -115,6 +117,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
115 117
116// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); 118// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
117 119
120 XmlDocument doc = new XmlDocument();
121 string stateData = String.Empty;
122
123 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
124 if (attServ != null)
125 {
126 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
127 stateData = attServ.Get(sp.UUID.ToString());
128 if (stateData != String.Empty)
129 {
130 try
131 {
132 doc.LoadXml(stateData);
133 }
134 catch { }
135 }
136 }
137
138 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
139
140 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
141 if (nodes.Count > 0)
142 {
143 foreach (XmlNode n in nodes)
144 {
145 XmlElement elem = (XmlElement)n;
146 string itemID = elem.GetAttribute("ItemID");
147 string xml = elem.InnerXml;
148
149 itemData[new UUID(itemID)] = xml;
150 }
151 }
152
153
118 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); 154 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
119 foreach (AvatarAttachment attach in attachments) 155 foreach (AvatarAttachment attach in attachments)
120 { 156 {
@@ -134,12 +170,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
134 170
135 try 171 try
136 { 172 {
173 string xmlData;
174 XmlDocument d = null;
175 UUID asset;
176 if (itemData.TryGetValue(attach.ItemID, out xmlData))
177 {
178 d = new XmlDocument();
179 d.LoadXml(xmlData);
180 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
181 }
182
137 // If we're an NPC then skip all the item checks and manipulations since we don't have an 183 // If we're an NPC then skip all the item checks and manipulations since we don't have an
138 // inventory right now. 184 // inventory right now.
139 if (sp.PresenceType == PresenceType.Npc) 185 if (sp.PresenceType == PresenceType.Npc)
140 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 186 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
141 else 187 else
142 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 188 RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d);
143 } 189 }
144 catch (Exception e) 190 catch (Exception e)
145 { 191 {
@@ -266,6 +312,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
266 } 312 }
267 313
268 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 314 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
315 {
316 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
317 }
318
319 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
269 { 320 {
270 if (!Enabled) 321 if (!Enabled)
271 return null; 322 return null;
@@ -304,7 +355,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
304 return null; 355 return null;
305 } 356 }
306 357
307 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 358 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
308 359
309 if (att == null) 360 if (att == null)
310 DetachSingleAttachmentToInv(sp, itemID); 361 DetachSingleAttachmentToInv(sp, itemID);
@@ -368,7 +419,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
368 so.AttachedAvatar = UUID.Zero; 419 so.AttachedAvatar = UUID.Zero;
369 rootPart.SetParentLocalId(0); 420 rootPart.SetParentLocalId(0);
370 so.ClearPartAttachmentData(); 421 so.ClearPartAttachmentData();
371 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 422 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
372 so.HasGroupChanged = true; 423 so.HasGroupChanged = true;
373 rootPart.Rezzed = DateTime.Now; 424 rootPart.Rezzed = DateTime.Now;
374 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 425 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -584,11 +635,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
584 635
585 Vector3 inventoryStoredPosition = new Vector3 636 Vector3 inventoryStoredPosition = new Vector3
586 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 637 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
587 ? Constants.RegionSize - 6 638 ? (float)Constants.RegionSize - 6
588 : grp.AbsolutePosition.X) 639 : grp.AbsolutePosition.X)
589 , 640 ,
590 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 641 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
591 ? Constants.RegionSize - 6 642 ? (float)Constants.RegionSize - 6
592 : grp.AbsolutePosition.Y, 643 : grp.AbsolutePosition.Y,
593 grp.AbsolutePosition.Z); 644 grp.AbsolutePosition.Z);
594 645
@@ -706,8 +757,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
706 } 757 }
707 } 758 }
708 759
709 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 760 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
710 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 761 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
711 { 762 {
712 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 763 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
713 if (invAccess != null) 764 if (invAccess != null)
@@ -715,7 +766,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
715 lock (sp.AttachmentsSyncLock) 766 lock (sp.AttachmentsSyncLock)
716 { 767 {
717 SceneObjectGroup objatt; 768 SceneObjectGroup objatt;
718 769
719 if (itemID != UUID.Zero) 770 if (itemID != UUID.Zero)
720 objatt = invAccess.RezObject(sp.ControllingClient, 771 objatt = invAccess.RezObject(sp.ControllingClient,
721 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 772 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -724,11 +775,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
724 objatt = invAccess.RezObject(sp.ControllingClient, 775 objatt = invAccess.RezObject(sp.ControllingClient,
725 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 776 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
726 false, false, sp.UUID, true); 777 false, false, sp.UUID, true);
727 778
728 // m_log.DebugFormat( 779 // m_log.DebugFormat(
729 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 780 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
730 // objatt.Name, remoteClient.Name, AttachmentPt); 781 // objatt.Name, remoteClient.Name, AttachmentPt);
731 782
732 if (objatt != null) 783 if (objatt != null)
733 { 784 {
734 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 785 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -736,7 +787,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
736 bool tainted = false; 787 bool tainted = false;
737 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 788 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
738 tainted = true; 789 tainted = true;
739 790
740 // This will throw if the attachment fails 791 // This will throw if the attachment fails
741 try 792 try
742 { 793 {
@@ -747,21 +798,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
747 m_log.ErrorFormat( 798 m_log.ErrorFormat(
748 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 799 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
749 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 800 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
750 801
751 // Make sure the object doesn't stick around and bail 802 // Make sure the object doesn't stick around and bail
752 sp.RemoveAttachment(objatt); 803 sp.RemoveAttachment(objatt);
753 m_scene.DeleteSceneObject(objatt, false); 804 m_scene.DeleteSceneObject(objatt, false);
754 return null; 805 return null;
755 } 806 }
756 807
757 if (tainted) 808 if (tainted)
758 objatt.HasGroupChanged = true; 809 objatt.HasGroupChanged = true;
810
811 if (doc != null)
812 {
813 objatt.LoadScriptState(doc);
814 objatt.ResetOwnerChangeFlag();
815 }
759 816
760 // Fire after attach, so we don't get messy perms dialogs 817 // Fire after attach, so we don't get messy perms dialogs
761 // 4 == AttachedRez 818 // 4 == AttachedRez
762 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 819 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
763 objatt.ResumeScripts(); 820 objatt.ResumeScripts();
764 821
765 // Do this last so that event listeners have access to all the effects of the attachment 822 // Do this last so that event listeners have access to all the effects of the attachment
766 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 823 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
767 824
@@ -775,7 +832,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
775 } 832 }
776 } 833 }
777 } 834 }
778 835
779 return null; 836 return null;
780 } 837 }
781 838
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 0ed10d2..d98ea39 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -554,12 +554,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
554 /// <param name="client"></param> 554 /// <param name="client"></param>
555 private void Client_OnRequestWearables(IClientAPI client) 555 private void Client_OnRequestWearables(IClientAPI client)
556 { 556 {
557 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 557 Util.FireAndForget(delegate(object x)
558 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 558 {
559 if (sp != null) 559 Thread.Sleep(4000);
560 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 560
561 else 561 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
562 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 562 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
563 if (sp != null)
564 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
565 else
566 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
567 });
563 } 568 }
564 569
565 /// <summary> 570 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index e4452fb..6ffc7e6 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 UUID targetID = c.TargetUUID; 200 UUID targetID = c.TargetUUID;
190 string message = c.Message; 201 string message = c.Message;
@@ -208,7 +219,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
208 fromPos = avatar.AbsolutePosition; 219 fromPos = avatar.AbsolutePosition;
209 fromName = avatar.Name; 220 fromName = avatar.Name;
210 fromID = c.Sender.AgentId; 221 fromID = c.Sender.AgentId;
211 222 if (avatar.GodLevel >= 200)
223 {
224 fromNamePrefix = m_adminPrefix;
225 }
212 break; 226 break;
213 227
214 case ChatSourceType.Object: 228 case ChatSourceType.Object:
@@ -248,8 +262,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
248 ScenePresence presence = s.GetScenePresence(targetID); 262 ScenePresence presence = s.GetScenePresence(targetID);
249 if (presence != null && !presence.IsChildAgent) 263 if (presence != null && !presence.IsChildAgent)
250 { 264 {
251 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, ChatTypeEnum.Say, message, sourceType, true)) 265 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
252 receiverIDs.Add(presence.UUID); 266 if (Presencecheck != null)
267 {
268 // This will pass all chat from objects. Not
269 // perfect, but it will do. For now. Better
270 // than the prior behavior of muting all
271 // objects on a parcel with access restrictions
272 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
273 {
274 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType, false))
275 receiverIDs.Add(presence.UUID);
276 }
277 }
253 } 278 }
254 } 279 }
255 } 280 }
@@ -293,26 +318,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
293 } 318 }
294 319
295 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 320 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
296
297 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 321 HashSet<UUID> receiverIDs = new HashSet<UUID>();
298 322
299 ((Scene)c.Scene).ForEachRootClient( 323 if (c.Scene != null)
300 delegate(IClientAPI client) 324 {
301 { 325 ((Scene)c.Scene).ForEachRootClient
302 // don't forward SayOwner chat from objects to 326 (
303 // non-owner agents 327 delegate(IClientAPI client)
304 if ((c.Type == ChatTypeEnum.Owner) && 328 {
305 (null != c.SenderObject) && 329 // don't forward SayOwner chat from objects to
306 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 330 // non-owner agents
307 return; 331 if ((c.Type == ChatTypeEnum.Owner) &&
308 332 (null != c.SenderObject) &&
309 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 333 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
310 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 334 return;
311 receiverIDs.Add(client.AgentId); 335
312 }); 336 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
313 337 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
314 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 338 receiverIDs.Add(client.AgentId);
315 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 339 }
340 );
341 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
342 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
343 }
316 } 344 }
317 345
318 /// <summary> 346 /// <summary>
@@ -358,5 +386,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
358 386
359 return true; 387 return true;
360 } 388 }
389
390 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
391 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
392 {
393 System.Threading.Timer Timer;
394 if (flags == 0)
395 {
396 FreezeCache.Add(target.ToString());
397 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
398 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
399 Timers.Add(target, Timer);
400 }
401 else
402 {
403 FreezeCache.Remove(target.ToString());
404 Timers.TryGetValue(target, out Timer);
405 Timers.Remove(target);
406 Timer.Dispose();
407 }
408 }
409
410 private void OnEndParcelFrozen(object avatar)
411 {
412 UUID target = (UUID)avatar;
413 FreezeCache.Remove(target.ToString());
414 System.Threading.Timer Timer;
415 Timers.TryGetValue(target, out Timer);
416 Timers.Remove(target);
417 Timer.Dispose();
418 }
361 } 419 }
362} 420}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 325067c..3c294bb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -216,4 +216,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
216 return result; 216 return result;
217 } 217 }
218 } 218 }
219} \ No newline at end of file 219}
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 2e3312f..1492302 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, IOSHttpRequest httpRequest,
115 IOSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,69 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootClient(
144 delegate(IClientAPI client)
145 {
146 if (client.AgentId != godID)
147 {
148 client.Close();
149 }
150 }
151 );
152 }
153 else
154 {
155 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
156 214
157 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
158 sp.ControllingClient.Close(); 216 {
159 } 217 case 0:
160 } 218 if (sp != null)
161 219 {
162 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
163 {
164 sp.AllowMovement = false;
165 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
166 m_dialogModule.SendAlertToUser(godID, "User Frozen");
167 }
168
169 if (kickflags == 2)
170 {
171 sp.AllowMovement = true;
172 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
173 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
174 }
175 } 221 }
176 else 222 else if (agentID == ALL_AGENTS)
177 { 223 {
178 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachRootScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
179 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
180 } 272 }
181 } 273 }
182 } 274 }
183} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ca5d485..727f1c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -27,6 +27,7 @@
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using System.Timers;
30using log4net; 31using log4net;
31using Nini.Config; 32using Nini.Config;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -42,6 +43,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
42 private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
43 MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
44 45
46 private Timer m_logTimer = new Timer(10000);
47 private List<GridInstantMessage> m_logData = new List<GridInstantMessage>();
48 private string m_restUrl;
49
45 /// <value> 50 /// <value>
46 /// Is this module enabled? 51 /// Is this module enabled?
47 /// </value> 52 /// </value>
@@ -61,9 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
61 "InstantMessageModule", "InstantMessageModule") != 66 "InstantMessageModule", "InstantMessageModule") !=
62 "InstantMessageModule") 67 "InstantMessageModule")
63 return; 68 return;
69 m_restUrl = config.Configs["Messaging"].GetString("LogURL", String.Empty);
64 } 70 }
65 71
66 m_enabled = true; 72 m_enabled = true;
73 m_logTimer.AutoReset = false;
74 m_logTimer.Elapsed += LogTimerElapsed;
67 } 75 }
68 76
69 public void AddRegion(Scene scene) 77 public void AddRegion(Scene scene)
@@ -148,6 +156,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
148 { 156 {
149 byte dialog = im.dialog; 157 byte dialog = im.dialog;
150 158
159 if (client != null && dialog == (byte)InstantMessageDialog.MessageFromAgent)
160 LogInstantMesssage(im);
161
151 if (dialog != (byte)InstantMessageDialog.MessageFromAgent 162 if (dialog != (byte)InstantMessageDialog.MessageFromAgent
152 && dialog != (byte)InstantMessageDialog.StartTyping 163 && dialog != (byte)InstantMessageDialog.StartTyping
153 && dialog != (byte)InstantMessageDialog.StopTyping 164 && dialog != (byte)InstantMessageDialog.StopTyping
@@ -157,6 +168,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 168 return;
158 } 169 }
159 170
171 //DateTime dt = DateTime.UtcNow;
172
173 // Ticks from UtcNow, but make it look like local. Evil, huh?
174 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
175
176 //try
177 //{
178 // // Convert that to the PST timezone
179 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
180 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
181 //}
182 //catch
183 //{
184 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
185 //}
186
187 //// And make it look local again to fool the unix time util
188 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
189
190 // If client is null, this message comes from storage and IS offline
191 if (client != null)
192 im.offline = 0;
193
194 if (im.offline == 0)
195 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
196
160 if (m_TransferModule != null) 197 if (m_TransferModule != null)
161 { 198 {
162 if (client != null) 199 if (client != null)
@@ -200,5 +237,35 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
200 // 237 //
201 OnInstantMessage(null, msg); 238 OnInstantMessage(null, msg);
202 } 239 }
240
241 private void LogInstantMesssage(GridInstantMessage im)
242 {
243 if (m_logData.Count < 20)
244 {
245 // Restart the log write timer
246 m_logTimer.Stop();
247 }
248 if (!m_logTimer.Enabled)
249 m_logTimer.Start();
250
251 lock (m_logData)
252 {
253 m_logData.Add(im);
254 }
255 }
256
257 private void LogTimerElapsed(object source, ElapsedEventArgs e)
258 {
259 lock (m_logData)
260 {
261 if (m_restUrl != String.Empty && m_logData.Count > 0)
262 {
263 bool success = SynchronousRestObjectRequester.MakeRequest<List<GridInstantMessage>, bool>("POST", m_restUrl + "/LogMessages/", m_logData);
264 if (!success)
265 m_log.ErrorFormat("[INSTANT MESSAGE]: Failed to save log data");
266 }
267 m_logData.Clear();
268 }
269 }
203 } 270 }
204} 271}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 0dad3c4..6064ddc 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 49
50 private bool m_Enabled = false; 50 private bool m_Enabled = false;
51 protected string m_MessageKey = String.Empty;
51 protected List<Scene> m_Scenes = new List<Scene>(); 52 protected List<Scene> m_Scenes = new List<Scene>();
52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 53 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
53 54
@@ -67,14 +68,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
67 public virtual void Initialise(IConfigSource config) 68 public virtual void Initialise(IConfigSource config)
68 { 69 {
69 IConfig cnf = config.Configs["Messaging"]; 70 IConfig cnf = config.Configs["Messaging"];
70 if (cnf != null && cnf.GetString( 71 if (cnf != null)
71 "MessageTransferModule", "MessageTransferModule") !=
72 "MessageTransferModule")
73 { 72 {
74 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 73 if (cnf.GetString("MessageTransferModule",
75 return; 74 "MessageTransferModule") != "MessageTransferModule")
76 } 75 {
76 return;
77 }
77 78
79 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
80 }
81 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
78 m_Enabled = true; 82 m_Enabled = true;
79 } 83 }
80 84
@@ -244,6 +248,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
244 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 248 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
245 && requestData.ContainsKey("binary_bucket")) 249 && requestData.ContainsKey("binary_bucket"))
246 { 250 {
251 if (m_MessageKey != String.Empty)
252 {
253 XmlRpcResponse error_resp = new XmlRpcResponse();
254 Hashtable error_respdata = new Hashtable();
255 error_respdata["success"] = "FALSE";
256 error_resp.Value = error_respdata;
257
258 if (!requestData.Contains("message_key"))
259 return error_resp;
260 if (m_MessageKey != (string)requestData["message_key"])
261 return error_resp;
262 }
263
247 // Do the easy way of validating the UUIDs 264 // Do the easy way of validating the UUIDs
248 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 265 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
249 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 266 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -420,24 +437,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
420 return resp; 437 return resp;
421 } 438 }
422 439
423 /// <summary> 440 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
424 /// delegate for sending a grid instant message asynchronously
425 /// </summary>
426 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
427 441
428 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 442 private class GIM {
429 { 443 public GridInstantMessage im;
430 GridInstantMessageDelegate icon = 444 public MessageResultNotification result;
431 (GridInstantMessageDelegate)iar.AsyncState; 445 };
432 icon.EndInvoke(iar);
433 }
434 446
447 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
448 private int numInstantMessageThreads = 0;
435 449
436 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 450 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
437 { 451 {
438 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 452 lock (pendingInstantMessages) {
453 if (numInstantMessageThreads >= 4) {
454 GIM gim = new GIM();
455 gim.im = im;
456 gim.result = result;
457 pendingInstantMessages.Enqueue(gim);
458 } else {
459 ++ numInstantMessageThreads;
460 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
461 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
462 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
463 }
464 }
465 }
439 466
440 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 467 private void GridInstantMessageCompleted(IAsyncResult iar)
468 {
469 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
470 d.EndInvoke(iar);
441 } 471 }
442 472
443 /// <summary> 473 /// <summary>
@@ -452,8 +482,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
452 /// Pass in 0 the first time this method is called. It will be called recursively with the last 482 /// Pass in 0 the first time this method is called. It will be called recursively with the last
453 /// regionhandle tried 483 /// regionhandle tried
454 /// </param> 484 /// </param>
455 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 485 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
456 { 486 {
487 GIM gim;
488 do {
489 try {
490 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
491 } catch (Exception e) {
492 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
493 }
494 lock (pendingInstantMessages) {
495 if (pendingInstantMessages.Count > 0) {
496 gim = pendingInstantMessages.Dequeue();
497 im = gim.im;
498 result = gim.result;
499 } else {
500 gim = null;
501 -- numInstantMessageThreads;
502 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
503 }
504 }
505 } while (gim != null);
506 }
507 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
508 {
509
457 UUID toAgentID = new UUID(im.toAgentID); 510 UUID toAgentID = new UUID(im.toAgentID);
458 511
459 PresenceInfo upd = null; 512 PresenceInfo upd = null;
@@ -520,7 +573,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
520 573
521 if (upd != null) 574 if (upd != null)
522 { 575 {
523 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 576 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
524 upd.RegionID); 577 upd.RegionID);
525 if (reginfo != null) 578 if (reginfo != null)
526 { 579 {
@@ -669,6 +722,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
669 gim["position_z"] = msg.Position.Z.ToString(); 722 gim["position_z"] = msg.Position.Z.ToString();
670 gim["region_id"] = msg.RegionID.ToString(); 723 gim["region_id"] = msg.RegionID.ToString();
671 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 724 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
725 if (m_MessageKey != String.Empty)
726 gim["message_key"] = m_MessageKey;
672 return gim; 727 return gim;
673 } 728 }
674 729
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index de25048..b27b07d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -171,7 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
171 171
172 private void RetrieveInstantMessages(IClientAPI client) 172 private void RetrieveInstantMessages(IClientAPI client)
173 { 173 {
174 if (m_RestURL != "") 174 if (m_RestURL == String.Empty)
175 {
176 return;
177 }
178 else
175 { 179 {
176 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 180 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
177 181
@@ -179,22 +183,25 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
179 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 183 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 184 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 185
182 if (msglist == null) 186 if (msglist != null)
183 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
184
185 foreach (GridInstantMessage im in msglist)
186 { 187 {
187 // client.SendInstantMessage(im); 188 foreach (GridInstantMessage im in msglist)
188 189 {
189 // Send through scene event manager so all modules get a chance 190 // client.SendInstantMessage(im);
190 // to look at this message before it gets delivered. 191
191 // 192 // Send through scene event manager so all modules get a chance
192 // Needed for proper state management for stored group 193 // to look at this message before it gets delivered.
193 // invitations 194 //
194 // 195 // Needed for proper state management for stored group
195 Scene s = FindScene(client.AgentId); 196 // invitations
196 if (s != null) 197 //
197 s.EventManager.TriggerIncomingInstantMessage(im); 198
199 im.offline = 1;
200
201 Scene s = FindScene(client.AgentId);
202 if (s != null)
203 s.EventManager.TriggerIncomingInstantMessage(im);
204 }
198 } 205 }
199 } 206 }
200 } 207 }
@@ -205,24 +212,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 212 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
206 im.dialog != (byte)InstantMessageDialog.GroupNotice && 213 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
207 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 214 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
208 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 215 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
216 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
209 { 217 {
210 return; 218 return;
211 } 219 }
212 220
213 if (!m_ForwardOfflineGroupMessages)
214 {
215 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
216 im.dialog != (byte)InstantMessageDialog.GroupInvitation)
217 return;
218 }
219
220 Scene scene = FindScene(new UUID(im.fromAgentID)); 221 Scene scene = FindScene(new UUID(im.fromAgentID));
221 if (scene == null) 222 if (scene == null)
222 scene = m_SceneList[0]; 223 scene = m_SceneList[0];
223 224
224 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 225 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
225 "POST", m_RestURL+"/SaveMessage/", im); 226 "POST", m_RestURL+"/SaveMessage/?scope=" +
227 scene.RegionInfo.ScopeID.ToString(), im);
226 228
227 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 229 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
228 { 230 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index ee10d04..0833154 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -635,4 +635,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
635 m_assetsLoaded = true; 635 m_assetsLoaded = true;
636 } 636 }
637 } 637 }
638} \ No newline at end of file 638}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 19c774f..80554fb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 0;
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -263,8 +265,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
263 }); 265 });
264 } 266 }
265 } 267 }
266 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
269 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
267 { 270 {
271 UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
272 IInventoryService invService = scene.InventoryService;
273
274 // Special case: folder redirect.
275 // RLV uses this
276 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
277 {
278 InventoryFolderBase folder = new InventoryFolderBase(inventoryID, client.AgentId);
279 folder = invService.GetFolder(folder);
280
281 if (folder != null)
282 {
283 if (im.binaryBucket.Length >= 16)
284 {
285 UUID destFolderID = new UUID(im.binaryBucket, 0);
286 if (destFolderID != UUID.Zero)
287 {
288 InventoryFolderBase destFolder = new InventoryFolderBase(destFolderID, client.AgentId);
289 destFolder = invService.GetFolder(destFolder);
290 if (destFolder != null)
291 {
292 if (folder.ParentID != destFolder.ID)
293 {
294 folder.ParentID = destFolder.ID;
295 invService.MoveFolder(folder);
296 client.SendBulkUpdateInventory(folder);
297 }
298 }
299 }
300 }
301 }
302 }
303
268 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 304 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
269 305
270 if (user != null) // Local 306 if (user != null) // Local
@@ -274,30 +310,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
274 else 310 else
275 { 311 {
276 if (m_TransferModule != null) 312 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 313 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
278
279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
281 // instead it appears to cause two copies of an accepted folder for the receiving user in
282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
283
284// // Send BulkUpdateInventory
285// IInventoryService invService = scene.InventoryService;
286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
297 });
298 } 314 }
299 } 315 }
300 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) 316 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
317 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
301 { 318 {
302 // Here, the recipient is local and we can assume that the 319 // Here, the recipient is local and we can assume that the
303 // inventory is loaded. Courtesy of the above bulk update, 320 // inventory is loaded. Courtesy of the above bulk update,
@@ -333,6 +350,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
333 { 350 {
334 folder.ParentID = trashFolder.ID; 351 folder.ParentID = trashFolder.ID;
335 invService.MoveFolder(folder); 352 invService.MoveFolder(folder);
353 client.SendBulkUpdateInventory(folder);
336 } 354 }
337 } 355 }
338 356
@@ -433,22 +451,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
433 /// 451 ///
434 /// </summary> 452 /// </summary>
435 /// <param name="msg"></param> 453 /// <param name="msg"></param>
436 private void OnGridInstantMessage(GridInstantMessage msg) 454 private void OnGridInstantMessage(GridInstantMessage im)
437 { 455 {
438 // Check if this is ours to handle 456 // Check if this is ours to handle
439 // 457 //
440 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 458 Scene scene = FindClientScene(new UUID(im.toAgentID));
441 459
442 if (scene == null) 460 if (scene == null)
443 return; 461 return;
444 462
445 // Find agent to deliver to 463 // Find agent to deliver to
446 // 464 //
447 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 465 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
466 if (user == null)
467 return;
468
469 // This requires a little bit of processing because we have to make the
470 // new item visible in the recipient's inventory here
471 //
472 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
473 {
474 if (im.binaryBucket.Length < 17) // Invalid
475 return;
476
477 UUID recipientID = new UUID(im.toAgentID);
478
479 // First byte is the asset type
480 AssetType assetType = (AssetType)im.binaryBucket[0];
481
482 if (AssetType.Folder == assetType)
483 {
484 UUID folderID = new UUID(im.binaryBucket, 1);
448 485
449 // Just forward to local handling 486 InventoryFolderBase given =
450 OnInstantMessage(user.ControllingClient, msg); 487 new InventoryFolderBase(folderID, recipientID);
488 InventoryFolderBase folder =
489 scene.InventoryService.GetFolder(given);
451 490
491 if (folder != null)
492 user.ControllingClient.SendBulkUpdateInventory(folder);
493 }
494 else
495 {
496 UUID itemID = new UUID(im.binaryBucket, 1);
497
498 InventoryItemBase given =
499 new InventoryItemBase(itemID, recipientID);
500 InventoryItemBase item =
501 scene.InventoryService.GetItem(given);
502
503 if (item != null)
504 {
505 user.ControllingClient.SendBulkUpdateInventory(item);
506 }
507 }
508 user.ControllingClient.SendInstantMessage(im);
509 }
510 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
511 {
512 if (im.binaryBucket.Length < 1) // Invalid
513 return;
514
515 UUID recipientID = new UUID(im.toAgentID);
516
517 // Bucket is the asset type
518 AssetType assetType = (AssetType)im.binaryBucket[0];
519
520 if (AssetType.Folder == assetType)
521 {
522 UUID folderID = new UUID(im.imSessionID);
523
524 InventoryFolderBase given =
525 new InventoryFolderBase(folderID, recipientID);
526 InventoryFolderBase folder =
527 scene.InventoryService.GetFolder(given);
528
529 if (folder != null)
530 user.ControllingClient.SendBulkUpdateInventory(folder);
531 }
532 else
533 {
534 UUID itemID = new UUID(im.imSessionID);
535
536 InventoryItemBase given =
537 new InventoryItemBase(itemID, recipientID);
538 InventoryItemBase item =
539 scene.InventoryService.GetItem(given);
540
541 if (item != null)
542 {
543 user.ControllingClient.SendBulkUpdateInventory(item);
544 }
545 }
546
547 // Fix up binary bucket since this may be 17 chars long here
548 Byte[] bucket = new Byte[1];
549 bucket[0] = im.binaryBucket[0];
550 im.binaryBucket = bucket;
551
552 user.ControllingClient.SendInstantMessage(im);
553 }
554 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
555 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
556 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
557 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
558 {
559 user.ControllingClient.SendInstantMessage(im);
560 }
452 } 561 }
453 } 562 }
454} 563}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index 2d4cffd..a889984 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -161,16 +161,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
161 scene.RegionInfo.RegionHandle, 161 scene.RegionInfo.RegionHandle,
162 (uint)presence.AbsolutePosition.X, 162 (uint)presence.AbsolutePosition.X,
163 (uint)presence.AbsolutePosition.Y, 163 (uint)presence.AbsolutePosition.Y,
164 (uint)Math.Ceiling(presence.AbsolutePosition.Z)); 164 (uint)presence.AbsolutePosition.Z + 2);
165 165
166 m_log.DebugFormat("TP invite with message {0}", message); 166 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
167
168 GridInstantMessage m;
169
170 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
171 {
172 m = new GridInstantMessage(scene, client.AgentId,
173 client.FirstName+" "+client.LastName, targetid,
174 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
175 message, dest, false, presence.AbsolutePosition,
176 new Byte[0]);
177 }
178 else
179 {
180 m = new GridInstantMessage(scene, client.AgentId,
181 client.FirstName+" "+client.LastName, targetid,
182 (byte)InstantMessageDialog.RequestTeleport, false,
183 message, dest, false, presence.AbsolutePosition,
184 new Byte[0]);
185 }
167 186
168 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
169 client.FirstName+" "+client.LastName, targetid,
170 (byte)InstantMessageDialog.RequestTeleport, false,
171 message, dest, false, presence.AbsolutePosition,
172 new Byte[0]);
173
174 if (m_TransferModule != null) 187 if (m_TransferModule != null)
175 { 188 {
176 m_TransferModule.SendInstantMessage(m, 189 m_TransferModule.SendInstantMessage(m,
@@ -205,7 +218,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
205 { 218 {
206 // Forward remote teleport requests 219 // Forward remote teleport requests
207 // 220 //
208 if (msg.dialog != 22) 221 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
222 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
209 return; 223 return;
210 224
211 if (m_TransferModule != null) 225 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 4ea85a8..dbe75b5 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -102,7 +102,8 @@ namespace OpenSim.Region.CoreModules.Framework
102 102
103 public void CreateCaps(UUID agentId) 103 public void CreateCaps(UUID agentId)
104 { 104 {
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 105 int flags = m_scene.GetUserFlags(agentId);
106 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
106 return; 107 return;
107 108
108 String capsObjectPath = GetCapsPath(agentId); 109 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index a36d0fe..903009e 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -129,7 +129,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
129 129
130 protected virtual void OnNewClient(IClientAPI client) 130 protected virtual void OnNewClient(IClientAPI client)
131 { 131 {
132 client.OnTeleportHomeRequest += TeleportHome; 132 client.OnTeleportHomeRequest += TriggerTeleportHome;
133 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 133 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
134 } 134 }
135 135
@@ -212,6 +212,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
212 sp.ControllingClient.SendTeleportStart(teleportFlags); 212 sp.ControllingClient.SendTeleportStart(teleportFlags);
213 213
214 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 214 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
215 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
215 sp.Velocity = Vector3.Zero; 216 sp.Velocity = Vector3.Zero;
216 sp.Teleport(position); 217 sp.Teleport(position);
217 218
@@ -337,7 +338,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
337 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 338 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
338 // it's actually doing a lot of work. 339 // it's actually doing a lot of work.
339 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 340 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
340 if (endPoint.Address != null) 341 if (endPoint != null && endPoint.Address != null)
341 { 342 {
342 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 343 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
343 // both regions 344 // both regions
@@ -654,7 +655,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
654 655
655 #region Teleport Home 656 #region Teleport Home
656 657
657 public virtual void TeleportHome(UUID id, IClientAPI client) 658 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
659 {
660 TeleportHome(id, client);
661 }
662
663 public virtual bool TeleportHome(UUID id, IClientAPI client)
658 { 664 {
659 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 665 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
660 666
@@ -663,12 +669,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
663 669
664 if (uinfo != null) 670 if (uinfo != null)
665 { 671 {
672 if (uinfo.HomeRegionID == UUID.Zero)
673 {
674 // can't find the Home region: Tell viewer and abort
675 client.SendTeleportFailed("You don't have a home position set.");
676 return false;
677 }
666 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 678 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
667 if (regionInfo == null) 679 if (regionInfo == null)
668 { 680 {
669 // can't find the Home region: Tell viewer and abort 681 // can't find the Home region: Tell viewer and abort
670 client.SendTeleportFailed("Your home region could not be found."); 682 client.SendTeleportFailed("Your home region could not be found.");
671 return; 683 return false;
672 } 684 }
673 685
674 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 686 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -679,6 +691,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
679 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 691 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
680 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 692 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
681 } 693 }
694 else
695 {
696 // can't find the Home region: Tell viewer and abort
697 client.SendTeleportFailed("Your home region could not be found.");
698 return false;
699 }
700 return true;
682 } 701 }
683 702
684 #endregion 703 #endregion
@@ -686,11 +705,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
686 705
687 #region Agent Crossings 706 #region Agent Crossings
688 707
689 public bool Cross(ScenePresence agent, bool isFlying) 708 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
690 { 709 {
691 Scene scene = agent.Scene; 710 version = String.Empty;
692 Vector3 pos = agent.AbsolutePosition; 711 newpos = new Vector3(pos.X, pos.Y, pos.Z);
693 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
694 uint neighbourx = scene.RegionInfo.RegionLocX; 712 uint neighbourx = scene.RegionInfo.RegionLocX;
695 uint neighboury = scene.RegionInfo.RegionLocY; 713 uint neighboury = scene.RegionInfo.RegionLocY;
696 const float boundaryDistance = 1.7f; 714 const float boundaryDistance = 1.7f;
@@ -711,53 +729,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
711 } 729 }
712 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 730 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
713 { 731 {
714 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 732 neighboury--;
715 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 733 newpos.Y = Constants.RegionSize - enterDistance;
716 {
717 neighboury--;
718 newpos.Y = Constants.RegionSize - enterDistance;
719 }
720 else
721 {
722 agent.IsInTransit = true;
723
724 neighboury = b.TriggerRegionY;
725 neighbourx = b.TriggerRegionX;
726
727 Vector3 newposition = pos;
728 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
729 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
730 agent.ControllingClient.SendAgentAlertMessage(
731 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
732 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
733 return true;
734 }
735 }
736
737 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
738 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
739 {
740 neighbourx--;
741 newpos.X = Constants.RegionSize - enterDistance;
742 } 734 }
743 else
744 {
745 agent.IsInTransit = true;
746
747 neighboury = ba.TriggerRegionY;
748 neighbourx = ba.TriggerRegionX;
749
750
751 Vector3 newposition = pos;
752 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
753 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
754 agent.ControllingClient.SendAgentAlertMessage(
755 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
756 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
757
758 735
759 return true; 736 neighbourx--;
760 } 737 newpos.X = Constants.RegionSize - enterDistance;
761 738
762 } 739 }
763 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 740 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
@@ -768,26 +745,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
768 745
769 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 746 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
770 { 747 {
771 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 748 neighboury--;
772 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 749 newpos.Y = Constants.RegionSize - enterDistance;
773 {
774 neighboury--;
775 newpos.Y = Constants.RegionSize - enterDistance;
776 }
777 else
778 {
779 agent.IsInTransit = true;
780
781 neighboury = ba.TriggerRegionY;
782 neighbourx = ba.TriggerRegionX;
783 Vector3 newposition = pos;
784 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
785 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
786 agent.ControllingClient.SendAgentAlertMessage(
787 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
788 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
789 return true;
790 }
791 } 750 }
792 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 751 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
793 { 752 {
@@ -795,35 +754,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
795 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize); 754 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
796 newpos.Y = enterDistance; 755 newpos.Y = enterDistance;
797 } 756 }
798
799
800 } 757 }
801 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 758 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
802 { 759 {
803 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 760 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
804 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 761 neighboury--;
805 { 762 newpos.Y = Constants.RegionSize - enterDistance;
806 neighboury--;
807 newpos.Y = Constants.RegionSize - enterDistance;
808 }
809 else
810 {
811 agent.IsInTransit = true;
812
813 neighboury = b.TriggerRegionY;
814 neighbourx = b.TriggerRegionX;
815 Vector3 newposition = pos;
816 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
817 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
818 agent.ControllingClient.SendAgentAlertMessage(
819 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
820 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
821 return true;
822 }
823 } 763 }
824 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 764 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
825 { 765 {
826
827 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N); 766 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
828 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); 767 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
829 newpos.Y = enterDistance; 768 newpos.Y = enterDistance;
@@ -854,19 +793,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
854 } 793 }
855 */ 794 */
856 795
857 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 796 xDest = neighbourx;
797 yDest = neighboury;
858 798
859 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 799 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
860 800
801 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
802
861 ExpiringCache<ulong, DateTime> r; 803 ExpiringCache<ulong, DateTime> r;
862 DateTime banUntil; 804 DateTime banUntil;
863 805
864 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 806 if (m_bannedRegions.TryGetValue(agentID, out r))
865 { 807 {
866 if (r.TryGetValue(neighbourHandle, out banUntil)) 808 if (r.TryGetValue(neighbourHandle, out banUntil))
867 { 809 {
868 if (DateTime.Now < banUntil) 810 if (DateTime.Now < banUntil)
869 return false; 811 return null;
870 r.Remove(neighbourHandle); 812 r.Remove(neighbourHandle);
871 } 813 }
872 } 814 }
@@ -878,28 +820,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
878 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 820 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
879 821
880 string reason; 822 string reason;
881 string version; 823 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
882 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
883 { 824 {
884 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
885 if (r == null) 825 if (r == null)
886 { 826 {
887 r = new ExpiringCache<ulong, DateTime>(); 827 r = new ExpiringCache<ulong, DateTime>();
888 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 828 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
889 829
890 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 830 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
891 } 831 }
892 else 832 else
893 { 833 {
894 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 834 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
895 } 835 }
836 return null;
837 }
838
839 return neighbourRegion;
840 }
841
842 public bool Cross(ScenePresence agent, bool isFlying)
843 {
844 uint x;
845 uint y;
846 Vector3 newpos;
847 string version;
848
849 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
850 if (neighbourRegion == null)
851 {
852 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
896 return false; 853 return false;
897 } 854 }
898 855
899 agent.IsInTransit = true; 856 agent.IsInTransit = true;
900 857
901 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 858 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
902 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 859 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
903 860
904 return true; 861 return true;
905 } 862 }
@@ -956,13 +913,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
956 icon.EndInvoke(iar); 913 icon.EndInvoke(iar);
957 } 914 }
958 915
959 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
960
961 /// <summary> 916 /// <summary>
962 /// This Closes child agents on neighbouring regions 917 /// This Closes child agents on neighbouring regions
963 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 918 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
964 /// </summary> 919 /// </summary>
965 protected ScenePresence CrossAgentToNewRegionAsync( 920 public ScenePresence CrossAgentToNewRegionAsync(
966 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 921 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
967 bool isFlying, string version) 922 bool isFlying, string version)
968 { 923 {
@@ -1151,10 +1106,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1151 agent.Id0 = currentAgentCircuit.Id0; 1106 agent.Id0 = currentAgentCircuit.Id0;
1152 } 1107 }
1153 1108
1154 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1109 IPEndPoint external = region.ExternalEndPoint;
1155 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1110 if (external != null)
1111 {
1112 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1113 d.BeginInvoke(sp, agent, region, external, true,
1156 InformClientOfNeighbourCompleted, 1114 InformClientOfNeighbourCompleted,
1157 d); 1115 d);
1116 }
1158 } 1117 }
1159 #endregion 1118 #endregion
1160 1119
@@ -1404,8 +1363,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1404 1363
1405 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1364 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1406 } 1365 }
1407 if (!regionAccepted)
1408 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1409 } 1366 }
1410 1367
1411 /// <summary> 1368 /// <summary>
@@ -1734,27 +1691,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1734 Utils.LongToUInts(newRegionHandle, out x, out y); 1691 Utils.LongToUInts(newRegionHandle, out x, out y);
1735 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1692 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1736 1693
1737 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1694 if (destination != null)
1738 { 1695 {
1739 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1696 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1697 return; // we did it
1698 }
1740 1699
1741 // We are going to move the object back to the old position so long as the old position 1700 // no one or failed lets go back and tell physics to go on
1742 // is in the region 1701 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1743 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1702 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1744 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1703 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1745 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1746 1704
1747 grp.RootPart.GroupPosition = oldGroupPosition; 1705 grp.AbsolutePosition = oldGroupPosition;
1706 grp.Velocity = Vector3.Zero;
1748 1707
1749 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1708 if (grp.RootPart.PhysActor != null)
1750 // move out of the region creating an infinite loop of failed attempts to cross 1709 grp.RootPart.PhysActor.CrossingFailure();
1751 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1752 1710
1753 grp.ScheduleGroupForFullUpdate(); 1711 grp.ScheduleGroupForFullUpdate();
1754 }
1755 } 1712 }
1756 1713
1757 1714
1715
1758 /// <summary> 1716 /// <summary>
1759 /// Move the given scene object into a new region 1717 /// Move the given scene object into a new region
1760 /// </summary> 1718 /// </summary>
@@ -1811,7 +1769,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1811 { 1769 {
1812 PhysicsActor pa = grp.RootPart.PhysActor; 1770 PhysicsActor pa = grp.RootPart.PhysActor;
1813 if (pa != null) 1771 if (pa != null)
1772 {
1814 pa.CrossingFailure(); 1773 pa.CrossingFailure();
1774 if (grp.RootPart.KeyframeMotion != null)
1775 {
1776 grp.RootPart.Velocity = Vector3.Zero;
1777 grp.RootPart.KeyframeMotion.CrossingFailure();
1778 grp.SendGroupRootTerseUpdate();
1779 }
1780 }
1815 } 1781 }
1816 1782
1817 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 1783 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 634fb43..93c5773 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -90,7 +90,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
90 90
91 protected override void OnNewClient(IClientAPI client) 91 protected override void OnNewClient(IClientAPI client)
92 { 92 {
93 client.OnTeleportHomeRequest += TeleportHome; 93 client.OnTeleportHomeRequest += TriggerTeleportHome;
94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
96 } 96 }
@@ -199,7 +199,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
199 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout); 199 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout);
200 } 200 }
201 201
202 public override void TeleportHome(UUID id, IClientAPI client) 202 public void TriggerTeleportHome(UUID id, IClientAPI client)
203 {
204 TeleportHome(id, client);
205 }
206
207 public override bool TeleportHome(UUID id, IClientAPI client)
203 { 208 {
204 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 209 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
205 210
@@ -209,8 +214,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
209 { 214 {
210 // local grid user 215 // local grid user
211 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 216 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
212 base.TeleportHome(id, client); 217 return base.TeleportHome(id, client);
213 return;
214 } 218 }
215 219
216 // Foreign user wants to go home 220 // Foreign user wants to go home
@@ -220,7 +224,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
220 { 224 {
221 client.SendTeleportFailed("Your information has been lost"); 225 client.SendTeleportFailed("Your information has been lost");
222 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 226 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
223 return; 227 return false;
224 } 228 }
225 229
226 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 230 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -230,7 +234,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
230 { 234 {
231 client.SendTeleportFailed("Your home region could not be found"); 235 client.SendTeleportFailed("Your home region could not be found");
232 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 236 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
233 return; 237 return false;
234 } 238 }
235 239
236 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 240 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -238,7 +242,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
238 { 242 {
239 client.SendTeleportFailed("Internal error"); 243 client.SendTeleportFailed("Internal error");
240 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 244 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
241 return; 245 return false;
242 } 246 }
243 247
244 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 248 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -248,6 +252,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
248 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 252 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
249 253
250 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 254 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
255 return true;
251 } 256 }
252 257
253 /// <summary> 258 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 8171487..f41e89e 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -355,6 +355,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
355 355
356 foreach (SceneObjectGroup objectGroup in objlist) 356 foreach (SceneObjectGroup objectGroup in objlist)
357 { 357 {
358 if (objectGroup.RootPart.KeyframeMotion != null)
359 objectGroup.RootPart.KeyframeMotion.Stop();
360 objectGroup.RootPart.SetForce(Vector3.Zero);
361 objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
362 objectGroup.RootPart.KeyframeMotion = null;
363
358 Vector3 inventoryStoredPosition = new Vector3 364 Vector3 inventoryStoredPosition = new Vector3
359 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) 365 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
360 ? 250 366 ? 250
@@ -367,6 +373,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
367 373
368 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 374 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
369 375
376 // Restore attachment data after trip through the sim
377 if (objectGroup.RootPart.AttachPoint > 0)
378 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
379 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
380
370 objectGroup.AbsolutePosition = inventoryStoredPosition; 381 objectGroup.AbsolutePosition = inventoryStoredPosition;
371 382
372 // Make sure all bits but the ones we want are clear 383 // Make sure all bits but the ones we want are clear
@@ -476,8 +487,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
476 IClientAPI remoteClient) 487 IClientAPI remoteClient)
477 { 488 {
478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 489 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
490 // For the porposes of inventory, an object is modify if the prims
491 // are modify. This allows renaming an object that contains no
492 // mod items.
479 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 493 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
480 effectivePerms &= grp.GetEffectivePermissions(); 494 {
495 uint groupPerms = grp.GetEffectivePermissions(true);
496 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
497 groupPerms |= (uint)PermissionMask.Modify;
498
499 effectivePerms &= groupPerms;
500 }
481 effectivePerms |= (uint)PermissionMask.Move; 501 effectivePerms |= (uint)PermissionMask.Move;
482 502
483 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 503 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -657,7 +677,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
657 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 677 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
658 { 678 {
659 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); 679 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
660 folder = m_Scene.InventoryService.GetFolder(f); 680 if (f != null)
681 folder = m_Scene.InventoryService.GetFolder(f);
661 } 682 }
662 } 683 }
663 684
@@ -687,15 +708,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
687 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 708 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
688 { 709 {
689// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 710// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
690
691 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 711 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
692 item = m_Scene.InventoryService.GetItem(item); 712 item = m_Scene.InventoryService.GetItem(item);
693 713
694 if (item == null) 714 if (item == null)
695 { 715 {
696 m_log.WarnFormat(
697 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
698 itemID, remoteClient.Name);
699 716
700 return null; 717 return null;
701 } 718 }
@@ -747,6 +764,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
747 if (e == null || attachment) // Single 764 if (e == null || attachment) // Single
748 { 765 {
749 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 766 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
767 if (!attachment)
768 {
769 g.RootPart.AttachPoint = g.RootPart.Shape.State;
770 g.RootPart.AttachOffset = g.AbsolutePosition;
771 g.RootPart.Shape.State = 0;
772 }
750 773
751 objlist.Add(g); 774 objlist.Add(g);
752 veclist.Add(new Vector3(0, 0, 0)); 775 veclist.Add(new Vector3(0, 0, 0));
@@ -776,6 +799,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
776 foreach (XmlNode n in groups) 799 foreach (XmlNode n in groups)
777 { 800 {
778 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 801 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
802 g.RootPart.AttachPoint = g.RootPart.Shape.State;
803 g.RootPart.AttachOffset = g.AbsolutePosition;
804 g.RootPart.Shape.State = 0;
779 805
780 objlist.Add(g); 806 objlist.Add(g);
781 XmlElement el = (XmlElement)n; 807 XmlElement el = (XmlElement)n;
@@ -795,12 +821,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
795 } 821 }
796 } 822 }
797 823
824 int primcount = 0;
825 foreach (SceneObjectGroup g in objlist)
826 primcount += g.PrimCount;
827
828 if (!m_Scene.Permissions.CanRezObject(
829 primcount, remoteClient.AgentId, pos)
830 && !attachment)
831 {
832 // The client operates in no fail mode. It will
833 // have already removed the item from the folder
834 // if it's no copy.
835 // Put it back if it's not an attachment
836 //
837 if (item != null)
838 {
839 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
840 remoteClient.SendBulkUpdateInventory(item);
841 }
842
843 return null;
844 }
845
798 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 846 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
799 return null; 847 return null;
800 848
801 for (int i = 0; i < objlist.Count; i++) 849 for (int i = 0; i < objlist.Count; i++)
802 { 850 {
803 group = objlist[i]; 851 group = objlist[i];
852 SceneObjectPart rootPart = group.RootPart;
804 853
805// m_log.DebugFormat( 854// m_log.DebugFormat(
806// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 855// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -861,8 +910,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
861 910
862 if (!attachment) 911 if (!attachment)
863 { 912 {
864 SceneObjectPart rootPart = group.RootPart;
865
866 if (rootPart.Shape.PCode == (byte)PCode.Prim) 913 if (rootPart.Shape.PCode == (byte)PCode.Prim)
867 group.ClearPartAttachmentData(); 914 group.ClearPartAttachmentData();
868 915
@@ -880,6 +927,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
880// remoteClient.Name); 927// remoteClient.Name);
881 } 928 }
882 929
930 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
931
883 if (item != null) 932 if (item != null)
884 DoPostRezWhenFromItem(item, attachment); 933 DoPostRezWhenFromItem(item, attachment);
885 934
@@ -958,8 +1007,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
958 { 1007 {
959 rootPart.Name = item.Name; 1008 rootPart.Name = item.Name;
960 rootPart.Description = item.Description; 1009 rootPart.Description = item.Description;
961 rootPart.ObjectSaleType = item.SaleType; 1010 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
962 rootPart.SalePrice = item.SalePrice; 1011 {
1012 rootPart.ObjectSaleType = item.SaleType;
1013 rootPart.SalePrice = item.SalePrice;
1014 }
963 } 1015 }
964 1016
965 so.FromFolderID = item.Folder; 1017 so.FromFolderID = item.Folder;
@@ -968,7 +1020,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
968// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 1020// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
969 1021
970 if ((rootPart.OwnerID != item.Owner) || 1022 if ((rootPart.OwnerID != item.Owner) ||
971 (item.CurrentPermissions & 16) != 0) 1023 (item.CurrentPermissions & 16) != 0 ||
1024 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
972 { 1025 {
973 //Need to kill the for sale here 1026 //Need to kill the for sale here
974 rootPart.ObjectSaleType = 0; 1027 rootPart.ObjectSaleType = 0;
@@ -978,31 +1031,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
978 { 1031 {
979 foreach (SceneObjectPart part in so.Parts) 1032 foreach (SceneObjectPart part in so.Parts)
980 { 1033 {
981 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
982 {
983 part.EveryoneMask = item.EveryOnePermissions;
984 part.NextOwnerMask = item.NextPermissions;
985 }
986 part.GroupMask = 0; // DO NOT propagate here 1034 part.GroupMask = 0; // DO NOT propagate here
1035
1036 part.LastOwnerID = part.OwnerID;
1037 part.OwnerID = item.Owner;
1038 part.Inventory.ChangeInventoryOwner(item.Owner);
987 } 1039 }
988 1040
989 so.ApplyNextOwnerPermissions(); 1041 so.ApplyNextOwnerPermissions();
1042
1043 // In case the user has changed flags on a received item
1044 // we have to apply those changes after the slam. Else we
1045 // get a net loss of permissions
1046 foreach (SceneObjectPart part in so.Parts)
1047 {
1048 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1049 {
1050 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1051 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1052 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1053 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1054 }
1055 }
990 } 1056 }
991 } 1057 }
992 1058 else
993 foreach (SceneObjectPart part in so.Parts)
994 { 1059 {
995 part.FromUserInventoryItemID = fromUserInventoryItemId; 1060 foreach (SceneObjectPart part in so.Parts)
996
997 if ((part.OwnerID != item.Owner) ||
998 (item.CurrentPermissions & 16) != 0)
999 { 1061 {
1000 part.Inventory.ChangeInventoryOwner(item.Owner); 1062 part.FromUserInventoryItemID = fromUserInventoryItemId;
1001 part.GroupMask = 0; // DO NOT propagate here 1063
1064 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1065 part.EveryoneMask = item.EveryOnePermissions;
1066 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1067 part.NextOwnerMask = item.NextPermissions;
1068 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1069 part.GroupMask = item.GroupPermissions;
1002 } 1070 }
1003
1004 part.EveryoneMask = item.EveryOnePermissions;
1005 part.NextOwnerMask = item.NextPermissions;
1006 } 1071 }
1007 1072
1008 rootPart.TrimPermissions(); 1073 rootPart.TrimPermissions();
@@ -1140,4 +1205,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1140 1205
1141 #endregion 1206 #endregion
1142 } 1207 }
1143} \ No newline at end of file 1208}
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index 16cbbf5..f49641f 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -170,7 +170,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
170 170
171 private void EventManager_OnMakeRootAgent(ScenePresence presence) 171 private void EventManager_OnMakeRootAgent(ScenePresence presence)
172 { 172 {
173 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 173 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
174 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
174 SendProfileToClient(presence.ControllingClient); 175 SendProfileToClient(presence.ControllingClient);
175 } 176 }
176 177
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index d328eb3..9dac6b9 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -382,6 +382,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
382 try 382 try
383 { 383 {
384 Request = (HttpWebRequest) WebRequest.Create(Url); 384 Request = (HttpWebRequest) WebRequest.Create(Url);
385
386 //This works around some buggy HTTP Servers like Lighttpd
387 Request.ServicePoint.Expect100Continue = false;
388
385 Request.Method = HttpMethod; 389 Request.Method = HttpMethod;
386 Request.ContentType = HttpMIMEType; 390 Request.ContentType = HttpMIMEType;
387 391
@@ -458,15 +462,36 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
458 462
459 // continue building the string 463 // continue building the string
460 sb.Append(tempString); 464 sb.Append(tempString);
465 if (sb.Length > 2048)
466 break;
461 } 467 }
462 } while (count > 0); // any more data to read? 468 } while (count > 0); // any more data to read?
463 469
464 ResponseBody = sb.ToString(); 470 ResponseBody = sb.ToString().Replace("\r", "");
465 } 471 }
466 catch (Exception e) 472 catch (Exception e)
467 { 473 {
468 Status = (int)OSHttpStatusCode.ClientErrorJoker; 474 if (e is WebException && ((WebException)e).Status == WebExceptionStatus.ProtocolError)
469 ResponseBody = e.Message; 475 {
476 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
477 Status = (int)webRsp.StatusCode;
478 try
479 {
480 using (Stream responseStream = webRsp.GetResponseStream())
481 {
482 ResponseBody = responseStream.GetStreamString();
483 }
484 }
485 catch
486 {
487 ResponseBody = webRsp.StatusDescription;
488 }
489 }
490 else
491 {
492 Status = (int)OSHttpStatusCode.ClientErrorJoker;
493 ResponseBody = e.Message;
494 }
470 495
471 _finished = true; 496 _finished = true;
472 return; 497 return;
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 93e75b3..f4cf6b4 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -61,6 +61,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
61 //public ManualResetEvent ev; 61 //public ManualResetEvent ev;
62 public bool requestDone; 62 public bool requestDone;
63 public int startTime; 63 public int startTime;
64 public bool responseSent;
64 public string uri; 65 public string uri;
65 } 66 }
66 67
@@ -77,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
77 new Dictionary<string, UrlData>(); 78 new Dictionary<string, UrlData>();
78 79
79 80
80 private int m_TotalUrls = 100; 81 private int m_TotalUrls = 5000;
81 82
82 private uint https_port = 0; 83 private uint https_port = 0;
83 private IHttpServer m_HttpServer = null; 84 private IHttpServer m_HttpServer = null;
@@ -157,7 +158,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
157 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 158 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
158 return urlcode; 159 return urlcode;
159 } 160 }
160 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 161 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
161 162
162 UrlData urlData = new UrlData(); 163 UrlData urlData = new UrlData();
163 urlData.hostID = host.UUID; 164 urlData.hostID = host.UUID;
@@ -166,10 +167,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
166 urlData.url = url; 167 urlData.url = url;
167 urlData.urlcode = urlcode; 168 urlData.urlcode = urlcode;
168 urlData.requests = new Dictionary<UUID, RequestData>(); 169 urlData.requests = new Dictionary<UUID, RequestData>();
169 170
170 m_UrlMap[url] = urlData; 171 m_UrlMap[url] = urlData;
171 172
172 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 173 string uri = "/lslhttp/" + urlcode.ToString();
173 174
174 m_HttpServer.AddPollServiceHTTPHandler( 175 m_HttpServer.AddPollServiceHTTPHandler(
175 uri, 176 uri,
@@ -234,9 +235,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
234 return; 235 return;
235 } 236 }
236 237
237 foreach (UUID req in data.requests.Keys) 238 lock (m_RequestMap)
238 m_RequestMap.Remove(req); 239 {
239 240 foreach (UUID req in data.requests.Keys)
241 m_RequestMap.Remove(req);
242 }
243
240 RemoveUrl(data); 244 RemoveUrl(data);
241 m_UrlMap.Remove(url); 245 m_UrlMap.Remove(url);
242 } 246 }
@@ -244,32 +248,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
244 248
245 public void HttpResponse(UUID request, int status, string body) 249 public void HttpResponse(UUID request, int status, string body)
246 { 250 {
247 if (m_RequestMap.ContainsKey(request)) 251 lock (m_RequestMap)
248 {
249 UrlData urlData = m_RequestMap[request];
250 urlData.requests[request].responseCode = status;
251 urlData.requests[request].responseBody = body;
252 //urlData.requests[request].ev.Set();
253 urlData.requests[request].requestDone =true;
254 }
255 else
256 { 252 {
257 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 253 if (m_RequestMap.ContainsKey(request))
254 {
255 UrlData urlData = m_RequestMap[request];
256 if (!urlData.requests[request].responseSent)
257 {
258 urlData.requests[request].responseCode = status;
259 urlData.requests[request].responseBody = body;
260 //urlData.requests[request].ev.Set();
261 urlData.requests[request].requestDone = true;
262 urlData.requests[request].responseSent = true;
263 }
264 }
265 else
266 {
267 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
268 }
258 } 269 }
259 } 270 }
260 271
261 public string GetHttpHeader(UUID requestId, string header) 272 public string GetHttpHeader(UUID requestId, string header)
262 { 273 {
263 if (m_RequestMap.ContainsKey(requestId)) 274 lock (m_RequestMap)
264 {
265 UrlData urlData=m_RequestMap[requestId];
266 string value;
267 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
268 return value;
269 }
270 else
271 { 275 {
272 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 276 if (m_RequestMap.ContainsKey(requestId))
277 {
278 UrlData urlData = m_RequestMap[requestId];
279 string value;
280 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
281 return value;
282 }
283 else
284 {
285 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
286 }
273 } 287 }
274 return String.Empty; 288 return String.Empty;
275 } 289 }
@@ -293,8 +307,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
293 { 307 {
294 RemoveUrl(url.Value); 308 RemoveUrl(url.Value);
295 removeURLs.Add(url.Key); 309 removeURLs.Add(url.Key);
296 foreach (UUID req in url.Value.requests.Keys) 310 lock (m_RequestMap)
297 m_RequestMap.Remove(req); 311 {
312 foreach (UUID req in url.Value.requests.Keys)
313 m_RequestMap.Remove(req);
314 }
298 } 315 }
299 } 316 }
300 317
@@ -315,8 +332,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
315 { 332 {
316 RemoveUrl(url.Value); 333 RemoveUrl(url.Value);
317 removeURLs.Add(url.Key); 334 removeURLs.Add(url.Key);
318 foreach (UUID req in url.Value.requests.Keys) 335 lock (m_RequestMap)
319 m_RequestMap.Remove(req); 336 {
337 foreach (UUID req in url.Value.requests.Keys)
338 m_RequestMap.Remove(req);
339 }
320 } 340 }
321 } 341 }
322 342
@@ -335,14 +355,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
335 { 355 {
336 Hashtable response = new Hashtable(); 356 Hashtable response = new Hashtable();
337 UrlData url; 357 UrlData url;
358 int startTime = 0;
338 lock (m_RequestMap) 359 lock (m_RequestMap)
339 { 360 {
340 if (!m_RequestMap.ContainsKey(requestID)) 361 if (!m_RequestMap.ContainsKey(requestID))
341 return response; 362 return response;
342 url = m_RequestMap[requestID]; 363 url = m_RequestMap[requestID];
364 startTime = url.requests[requestID].startTime;
343 } 365 }
344 366
345 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 367 if (System.Environment.TickCount - startTime > 25000)
346 { 368 {
347 response["int_response_code"] = 500; 369 response["int_response_code"] = 500;
348 response["str_response_string"] = "Script timeout"; 370 response["str_response_string"] = "Script timeout";
@@ -351,9 +373,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
351 response["reusecontext"] = false; 373 response["reusecontext"] = false;
352 374
353 //remove from map 375 //remove from map
354 lock (url) 376 lock (url.requests)
355 { 377 {
356 url.requests.Remove(requestID); 378 url.requests.Remove(requestID);
379 }
380 lock (m_RequestMap)
381 {
357 m_RequestMap.Remove(requestID); 382 m_RequestMap.Remove(requestID);
358 } 383 }
359 384
@@ -375,22 +400,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
375 return false; 400 return false;
376 } 401 }
377 url = m_RequestMap[requestID]; 402 url = m_RequestMap[requestID];
403 }
404 lock (url.requests)
405 {
378 if (!url.requests.ContainsKey(requestID)) 406 if (!url.requests.ContainsKey(requestID))
379 { 407 {
380 return false; 408 return false;
381 } 409 }
410 else
411 {
412 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
413 {
414 return true;
415 }
416 if (url.requests[requestID].requestDone)
417 return true;
418 else
419 return false;
420 }
382 } 421 }
383
384 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
385 {
386 return true;
387 }
388
389 if (url.requests[requestID].requestDone)
390 return true;
391 else
392 return false;
393
394 } 422 }
395 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 423 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
396 { 424 {
@@ -402,9 +430,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
402 if (!m_RequestMap.ContainsKey(requestID)) 430 if (!m_RequestMap.ContainsKey(requestID))
403 return NoEvents(requestID,sessionID); 431 return NoEvents(requestID,sessionID);
404 url = m_RequestMap[requestID]; 432 url = m_RequestMap[requestID];
433 }
434 lock (url.requests)
435 {
405 requestData = url.requests[requestID]; 436 requestData = url.requests[requestID];
406 } 437 }
407 438
408 if (!requestData.requestDone) 439 if (!requestData.requestDone)
409 return NoEvents(requestID,sessionID); 440 return NoEvents(requestID,sessionID);
410 441
@@ -427,14 +458,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
427 response["reusecontext"] = false; 458 response["reusecontext"] = false;
428 459
429 //remove from map 460 //remove from map
430 lock (url) 461 lock (url.requests)
431 { 462 {
432 url.requests.Remove(requestID); 463 url.requests.Remove(requestID);
464 }
465 lock (m_RequestMap)
466 {
433 m_RequestMap.Remove(requestID); 467 m_RequestMap.Remove(requestID);
434 } 468 }
435 469
436 return response; 470 return response;
437 } 471 }
472
438 public void HttpRequestHandler(UUID requestID, Hashtable request) 473 public void HttpRequestHandler(UUID requestID, Hashtable request)
439 { 474 {
440 lock (request) 475 lock (request)
@@ -450,8 +485,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
450 485
451 int pos1 = uri.IndexOf("/");// /lslhttp 486 int pos1 = uri.IndexOf("/");// /lslhttp
452 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 487 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
453 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 488 int pos3 = pos2 + 37; // /lslhttp/urlcode
454 string uri_tmp = uri.Substring(0, pos3 + 1); 489 string uri_tmp = uri.Substring(0, pos3);
455 //HTTP server code doesn't provide us with QueryStrings 490 //HTTP server code doesn't provide us with QueryStrings
456 string pathInfo; 491 string pathInfo;
457 string queryString; 492 string queryString;
@@ -460,10 +495,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
460 pathInfo = uri.Substring(pos3); 495 pathInfo = uri.Substring(pos3);
461 496
462 UrlData url = null; 497 UrlData url = null;
498 string urlkey;
463 if (!is_ssl) 499 if (!is_ssl)
464 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 500 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
501 //m_UrlMap[];
465 else 502 else
466 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 503 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
504
505 if (m_UrlMap.ContainsKey(urlkey))
506 {
507 url = m_UrlMap[urlkey];
508 }
509 else
510 {
511 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
512 }
467 513
468 //for llGetHttpHeader support we need to store original URI here 514 //for llGetHttpHeader support we need to store original URI here
469 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 515 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -493,7 +539,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
493 if (request.ContainsKey(key)) 539 if (request.ContainsKey(key))
494 { 540 {
495 string val = (String)request[key]; 541 string val = (String)request[key];
496 queryString = queryString + key + "=" + val + "&"; 542 if (key != "")
543 {
544 queryString = queryString + key + "=" + val + "&";
545 }
546 else
547 {
548 queryString = queryString + val + "&";
549 }
497 } 550 }
498 } 551 }
499 if (queryString.Length > 1) 552 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
index 6d3ace9..3b862da 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
@@ -93,8 +93,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
93 if (config == null) 93 if (config == null)
94 return; 94 return;
95 95
96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime")); 96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime", "-1"));
97 if (refreshminutes <= 0) 97 if (refreshminutes < 0)
98 { 98 {
99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled."); 99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled.");
100 return; 100 return;
@@ -117,12 +117,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
117 return; 117 return;
118 } 118 }
119 119
120 m_refreshTimer.Enabled = true; 120 if (m_refreshtime > 0)
121 m_refreshTimer.AutoReset = true; 121 {
122 m_refreshTimer.Interval = m_refreshtime; 122 m_refreshTimer.Enabled = true;
123 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh); 123 m_refreshTimer.AutoReset = true;
124 m_refreshTimer.Interval = m_refreshtime;
125 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh);
126 }
124 127
125 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0}min and service object {1}", 128 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0} min and service object {1}",
126 refreshminutes, service); 129 refreshminutes, service);
127 130
128 m_enabled = true; 131 m_enabled = true;
@@ -238,4 +241,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
238 } 241 }
239 } 242 }
240 } 243 }
241} \ No newline at end of file 244}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 85e7e94..6e75692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -271,7 +271,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
271 if (s.RegionInfo.RegionID == destination.RegionID) 271 if (s.RegionInfo.RegionID == destination.RegionID)
272 return s.QueryAccess(id, position, out reason); 272 return s.QueryAccess(id, position, out reason);
273 } 273 }
274 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
275 return false; 274 return false;
276 } 275 }
277 276
@@ -301,10 +300,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 if (s.RegionInfo.RegionID == destination.RegionID) 300 if (s.RegionInfo.RegionID == destination.RegionID)
302 { 301 {
303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
304 // Let's spawn a threadlet right here, because this may take 303 return s.IncomingCloseAgent(id);
305 // a while 304 }
306 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 305 }
307 return true; 306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
310 public bool CloseChildAgent(GridRegion destination, UUID id)
311 {
312 if (destination == null)
313 return false;
314
315 foreach (Scene s in m_sceneList)
316 {
317 if (s.RegionInfo.RegionID == destination.RegionID)
318 {
319 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
320 return s.IncomingCloseChildAgent(id);
308 } 321 }
309 } 322 }
310 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 323 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index eaf9506..4b70692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -261,6 +261,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
261 return false; 261 return false;
262 } 262 }
263 263
264 public bool CloseChildAgent(GridRegion destination, UUID id)
265 {
266 if (destination == null)
267 return false;
268
269 // Try local first
270 if (m_localBackend.CloseChildAgent(destination, id))
271 return true;
272
273 // else do the remote thing
274 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
275 return m_remoteConnector.CloseChildAgent(destination, id);
276
277 return false;
278 }
264 279
265 public bool CloseAgent(GridRegion destination, UUID id) 280 public bool CloseAgent(GridRegion destination, UUID id)
266 { 281 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index a6dbaba..38db239 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -298,6 +298,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
298 // being no copy/no mod for everyone 298 // being no copy/no mod for everyone
299 lock (part.TaskInventory) 299 lock (part.TaskInventory)
300 { 300 {
301 if (!ResolveUserUuid(part.CreatorID))
302 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
303
304 if (!ResolveUserUuid(part.OwnerID))
305 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
306
307 if (!ResolveUserUuid(part.LastOwnerID))
308 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
309
310 // And zap any troublesome sit target information
311 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
312 part.SitTargetPosition = new Vector3(0, 0, 0);
313
314 // Fix ownership/creator of inventory items
315 // Not doing so results in inventory items
316 // being no copy/no mod for everyone
317 part.TaskInventory.LockItemsForRead(true);
301 TaskInventoryDictionary inv = part.TaskInventory; 318 TaskInventoryDictionary inv = part.TaskInventory;
302 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 319 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
303 { 320 {
@@ -313,6 +330,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
313 if (UserManager != null) 330 if (UserManager != null)
314 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 331 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
315 } 332 }
333 part.TaskInventory.LockItemsForRead(false);
316 } 334 }
317 } 335 }
318 336
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 55110dc..1eb641d 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -253,18 +253,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
253 253
254 if (asset != null) 254 if (asset != null)
255 { 255 {
256 if (m_options.ContainsKey("verbose")) 256// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
257 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
258
259 m_foundAssetUuids.Add(asset.FullID); 257 m_foundAssetUuids.Add(asset.FullID);
260 258
261 m_assetsArchiver.WriteAsset(PostProcess(asset)); 259 m_assetsArchiver.WriteAsset(PostProcess(asset));
262 } 260 }
263 else 261 else
264 { 262 {
265 if (m_options.ContainsKey("verbose")) 263// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
266 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
267
268 m_notFoundAssetUuids.Add(new UUID(id)); 264 m_notFoundAssetUuids.Add(new UUID(id));
269 } 265 }
270 266
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 58bbd24..ddc2a07 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -32,6 +32,7 @@ using System.IO;
32using System.Linq; 32using System.Linq;
33using System.Reflection; 33using System.Reflection;
34using System.Security; 34using System.Security;
35using System.Timers;
35using log4net; 36using log4net;
36using Mono.Addins; 37using Mono.Addins;
37using Nini.Config; 38using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 { 48 {
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -61,6 +63,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
61 63
62 #region Packet Data Responders 64 #region Packet Data Responders
63 65
66 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
67 {
68 sendDetailedEstateData(remote_client, invoice);
69 sendEstateLists(remote_client, invoice);
70 }
71
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 72 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 73 {
66 uint sun = 0; 74 uint sun = 0;
@@ -83,7 +91,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
83 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 91 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
84 Scene.RegionInfo.EstateSettings.AbuseEmail, 92 Scene.RegionInfo.EstateSettings.AbuseEmail,
85 estateOwner); 93 estateOwner);
94 }
86 95
96 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
97 {
87 remote_client.SendEstateList(invoice, 98 remote_client.SendEstateList(invoice,
88 (int)Constants.EstateAccessCodex.EstateManagers, 99 (int)Constants.EstateAccessCodex.EstateManagers,
89 Scene.RegionInfo.EstateSettings.EstateManagers, 100 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -257,6 +268,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 268 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
258 if (restartModule != null) 269 if (restartModule != null)
259 { 270 {
271 if (timeInSeconds == -1)
272 {
273 restartModule.AbortRestart("Restart aborted by region manager");
274 return;
275 }
276
260 List<int> times = new List<int>(); 277 List<int> times = new List<int>();
261 while (timeInSeconds > 0) 278 while (timeInSeconds > 0)
262 { 279 {
@@ -269,7 +286,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
269 timeInSeconds -= 15; 286 timeInSeconds -= 15;
270 } 287 }
271 288
272 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 289 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
273 } 290 }
274 } 291 }
275 292
@@ -477,7 +494,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
477 { 494 {
478 if (!s.IsChildAgent) 495 if (!s.IsChildAgent)
479 { 496 {
480 Scene.TeleportClientHome(user, s.ControllingClient); 497 if (!Scene.TeleportClientHome(user, s.ControllingClient))
498 {
499 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
500 s.ControllingClient.Close();
501 }
481 } 502 }
482 } 503 }
483 504
@@ -486,7 +507,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
486 { 507 {
487 remote_client.SendAlertMessage("User is already on the region ban list"); 508 remote_client.SendAlertMessage("User is already on the region ban list");
488 } 509 }
489 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 510 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
490 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 511 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
491 } 512 }
492 else 513 else
@@ -541,7 +562,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
541 remote_client.SendAlertMessage("User is not on the region ban list"); 562 remote_client.SendAlertMessage("User is not on the region ban list");
542 } 563 }
543 564
544 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 565 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
545 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 566 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
546 } 567 }
547 else 568 else
@@ -700,7 +721,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
700 ScenePresence s = Scene.GetScenePresence(prey); 721 ScenePresence s = Scene.GetScenePresence(prey);
701 if (s != null) 722 if (s != null)
702 { 723 {
703 Scene.TeleportClientHome(prey, s.ControllingClient); 724 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
725 {
726 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
727 s.ControllingClient.Close();
728 }
704 } 729 }
705 } 730 }
706 } 731 }
@@ -718,7 +743,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
718 // Also make sure they are actually in the region 743 // Also make sure they are actually in the region
719 ScenePresence p; 744 ScenePresence p;
720 if(Scene.TryGetScenePresence(client.AgentId, out p)) 745 if(Scene.TryGetScenePresence(client.AgentId, out p))
721 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 746 {
747 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
748 {
749 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
750 p.ControllingClient.Close();
751 }
752 }
722 } 753 }
723 }); 754 });
724 } 755 }
@@ -1081,6 +1112,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1081 1112
1082 public void AddRegion(Scene scene) 1113 public void AddRegion(Scene scene)
1083 { 1114 {
1115 m_regionChangeTimer.AutoReset = false;
1116 m_regionChangeTimer.Interval = 2000;
1117 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1118
1084 Scene = scene; 1119 Scene = scene;
1085 Scene.RegisterModuleInterface<IEstateModule>(this); 1120 Scene.RegisterModuleInterface<IEstateModule>(this);
1086 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1121 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1131,7 +1166,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1131 1166
1132 private void EventManager_OnNewClient(IClientAPI client) 1167 private void EventManager_OnNewClient(IClientAPI client)
1133 { 1168 {
1134 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1169 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1135 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1170 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1136// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1171// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1137 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1172 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1183,6 +1218,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1183 flags |= RegionFlags.AllowParcelChanges; 1218 flags |= RegionFlags.AllowParcelChanges;
1184 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1219 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1185 flags |= RegionFlags.BlockParcelSearch; 1220 flags |= RegionFlags.BlockParcelSearch;
1221 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1222 flags |= (RegionFlags)(1 << 11);
1223 if (Scene.RegionInfo.RegionSettings.Casino)
1224 flags |= (RegionFlags)(1 << 10);
1186 1225
1187 if (Scene.RegionInfo.RegionSettings.FixedSun) 1226 if (Scene.RegionInfo.RegionSettings.FixedSun)
1188 flags |= RegionFlags.SunFixed; 1227 flags |= RegionFlags.SunFixed;
@@ -1190,11 +1229,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1190 flags |= RegionFlags.Sandbox; 1229 flags |= RegionFlags.Sandbox;
1191 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1230 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1192 flags |= RegionFlags.AllowVoice; 1231 flags |= RegionFlags.AllowVoice;
1232 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1233 flags |= RegionFlags.AllowLandmark;
1234 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1235 flags |= RegionFlags.AllowSetHome;
1236 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1237 flags |= RegionFlags.BlockDwell;
1238 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1239 flags |= RegionFlags.ResetHomeOnTeleport;
1193 1240
1194 // Fudge these to always on, so the menu options activate
1195 //
1196 flags |= RegionFlags.AllowLandmark;
1197 flags |= RegionFlags.AllowSetHome;
1198 1241
1199 // TODO: SkipUpdateInterestList 1242 // TODO: SkipUpdateInterestList
1200 1243
@@ -1235,6 +1278,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1235 flags |= RegionFlags.ResetHomeOnTeleport; 1278 flags |= RegionFlags.ResetHomeOnTeleport;
1236 if (Scene.RegionInfo.EstateSettings.TaxFree) 1279 if (Scene.RegionInfo.EstateSettings.TaxFree)
1237 flags |= RegionFlags.TaxFree; 1280 flags |= RegionFlags.TaxFree;
1281 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1282 flags |= RegionFlags.AllowLandmark;
1283 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1284 flags |= RegionFlags.AllowParcelChanges;
1285 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1286 flags |= RegionFlags.AllowSetHome;
1238 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1287 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1239 flags |= (RegionFlags)(1 << 30); 1288 flags |= (RegionFlags)(1 << 30);
1240 1289
@@ -1255,6 +1304,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1255 1304
1256 public void TriggerRegionInfoChange() 1305 public void TriggerRegionInfoChange()
1257 { 1306 {
1307 m_regionChangeTimer.Stop();
1308 m_regionChangeTimer.Start();
1309 }
1310
1311 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1312 {
1258 ChangeDelegate change = OnRegionInfoChange; 1313 ChangeDelegate change = OnRegionInfoChange;
1259 1314
1260 if (change != null) 1315 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index f6d4b40..06d5587 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,14 +91,13 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
97 99 private Dictionary<UUID, Vector3> forcedPosition =
98 /// <summary> 100 new Dictionary<UUID, Vector3>();
99 /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
100 /// </summary>
101 private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
102 101
103 #region INonSharedRegionModule Members 102 #region INonSharedRegionModule Members
104 103
@@ -109,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
109 108
110 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
111 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
112 } 117 }
113 118
114 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -160,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
160 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
161 } 166 }
162 167
163// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
164// {
165// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
166// reason = "You are not allowed to enter this sim.";
167// return nearestParcel != null;
168// }
169
170 /// <summary> 168 /// <summary>
171 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
172 /// </summary> 170 /// </summary>
@@ -207,6 +205,8 @@ namespace OpenSim.Region.CoreModules.World.Land
207 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 205 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
208 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 206 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
209 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 207 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
208 client.OnParcelEjectUser += ClientOnParcelEjectUser;
209 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
210 210
211 EntityBase presenceEntity; 211 EntityBase presenceEntity;
212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -218,48 +218,6 @@ namespace OpenSim.Region.CoreModules.World.Land
218 218
219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
220 { 220 {
221 //If we are forcing a position for them to go
222 if (forcedPosition.ContainsKey(remoteClient.AgentId))
223 {
224 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
225
226 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
227 //When the avatar walks into a ban line on the ground, it prevents getting stuck
228 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
229
230 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
231 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
232 {
233// m_log.DebugFormat(
234// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
235// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
236
237 forcedPosition.Remove(remoteClient.AgentId);
238 }
239 //if we are far away, teleport
240 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
241 {
242 Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
243// m_log.DebugFormat(
244// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
245// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
246
247 m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
248 forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
249
250 forcedPosition.Remove(remoteClient.AgentId);
251 }
252 else
253 {
254// m_log.DebugFormat(
255// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
256// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
257
258 //Forces them toward the forced position we want if they aren't there yet
259 agentData.UseClientAgentPosition = true;
260 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
261 }
262 }
263 } 221 }
264 222
265 public void Close() 223 public void Close()
@@ -378,10 +336,16 @@ namespace OpenSim.Region.CoreModules.World.Land
378 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 336 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
379 { 337 {
380 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 338 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
381 if (position.HasValue) 339
382 { 340 if (!position.HasValue)
383 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 341 return;
384 } 342
343 bool isFlying = avatar.PhysicsActor.Flying;
344 avatar.RemoveFromPhysicalScene();
345
346 avatar.AbsolutePosition = (Vector3)position;
347
348 avatar.AddToPhysicalScene(isFlying);
385 } 349 }
386 350
387 public void SendYouAreRestrictedNotice(ScenePresence avatar) 351 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -401,29 +365,7 @@ namespace OpenSim.Region.CoreModules.World.Land
401 } 365 }
402 366
403 if (parcelAvatarIsEntering != null) 367 if (parcelAvatarIsEntering != null)
404 { 368 EnforceBans(parcelAvatarIsEntering, avatar);
405 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
406 {
407 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
408 {
409 SendYouAreBannedNotice(avatar);
410 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
411 }
412 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
413 {
414 SendYouAreRestrictedNotice(avatar);
415 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
416 }
417 else
418 {
419 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
420 }
421 }
422 else
423 {
424 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
425 }
426 }
427 } 369 }
428 } 370 }
429 371
@@ -527,6 +469,7 @@ namespace OpenSim.Region.CoreModules.World.Land
527 //when we are finally in a safe place, lets release the forced position lock 469 //when we are finally in a safe place, lets release the forced position lock
528 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 470 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
529 } 471 }
472 EnforceBans(parcel, clientAvatar);
530 } 473 }
531 } 474 }
532 475
@@ -735,7 +678,7 @@ namespace OpenSim.Region.CoreModules.World.Land
735 int x; 678 int x;
736 int y; 679 int y;
737 680
738 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 681 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
739 return null; 682 return null;
740 683
741 try 684 try
@@ -785,14 +728,13 @@ namespace OpenSim.Region.CoreModules.World.Land
785 { 728 {
786 try 729 try
787 { 730 {
788 return m_landList[m_landIDList[x / 4, y / 4]]; 731 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
732 return m_landList[m_landIDList[x / 4, y / 4]];
733 //else
734 // return null;
789 } 735 }
790 catch (IndexOutOfRangeException) 736 catch (IndexOutOfRangeException)
791 { 737 {
792// m_log.WarnFormat(
793// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
794// x, y, m_scene.RegionInfo.RegionName);
795
796 return null; 738 return null;
797 } 739 }
798 } 740 }
@@ -1075,6 +1017,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1075 //Owner Flag 1017 //Owner Flag
1076 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1077 } 1019 }
1020 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1021 {
1022 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1023 }
1078 else if (currentParcelBlock.LandData.SalePrice > 0 && 1024 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1079 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1025 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1080 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1026 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1375,18 +1321,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1375 1321
1376 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1322 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1377 { 1323 {
1378 for (int i = 0; i < data.Count; i++) 1324 lock (m_landList)
1379 { 1325 {
1380 IncomingLandObjectFromStorage(data[i]); 1326 //Remove all the land objects in the sim and then process our new data
1327 foreach (int n in m_landList.Keys)
1328 {
1329 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1330 }
1331 m_landIDList.Initialize();
1332 m_landList.Clear();
1333
1334 for (int i = 0; i < data.Count; i++)
1335 {
1336 IncomingLandObjectFromStorage(data[i]);
1337 }
1381 } 1338 }
1382 } 1339 }
1383 1340
1384 public void IncomingLandObjectFromStorage(LandData data) 1341 public void IncomingLandObjectFromStorage(LandData data)
1385 { 1342 {
1343
1386 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1344 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1387 new_land.LandData = data.Copy(); 1345 new_land.LandData = data.Copy();
1388 new_land.SetLandBitmapFromByteArray(); 1346 new_land.SetLandBitmapFromByteArray();
1389 AddLandObject(new_land); 1347 AddLandObject(new_land);
1348 new_land.SendLandUpdateToAvatarsOverMe();
1390 } 1349 }
1391 1350
1392 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1351 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1664,6 +1623,168 @@ namespace OpenSim.Region.CoreModules.World.Land
1664 1623
1665 UpdateLandObject(localID, land.LandData); 1624 UpdateLandObject(localID, land.LandData);
1666 } 1625 }
1626
1627 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1628 {
1629 ILandObject land = null;
1630 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1631 foreach (ILandObject landObject in Land)
1632 {
1633 if (landObject.LandData.LocalID == landID)
1634 {
1635 land = landObject;
1636 }
1637 }
1638 land.DeedToGroup(DefaultGodParcelGroup);
1639 land.LandData.Name = DefaultGodParcelName;
1640 land.SendLandUpdateToAvatarsOverMe();
1641 }
1642
1643 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1644 {
1645 ScenePresence SP;
1646 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1647 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1648 if (SP.UserLevel != 0)
1649 {
1650 if (flags == 0) //All parcels, scripted or not
1651 {
1652 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1653 {
1654 if (e.OwnerID == targetID)
1655 {
1656 returns.Add(e);
1657 }
1658 }
1659 );
1660 }
1661 if (flags == 4) //All parcels, scripted object
1662 {
1663 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1664 {
1665 if (e.OwnerID == targetID)
1666 {
1667 if (e.ContainsScripts())
1668 {
1669 returns.Add(e);
1670 }
1671 }
1672 }
1673 );
1674 }
1675 if (flags == 4) //not target parcel, scripted object
1676 {
1677 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1678 {
1679 if (e.OwnerID == targetID)
1680 {
1681 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1682 if (landobject.LandData.OwnerID != e.OwnerID)
1683 {
1684 if (e.ContainsScripts())
1685 {
1686 returns.Add(e);
1687 }
1688 }
1689 }
1690 }
1691 );
1692 }
1693 foreach (SceneObjectGroup ol in returns)
1694 {
1695 ReturnObject(ol, client);
1696 }
1697 }
1698 }
1699 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1700 {
1701 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1702 objs[0] = obj;
1703 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1704 }
1705
1706 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1707
1708 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1709 {
1710 ScenePresence targetAvatar = null;
1711 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1712 ScenePresence parcelManager = null;
1713 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1714 System.Threading.Timer Timer;
1715
1716 if (targetAvatar.UserLevel == 0)
1717 {
1718 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1719 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1720 return;
1721 if (flags == 0)
1722 {
1723 targetAvatar.AllowMovement = false;
1724 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1725 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1726 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1727 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1728 Timers.Add(targetAvatar.UUID, Timer);
1729 }
1730 else
1731 {
1732 targetAvatar.AllowMovement = true;
1733 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1734 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1735 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1736 Timers.Remove(targetAvatar.UUID);
1737 Timer.Dispose();
1738 }
1739 }
1740 }
1741 private void OnEndParcelFrozen(object avatar)
1742 {
1743 ScenePresence targetAvatar = (ScenePresence)avatar;
1744 targetAvatar.AllowMovement = true;
1745 System.Threading.Timer Timer;
1746 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1747 Timers.Remove(targetAvatar.UUID);
1748 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1749 }
1750
1751
1752 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1753 {
1754 ScenePresence targetAvatar = null;
1755 ScenePresence parcelManager = null;
1756
1757 // Must have presences
1758 if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
1759 !m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
1760 return;
1761
1762 // Cannot eject estate managers or gods
1763 if (m_scene.Permissions.IsAdministrator(target))
1764 return;
1765
1766 // Check if you even have permission to do this
1767 ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1768 if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
1769 !m_scene.Permissions.IsAdministrator(client.AgentId))
1770 return;
1771
1772 Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
1773
1774 targetAvatar.TeleportWithMomentum(pos, null);
1775 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1776 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1777
1778 if ((flags & 1) != 0) // Ban TODO: Remove magic number
1779 {
1780 LandAccessEntry entry = new LandAccessEntry();
1781 entry.AgentID = targetAvatar.UUID;
1782 entry.Flags = AccessList.Ban;
1783 entry.Expires = 0; // Perm
1784
1785 land.LandData.ParcelAccessList.Add(entry);
1786 }
1787 }
1667 1788
1668 protected void InstallInterfaces() 1789 protected void InstallInterfaces()
1669 { 1790 {
@@ -1726,5 +1847,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1726 1847
1727 MainConsole.Instance.Output(report.ToString()); 1848 MainConsole.Instance.Output(report.ToString());
1728 } 1849 }
1850
1851 public void EnforceBans(ILandObject land, ScenePresence avatar)
1852 {
1853 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
1854 return;
1855
1856 if (land.IsEitherBannedOrRestricted(avatar.UUID))
1857 {
1858 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
1859 {
1860 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
1861 if (pos == null)
1862 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
1863 else
1864 ForceAvatarToPosition(avatar, (Vector3)pos);
1865 }
1866 else
1867 {
1868 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
1869 }
1870 }
1871 }
1729 } 1872 }
1730} 1873}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 0536f6e..16792b3 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -193,10 +193,27 @@ namespace OpenSim.Region.CoreModules.World.Land
193 else 193 else
194 { 194 {
195 // Normal Calculations 195 // Normal Calculations
196 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 196 int parcelMax = (int)((long)LandData.Area
197 * (float)m_scene.RegionInfo.ObjectCapacity 197 * (long)m_scene.RegionInfo.ObjectCapacity
198 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 198 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
199 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 199 / 65536L);
200 m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
201 return parcelMax;
202 }
203 }
204
205 private int GetParcelBasePrimCount()
206 {
207 if (overrideParcelMaxPrimCount != null)
208 {
209 return overrideParcelMaxPrimCount(this);
210 }
211 else
212 {
213 // Normal Calculations
214 int parcelMax = (int)((long)LandData.Area
215 * (long)m_scene.RegionInfo.ObjectCapacity
216 / 65536L);
200 return parcelMax; 217 return parcelMax;
201 } 218 }
202 } 219 }
@@ -210,8 +227,9 @@ namespace OpenSim.Region.CoreModules.World.Land
210 else 227 else
211 { 228 {
212 //Normal Calculations 229 //Normal Calculations
213 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 230 int simMax = (int)((long)LandData.SimwideArea
214 * (float)m_scene.RegionInfo.ObjectCapacity); 231 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
232 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
215 return simMax; 233 return simMax;
216 } 234 }
217 } 235 }
@@ -248,7 +266,7 @@ namespace OpenSim.Region.CoreModules.World.Land
248 remote_client.SendLandProperties(seq_id, 266 remote_client.SendLandProperties(seq_id,
249 snap_selection, request_result, this, 267 snap_selection, request_result, this,
250 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 268 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
251 GetParcelMaxPrimCount(), 269 GetParcelBasePrimCount(),
252 GetSimulatorMaxPrimCount(), regionFlags); 270 GetSimulatorMaxPrimCount(), regionFlags);
253 } 271 }
254 272
@@ -308,7 +326,7 @@ namespace OpenSim.Region.CoreModules.World.Land
308 326
309 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 327 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
310 ParcelFlags.AllowPublish | 328 ParcelFlags.AllowPublish |
311 ParcelFlags.MaturePublish); 329 ParcelFlags.MaturePublish) | (uint)(1 << 23);
312 } 330 }
313 331
314 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 332 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index efede5c..5122734 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.World.Land
206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
207 { 207 {
208 UUID landOwner = landData.OwnerID; 208 UUID landOwner = landData.OwnerID;
209 int partCount = obj.Parts.Length; 209 int partCount = obj.GetPartCount();
210 210
211 m_SimwideCounts[landOwner] += partCount; 211 m_SimwideCounts[landOwner] += partCount;
212 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 212 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -593,4 +593,4 @@ namespace OpenSim.Region.CoreModules.World.Land
593 } 593 }
594 } 594 }
595 } 595 }
596} \ No newline at end of file 596}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 2032905..881b24a 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -367,7 +367,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
367 367
368 public string Name 368 public string Name
369 { 369 {
370 get { return "PermissionsModule"; } 370 get { return "DefaultPermissionsModule"; }
371 } 371 }
372 372
373 public bool IsSharedModule 373 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index fea4de0..65180b5a 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,23 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
59 62
60 public void Initialise(IConfigSource config) 63 public void Initialise(IConfigSource config)
61 { 64 {
65 IConfig restartConfig = config.Configs["RestartModule"];
66 if (restartConfig != null)
67 {
68 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
69 }
62 } 70 }
63 71
64 public void AddRegion(Scene scene) 72 public void AddRegion(Scene scene)
65 { 73 {
74 if (m_MarkerPath != String.Empty)
75 File.Delete(Path.Combine(m_MarkerPath,
76 scene.RegionInfo.RegionID.ToString()));
77
66 m_Scene = scene; 78 m_Scene = scene;
67 79
68 scene.RegisterModuleInterface<IRestartModule>(this); 80 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +133,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 133
122 if (alerts == null) 134 if (alerts == null)
123 { 135 {
136 CreateMarkerFile();
124 m_Scene.RestartNow(); 137 m_Scene.RestartNow();
125 return; 138 return;
126 } 139 }
@@ -134,6 +147,7 @@ namespace OpenSim.Region.CoreModules.World.Region
134 147
135 if (m_Alerts[0] == 0) 148 if (m_Alerts[0] == 0)
136 { 149 {
150 CreateMarkerFile();
137 m_Scene.RestartNow(); 151 m_Scene.RestartNow();
138 return; 152 return;
139 } 153 }
@@ -147,6 +161,7 @@ namespace OpenSim.Region.CoreModules.World.Region
147 { 161 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 162 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 163 {
164 CreateMarkerFile();
150 m_Scene.RestartNow(); 165 m_Scene.RestartNow();
151 return 0; 166 return 0;
152 } 167 }
@@ -225,6 +240,9 @@ namespace OpenSim.Region.CoreModules.World.Region
225 if (m_DialogModule != null && message != String.Empty) 240 if (m_DialogModule != null && message != String.Empty)
226 m_DialogModule.SendGeneralAlert(message); 241 m_DialogModule.SendGeneralAlert(message);
227 } 242 }
243 if (m_MarkerPath != String.Empty)
244 File.Delete(Path.Combine(m_MarkerPath,
245 m_Scene.RegionInfo.RegionID.ToString()));
228 } 246 }
229 247
230 private void HandleRegionRestart(string module, string[] args) 248 private void HandleRegionRestart(string module, string[] args)
@@ -266,5 +284,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 284
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 285 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 286 }
287
288 protected void CreateMarkerFile()
289 {
290 if (m_MarkerPath == String.Empty)
291 return;
292
293 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
294 try
295 {
296 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
297 FileStream fs = File.Create(path);
298 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
299 Byte[] buf = enc.GetBytes(pidstring);
300 fs.Write(buf, 0, buf.Length);
301 fs.Close();
302 }
303 catch (Exception)
304 {
305 }
306 }
269 } 307 }
270} 308}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 8535a5a..e2bd769 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -636,6 +636,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
637 m_scene.SaveTerrain(); 637 m_scene.SaveTerrain();
638 638
639 m_scene.EventManager.TriggerTerrainUpdate();
640
639 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 641 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
640 //m_scene.CreateTerrainTexture(true); 642 //m_scene.CreateTerrainTexture(true);
641 } 643 }
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
index 4f4e296..e6f2855 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
@@ -64,6 +64,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
64 private bool m_useAntiAliasing = false; // TODO: Make this a config option 64 private bool m_useAntiAliasing = false; // TODO: Make this a config option
65 private bool m_Enabled = false; 65 private bool m_Enabled = false;
66 66
67 private Bitmap lastImage = null;
68 private DateTime lastImageTime = DateTime.MinValue;
69
67 #region IRegionModule Members 70 #region IRegionModule Members
68 71
69 public void Initialise(IConfigSource source) 72 public void Initialise(IConfigSource source)
@@ -86,14 +89,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
86 89
87 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); 90 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
88 if (renderers.Count > 0) 91 if (renderers.Count > 0)
89 { 92 m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
90 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
91 m_log.Debug("[MAPTILE]: Loaded prim mesher " + m_primMesher.ToString());
92 }
93 else 93 else
94 { 94 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
95 m_log.Debug("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
96 }
97 95
98 m_scene.RegisterModuleInterface<IMapImageGenerator>(this); 96 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
99 } 97 }
@@ -126,9 +124,25 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
126 124
127 public Bitmap CreateMapTile() 125 public Bitmap CreateMapTile()
128 { 126 {
127 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
128 {
129 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
130 }
131
132 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
133 if (renderers.Count > 0)
134 {
135 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
136 }
137
129 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); 138 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
130 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize); 139 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
131 return CreateMapTile(viewport, false); 140 Bitmap tile = CreateMapTile(viewport, false);
141 m_primMesher = null;
142
143 lastImage = tile;
144 lastImageTime = DateTime.Now;
145 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
132 } 146 }
133 147
134 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) 148 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
@@ -655,4 +669,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
655 return result; 669 return result;
656 } 670 }
657 } 671 }
658} \ No newline at end of file 672}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index f37dd94..4e6bfb8 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,9 +86,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 if (mapName.Length < 2)
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
92 return; 92 return;
93 } 93 }
94 94
@@ -112,10 +112,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
112 112
113 // try to fetch from GridServer 113 // try to fetch from GridServer
114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); 114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
115 if (regionInfos.Count == 0) 115// if (regionInfos.Count == 0)
116 remoteClient.SendAlertMessage("Hyperlink could not be established."); 116// remoteClient.SendAlertMessage("Hyperlink could not be established.");
117 117
118 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 118 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
119 List<MapBlockData> blocks = new List<MapBlockData>(); 119 List<MapBlockData> blocks = new List<MapBlockData>();
120 120
121 MapBlockData data; 121 MapBlockData data;
@@ -149,7 +149,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
149 data.Agents = 0; 149 data.Agents = 0;
150 data.Access = 255; 150 data.Access = 255;
151 data.MapImageId = UUID.Zero; 151 data.MapImageId = UUID.Zero;
152 data.Name = ""; // mapName; 152 data.Name = mapName;
153 data.RegionFlags = 0; 153 data.RegionFlags = 0;
154 data.WaterHeight = 0; // not used 154 data.WaterHeight = 0; // not used
155 data.X = 0; 155 data.X = 0;
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index faaf928..899e5ea 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1240,7 +1240,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1240 } 1240 }
1241 else 1241 else
1242 { 1242 {
1243 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1243 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1244 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1244 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1245 { 1245 {
1246 OSDMap responsemapdata = new OSDMap(); 1246 OSDMap responsemapdata = new OSDMap();
@@ -1459,9 +1459,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1459 Color background = Color.FromArgb(0, 0, 0, 0); 1459 Color background = Color.FromArgb(0, 0, 0, 0);
1460 SolidBrush transparent = new SolidBrush(background); 1460 SolidBrush transparent = new SolidBrush(background);
1461 Graphics g = Graphics.FromImage(overlay); 1461 Graphics g = Graphics.FromImage(overlay);
1462 g.FillRectangle(transparent, 0, 0, 256, 256); 1462 g.FillRectangle(transparent, 0, 0, 255, 255);
1463 1463
1464 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1464 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1465 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1465 1466
1466 foreach (ILandObject land in parcels) 1467 foreach (ILandObject land in parcels)
1467 { 1468 {
@@ -1469,8 +1470,42 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1469 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) 1470 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1470 { 1471 {
1471 landForSale = true; 1472 landForSale = true;
1473
1474 bool[,] landBitmap = land.GetLandBitmap();
1475
1476 for (int x = 0 ; x < 64 ; x++)
1477 {
1478 for (int y = 0 ; y < 64 ; y++)
1479 {
1480 if (landBitmap[x, y])
1481 {
1482 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1483
1484 if (x > 0)
1485 {
1486 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1487 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1488 }
1489 if (y > 0)
1490 {
1491 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1492 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1493 }
1494 if (x < 63)
1495 {
1496 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1497 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1498 }
1499 if (y < 63)
1500 {
1501 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1502 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1503 }
1504 }
1505 }
1506 }
1472 1507
1473 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1508 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1474 } 1509 }
1475 } 1510 }
1476 1511
@@ -1482,15 +1517,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1482 1517
1483 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); 1518 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
1484 1519
1485 for (int x = 0 ; x < 64 ; x++)
1486 {
1487 for (int y = 0 ; y < 64 ; y++)
1488 {
1489 if (saleBitmap[x, y])
1490 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1491 }
1492 }
1493
1494 try 1520 try
1495 { 1521 {
1496 return OpenJPEG.EncodeFromImage(overlay, true); 1522 return OpenJPEG.EncodeFromImage(overlay, true);
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index eb07165..69ce967 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 30ed7d1..8732ec0 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -258,5 +260,6 @@ namespace OpenSim.Region.Framework.Interfaces
258 /// A <see cref="Dictionary`2"/> 260 /// A <see cref="Dictionary`2"/>
259 /// </returns> 261 /// </returns>
260 Dictionary<UUID, string> GetScriptStates(); 262 Dictionary<UUID, string> GetScriptStates();
263 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
261 } 264 }
262} 265}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 07e97d5..76f1641 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,16 +35,18 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 42 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 43 Vector3 lookAt, uint teleportFlags);
42 44
45 bool TeleportHome(UUID id, IClientAPI client);
46
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 47 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 48 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 49
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 50 bool Cross(ScenePresence agent, bool isFlying);
49 51
50 void AgentArrivedAtDestination(UUID agent); 52 void AgentArrivedAtDestination(UUID agent);
@@ -53,7 +55,12 @@ namespace OpenSim.Region.Framework.Interfaces
53 55
54 void EnableChildAgent(ScenePresence agent, GridRegion region); 56 void EnableChildAgent(ScenePresence agent, GridRegion region);
55 57
58 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
59
56 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 60 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
61
62 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
63
57 } 64 }
58 65
59 public interface IUserAgentVerificationModule 66 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 15cd238..ca2ad94 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 50
49 void setEstateTerrainBaseTexture(int level, UUID texture); 51 void setEstateTerrainBaseTexture(int level, UUID texture);
50 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); 52 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 0d488df..143af48 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -69,6 +69,8 @@ namespace OpenSim.Region.Framework.Interfaces
69 69
70 ArrayList GetScriptErrors(UUID itemID); 70 ArrayList GetScriptErrors(UUID itemID);
71 71
72 bool HasScript(UUID itemID, out bool running);
73
72 /// <summary> 74 /// <summary>
73 /// Returns true if a script is running. 75 /// Returns true if a script is running.
74 /// </summary> 76 /// </summary>
@@ -99,4 +101,4 @@ namespace OpenSim.Region.Framework.Interfaces
99 /// </returns> 101 /// </returns>
100 Dictionary<uint, float> GetObjectScriptsExecutionTimes(); 102 Dictionary<uint, float> GetObjectScriptsExecutionTimes();
101 } 103 }
102} \ No newline at end of file 104}
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index b3debb0..2365cfe 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -889,6 +893,26 @@ namespace OpenSim.Region.Framework.Scenes
889 } 893 }
890 } 894 }
891 } 895 }
896 public void TriggerTerrainUpdate()
897 {
898 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
899 if (handlerTerrainUpdate != null)
900 {
901 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
902 {
903 try
904 {
905 d();
906 }
907 catch (Exception e)
908 {
909 m_log.ErrorFormat(
910 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
911 e.Message, e.StackTrace);
912 }
913 }
914 }
915 }
892 916
893 public void TriggerTerrainTick() 917 public void TriggerTerrainTick()
894 { 918 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 10b25ed..0089c7d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.Framework.Scenes
156 return false; 156 return false;
157 } 157 }
158 } 158 }
159 159
160 if (InventoryService.AddItem(item)) 160 if (InventoryService.AddItem(item))
161 { 161 {
162 int userlevel = 0; 162 int userlevel = 0;
@@ -307,8 +307,7 @@ namespace OpenSim.Region.Framework.Scenes
307 307
308 // Update item with new asset 308 // Update item with new asset
309 item.AssetID = asset.FullID; 309 item.AssetID = asset.FullID;
310 if (group.UpdateInventoryItem(item)) 310 group.UpdateInventoryItem(item);
311 remoteClient.SendAgentAlertMessage("Script saved", false);
312 311
313 part.SendPropertiesToClient(remoteClient); 312 part.SendPropertiesToClient(remoteClient);
314 313
@@ -319,12 +318,7 @@ namespace OpenSim.Region.Framework.Scenes
319 { 318 {
320 // Needs to determine which engine was running it and use that 319 // Needs to determine which engine was running it and use that
321 // 320 //
322 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 321 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
323 errors = part.Inventory.GetScriptErrors(item.ItemID);
324 }
325 else
326 {
327 remoteClient.SendAgentAlertMessage("Script saved", false);
328 } 322 }
329 323
330 // Tell anyone managing scripts that a script has been reloaded/changed 324 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -392,6 +386,7 @@ namespace OpenSim.Region.Framework.Scenes
392 386
393 if (UUID.Zero == transactionID) 387 if (UUID.Zero == transactionID)
394 { 388 {
389 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
395 item.Name = itemUpd.Name; 390 item.Name = itemUpd.Name;
396 item.Description = itemUpd.Description; 391 item.Description = itemUpd.Description;
397 392
@@ -779,6 +774,8 @@ namespace OpenSim.Region.Framework.Scenes
779 return; 774 return;
780 } 775 }
781 776
777 if (newName == null) newName = item.Name;
778
782 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 779 AssetBase asset = AssetService.Get(item.AssetID.ToString());
783 780
784 if (asset != null) 781 if (asset != null)
@@ -835,6 +832,24 @@ namespace OpenSim.Region.Framework.Scenes
835 } 832 }
836 833
837 /// <summary> 834 /// <summary>
835 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
836 /// </summary>
837 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
838 {
839 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
840 foreach (InventoryItemBase b in items)
841 {
842 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
843 InventoryItemBase n = InventoryService.GetItem(b);
844 n.Folder = destfolder;
845 moveitems.Add(n);
846 remoteClient.SendInventoryItemCreateUpdate(n, 0);
847 }
848
849 MoveInventoryItem(remoteClient, moveitems);
850 }
851
852 /// <summary>
838 /// Move an item within the agent's inventory. 853 /// Move an item within the agent's inventory.
839 /// </summary> 854 /// </summary>
840 /// <param name="remoteClient"></param> 855 /// <param name="remoteClient"></param>
@@ -1177,6 +1192,10 @@ namespace OpenSim.Region.Framework.Scenes
1177 { 1192 {
1178 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1193 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1179 1194
1195 // Can't move a null item
1196 if (itemId == UUID.Zero)
1197 return;
1198
1180 if (null == part) 1199 if (null == part)
1181 { 1200 {
1182 m_log.WarnFormat( 1201 m_log.WarnFormat(
@@ -1281,21 +1300,28 @@ namespace OpenSim.Region.Framework.Scenes
1281 return; 1300 return;
1282 } 1301 }
1283 1302
1284 if (part.OwnerID != destPart.OwnerID) 1303 // Can't transfer this
1304 //
1305 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1306 return;
1307
1308 bool overrideNoMod = false;
1309 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1310 overrideNoMod = true;
1311
1312 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1285 { 1313 {
1286 // Source must have transfer permissions 1314 // object cannot copy items to an object owned by a different owner
1287 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1315 // unless llAllowInventoryDrop has been called
1288 return;
1289 1316
1290 // Object cannot copy items to an object owned by a different owner 1317 return;
1291 // unless llAllowInventoryDrop has been called on the destination
1292 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1293 return;
1294 } 1318 }
1295 1319
1296 // must have both move and modify permission to put an item in an object 1320 // must have both move and modify permission to put an item in an object
1297 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1321 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1322 {
1298 return; 1323 return;
1324 }
1299 1325
1300 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1326 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1301 1327
@@ -1351,6 +1377,14 @@ namespace OpenSim.Region.Framework.Scenes
1351 1377
1352 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1378 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1353 { 1379 {
1380 SceneObjectPart destPart = GetSceneObjectPart(destID);
1381 if (destPart != null) // Move into a prim
1382 {
1383 foreach(UUID itemID in items)
1384 MoveTaskInventoryItem(destID, host, itemID);
1385 return destID; // Prim folder ID == prim ID
1386 }
1387
1354 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1388 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1355 1389
1356 UUID newFolderID = UUID.Random(); 1390 UUID newFolderID = UUID.Random();
@@ -1536,12 +1570,12 @@ namespace OpenSim.Region.Framework.Scenes
1536 agentTransactions.HandleTaskItemUpdateFromTransaction( 1570 agentTransactions.HandleTaskItemUpdateFromTransaction(
1537 remoteClient, part, transactionID, currentItem); 1571 remoteClient, part, transactionID, currentItem);
1538 1572
1539 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1573// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1540 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1574// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1541 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1575// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1542 remoteClient.SendAgentAlertMessage("Script saved", false); 1576// remoteClient.SendAgentAlertMessage("Script saved", false);
1543 else 1577// else
1544 remoteClient.SendAgentAlertMessage("Item saved", false); 1578// remoteClient.SendAgentAlertMessage("Item saved", false);
1545 } 1579 }
1546 } 1580 }
1547 1581
@@ -1725,7 +1759,7 @@ namespace OpenSim.Region.Framework.Scenes
1725 } 1759 }
1726 1760
1727 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1761 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1728 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1762 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1729 agentID); 1763 agentID);
1730 AssetService.Store(asset); 1764 AssetService.Store(asset);
1731 1765
@@ -1881,23 +1915,32 @@ namespace OpenSim.Region.Framework.Scenes
1881 // build a list of eligible objects 1915 // build a list of eligible objects
1882 List<uint> deleteIDs = new List<uint>(); 1916 List<uint> deleteIDs = new List<uint>();
1883 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1917 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1884 1918 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1885 // Start with true for both, then remove the flags if objects
1886 // that we can't derez are part of the selection
1887 bool permissionToTake = true;
1888 bool permissionToTakeCopy = true;
1889 bool permissionToDelete = true;
1890 1919
1891 foreach (uint localID in localIDs) 1920 foreach (uint localID in localIDs)
1892 { 1921 {
1922 // Start with true for both, then remove the flags if objects
1923 // that we can't derez are part of the selection
1924 bool permissionToTake = true;
1925 bool permissionToTakeCopy = true;
1926 bool permissionToDelete = true;
1927
1893 // Invalid id 1928 // Invalid id
1894 SceneObjectPart part = GetSceneObjectPart(localID); 1929 SceneObjectPart part = GetSceneObjectPart(localID);
1895 if (part == null) 1930 if (part == null)
1931 {
1932 //Client still thinks the object exists, kill it
1933 deleteIDs.Add(localID);
1896 continue; 1934 continue;
1935 }
1897 1936
1898 // Already deleted by someone else 1937 // Already deleted by someone else
1899 if (part.ParentGroup.IsDeleted) 1938 if (part.ParentGroup.IsDeleted)
1939 {
1940 //Client still thinks the object exists, kill it
1941 deleteIDs.Add(localID);
1900 continue; 1942 continue;
1943 }
1901 1944
1902 // Can't delete child prims 1945 // Can't delete child prims
1903 if (part != part.ParentGroup.RootPart) 1946 if (part != part.ParentGroup.RootPart)
@@ -1905,9 +1948,6 @@ namespace OpenSim.Region.Framework.Scenes
1905 1948
1906 SceneObjectGroup grp = part.ParentGroup; 1949 SceneObjectGroup grp = part.ParentGroup;
1907 1950
1908 deleteIDs.Add(localID);
1909 deleteGroups.Add(grp);
1910
1911 if (remoteClient == null) 1951 if (remoteClient == null)
1912 { 1952 {
1913 // Autoreturn has a null client. Nothing else does. So 1953 // Autoreturn has a null client. Nothing else does. So
@@ -1924,81 +1964,193 @@ namespace OpenSim.Region.Framework.Scenes
1924 } 1964 }
1925 else 1965 else
1926 { 1966 {
1927 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1967 if (action == DeRezAction.TakeCopy)
1968 {
1969 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1970 permissionToTakeCopy = false;
1971 }
1972 else
1973 {
1928 permissionToTakeCopy = false; 1974 permissionToTakeCopy = false;
1929 1975 }
1930 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1976 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1931 permissionToTake = false; 1977 permissionToTake = false;
1932 1978
1933 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1979 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1934 permissionToDelete = false; 1980 permissionToDelete = false;
1935 } 1981 }
1936 }
1937 1982
1938 // Handle god perms 1983 // Handle god perms
1939 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1984 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1940 { 1985 {
1941 permissionToTake = true; 1986 permissionToTake = true;
1942 permissionToTakeCopy = true; 1987 permissionToTakeCopy = true;
1943 permissionToDelete = true; 1988 permissionToDelete = true;
1944 } 1989 }
1945 1990
1946 // If we're re-saving, we don't even want to delete 1991 // If we're re-saving, we don't even want to delete
1947 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1992 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1948 permissionToDelete = false; 1993 permissionToDelete = false;
1949 1994
1950 // if we want to take a copy, we also don't want to delete 1995 // if we want to take a copy, we also don't want to delete
1951 // Note: after this point, the permissionToTakeCopy flag 1996 // Note: after this point, the permissionToTakeCopy flag
1952 // becomes irrelevant. It already includes the permissionToTake 1997 // becomes irrelevant. It already includes the permissionToTake
1953 // permission and after excluding no copy items here, we can 1998 // permission and after excluding no copy items here, we can
1954 // just use that. 1999 // just use that.
1955 if (action == DeRezAction.TakeCopy) 2000 if (action == DeRezAction.TakeCopy)
1956 { 2001 {
1957 // If we don't have permission, stop right here 2002 // If we don't have permission, stop right here
1958 if (!permissionToTakeCopy) 2003 if (!permissionToTakeCopy)
1959 return; 2004 return;
1960 2005
1961 permissionToTake = true; 2006 permissionToTake = true;
1962 // Don't delete 2007 // Don't delete
1963 permissionToDelete = false; 2008 permissionToDelete = false;
1964 } 2009 }
1965 2010
1966 if (action == DeRezAction.Return) 2011 if (action == DeRezAction.Return)
1967 {
1968 if (remoteClient != null)
1969 { 2012 {
1970 if (Permissions.CanReturnObjects( 2013 if (remoteClient != null)
1971 null,
1972 remoteClient.AgentId,
1973 deleteGroups))
1974 { 2014 {
1975 permissionToTake = true; 2015 if (Permissions.CanReturnObjects(
1976 permissionToDelete = true; 2016 null,
1977 2017 remoteClient.AgentId,
1978 foreach (SceneObjectGroup g in deleteGroups) 2018 deleteGroups))
1979 { 2019 {
1980 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2020 permissionToTake = true;
2021 permissionToDelete = true;
2022
2023 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1981 } 2024 }
1982 } 2025 }
2026 else // Auto return passes through here with null agent
2027 {
2028 permissionToTake = true;
2029 permissionToDelete = true;
2030 }
1983 } 2031 }
1984 else // Auto return passes through here with null agent 2032
2033 if (permissionToTake && (!permissionToDelete))
2034 takeGroups.Add(grp);
2035
2036 if (permissionToDelete)
1985 { 2037 {
1986 permissionToTake = true; 2038 if (permissionToTake)
1987 permissionToDelete = true; 2039 deleteGroups.Add(grp);
2040 deleteIDs.Add(grp.LocalId);
1988 } 2041 }
1989 } 2042 }
1990 2043
1991 if (permissionToTake) 2044 SendKillObject(deleteIDs);
2045
2046 if (deleteGroups.Count > 0)
1992 { 2047 {
2048 foreach (SceneObjectGroup g in deleteGroups)
2049 deleteIDs.Remove(g.LocalId);
2050
1993 m_asyncSceneObjectDeleter.DeleteToInventory( 2051 m_asyncSceneObjectDeleter.DeleteToInventory(
1994 action, destinationID, deleteGroups, remoteClient, 2052 action, destinationID, deleteGroups, remoteClient,
1995 permissionToDelete); 2053 true);
2054 }
2055 if (takeGroups.Count > 0)
2056 {
2057 m_asyncSceneObjectDeleter.DeleteToInventory(
2058 action, destinationID, takeGroups, remoteClient,
2059 false);
1996 } 2060 }
1997 else if (permissionToDelete) 2061 if (deleteIDs.Count > 0)
1998 { 2062 {
1999 foreach (SceneObjectGroup g in deleteGroups) 2063 foreach (SceneObjectGroup g in deleteGroups)
2000 DeleteSceneObject(g, false); 2064 DeleteSceneObject(g, true);
2065 }
2066 }
2067
2068 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2069 {
2070 itemID = UUID.Zero;
2071 if (grp != null)
2072 {
2073 Vector3 inventoryStoredPosition = new Vector3
2074 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2075 ? 250
2076 : grp.AbsolutePosition.X)
2077 ,
2078 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2079 ? 250
2080 : grp.AbsolutePosition.X,
2081 grp.AbsolutePosition.Z);
2082
2083 Vector3 originalPosition = grp.AbsolutePosition;
2084
2085 grp.AbsolutePosition = inventoryStoredPosition;
2086
2087 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2088
2089 grp.AbsolutePosition = originalPosition;
2090
2091 AssetBase asset = CreateAsset(
2092 grp.GetPartName(grp.LocalId),
2093 grp.GetPartDescription(grp.LocalId),
2094 (sbyte)AssetType.Object,
2095 Utils.StringToBytes(sceneObjectXml),
2096 remoteClient.AgentId);
2097 AssetService.Store(asset);
2098
2099 InventoryItemBase item = new InventoryItemBase();
2100 item.CreatorId = grp.RootPart.CreatorID.ToString();
2101 item.CreatorData = grp.RootPart.CreatorData;
2102 item.Owner = remoteClient.AgentId;
2103 item.ID = UUID.Random();
2104 item.AssetID = asset.FullID;
2105 item.Description = asset.Description;
2106 item.Name = asset.Name;
2107 item.AssetType = asset.Type;
2108 item.InvType = (int)InventoryType.Object;
2109
2110 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2111 if (folder != null)
2112 item.Folder = folder.ID;
2113 else // oopsies
2114 item.Folder = UUID.Zero;
2115
2116 // Set up base perms properly
2117 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2118 permsBase &= grp.RootPart.BaseMask;
2119 permsBase |= (uint)PermissionMask.Move;
2120
2121 // Make sure we don't lock it
2122 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2123
2124 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2125 {
2126 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2127 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2128 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2129 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2130 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2131 }
2132 else
2133 {
2134 item.BasePermissions = permsBase;
2135 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2136 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2137 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2138 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2139 }
2140 item.CreationDate = Util.UnixTimeSinceEpoch();
2141
2142 // sets itemID so client can show item as 'attached' in inventory
2143 grp.FromItemID = item.ID;
2144
2145 if (AddInventoryItem(item))
2146 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2147 else
2148 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2149
2150 itemID = item.ID;
2151 return item.AssetID;
2001 } 2152 }
2153 return UUID.Zero;
2002 } 2154 }
2003 2155
2004 /// <summary> 2156 /// <summary>
@@ -2127,6 +2279,9 @@ namespace OpenSim.Region.Framework.Scenes
2127 2279
2128 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2280 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2129 { 2281 {
2282 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2283 return;
2284
2130 SceneObjectPart part = GetSceneObjectPart(objectID); 2285 SceneObjectPart part = GetSceneObjectPart(objectID);
2131 if (part == null) 2286 if (part == null)
2132 return; 2287 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2701d6e..cf68ff4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -149,27 +149,47 @@ namespace OpenSim.Region.Framework.Scenes
149 /// <param name="remoteClient"></param> 149 /// <param name="remoteClient"></param>
150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
151 { 151 {
152 /*
153 SceneObjectPart part = GetSceneObjectPart(primLocalID);
154
155 if (null == part)
156 return;
157
158 if (part.IsRoot)
159 {
160 SceneObjectGroup sog = part.ParentGroup;
161 sog.SendPropertiesToClient(remoteClient);
162
163 // A prim is only tainted if it's allowed to be edited by the person clicking it.
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
166 {
167 sog.IsSelected = true;
168 EventManager.TriggerParcelPrimCountTainted();
169 }
170 }
171 else
172 {
173 part.SendPropertiesToClient(remoteClient);
174 }
175 */
152 SceneObjectPart part = GetSceneObjectPart(primLocalID); 176 SceneObjectPart part = GetSceneObjectPart(primLocalID);
153 177
154 if (null == part) 178 if (null == part)
155 return; 179 return;
156 180
157 if (part.IsRoot) 181 SceneObjectGroup sog = part.ParentGroup;
158 { 182 if (sog == null)
159 SceneObjectGroup sog = part.ParentGroup; 183 return;
160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 184
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 185 part.SendPropertiesToClient(remoteClient);
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 186
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 187 // A prim is only tainted if it's allowed to be edited by the person clicking it.
166 { 188 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
167 EventManager.TriggerParcelPrimCountTainted(); 189 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
168 }
169 }
170 else
171 { 190 {
172 part.SendPropertiesToClient(remoteClient); 191 part.IsSelected = true;
192 EventManager.TriggerParcelPrimCountTainted();
173 } 193 }
174 } 194 }
175 195
@@ -222,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes
222 SceneObjectPart part = GetSceneObjectPart(primLocalID); 242 SceneObjectPart part = GetSceneObjectPart(primLocalID);
223 if (part == null) 243 if (part == null)
224 return; 244 return;
225 245 /*
226 // A deselect packet contains all the local prims being deselected. However, since selection is still 246 // A deselect packet contains all the local prims being deselected. However, since selection is still
227 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 247 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
228 // we end up sending many duplicate ObjectUpdates 248 // we end up sending many duplicate ObjectUpdates
@@ -235,7 +255,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 255 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 256 // TODO: Make selection flagging per prim!
237 // 257 //
238 part.ParentGroup.IsSelected = false; 258 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
259 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
260 part.ParentGroup.IsSelected = false;
239 261
240 if (part.ParentGroup.IsAttachment) 262 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 263 isAttachment = true;
@@ -255,6 +277,22 @@ namespace OpenSim.Region.Framework.Scenes
255 part.UUID, remoteClient.AgentId)) 277 part.UUID, remoteClient.AgentId))
256 EventManager.TriggerParcelPrimCountTainted(); 278 EventManager.TriggerParcelPrimCountTainted();
257 } 279 }
280 */
281
282 bool oldgprSelect = part.ParentGroup.IsSelected;
283
284 // This is wrong, wrong, wrong. Selection should not be
285 // handled by group, but by prim. Legacy cruft.
286 // TODO: Make selection flagging per prim!
287 //
288 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
289 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
290 {
291 part.IsSelected = false;
292 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
293 EventManager.TriggerParcelPrimCountTainted();
294 }
295
258 } 296 }
259 297
260 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 298 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a87dfb7..85b1242 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -118,6 +118,7 @@ namespace OpenSim.Region.Framework.Scenes
118 // TODO: need to figure out how allow client agents but deny 118 // TODO: need to figure out how allow client agents but deny
119 // root agents when ACL denies access to root agent 119 // root agents when ACL denies access to root agent
120 public bool m_strictAccessControl = true; 120 public bool m_strictAccessControl = true;
121 public bool m_seeIntoBannedRegion = false;
121 public int MaxUndoCount = 5; 122 public int MaxUndoCount = 5;
122 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 123 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
123 public bool LoginLock = false; 124 public bool LoginLock = false;
@@ -133,12 +134,14 @@ namespace OpenSim.Region.Framework.Scenes
133 134
134 protected int m_splitRegionID; 135 protected int m_splitRegionID;
135 protected Timer m_restartWaitTimer = new Timer(); 136 protected Timer m_restartWaitTimer = new Timer();
137 protected Timer m_timerWatchdog = new Timer();
136 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 138 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
137 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 139 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
138 protected string m_simulatorVersion = "OpenSimulator Server"; 140 protected string m_simulatorVersion = "OpenSimulator Server";
139 protected ModuleLoader m_moduleLoader; 141 protected ModuleLoader m_moduleLoader;
140 protected AgentCircuitManager m_authenticateHandler; 142 protected AgentCircuitManager m_authenticateHandler;
141 protected SceneCommunicationService m_sceneGridService; 143 protected SceneCommunicationService m_sceneGridService;
144 protected ISnmpModule m_snmpService = null;
142 145
143 protected ISimulationDataService m_SimulationDataService; 146 protected ISimulationDataService m_SimulationDataService;
144 protected IEstateDataService m_EstateDataService; 147 protected IEstateDataService m_EstateDataService;
@@ -201,7 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
201 private int m_update_events = 1; 204 private int m_update_events = 1;
202 private int m_update_backup = 200; 205 private int m_update_backup = 200;
203 private int m_update_terrain = 50; 206 private int m_update_terrain = 50;
204// private int m_update_land = 1; 207 private int m_update_land = 10;
205 private int m_update_coarse_locations = 50; 208 private int m_update_coarse_locations = 50;
206 209
207 private int agentMS; 210 private int agentMS;
@@ -220,6 +223,7 @@ namespace OpenSim.Region.Framework.Scenes
220 /// </summary> 223 /// </summary>
221 private int m_lastFrameTick; 224 private int m_lastFrameTick;
222 225
226 public bool CombineRegions = false;
223 /// <summary> 227 /// <summary>
224 /// Tick at which the last maintenance run occurred. 228 /// Tick at which the last maintenance run occurred.
225 /// </summary> 229 /// </summary>
@@ -250,6 +254,11 @@ namespace OpenSim.Region.Framework.Scenes
250 /// </summary> 254 /// </summary>
251 private int m_LastLogin; 255 private int m_LastLogin;
252 256
257 private int m_lastIncoming;
258 private int m_lastOutgoing;
259 private int m_hbRestarts = 0;
260
261
253 /// <summary> 262 /// <summary>
254 /// Thread that runs the scene loop. 263 /// Thread that runs the scene loop.
255 /// </summary> 264 /// </summary>
@@ -265,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
265 private volatile bool m_shuttingDown; 274 private volatile bool m_shuttingDown;
266 275
267// private int m_lastUpdate; 276// private int m_lastUpdate;
268// private bool m_firstHeartbeat = true; 277 private bool m_firstHeartbeat = true;
269 278
270 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 279 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
271 private bool m_reprioritizationEnabled = true; 280 private bool m_reprioritizationEnabled = true;
@@ -310,6 +319,19 @@ namespace OpenSim.Region.Framework.Scenes
310 get { return m_sceneGridService; } 319 get { return m_sceneGridService; }
311 } 320 }
312 321
322 public ISnmpModule SnmpService
323 {
324 get
325 {
326 if (m_snmpService == null)
327 {
328 m_snmpService = RequestModuleInterface<ISnmpModule>();
329 }
330
331 return m_snmpService;
332 }
333 }
334
313 public ISimulationDataService SimulationDataService 335 public ISimulationDataService SimulationDataService
314 { 336 {
315 get 337 get
@@ -592,6 +614,8 @@ namespace OpenSim.Region.Framework.Scenes
592 m_EstateDataService = estateDataService; 614 m_EstateDataService = estateDataService;
593 m_regionHandle = m_regInfo.RegionHandle; 615 m_regionHandle = m_regInfo.RegionHandle;
594 m_regionName = m_regInfo.RegionName; 616 m_regionName = m_regInfo.RegionName;
617 m_lastIncoming = 0;
618 m_lastOutgoing = 0;
595 619
596 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 620 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
597 m_asyncSceneObjectDeleter.Enabled = true; 621 m_asyncSceneObjectDeleter.Enabled = true;
@@ -672,98 +696,107 @@ namespace OpenSim.Region.Framework.Scenes
672 696
673 // Region config overrides global config 697 // Region config overrides global config
674 // 698 //
675 if (m_config.Configs["Startup"] != null) 699 try
676 { 700 {
677 IConfig startupConfig = m_config.Configs["Startup"]; 701 if (m_config.Configs["Startup"] != null)
678
679 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
680 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
681 if (!m_useBackup)
682 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
683
684 //Animation states
685 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
686
687 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
688 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
689
690 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
691 if (RegionInfo.NonphysPrimMax > 0)
692 { 702 {
693 m_maxNonphys = RegionInfo.NonphysPrimMax; 703 IConfig startupConfig = m_config.Configs["Startup"];
694 }
695 704
696 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 705 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
706 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
707 if (!m_useBackup)
708 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
709
710 //Animation states
711 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
697 712
698 if (RegionInfo.PhysPrimMax > 0) 713 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
699 { 714 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
700 m_maxPhys = RegionInfo.PhysPrimMax;
701 }
702 715
703 // Here, if clamping is requested in either global or 716 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
704 // local config, it will be used 717 if (RegionInfo.NonphysPrimMax > 0)
705 // 718 {
706 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 719 m_maxNonphys = RegionInfo.NonphysPrimMax;
707 if (RegionInfo.ClampPrimSize) 720 }
708 {
709 m_clampPrimSize = true;
710 }
711 721
712 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 722 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
713 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
714 m_dontPersistBefore =
715 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
716 m_dontPersistBefore *= 10000000;
717 m_persistAfter =
718 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
719 m_persistAfter *= 10000000;
720 723
721 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 724 if (RegionInfo.PhysPrimMax > 0)
725 {
726 m_maxPhys = RegionInfo.PhysPrimMax;
727 }
722 728
723 IConfig packetConfig = m_config.Configs["PacketPool"]; 729 // Here, if clamping is requested in either global or
724 if (packetConfig != null) 730 // local config, it will be used
725 { 731 //
726 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 732 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
727 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true); 733 if (RegionInfo.ClampPrimSize)
728 } 734 {
735 m_clampPrimSize = true;
736 }
729 737
730 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 738 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
739 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
740 m_dontPersistBefore =
741 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
742 m_dontPersistBefore *= 10000000;
743 m_persistAfter =
744 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
745 m_persistAfter *= 10000000;
731 746
732 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 747 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
733 if (m_generateMaptiles) 748 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
734 { 749
735 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 750 IConfig packetConfig = m_config.Configs["PacketPool"];
736 if (maptileRefresh != 0) 751 if (packetConfig != null)
737 { 752 {
738 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 753 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
739 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 754 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
740 m_mapGenerationTimer.AutoReset = true;
741 m_mapGenerationTimer.Start();
742 } 755 }
743 }
744 else
745 {
746 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
747 UUID tileID;
748 756
749 if (UUID.TryParse(tile, out tileID)) 757 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
758 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
759 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
760
761 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
762 if (m_generateMaptiles)
750 { 763 {
751 RegionInfo.RegionSettings.TerrainImageID = tileID; 764 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
765 if (maptileRefresh != 0)
766 {
767 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
768 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
769 m_mapGenerationTimer.AutoReset = true;
770 m_mapGenerationTimer.Start();
771 }
752 } 772 }
753 } 773 else
774 {
775 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
776 UUID tileID;
754 777
755 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 778 if (UUID.TryParse(tile, out tileID))
756 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 779 {
757 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 780 RegionInfo.RegionSettings.TerrainImageID = tileID;
758 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 781 }
759 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 782 }
760 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
761 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
762 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
763 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
764 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
765 783
766 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 784 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
785 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
786 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
787 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
788 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
789 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
790 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
791 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
792 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
793 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
794 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
795 }
796 }
797 catch (Exception e)
798 {
799 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
767 } 800 }
768 801
769 #endregion Region Config 802 #endregion Region Config
@@ -1190,7 +1223,22 @@ namespace OpenSim.Region.Framework.Scenes
1190 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1223 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1191 if (m_heartbeatThread != null) 1224 if (m_heartbeatThread != null)
1192 { 1225 {
1226 m_hbRestarts++;
1227 if(m_hbRestarts > 10)
1228 Environment.Exit(1);
1229 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1230
1231//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1232//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1233//proc.EnableRaisingEvents=false;
1234//proc.StartInfo.FileName = "/bin/kill";
1235//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1236//proc.Start();
1237//proc.WaitForExit();
1238//Thread.Sleep(1000);
1239//Environment.Exit(1);
1193 m_heartbeatThread.Abort(); 1240 m_heartbeatThread.Abort();
1241 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1194 m_heartbeatThread = null; 1242 m_heartbeatThread = null;
1195 } 1243 }
1196// m_lastUpdate = Util.EnvironmentTickCount(); 1244// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1503,6 +1551,8 @@ namespace OpenSim.Region.Framework.Scenes
1503 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1551 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
1504 maintc = (int)(MinFrameTime * 1000) - maintc; 1552 maintc = (int)(MinFrameTime * 1000) - maintc;
1505 1553
1554 m_firstHeartbeat = false;
1555
1506 if (maintc > 0) 1556 if (maintc > 0)
1507 Thread.Sleep(maintc); 1557 Thread.Sleep(maintc);
1508 1558
@@ -1532,9 +1582,9 @@ namespace OpenSim.Region.Framework.Scenes
1532 1582
1533 private void CheckAtTargets() 1583 private void CheckAtTargets()
1534 { 1584 {
1535 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1585 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1536 lock (m_groupsWithTargets) 1586 lock (m_groupsWithTargets)
1537 objs = m_groupsWithTargets.Values; 1587 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1538 1588
1539 foreach (SceneObjectGroup entry in objs) 1589 foreach (SceneObjectGroup entry in objs)
1540 entry.checkAtTargets(); 1590 entry.checkAtTargets();
@@ -1615,7 +1665,7 @@ namespace OpenSim.Region.Framework.Scenes
1615 msg.fromAgentName = "Server"; 1665 msg.fromAgentName = "Server";
1616 msg.dialog = (byte)19; // Object msg 1666 msg.dialog = (byte)19; // Object msg
1617 msg.fromGroup = false; 1667 msg.fromGroup = false;
1618 msg.offline = (byte)0; 1668 msg.offline = (byte)1;
1619 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1669 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1620 msg.Position = Vector3.Zero; 1670 msg.Position = Vector3.Zero;
1621 msg.RegionID = RegionInfo.RegionID.Guid; 1671 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1837,6 +1887,19 @@ namespace OpenSim.Region.Framework.Scenes
1837 EventManager.TriggerPrimsLoaded(this); 1887 EventManager.TriggerPrimsLoaded(this);
1838 } 1888 }
1839 1889
1890 public bool SuportsRayCastFiltered()
1891 {
1892 if (PhysicsScene == null)
1893 return false;
1894 return PhysicsScene.SuportsRaycastWorldFiltered();
1895 }
1896
1897 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1898 {
1899 if (PhysicsScene == null)
1900 return null;
1901 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1902 }
1840 1903
1841 /// <summary> 1904 /// <summary>
1842 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1905 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1853,14 +1916,24 @@ namespace OpenSim.Region.Framework.Scenes
1853 /// <returns></returns> 1916 /// <returns></returns>
1854 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1917 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1855 { 1918 {
1919
1920 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1921 Vector3 wpos = Vector3.Zero;
1922 // Check for water surface intersection from above
1923 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1924 {
1925 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1926 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1927 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1928 wpos.Z = wheight;
1929 }
1930
1856 Vector3 pos = Vector3.Zero; 1931 Vector3 pos = Vector3.Zero;
1857 if (RayEndIsIntersection == (byte)1) 1932 if (RayEndIsIntersection == (byte)1)
1858 { 1933 {
1859 pos = RayEnd; 1934 pos = RayEnd;
1860 return pos;
1861 } 1935 }
1862 1936 else if (RayTargetID != UUID.Zero)
1863 if (RayTargetID != UUID.Zero)
1864 { 1937 {
1865 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1938 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1866 1939
@@ -1882,7 +1955,7 @@ namespace OpenSim.Region.Framework.Scenes
1882 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1955 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1883 1956
1884 // Un-comment out the following line to Get Raytrace results printed to the console. 1957 // Un-comment out the following line to Get Raytrace results printed to the console.
1885 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1958 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1886 float ScaleOffset = 0.5f; 1959 float ScaleOffset = 0.5f;
1887 1960
1888 // If we hit something 1961 // If we hit something
@@ -1905,13 +1978,10 @@ namespace OpenSim.Region.Framework.Scenes
1905 //pos.Z -= 0.25F; 1978 //pos.Z -= 0.25F;
1906 1979
1907 } 1980 }
1908
1909 return pos;
1910 } 1981 }
1911 else 1982 else
1912 { 1983 {
1913 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1984 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1914
1915 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1985 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1916 1986
1917 // Un-comment the following line to print the raytrace results to the console. 1987 // Un-comment the following line to print the raytrace results to the console.
@@ -1920,13 +1990,12 @@ namespace OpenSim.Region.Framework.Scenes
1920 if (ei.HitTF) 1990 if (ei.HitTF)
1921 { 1991 {
1922 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1992 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1923 } else 1993 }
1994 else
1924 { 1995 {
1925 // fall back to our stupid functionality 1996 // fall back to our stupid functionality
1926 pos = RayEnd; 1997 pos = RayEnd;
1927 } 1998 }
1928
1929 return pos;
1930 } 1999 }
1931 } 2000 }
1932 else 2001 else
@@ -1937,8 +2006,12 @@ namespace OpenSim.Region.Framework.Scenes
1937 //increase height so its above the ground. 2006 //increase height so its above the ground.
1938 //should be getting the normal of the ground at the rez point and using that? 2007 //should be getting the normal of the ground at the rez point and using that?
1939 pos.Z += scale.Z / 2f; 2008 pos.Z += scale.Z / 2f;
1940 return pos; 2009// return pos;
1941 } 2010 }
2011
2012 // check against posible water intercept
2013 if (wpos.Z > pos.Z) pos = wpos;
2014 return pos;
1942 } 2015 }
1943 2016
1944 2017
@@ -2028,7 +2101,10 @@ namespace OpenSim.Region.Framework.Scenes
2028 public bool AddRestoredSceneObject( 2101 public bool AddRestoredSceneObject(
2029 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2102 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2030 { 2103 {
2031 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2104 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2105 if (result)
2106 sceneObject.IsDeleted = false;
2107 return result;
2032 } 2108 }
2033 2109
2034 /// <summary> 2110 /// <summary>
@@ -2120,6 +2196,15 @@ namespace OpenSim.Region.Framework.Scenes
2120 /// </summary> 2196 /// </summary>
2121 public void DeleteAllSceneObjects() 2197 public void DeleteAllSceneObjects()
2122 { 2198 {
2199 DeleteAllSceneObjects(false);
2200 }
2201
2202 /// <summary>
2203 /// Delete every object from the scene. This does not include attachments worn by avatars.
2204 /// </summary>
2205 public void DeleteAllSceneObjects(bool exceptNoCopy)
2206 {
2207 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2123 lock (Entities) 2208 lock (Entities)
2124 { 2209 {
2125 EntityBase[] entities = Entities.GetEntities(); 2210 EntityBase[] entities = Entities.GetEntities();
@@ -2128,11 +2213,24 @@ namespace OpenSim.Region.Framework.Scenes
2128 if (e is SceneObjectGroup) 2213 if (e is SceneObjectGroup)
2129 { 2214 {
2130 SceneObjectGroup sog = (SceneObjectGroup)e; 2215 SceneObjectGroup sog = (SceneObjectGroup)e;
2131 if (!sog.IsAttachment) 2216 if (sog != null && !sog.IsAttachment)
2132 DeleteSceneObject((SceneObjectGroup)e, false); 2217 {
2218 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2219 {
2220 DeleteSceneObject((SceneObjectGroup)e, false);
2221 }
2222 else
2223 {
2224 toReturn.Add((SceneObjectGroup)e);
2225 }
2226 }
2133 } 2227 }
2134 } 2228 }
2135 } 2229 }
2230 if (toReturn.Count > 0)
2231 {
2232 returnObjects(toReturn.ToArray(), UUID.Zero);
2233 }
2136 } 2234 }
2137 2235
2138 /// <summary> 2236 /// <summary>
@@ -2167,6 +2265,8 @@ namespace OpenSim.Region.Framework.Scenes
2167 } 2265 }
2168 2266
2169 group.DeleteGroupFromScene(silent); 2267 group.DeleteGroupFromScene(silent);
2268 if (!silent)
2269 SendKillObject(new List<uint>() { group.LocalId });
2170 2270
2171// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2271// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2172 } 2272 }
@@ -2456,6 +2556,8 @@ namespace OpenSim.Region.Framework.Scenes
2456 2556
2457 if (newPosition != Vector3.Zero) 2557 if (newPosition != Vector3.Zero)
2458 newObject.RootPart.GroupPosition = newPosition; 2558 newObject.RootPart.GroupPosition = newPosition;
2559 if (newObject.RootPart.KeyframeMotion != null)
2560 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2459 2561
2460 if (!AddSceneObject(newObject)) 2562 if (!AddSceneObject(newObject))
2461 { 2563 {
@@ -2524,10 +2626,17 @@ namespace OpenSim.Region.Framework.Scenes
2524 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2626 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2525 public bool AddSceneObject(SceneObjectGroup sceneObject) 2627 public bool AddSceneObject(SceneObjectGroup sceneObject)
2526 { 2628 {
2629 if (sceneObject.OwnerID == UUID.Zero)
2630 {
2631 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2632 return false;
2633 }
2634
2527 // If the user is banned, we won't let any of their objects 2635 // If the user is banned, we won't let any of their objects
2528 // enter. Period. 2636 // enter. Period.
2529 // 2637 //
2530 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2638 int flags = GetUserFlags(sceneObject.OwnerID);
2639 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2531 { 2640 {
2532 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2641 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2533 2642
@@ -2573,12 +2682,23 @@ namespace OpenSim.Region.Framework.Scenes
2573 } 2682 }
2574 else 2683 else
2575 { 2684 {
2685 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2576 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2686 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2577 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2687 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2578 } 2688 }
2689 if (sceneObject.OwnerID == UUID.Zero)
2690 {
2691 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2692 return false;
2693 }
2579 } 2694 }
2580 else 2695 else
2581 { 2696 {
2697 if (sceneObject.OwnerID == UUID.Zero)
2698 {
2699 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2700 return false;
2701 }
2582 AddRestoredSceneObject(sceneObject, true, false); 2702 AddRestoredSceneObject(sceneObject, true, false);
2583 2703
2584 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2704 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2607,6 +2727,24 @@ namespace OpenSim.Region.Framework.Scenes
2607 return 2; // StateSource.PrimCrossing 2727 return 2; // StateSource.PrimCrossing
2608 } 2728 }
2609 2729
2730 public int GetUserFlags(UUID user)
2731 {
2732 //Unfortunately the SP approach means that the value is cached until region is restarted
2733 /*
2734 ScenePresence sp;
2735 if (TryGetScenePresence(user, out sp))
2736 {
2737 return sp.UserFlags;
2738 }
2739 else
2740 {
2741 */
2742 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2743 if (uac == null)
2744 return 0;
2745 return uac.UserFlags;
2746 //}
2747 }
2610 #endregion 2748 #endregion
2611 2749
2612 #region Add/Remove Avatar Methods 2750 #region Add/Remove Avatar Methods
@@ -2620,7 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes
2620 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2758 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2621 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2759 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2622 2760
2623// CheckHeartbeat(); 2761 CheckHeartbeat();
2624 2762
2625 ScenePresence sp = GetScenePresence(client.AgentId); 2763 ScenePresence sp = GetScenePresence(client.AgentId);
2626 2764
@@ -2673,7 +2811,13 @@ namespace OpenSim.Region.Framework.Scenes
2673 2811
2674 EventManager.TriggerOnNewClient(client); 2812 EventManager.TriggerOnNewClient(client);
2675 if (vialogin) 2813 if (vialogin)
2814 {
2676 EventManager.TriggerOnClientLogin(client); 2815 EventManager.TriggerOnClientLogin(client);
2816 // Send initial parcel data
2817 Vector3 pos = sp.AbsolutePosition;
2818 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2819 land.SendLandUpdateToClient(client);
2820 }
2677 2821
2678 return sp; 2822 return sp;
2679 } 2823 }
@@ -2763,19 +2907,12 @@ namespace OpenSim.Region.Framework.Scenes
2763 // and the scene presence and the client, if they exist 2907 // and the scene presence and the client, if they exist
2764 try 2908 try
2765 { 2909 {
2766 // We need to wait for the client to make UDP contact first. 2910 ScenePresence sp = GetScenePresence(agentID);
2767 // It's the UDP contact that creates the scene presence 2911 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2768 ScenePresence sp = WaitGetScenePresence(agentID); 2912
2769 if (sp != null) 2913 if (sp != null)
2770 {
2771 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2772
2773 sp.ControllingClient.Close(); 2914 sp.ControllingClient.Close();
2774 } 2915
2775 else
2776 {
2777 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2778 }
2779 // BANG! SLASH! 2916 // BANG! SLASH!
2780 m_authenticateHandler.RemoveCircuit(agentID); 2917 m_authenticateHandler.RemoveCircuit(agentID);
2781 2918
@@ -2820,6 +2957,8 @@ namespace OpenSim.Region.Framework.Scenes
2820 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2957 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2821 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2958 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2822 2959
2960 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2961
2823 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2962 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2824 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2963 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2825 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2964 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2876,6 +3015,7 @@ namespace OpenSim.Region.Framework.Scenes
2876 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3015 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2877 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3016 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2878 client.OnCopyInventoryItem += CopyInventoryItem; 3017 client.OnCopyInventoryItem += CopyInventoryItem;
3018 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2879 client.OnMoveInventoryItem += MoveInventoryItem; 3019 client.OnMoveInventoryItem += MoveInventoryItem;
2880 client.OnRemoveInventoryItem += RemoveInventoryItem; 3020 client.OnRemoveInventoryItem += RemoveInventoryItem;
2881 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3021 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2947,6 +3087,8 @@ namespace OpenSim.Region.Framework.Scenes
2947 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3087 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2948 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3088 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2949 3089
3090 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3091
2950 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3092 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2951 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3093 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2952 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3094 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3049,15 +3191,16 @@ namespace OpenSim.Region.Framework.Scenes
3049 /// </summary> 3191 /// </summary>
3050 /// <param name="agentId">The avatar's Unique ID</param> 3192 /// <param name="agentId">The avatar's Unique ID</param>
3051 /// <param name="client">The IClientAPI for the client</param> 3193 /// <param name="client">The IClientAPI for the client</param>
3052 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3194 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3053 { 3195 {
3054 if (m_teleportModule != null) 3196 if (m_teleportModule != null)
3055 m_teleportModule.TeleportHome(agentId, client); 3197 return m_teleportModule.TeleportHome(agentId, client);
3056 else 3198 else
3057 { 3199 {
3058 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3200 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3059 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3201 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3060 } 3202 }
3203 return false;
3061 } 3204 }
3062 3205
3063 /// <summary> 3206 /// <summary>
@@ -3167,6 +3310,16 @@ namespace OpenSim.Region.Framework.Scenes
3167 /// <param name="flags"></param> 3310 /// <param name="flags"></param>
3168 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3311 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3169 { 3312 {
3313 //Add half the avatar's height so that the user doesn't fall through prims
3314 ScenePresence presence;
3315 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3316 {
3317 if (presence.Appearance != null)
3318 {
3319 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3320 }
3321 }
3322
3170 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3323 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3171 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3324 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3172 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3325 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3235,8 +3388,9 @@ namespace OpenSim.Region.Framework.Scenes
3235 regions.Remove(RegionInfo.RegionHandle); 3388 regions.Remove(RegionInfo.RegionHandle);
3236 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3389 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3237 } 3390 }
3238 3391 m_log.Debug("[Scene] Beginning ClientClosed");
3239 m_eventManager.TriggerClientClosed(agentID, this); 3392 m_eventManager.TriggerClientClosed(agentID, this);
3393 m_log.Debug("[Scene] Finished ClientClosed");
3240 } 3394 }
3241 catch (NullReferenceException) 3395 catch (NullReferenceException)
3242 { 3396 {
@@ -3298,9 +3452,10 @@ namespace OpenSim.Region.Framework.Scenes
3298 { 3452 {
3299 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3453 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3300 } 3454 }
3301 3455 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3302 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3456 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3303// CleanDroppedAttachments(); 3457// CleanDroppedAttachments();
3458 m_log.Debug("[Scene] The avatar has left the building");
3304 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3459 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3305 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3460 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3306 } 3461 }
@@ -3422,13 +3577,16 @@ namespace OpenSim.Region.Framework.Scenes
3422 sp = null; 3577 sp = null;
3423 } 3578 }
3424 3579
3425 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3426 3580
3427 //On login test land permisions 3581 //On login test land permisions
3428 if (vialogin) 3582 if (vialogin)
3429 { 3583 {
3430 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3584 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3585 if (cache != null)
3586 cache.Remove(agent.firstname + " " + agent.lastname);
3587 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3431 { 3588 {
3589 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3432 return false; 3590 return false;
3433 } 3591 }
3434 } 3592 }
@@ -3452,8 +3610,13 @@ namespace OpenSim.Region.Framework.Scenes
3452 3610
3453 try 3611 try
3454 { 3612 {
3455 if (!AuthorizeUser(agent, out reason)) 3613 // Always check estate if this is a login. Always
3456 return false; 3614 // check if banned regions are to be blacked out.
3615 if (vialogin || (!m_seeIntoBannedRegion))
3616 {
3617 if (!AuthorizeUser(agent, out reason))
3618 return false;
3619 }
3457 } 3620 }
3458 catch (Exception e) 3621 catch (Exception e)
3459 { 3622 {
@@ -3579,6 +3742,8 @@ namespace OpenSim.Region.Framework.Scenes
3579 } 3742 }
3580 3743
3581 // Honor parcel landing type and position. 3744 // Honor parcel landing type and position.
3745 /*
3746 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3582 if (land != null) 3747 if (land != null)
3583 { 3748 {
3584 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3749 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3586,26 +3751,34 @@ namespace OpenSim.Region.Framework.Scenes
3586 agent.startpos = land.LandData.UserLocation; 3751 agent.startpos = land.LandData.UserLocation;
3587 } 3752 }
3588 } 3753 }
3754 */// This is now handled properly in ScenePresence.MakeRootAgent
3589 } 3755 }
3590 3756
3591 return true; 3757 return true;
3592 } 3758 }
3593 3759
3594 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3760 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3595 { 3761 {
3596 3762 reason = String.Empty;
3597 bool banned = land.IsBannedFromLand(agent.AgentID); 3763 if (Permissions.IsGod(agentID))
3598 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3764 return true;
3765
3766 ILandObject land = LandChannel.GetLandObject(posX, posY);
3767 if (land == null)
3768 return false;
3769
3770 bool banned = land.IsBannedFromLand(agentID);
3771 bool restricted = land.IsRestrictedFromLand(agentID);
3599 3772
3600 if (banned || restricted) 3773 if (banned || restricted)
3601 { 3774 {
3602 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3775 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3603 if (nearestParcel != null) 3776 if (nearestParcel != null)
3604 { 3777 {
3605 //Move agent to nearest allowed 3778 //Move agent to nearest allowed
3606 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3779 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3607 agent.startpos.X = newPosition.X; 3780 posX = newPosition.X;
3608 agent.startpos.Y = newPosition.Y; 3781 posY = newPosition.Y;
3609 } 3782 }
3610 else 3783 else
3611 { 3784 {
@@ -3667,7 +3840,7 @@ namespace OpenSim.Region.Framework.Scenes
3667 3840
3668 if (!m_strictAccessControl) return true; 3841 if (!m_strictAccessControl) return true;
3669 if (Permissions.IsGod(agent.AgentID)) return true; 3842 if (Permissions.IsGod(agent.AgentID)) return true;
3670 3843
3671 if (AuthorizationService != null) 3844 if (AuthorizationService != null)
3672 { 3845 {
3673 if (!AuthorizationService.IsAuthorizedForRegion( 3846 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3682,7 +3855,7 @@ namespace OpenSim.Region.Framework.Scenes
3682 3855
3683 if (m_regInfo.EstateSettings != null) 3856 if (m_regInfo.EstateSettings != null)
3684 { 3857 {
3685 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3858 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3686 { 3859 {
3687 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3860 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3688 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3861 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3874,6 +4047,13 @@ namespace OpenSim.Region.Framework.Scenes
3874 4047
3875 // We have to wait until the viewer contacts this region after receiving EAC. 4048 // We have to wait until the viewer contacts this region after receiving EAC.
3876 // That calls AddNewClient, which finally creates the ScenePresence 4049 // That calls AddNewClient, which finally creates the ScenePresence
4050 int flags = GetUserFlags(cAgentData.AgentID);
4051 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4052 {
4053 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4054 return false;
4055 }
4056
3877 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4057 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3878 if (nearestParcel == null) 4058 if (nearestParcel == null)
3879 { 4059 {
@@ -3955,12 +4135,22 @@ namespace OpenSim.Region.Framework.Scenes
3955 return false; 4135 return false;
3956 } 4136 }
3957 4137
4138 public bool IncomingCloseAgent(UUID agentID)
4139 {
4140 return IncomingCloseAgent(agentID, false);
4141 }
4142
4143 public bool IncomingCloseChildAgent(UUID agentID)
4144 {
4145 return IncomingCloseAgent(agentID, true);
4146 }
4147
3958 /// <summary> 4148 /// <summary>
3959 /// Tell a single agent to disconnect from the region. 4149 /// Tell a single agent to disconnect from the region.
3960 /// </summary> 4150 /// </summary>
3961 /// <param name="regionHandle"></param>
3962 /// <param name="agentID"></param> 4151 /// <param name="agentID"></param>
3963 public bool IncomingCloseAgent(UUID agentID) 4152 /// <param name="childOnly"></param>
4153 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3964 { 4154 {
3965 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4155 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3966 4156
@@ -3972,7 +4162,7 @@ namespace OpenSim.Region.Framework.Scenes
3972 { 4162 {
3973 m_sceneGraph.removeUserCount(false); 4163 m_sceneGraph.removeUserCount(false);
3974 } 4164 }
3975 else 4165 else if (!childOnly)
3976 { 4166 {
3977 m_sceneGraph.removeUserCount(true); 4167 m_sceneGraph.removeUserCount(true);
3978 } 4168 }
@@ -3988,9 +4178,12 @@ namespace OpenSim.Region.Framework.Scenes
3988 } 4178 }
3989 else 4179 else
3990 presence.ControllingClient.SendShutdownConnectionNotice(); 4180 presence.ControllingClient.SendShutdownConnectionNotice();
4181 presence.ControllingClient.Close(false);
4182 }
4183 else if (!childOnly)
4184 {
4185 presence.ControllingClient.Close(true);
3991 } 4186 }
3992
3993 presence.ControllingClient.Close();
3994 return true; 4187 return true;
3995 } 4188 }
3996 4189
@@ -4572,35 +4765,81 @@ namespace OpenSim.Region.Framework.Scenes
4572 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4765 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4573 } 4766 }
4574 4767
4575 public int GetHealth() 4768 public int GetHealth(out int flags, out string message)
4576 { 4769 {
4577 // Returns: 4770 // Returns:
4578 // 1 = sim is up and accepting http requests. The heartbeat has 4771 // 1 = sim is up and accepting http requests. The heartbeat has
4579 // stopped and the sim is probably locked up, but a remote 4772 // stopped and the sim is probably locked up, but a remote
4580 // admin restart may succeed 4773 // admin restart may succeed
4581 // 4774 //
4582 // 2 = Sim is up and the heartbeat is running. The sim is likely 4775 // 2 = Sim is up and the heartbeat is running. The sim is likely
4583 // usable for people within and logins _may_ work 4776 // usable for people within
4777 //
4778 // 3 = Sim is up and one packet thread is running. Sim is
4779 // unstable and will not accept new logins
4780 //
4781 // 4 = Sim is up and both packet threads are running. Sim is
4782 // likely usable
4584 // 4783 //
4585 // 3 = We have seen a new user enter within the past 4 minutes 4784 // 5 = We have seen a new user enter within the past 4 minutes
4586 // which can be seen as positive confirmation of sim health 4785 // which can be seen as positive confirmation of sim health
4587 // 4786 //
4787
4788 flags = 0;
4789 message = String.Empty;
4790
4791 CheckHeartbeat();
4792
4793 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4794 {
4795 // We're still starting
4796 // 0 means "in startup", it can't happen another way, since
4797 // to get here, we must be able to accept http connections
4798 return 0;
4799 }
4800
4588 int health=1; // Start at 1, means we're up 4801 int health=1; // Start at 1, means we're up
4589 4802
4590 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4803 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4591 health += 1; 4804 {
4805 health+=1;
4806 flags |= 1;
4807 }
4808
4809 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4810 {
4811 health+=1;
4812 flags |= 2;
4813 }
4814
4815 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4816 {
4817 health+=1;
4818 flags |= 4;
4819 }
4592 else 4820 else
4821 {
4822int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4823System.Diagnostics.Process proc = new System.Diagnostics.Process();
4824proc.EnableRaisingEvents=false;
4825proc.StartInfo.FileName = "/bin/kill";
4826proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4827proc.Start();
4828proc.WaitForExit();
4829Thread.Sleep(1000);
4830Environment.Exit(1);
4831 }
4832
4833 if (flags != 7)
4593 return health; 4834 return health;
4594 4835
4595 // A login in the last 4 mins? We can't be doing too badly 4836 // A login in the last 4 mins? We can't be doing too badly
4596 // 4837 //
4597 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4838 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4598 health++; 4839 health++;
4599 else 4840 else
4600 return health; 4841 return health;
4601 4842
4602// CheckHeartbeat();
4603
4604 return health; 4843 return health;
4605 } 4844 }
4606 4845
@@ -4688,7 +4927,7 @@ namespace OpenSim.Region.Framework.Scenes
4688 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4927 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4689 if (wasUsingPhysics) 4928 if (wasUsingPhysics)
4690 { 4929 {
4691 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4930 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4692 } 4931 }
4693 } 4932 }
4694 4933
@@ -4787,14 +5026,14 @@ namespace OpenSim.Region.Framework.Scenes
4787 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5026 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4788 } 5027 }
4789 5028
4790// private void CheckHeartbeat() 5029 private void CheckHeartbeat()
4791// { 5030 {
4792// if (m_firstHeartbeat) 5031 if (m_firstHeartbeat)
4793// return; 5032 return;
4794// 5033
4795// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5034 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4796// StartTimer(); 5035 Start();
4797// } 5036 }
4798 5037
4799 public override ISceneObject DeserializeObject(string representation) 5038 public override ISceneObject DeserializeObject(string representation)
4800 { 5039 {
@@ -4806,9 +5045,14 @@ namespace OpenSim.Region.Framework.Scenes
4806 get { return m_allowScriptCrossings; } 5045 get { return m_allowScriptCrossings; }
4807 } 5046 }
4808 5047
4809 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5048 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4810 { 5049 {
4811 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5050 return GetNearestAllowedPosition(avatar, null);
5051 }
5052
5053 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5054 {
5055 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4812 5056
4813 if (nearestParcel != null) 5057 if (nearestParcel != null)
4814 { 5058 {
@@ -4817,10 +5061,7 @@ namespace OpenSim.Region.Framework.Scenes
4817 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5061 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4818 if (nearestPoint != null) 5062 if (nearestPoint != null)
4819 { 5063 {
4820// m_log.DebugFormat( 5064 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4821// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4822// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4823
4824 return nearestPoint.Value; 5065 return nearestPoint.Value;
4825 } 5066 }
4826 5067
@@ -4830,17 +5071,20 @@ namespace OpenSim.Region.Framework.Scenes
4830 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5071 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4831 if (nearestPoint != null) 5072 if (nearestPoint != null)
4832 { 5073 {
4833// m_log.DebugFormat( 5074 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4834// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4835
4836 return nearestPoint.Value; 5075 return nearestPoint.Value;
4837 } 5076 }
4838 5077
4839 //Ultimate backup if we have no idea where they are 5078 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4840// m_log.DebugFormat( 5079 if (dest != excludeParcel)
4841// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5080 {
5081 // Ultimate backup if we have no idea where they are and
5082 // the last allowed position was in another parcel
5083 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5084 return avatar.lastKnownAllowedPosition;
5085 }
4842 5086
4843 return avatar.lastKnownAllowedPosition; 5087 // else fall through to region edge
4844 } 5088 }
4845 5089
4846 //Go to the edge, this happens in teleporting to a region with no available parcels 5090 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4874,13 +5118,18 @@ namespace OpenSim.Region.Framework.Scenes
4874 5118
4875 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5119 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4876 { 5120 {
5121 return GetNearestAllowedParcel(avatarId, x, y, null);
5122 }
5123
5124 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5125 {
4877 List<ILandObject> all = AllParcels(); 5126 List<ILandObject> all = AllParcels();
4878 float minParcelDistance = float.MaxValue; 5127 float minParcelDistance = float.MaxValue;
4879 ILandObject nearestParcel = null; 5128 ILandObject nearestParcel = null;
4880 5129
4881 foreach (var parcel in all) 5130 foreach (var parcel in all)
4882 { 5131 {
4883 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5132 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4884 { 5133 {
4885 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5134 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4886 if (parcelDistance < minParcelDistance) 5135 if (parcelDistance < minParcelDistance)
@@ -5122,7 +5371,55 @@ namespace OpenSim.Region.Framework.Scenes
5122 mapModule.GenerateMaptile(); 5371 mapModule.GenerateMaptile();
5123 } 5372 }
5124 5373
5125 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5374// public void CleanDroppedAttachments()
5375// {
5376// List<SceneObjectGroup> objectsToDelete =
5377// new List<SceneObjectGroup>();
5378//
5379// lock (m_cleaningAttachments)
5380// {
5381// ForEachSOG(delegate (SceneObjectGroup grp)
5382// {
5383// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5384// {
5385// UUID agentID = grp.OwnerID;
5386// if (agentID == UUID.Zero)
5387// {
5388// objectsToDelete.Add(grp);
5389// return;
5390// }
5391//
5392// ScenePresence sp = GetScenePresence(agentID);
5393// if (sp == null)
5394// {
5395// objectsToDelete.Add(grp);
5396// return;
5397// }
5398// }
5399// });
5400// }
5401//
5402// foreach (SceneObjectGroup grp in objectsToDelete)
5403// {
5404// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5405// DeleteSceneObject(grp, true);
5406// }
5407// }
5408
5409 public void ThreadAlive(int threadCode)
5410 {
5411 switch(threadCode)
5412 {
5413 case 1: // Incoming
5414 m_lastIncoming = Util.EnvironmentTickCount();
5415 break;
5416 case 2: // Incoming
5417 m_lastOutgoing = Util.EnvironmentTickCount();
5418 break;
5419 }
5420 }
5421
5422 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5126 { 5423 {
5127 RegenerateMaptile(); 5424 RegenerateMaptile();
5128 5425
@@ -5141,6 +5438,14 @@ namespace OpenSim.Region.Framework.Scenes
5141 // child agent creation, thereby emulating the SL behavior. 5438 // child agent creation, thereby emulating the SL behavior.
5142 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5439 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5143 { 5440 {
5441 reason = "You are banned from the region";
5442
5443 if (Permissions.IsGod(agentID))
5444 {
5445 reason = String.Empty;
5446 return true;
5447 }
5448
5144 int num = m_sceneGraph.GetNumberOfScenePresences(); 5449 int num = m_sceneGraph.GetNumberOfScenePresences();
5145 5450
5146 if (num >= RegionInfo.RegionSettings.AgentLimit) 5451 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5152,6 +5457,41 @@ namespace OpenSim.Region.Framework.Scenes
5152 } 5457 }
5153 } 5458 }
5154 5459
5460 ScenePresence presence = GetScenePresence(agentID);
5461 IClientAPI client = null;
5462 AgentCircuitData aCircuit = null;
5463
5464 if (presence != null)
5465 {
5466 client = presence.ControllingClient;
5467 if (client != null)
5468 aCircuit = client.RequestClientInfo();
5469 }
5470
5471 // We may be called before there is a presence or a client.
5472 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5473 if (client == null)
5474 {
5475 aCircuit = new AgentCircuitData();
5476 aCircuit.AgentID = agentID;
5477 aCircuit.firstname = String.Empty;
5478 aCircuit.lastname = String.Empty;
5479 }
5480
5481 try
5482 {
5483 if (!AuthorizeUser(aCircuit, out reason))
5484 {
5485 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5486 return false;
5487 }
5488 }
5489 catch (Exception e)
5490 {
5491 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5492 return false;
5493 }
5494
5155 if (position == Vector3.Zero) // Teleport 5495 if (position == Vector3.Zero) // Teleport
5156 { 5496 {
5157 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5497 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5180,13 +5520,46 @@ namespace OpenSim.Region.Framework.Scenes
5180 } 5520 }
5181 } 5521 }
5182 } 5522 }
5523
5524 float posX = 128.0f;
5525 float posY = 128.0f;
5526
5527 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5528 {
5529 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5530 return false;
5531 }
5532 }
5533 else // Walking
5534 {
5535 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5536 if (land == null)
5537 return false;
5538
5539 bool banned = land.IsBannedFromLand(agentID);
5540 bool restricted = land.IsRestrictedFromLand(agentID);
5541
5542 if (banned || restricted)
5543 return false;
5183 } 5544 }
5184 5545
5185 reason = String.Empty; 5546 reason = String.Empty;
5186 return true; 5547 return true;
5187 } 5548 }
5188 5549
5189 /// <summary> 5550 public void StartTimerWatchdog()
5551 {
5552 m_timerWatchdog.Interval = 1000;
5553 m_timerWatchdog.Elapsed += TimerWatchdog;
5554 m_timerWatchdog.AutoReset = true;
5555 m_timerWatchdog.Start();
5556 }
5557
5558 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5559 {
5560 CheckHeartbeat();
5561 }
5562
5190 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5563 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5191 /// autopilot that moves an avatar to a sit target!. 5564 /// autopilot that moves an avatar to a sit target!.
5192 /// </summary> 5565 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 9c6b884..9b8a3ae 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index b8616e8..77e808e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -182,10 +182,13 @@ namespace OpenSim.Region.Framework.Scenes
182 } 182 }
183 } 183 }
184 184
185 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
186
185 /// <summary> 187 /// <summary>
186 /// Closes a child agent on a given region 188 /// This Closes child agents on neighboring regions
189 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
187 /// </summary> 190 /// </summary>
188 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 191 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
189 { 192 {
190 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 193 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
191 194
@@ -194,31 +197,29 @@ namespace OpenSim.Region.Framework.Scenes
194 Utils.LongToUInts(regionHandle, out x, out y); 197 Utils.LongToUInts(regionHandle, out x, out y);
195 198
196 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 199 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
200 m_scene.SimulationService.CloseChildAgent(destination, agentID);
201 }
197 202
198 m_log.DebugFormat( 203 private void SendCloseChildAgentCompleted(IAsyncResult iar)
199 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 204 {
200 agentID, destination.RegionCoordX, destination.RegionCoordY); 205 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
201 206 icon.EndInvoke(iar);
202 m_scene.SimulationService.CloseAgent(destination, agentID);
203 } 207 }
204 208
205 /// <summary>
206 /// Closes a child agents in a collection of regions. Does so asynchronously
207 /// so that the caller doesn't wait.
208 /// </summary>
209 /// <param name="agentID"></param>
210 /// <param name="regionslst"></param>
211 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
212 { 210 {
213 foreach (ulong handle in regionslst) 211 foreach (ulong handle in regionslst)
214 { 212 {
215 SendCloseChildAgent(agentID, handle); 213 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
214 d.BeginInvoke(agentID, handle,
215 SendCloseChildAgentCompleted,
216 d);
216 } 217 }
217 } 218 }
218 219
219 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 220 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
220 { 221 {
221 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 222 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
222 } 223 }
223 } 224 }
224} \ No newline at end of file 225}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 67eb0fe..f6f6a1a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -123,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
123 133
124 protected internal void Close() 134 protected internal void Close()
125 { 135 {
126 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
127 { 138 {
128 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
129 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
130 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
131 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
132 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
133 148
134 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
135 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -250,6 +265,33 @@ namespace OpenSim.Region.Framework.Scenes
250 protected internal bool AddRestoredSceneObject( 265 protected internal bool AddRestoredSceneObject(
251 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 266 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
252 { 267 {
268 if (!m_parentScene.CombineRegions)
269 {
270 // KF: Check for out-of-region, move inside and make static.
271 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
272 sceneObject.RootPart.GroupPosition.Y,
273 sceneObject.RootPart.GroupPosition.Z);
274 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 ||
275 npos.X > Constants.RegionSize ||
276 npos.Y > Constants.RegionSize))
277 {
278 if (npos.X < 0.0) npos.X = 1.0f;
279 if (npos.Y < 0.0) npos.Y = 1.0f;
280 if (npos.Z < 0.0) npos.Z = 0.0f;
281 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
282 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
283
284 foreach (SceneObjectPart part in sceneObject.Parts)
285 {
286 part.GroupPosition = npos;
287 }
288 sceneObject.RootPart.Velocity = Vector3.Zero;
289 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
290 sceneObject.RootPart.Acceleration = Vector3.Zero;
291 sceneObject.RootPart.Velocity = Vector3.Zero;
292 }
293 }
294
253 if (attachToBackup && (!alreadyPersisted)) 295 if (attachToBackup && (!alreadyPersisted))
254 { 296 {
255 sceneObject.ForceInventoryPersistence(); 297 sceneObject.ForceInventoryPersistence();
@@ -340,6 +382,11 @@ namespace OpenSim.Region.Framework.Scenes
340 /// </returns> 382 /// </returns>
341 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 383 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
342 { 384 {
385 if (sceneObject == null)
386 {
387 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
388 return false;
389 }
343 if (sceneObject.UUID == UUID.Zero) 390 if (sceneObject.UUID == UUID.Zero)
344 { 391 {
345 m_log.ErrorFormat( 392 m_log.ErrorFormat(
@@ -474,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
474 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
475 } 522 }
476 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
477 /// <summary> 548 /// <summary>
478 /// Process all pending updates 549 /// Process all pending updates
479 /// </summary> 550 /// </summary>
@@ -591,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
591 662
592 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
593 664
594 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
595 { 667 {
596 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
597 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -615,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
615 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
616 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
617 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
618 } 694 }
619 695
620 /// <summary> 696 /// <summary>
@@ -629,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
629 agentID); 705 agentID);
630 } 706 }
631 707
632 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
633 { 710 {
634 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
635 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -651,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
651 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
652 } 729 }
653 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
654 } 735 }
655 736
656 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1183,6 +1264,25 @@ namespace OpenSim.Region.Framework.Scenes
1183 1264
1184 #region Client Event handlers 1265 #region Client Event handlers
1185 1266
1267 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1268 {
1269 SceneObjectPart part = GetSceneObjectPart(localID);
1270 ObjectChangeData data = (ObjectChangeData)odata;
1271
1272 if (part != null)
1273 {
1274 SceneObjectGroup grp = part.ParentGroup;
1275 if (grp != null)
1276 {
1277 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1278 {
1279 part.StoreUndoState(data.change); // lets test only saving what we changed
1280 grp.doChangeObject(part, (ObjectChangeData)data);
1281 }
1282 }
1283 }
1284 }
1285
1186 /// <summary> 1286 /// <summary>
1187 /// Update the scale of an individual prim. 1287 /// Update the scale of an individual prim.
1188 /// </summary> 1288 /// </summary>
@@ -1197,7 +1297,17 @@ namespace OpenSim.Region.Framework.Scenes
1197 { 1297 {
1198 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1298 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1199 { 1299 {
1300 bool physbuild = false;
1301 if (part.ParentGroup.RootPart.PhysActor != null)
1302 {
1303 part.ParentGroup.RootPart.PhysActor.Building = true;
1304 physbuild = true;
1305 }
1306
1200 part.Resize(scale); 1307 part.Resize(scale);
1308
1309 if (physbuild)
1310 part.ParentGroup.RootPart.PhysActor.Building = false;
1201 } 1311 }
1202 } 1312 }
1203 } 1313 }
@@ -1209,7 +1319,17 @@ namespace OpenSim.Region.Framework.Scenes
1209 { 1319 {
1210 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1320 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1211 { 1321 {
1322 bool physbuild = false;
1323 if (group.RootPart.PhysActor != null)
1324 {
1325 group.RootPart.PhysActor.Building = true;
1326 physbuild = true;
1327 }
1328
1212 group.GroupResize(scale); 1329 group.GroupResize(scale);
1330
1331 if (physbuild)
1332 group.RootPart.PhysActor.Building = false;
1213 } 1333 }
1214 } 1334 }
1215 } 1335 }
@@ -1337,8 +1457,13 @@ namespace OpenSim.Region.Framework.Scenes
1337 { 1457 {
1338 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1458 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1339 { 1459 {
1340 if (m_parentScene.AttachmentsModule != null) 1460 // Set the new attachment point data in the object
1341 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1461 byte attachmentPoint = group.GetAttachmentPoint();
1462 group.UpdateGroupPosition(pos);
1463 group.IsAttachment = false;
1464 group.AbsolutePosition = group.RootPart.AttachedPos;
1465 group.AttachmentPoint = attachmentPoint;
1466 group.HasGroupChanged = true;
1342 } 1467 }
1343 else 1468 else
1344 { 1469 {
@@ -1386,7 +1511,7 @@ namespace OpenSim.Region.Framework.Scenes
1386 /// <param name="SetPhantom"></param> 1511 /// <param name="SetPhantom"></param>
1387 /// <param name="remoteClient"></param> 1512 /// <param name="remoteClient"></param>
1388 protected internal void UpdatePrimFlags( 1513 protected internal void UpdatePrimFlags(
1389 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1514 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1390 { 1515 {
1391 SceneObjectGroup group = GetGroupByPrim(localID); 1516 SceneObjectGroup group = GetGroupByPrim(localID);
1392 if (group != null) 1517 if (group != null)
@@ -1394,7 +1519,28 @@ namespace OpenSim.Region.Framework.Scenes
1394 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1519 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1395 { 1520 {
1396 // VolumeDetect can't be set via UI and will always be off when a change is made there 1521 // VolumeDetect can't be set via UI and will always be off when a change is made there
1397 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1522 // now only change volume dtc if phantom off
1523
1524 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1525 {
1526 bool vdtc;
1527 if (SetPhantom) // if phantom keep volumedtc
1528 vdtc = group.RootPart.VolumeDetectActive;
1529 else // else turn it off
1530 vdtc = false;
1531
1532 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1533 }
1534 else
1535 {
1536 SceneObjectPart part = GetSceneObjectPart(localID);
1537 if (part != null)
1538 {
1539 part.UpdateExtraPhysics(PhysData);
1540 if (part.UpdatePhysRequired)
1541 remoteClient.SendPartPhysicsProprieties(part);
1542 }
1543 }
1398 } 1544 }
1399 } 1545 }
1400 } 1546 }
@@ -1538,6 +1684,7 @@ namespace OpenSim.Region.Framework.Scenes
1538 { 1684 {
1539 part.Material = Convert.ToByte(material); 1685 part.Material = Convert.ToByte(material);
1540 group.HasGroupChanged = true; 1686 group.HasGroupChanged = true;
1687 remoteClient.SendPartPhysicsProprieties(part);
1541 } 1688 }
1542 } 1689 }
1543 } 1690 }
@@ -1602,6 +1749,12 @@ namespace OpenSim.Region.Framework.Scenes
1602 /// <param name="childPrims"></param> 1749 /// <param name="childPrims"></param>
1603 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1750 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1604 { 1751 {
1752 if (root.KeyframeMotion != null)
1753 {
1754 root.KeyframeMotion.Stop();
1755 root.KeyframeMotion = null;
1756 }
1757
1605 SceneObjectGroup parentGroup = root.ParentGroup; 1758 SceneObjectGroup parentGroup = root.ParentGroup;
1606 if (parentGroup == null) return; 1759 if (parentGroup == null) return;
1607 1760
@@ -1610,8 +1763,11 @@ namespace OpenSim.Region.Framework.Scenes
1610 return; 1763 return;
1611 1764
1612 Monitor.Enter(m_updateLock); 1765 Monitor.Enter(m_updateLock);
1766
1613 try 1767 try
1614 { 1768 {
1769 parentGroup.areUpdatesSuspended = true;
1770
1615 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1771 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1616 1772
1617 // We do this in reverse to get the link order of the prims correct 1773 // We do this in reverse to get the link order of the prims correct
@@ -1626,9 +1782,13 @@ namespace OpenSim.Region.Framework.Scenes
1626 // Make sure no child prim is set for sale 1782 // Make sure no child prim is set for sale
1627 // So that, on delink, no prims are unwittingly 1783 // So that, on delink, no prims are unwittingly
1628 // left for sale and sold off 1784 // left for sale and sold off
1629 child.RootPart.ObjectSaleType = 0; 1785
1630 child.RootPart.SalePrice = 10; 1786 if (child != null)
1631 childGroups.Add(child); 1787 {
1788 child.RootPart.ObjectSaleType = 0;
1789 child.RootPart.SalePrice = 10;
1790 childGroups.Add(child);
1791 }
1632 } 1792 }
1633 1793
1634 foreach (SceneObjectGroup child in childGroups) 1794 foreach (SceneObjectGroup child in childGroups)
@@ -1655,6 +1815,16 @@ namespace OpenSim.Region.Framework.Scenes
1655 } 1815 }
1656 finally 1816 finally
1657 { 1817 {
1818 lock (SceneObjectGroupsByLocalPartID)
1819 {
1820 foreach (SceneObjectPart part in parentGroup.Parts)
1821 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1822 }
1823
1824 parentGroup.areUpdatesSuspended = false;
1825 parentGroup.HasGroupChanged = true;
1826 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1827 parentGroup.ScheduleGroupForFullUpdate();
1658 Monitor.Exit(m_updateLock); 1828 Monitor.Exit(m_updateLock);
1659 } 1829 }
1660 } 1830 }
@@ -1677,6 +1847,11 @@ namespace OpenSim.Region.Framework.Scenes
1677 { 1847 {
1678 if (part != null) 1848 if (part != null)
1679 { 1849 {
1850 if (part.KeyframeMotion != null)
1851 {
1852 part.KeyframeMotion.Stop();
1853 part.KeyframeMotion = null;
1854 }
1680 if (part.ParentGroup.PrimCount != 1) // Skip single 1855 if (part.ParentGroup.PrimCount != 1) // Skip single
1681 { 1856 {
1682 if (part.LinkNum < 2) // Root 1857 if (part.LinkNum < 2) // Root
@@ -1691,21 +1866,24 @@ namespace OpenSim.Region.Framework.Scenes
1691 1866
1692 SceneObjectGroup group = part.ParentGroup; 1867 SceneObjectGroup group = part.ParentGroup;
1693 if (!affectedGroups.Contains(group)) 1868 if (!affectedGroups.Contains(group))
1869 {
1870 group.areUpdatesSuspended = true;
1694 affectedGroups.Add(group); 1871 affectedGroups.Add(group);
1872 }
1695 } 1873 }
1696 } 1874 }
1697 } 1875 }
1698 1876
1699 foreach (SceneObjectPart child in childParts) 1877 if (childParts.Count > 0)
1700 { 1878 {
1701 // Unlink all child parts from their groups 1879 foreach (SceneObjectPart child in childParts)
1702 // 1880 {
1703 child.ParentGroup.DelinkFromGroup(child, true); 1881 // Unlink all child parts from their groups
1704 1882 //
1705 // These are not in affected groups and will not be 1883 child.ParentGroup.DelinkFromGroup(child, true);
1706 // handled further. Do the honors here. 1884 child.ParentGroup.HasGroupChanged = true;
1707 child.ParentGroup.HasGroupChanged = true; 1885 child.ParentGroup.ScheduleGroupForFullUpdate();
1708 child.ParentGroup.ScheduleGroupForFullUpdate(); 1886 }
1709 } 1887 }
1710 1888
1711 foreach (SceneObjectPart root in rootParts) 1889 foreach (SceneObjectPart root in rootParts)
@@ -1715,56 +1893,68 @@ namespace OpenSim.Region.Framework.Scenes
1715 // However, editing linked parts and unlinking may be different 1893 // However, editing linked parts and unlinking may be different
1716 // 1894 //
1717 SceneObjectGroup group = root.ParentGroup; 1895 SceneObjectGroup group = root.ParentGroup;
1896 group.areUpdatesSuspended = true;
1718 1897
1719 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1898 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1720 int numChildren = newSet.Count; 1899 int numChildren = newSet.Count;
1721 1900
1901 if (numChildren == 1)
1902 break;
1903
1722 // If there are prims left in a link set, but the root is 1904 // If there are prims left in a link set, but the root is
1723 // slated for unlink, we need to do this 1905 // slated for unlink, we need to do this
1906 // Unlink the remaining set
1724 // 1907 //
1725 if (numChildren != 1) 1908 bool sendEventsToRemainder = true;
1726 { 1909 if (numChildren > 1)
1727 // Unlink the remaining set 1910 sendEventsToRemainder = false;
1728 //
1729 bool sendEventsToRemainder = true;
1730 if (numChildren > 1)
1731 sendEventsToRemainder = false;
1732 1911
1733 foreach (SceneObjectPart p in newSet) 1912 foreach (SceneObjectPart p in newSet)
1913 {
1914 if (p != group.RootPart)
1734 { 1915 {
1735 if (p != group.RootPart) 1916 group.DelinkFromGroup(p, sendEventsToRemainder);
1736 group.DelinkFromGroup(p, sendEventsToRemainder); 1917 if (numChildren > 2)
1918 {
1919 p.ParentGroup.areUpdatesSuspended = true;
1920 }
1921 else
1922 {
1923 p.ParentGroup.HasGroupChanged = true;
1924 p.ParentGroup.ScheduleGroupForFullUpdate();
1925 }
1737 } 1926 }
1927 }
1738 1928
1739 // If there is more than one prim remaining, we 1929 // If there is more than one prim remaining, we
1740 // need to re-link 1930 // need to re-link
1931 //
1932 if (numChildren > 2)
1933 {
1934 // Remove old root
1741 // 1935 //
1742 if (numChildren > 2) 1936 if (newSet.Contains(root))
1937 newSet.Remove(root);
1938
1939 // Preserve link ordering
1940 //
1941 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1743 { 1942 {
1744 // Remove old root 1943 return a.LinkNum.CompareTo(b.LinkNum);
1745 // 1944 });
1746 if (newSet.Contains(root))
1747 newSet.Remove(root);
1748
1749 // Preserve link ordering
1750 //
1751 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1752 {
1753 return a.LinkNum.CompareTo(b.LinkNum);
1754 });
1755 1945
1756 // Determine new root 1946 // Determine new root
1757 // 1947 //
1758 SceneObjectPart newRoot = newSet[0]; 1948 SceneObjectPart newRoot = newSet[0];
1759 newSet.RemoveAt(0); 1949 newSet.RemoveAt(0);
1760 1950
1761 foreach (SceneObjectPart newChild in newSet) 1951 foreach (SceneObjectPart newChild in newSet)
1762 newChild.ClearUpdateSchedule(); 1952 newChild.ClearUpdateSchedule();
1763 1953
1764 LinkObjects(newRoot, newSet); 1954 newRoot.ParentGroup.areUpdatesSuspended = true;
1765 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1955 LinkObjects(newRoot, newSet);
1766 affectedGroups.Add(newRoot.ParentGroup); 1956 if (!affectedGroups.Contains(newRoot.ParentGroup))
1767 } 1957 affectedGroups.Add(newRoot.ParentGroup);
1768 } 1958 }
1769 } 1959 }
1770 1960
@@ -1772,8 +1962,14 @@ namespace OpenSim.Region.Framework.Scenes
1772 // 1962 //
1773 foreach (SceneObjectGroup g in affectedGroups) 1963 foreach (SceneObjectGroup g in affectedGroups)
1774 { 1964 {
1965 // Child prims that have been unlinked and deleted will
1966 // return unless the root is deleted. This will remove them
1967 // from the database. They will be rewritten immediately,
1968 // minus the rows for the unlinked child prims.
1969 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1775 g.TriggerScriptChangedEvent(Changed.LINK); 1970 g.TriggerScriptChangedEvent(Changed.LINK);
1776 g.HasGroupChanged = true; // Persist 1971 g.HasGroupChanged = true; // Persist
1972 g.areUpdatesSuspended = false;
1777 g.ScheduleGroupForFullUpdate(); 1973 g.ScheduleGroupForFullUpdate();
1778 } 1974 }
1779 } 1975 }
@@ -1875,9 +2071,6 @@ namespace OpenSim.Region.Framework.Scenes
1875 child.ApplyNextOwnerPermissions(); 2071 child.ApplyNextOwnerPermissions();
1876 } 2072 }
1877 } 2073 }
1878
1879 copy.RootPart.ObjectSaleType = 0;
1880 copy.RootPart.SalePrice = 10;
1881 } 2074 }
1882 2075
1883 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2076 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 10012d0..2effa25 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 2686004..c47db97 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -245,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes
245 309
246 private bool m_scriptListens_atTarget; 310 private bool m_scriptListens_atTarget;
247 private bool m_scriptListens_notAtTarget; 311 private bool m_scriptListens_notAtTarget;
248
249 private bool m_scriptListens_atRotTarget; 312 private bool m_scriptListens_atRotTarget;
250 private bool m_scriptListens_notAtRotTarget; 313 private bool m_scriptListens_notAtRotTarget;
251 314
315 public bool m_dupeInProgress = false;
252 internal Dictionary<UUID, string> m_savedScriptState; 316 internal Dictionary<UUID, string> m_savedScriptState;
253 317
254 #region Properties 318 #region Properties
@@ -285,6 +349,16 @@ namespace OpenSim.Region.Framework.Scenes
285 get { return m_parts.Count; } 349 get { return m_parts.Count; }
286 } 350 }
287 351
352// protected Quaternion m_rotation = Quaternion.Identity;
353//
354// public virtual Quaternion Rotation
355// {
356// get { return m_rotation; }
357// set {
358// m_rotation = value;
359// }
360// }
361
288 public Quaternion GroupRotation 362 public Quaternion GroupRotation
289 { 363 {
290 get { return m_rootPart.RotationOffset; } 364 get { return m_rootPart.RotationOffset; }
@@ -404,14 +478,99 @@ namespace OpenSim.Region.Framework.Scenes
404 478
405 if (Scene != null) 479 if (Scene != null)
406 { 480 {
407 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 481 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
408 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 482 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
483 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
484 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
485 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
409 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 486 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
410 { 487 {
411 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 488 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
489 uint x = 0;
490 uint y = 0;
491 string version = String.Empty;
492 Vector3 newpos = Vector3.Zero;
493 OpenSim.Services.Interfaces.GridRegion destination = null;
494
495 bool canCross = true;
496 foreach (ScenePresence av in m_linkedAvatars)
497 {
498 // We need to cross these agents. First, let's find
499 // out if any of them can't cross for some reason.
500 // We have to deny the crossing entirely if any
501 // of them are banned. Alternatively, we could
502 // unsit banned agents....
503
504
505 // We set the avatar position as being the object
506 // position to get the region to send to
507 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
508 {
509 canCross = false;
510 break;
511 }
512
513 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
514 }
515
516 if (canCross)
517 {
518 // We unparent the SP quietly so that it won't
519 // be made to stand up
520 foreach (ScenePresence av in m_linkedAvatars)
521 {
522 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
523 if (parentPart != null)
524 av.ParentUUID = parentPart.UUID;
525
526 av.ParentID = 0;
527 }
528
529 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
530
531 // Normalize
532 if (val.X >= Constants.RegionSize)
533 val.X -= Constants.RegionSize;
534 if (val.Y >= Constants.RegionSize)
535 val.Y -= Constants.RegionSize;
536 if (val.X < 0)
537 val.X += Constants.RegionSize;
538 if (val.Y < 0)
539 val.Y += Constants.RegionSize;
540
541 // If it's deleted, crossing was successful
542 if (IsDeleted)
543 {
544 foreach (ScenePresence av in m_linkedAvatars)
545 {
546 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
547
548 av.IsInTransit = true;
549
550 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
551 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
552 }
553
554 return;
555 }
556 }
557 else if (RootPart.PhysActor != null)
558 {
559 RootPart.PhysActor.CrossingFailure();
560 }
561
562 Vector3 oldp = AbsolutePosition;
563 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
564 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
565 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
412 } 566 }
413 } 567 }
414 568/* don't see the need but worse don't see where is restored to false if things stay in
569 foreach (SceneObjectPart part in m_parts.GetArray())
570 {
571 part.IgnoreUndoUpdate = true;
572 }
573 */
415 if (RootPart.GetStatusSandbox()) 574 if (RootPart.GetStatusSandbox())
416 { 575 {
417 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 576 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -425,10 +584,30 @@ namespace OpenSim.Region.Framework.Scenes
425 return; 584 return;
426 } 585 }
427 } 586 }
428
429 SceneObjectPart[] parts = m_parts.GetArray(); 587 SceneObjectPart[] parts = m_parts.GetArray();
430 for (int i = 0; i < parts.Length; i++) 588 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
431 parts[i].GroupPosition = val; 589 if (m_dupeInProgress)
590 triggerScriptEvent = false;
591 foreach (SceneObjectPart part in parts)
592 {
593 part.GroupPosition = val;
594 if (triggerScriptEvent)
595 part.TriggerScriptChangedEvent(Changed.POSITION);
596 }
597 if (!m_dupeInProgress)
598 {
599 foreach (ScenePresence av in m_linkedAvatars)
600 {
601 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
602 if (p != null && m_parts.TryGetValue(p.UUID, out p))
603 {
604 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
605 av.AbsolutePosition += offset;
606 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
607 av.SendAvatarDataToAllAgents();
608 }
609 }
610 }
432 611
433 //if (m_rootPart.PhysActor != null) 612 //if (m_rootPart.PhysActor != null)
434 //{ 613 //{
@@ -443,6 +622,29 @@ namespace OpenSim.Region.Framework.Scenes
443 } 622 }
444 } 623 }
445 624
625 public override Vector3 Velocity
626 {
627 get { return RootPart.Velocity; }
628 set { RootPart.Velocity = value; }
629 }
630
631 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
632 {
633 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
634 ScenePresence agent = icon.EndInvoke(iar);
635
636 //// If the cross was successful, this agent is a child agent
637 //if (agent.IsChildAgent)
638 // agent.Reset();
639 //else // Not successful
640 // agent.RestoreInCurrentScene();
641
642 // In any case
643 agent.IsInTransit = false;
644
645 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
646 }
647
446 public override uint LocalId 648 public override uint LocalId
447 { 649 {
448 get { return m_rootPart.LocalId; } 650 get { return m_rootPart.LocalId; }
@@ -524,6 +726,11 @@ namespace OpenSim.Region.Framework.Scenes
524 m_isSelected = value; 726 m_isSelected = value;
525 // Tell physics engine that group is selected 727 // Tell physics engine that group is selected
526 728
729 // this is not right
730 // but ode engines should only really need to know about root part
731 // so they can put entire object simulation on hold and not colliding
732 // keep as was for now
733
527 PhysicsActor pa = m_rootPart.PhysActor; 734 PhysicsActor pa = m_rootPart.PhysActor;
528 if (pa != null) 735 if (pa != null)
529 { 736 {
@@ -540,6 +747,42 @@ namespace OpenSim.Region.Framework.Scenes
540 childPa.Selected = value; 747 childPa.Selected = value;
541 } 748 }
542 } 749 }
750 if (RootPart.KeyframeMotion != null)
751 RootPart.KeyframeMotion.Selected = value;
752 }
753 }
754
755 public void PartSelectChanged(bool partSelect)
756 {
757 // any part selected makes group selected
758 if (m_isSelected == partSelect)
759 return;
760
761 if (partSelect)
762 {
763 IsSelected = partSelect;
764// if (!IsAttachment)
765// ScheduleGroupForFullUpdate();
766 }
767 else
768 {
769 // bad bad bad 2 heavy for large linksets
770 // since viewer does send lot of (un)selects
771 // this needs to be replaced by a specific list or count ?
772 // but that will require extra code in several places
773
774 SceneObjectPart[] parts = m_parts.GetArray();
775 for (int i = 0; i < parts.Length; i++)
776 {
777 SceneObjectPart part = parts[i];
778 if (part.IsSelected)
779 return;
780 }
781 IsSelected = partSelect;
782 if (!IsAttachment)
783 {
784 ScheduleGroupForFullUpdate();
785 }
543 } 786 }
544 } 787 }
545 788
@@ -617,6 +860,7 @@ namespace OpenSim.Region.Framework.Scenes
617 /// </summary> 860 /// </summary>
618 public SceneObjectGroup() 861 public SceneObjectGroup()
619 { 862 {
863
620 } 864 }
621 865
622 /// <summary> 866 /// <summary>
@@ -633,7 +877,7 @@ namespace OpenSim.Region.Framework.Scenes
633 /// Constructor. This object is added to the scene later via AttachToScene() 877 /// Constructor. This object is added to the scene later via AttachToScene()
634 /// </summary> 878 /// </summary>
635 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 879 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
636 { 880 {
637 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 881 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
638 } 882 }
639 883
@@ -669,6 +913,9 @@ namespace OpenSim.Region.Framework.Scenes
669 /// </summary> 913 /// </summary>
670 public virtual void AttachToBackup() 914 public virtual void AttachToBackup()
671 { 915 {
916 if (IsAttachment) return;
917 m_scene.SceneGraph.FireAttachToBackup(this);
918
672 if (InSceneBackup) 919 if (InSceneBackup)
673 { 920 {
674 //m_log.DebugFormat( 921 //m_log.DebugFormat(
@@ -711,6 +958,13 @@ namespace OpenSim.Region.Framework.Scenes
711 958
712 ApplyPhysics(); 959 ApplyPhysics();
713 960
961 if (RootPart.PhysActor != null)
962 RootPart.Force = RootPart.Force;
963 if (RootPart.PhysActor != null)
964 RootPart.Torque = RootPart.Torque;
965 if (RootPart.PhysActor != null)
966 RootPart.Buoyancy = RootPart.Buoyancy;
967
714 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 968 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
715 // for the same object with very different properties. The caller must schedule the update. 969 // for the same object with very different properties. The caller must schedule the update.
716 //ScheduleGroupForFullUpdate(); 970 //ScheduleGroupForFullUpdate();
@@ -726,6 +980,10 @@ namespace OpenSim.Region.Framework.Scenes
726 EntityIntersection result = new EntityIntersection(); 980 EntityIntersection result = new EntityIntersection();
727 981
728 SceneObjectPart[] parts = m_parts.GetArray(); 982 SceneObjectPart[] parts = m_parts.GetArray();
983
984 // Find closest hit here
985 float idist = float.MaxValue;
986
729 for (int i = 0; i < parts.Length; i++) 987 for (int i = 0; i < parts.Length; i++)
730 { 988 {
731 SceneObjectPart part = parts[i]; 989 SceneObjectPart part = parts[i];
@@ -740,11 +998,6 @@ namespace OpenSim.Region.Framework.Scenes
740 998
741 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 999 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
742 1000
743 // This may need to be updated to the maximum draw distance possible..
744 // We might (and probably will) be checking for prim creation from other sims
745 // when the camera crosses the border.
746 float idist = Constants.RegionSize;
747
748 if (inter.HitTF) 1001 if (inter.HitTF)
749 { 1002 {
750 // We need to find the closest prim to return to the testcaller along the ray 1003 // We need to find the closest prim to return to the testcaller along the ray
@@ -755,10 +1008,11 @@ namespace OpenSim.Region.Framework.Scenes
755 result.obj = part; 1008 result.obj = part;
756 result.normal = inter.normal; 1009 result.normal = inter.normal;
757 result.distance = inter.distance; 1010 result.distance = inter.distance;
1011
1012 idist = inter.distance;
758 } 1013 }
759 } 1014 }
760 } 1015 }
761
762 return result; 1016 return result;
763 } 1017 }
764 1018
@@ -770,25 +1024,27 @@ namespace OpenSim.Region.Framework.Scenes
770 /// <returns></returns> 1024 /// <returns></returns>
771 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1025 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
772 { 1026 {
773 maxX = -256f; 1027 maxX = float.MinValue;
774 maxY = -256f; 1028 maxY = float.MinValue;
775 maxZ = -256f; 1029 maxZ = float.MinValue;
776 minX = 256f; 1030 minX = float.MaxValue;
777 minY = 256f; 1031 minY = float.MaxValue;
778 minZ = 8192f; 1032 minZ = float.MaxValue;
779 1033
780 SceneObjectPart[] parts = m_parts.GetArray(); 1034 SceneObjectPart[] parts = m_parts.GetArray();
781 for (int i = 0; i < parts.Length; i++) 1035 foreach (SceneObjectPart part in parts)
782 { 1036 {
783 SceneObjectPart part = parts[i];
784
785 Vector3 worldPos = part.GetWorldPosition(); 1037 Vector3 worldPos = part.GetWorldPosition();
786 Vector3 offset = worldPos - AbsolutePosition; 1038 Vector3 offset = worldPos - AbsolutePosition;
787 Quaternion worldRot; 1039 Quaternion worldRot;
788 if (part.ParentID == 0) 1040 if (part.ParentID == 0)
1041 {
789 worldRot = part.RotationOffset; 1042 worldRot = part.RotationOffset;
1043 }
790 else 1044 else
1045 {
791 worldRot = part.GetWorldRotation(); 1046 worldRot = part.GetWorldRotation();
1047 }
792 1048
793 Vector3 frontTopLeft; 1049 Vector3 frontTopLeft;
794 Vector3 frontTopRight; 1050 Vector3 frontTopRight;
@@ -800,6 +1056,8 @@ namespace OpenSim.Region.Framework.Scenes
800 Vector3 backBottomLeft; 1056 Vector3 backBottomLeft;
801 Vector3 backBottomRight; 1057 Vector3 backBottomRight;
802 1058
1059 // Vector3[] corners = new Vector3[8];
1060
803 Vector3 orig = Vector3.Zero; 1061 Vector3 orig = Vector3.Zero;
804 1062
805 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1063 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -834,6 +1092,38 @@ namespace OpenSim.Region.Framework.Scenes
834 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1092 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
835 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1093 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
836 1094
1095
1096
1097 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1098 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1099 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1100 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1101 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1102 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1103 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1104 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1105
1106 //for (int i = 0; i < 8; i++)
1107 //{
1108 // corners[i] = corners[i] * worldRot;
1109 // corners[i] += offset;
1110
1111 // if (corners[i].X > maxX)
1112 // maxX = corners[i].X;
1113 // if (corners[i].X < minX)
1114 // minX = corners[i].X;
1115
1116 // if (corners[i].Y > maxY)
1117 // maxY = corners[i].Y;
1118 // if (corners[i].Y < minY)
1119 // minY = corners[i].Y;
1120
1121 // if (corners[i].Z > maxZ)
1122 // maxZ = corners[i].Y;
1123 // if (corners[i].Z < minZ)
1124 // minZ = corners[i].Z;
1125 //}
1126
837 frontTopLeft = frontTopLeft * worldRot; 1127 frontTopLeft = frontTopLeft * worldRot;
838 frontTopRight = frontTopRight * worldRot; 1128 frontTopRight = frontTopRight * worldRot;
839 frontBottomLeft = frontBottomLeft * worldRot; 1129 frontBottomLeft = frontBottomLeft * worldRot;
@@ -855,6 +1145,15 @@ namespace OpenSim.Region.Framework.Scenes
855 backTopLeft += offset; 1145 backTopLeft += offset;
856 backTopRight += offset; 1146 backTopRight += offset;
857 1147
1148 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1149 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1150 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1151 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1152 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1153 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1154 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1155 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1156
858 if (frontTopRight.X > maxX) 1157 if (frontTopRight.X > maxX)
859 maxX = frontTopRight.X; 1158 maxX = frontTopRight.X;
860 if (frontTopLeft.X > maxX) 1159 if (frontTopLeft.X > maxX)
@@ -998,17 +1297,118 @@ namespace OpenSim.Region.Framework.Scenes
998 1297
999 #endregion 1298 #endregion
1000 1299
1300 public void GetResourcesCosts(SceneObjectPart apart,
1301 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1302 {
1303 // this information may need to be cached
1304
1305 float cost;
1306 float tmpcost;
1307
1308 bool ComplexCost = false;
1309
1310 SceneObjectPart p;
1311 SceneObjectPart[] parts;
1312
1313 lock (m_parts)
1314 {
1315 parts = m_parts.GetArray();
1316 }
1317
1318 int nparts = parts.Length;
1319
1320
1321 for (int i = 0; i < nparts; i++)
1322 {
1323 p = parts[i];
1324
1325 if (p.UsesComplexCost)
1326 {
1327 ComplexCost = true;
1328 break;
1329 }
1330 }
1331
1332 if (ComplexCost)
1333 {
1334 linksetResCost = 0;
1335 linksetPhysCost = 0;
1336 partCost = 0;
1337 partPhysCost = 0;
1338
1339 for (int i = 0; i < nparts; i++)
1340 {
1341 p = parts[i];
1342
1343 cost = p.StreamingCost;
1344 tmpcost = p.SimulationCost;
1345 if (tmpcost > cost)
1346 cost = tmpcost;
1347 tmpcost = p.PhysicsCost;
1348 if (tmpcost > cost)
1349 cost = tmpcost;
1350
1351 linksetPhysCost += tmpcost;
1352 linksetResCost += cost;
1353
1354 if (p == apart)
1355 {
1356 partCost = cost;
1357 partPhysCost = tmpcost;
1358 }
1359 }
1360 }
1361 else
1362 {
1363 partPhysCost = 1.0f;
1364 partCost = 1.0f;
1365 linksetResCost = (float)nparts;
1366 linksetPhysCost = linksetResCost;
1367 }
1368 }
1369
1370 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1371 {
1372 SceneObjectPart p;
1373 SceneObjectPart[] parts;
1374
1375 lock (m_parts)
1376 {
1377 parts = m_parts.GetArray();
1378 }
1379
1380 int nparts = parts.Length;
1381
1382 PhysCost = 0;
1383 StreamCost = 0;
1384 SimulCost = 0;
1385
1386 for (int i = 0; i < nparts; i++)
1387 {
1388 p = parts[i];
1389
1390 StreamCost += p.StreamingCost;
1391 SimulCost += p.SimulationCost;
1392 PhysCost += p.PhysicsCost;
1393 }
1394 }
1395
1001 public void SaveScriptedState(XmlTextWriter writer) 1396 public void SaveScriptedState(XmlTextWriter writer)
1002 { 1397 {
1398 SaveScriptedState(writer, false);
1399 }
1400
1401 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1402 {
1003 XmlDocument doc = new XmlDocument(); 1403 XmlDocument doc = new XmlDocument();
1004 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1404 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1005 1405
1006 SceneObjectPart[] parts = m_parts.GetArray(); 1406 SceneObjectPart[] parts = m_parts.GetArray();
1007 for (int i = 0; i < parts.Length; i++) 1407 for (int i = 0; i < parts.Length; i++)
1008 { 1408 {
1009 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1409 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1010 foreach (KeyValuePair<UUID, string> kvp in pstates) 1410 foreach (KeyValuePair<UUID, string> kvp in pstates)
1011 states.Add(kvp.Key, kvp.Value); 1411 states[kvp.Key] = kvp.Value;
1012 } 1412 }
1013 1413
1014 if (states.Count > 0) 1414 if (states.Count > 0)
@@ -1028,6 +1428,169 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1428 }
1029 1429
1030 /// <summary> 1430 /// <summary>
1431 /// Add the avatar to this linkset (avatar is sat).
1432 /// </summary>
1433 /// <param name="agentID"></param>
1434 public void AddAvatar(UUID agentID)
1435 {
1436 ScenePresence presence;
1437 if (m_scene.TryGetScenePresence(agentID, out presence))
1438 {
1439 if (!m_linkedAvatars.Contains(presence))
1440 {
1441 m_linkedAvatars.Add(presence);
1442 }
1443 }
1444 }
1445
1446 /// <summary>
1447 /// Delete the avatar from this linkset (avatar is unsat).
1448 /// </summary>
1449 /// <param name="agentID"></param>
1450 public void DeleteAvatar(UUID agentID)
1451 {
1452 ScenePresence presence;
1453 if (m_scene.TryGetScenePresence(agentID, out presence))
1454 {
1455 if (m_linkedAvatars.Contains(presence))
1456 {
1457 m_linkedAvatars.Remove(presence);
1458 }
1459 }
1460 }
1461
1462 /// <summary>
1463 /// Returns the list of linked presences (avatars sat on this group)
1464 /// </summary>
1465 /// <param name="agentID"></param>
1466 public List<ScenePresence> GetLinkedAvatars()
1467 {
1468 return m_linkedAvatars;
1469 }
1470
1471 /// <summary>
1472 /// Attach this scene object to the given avatar.
1473 /// </summary>
1474 /// <param name="agentID"></param>
1475 /// <param name="attachmentpoint"></param>
1476 /// <param name="AttachOffset"></param>
1477 private void AttachToAgent(
1478 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1479 {
1480 if (avatar != null)
1481 {
1482 // don't attach attachments to child agents
1483 if (avatar.IsChildAgent) return;
1484
1485 // Remove from database and parcel prim count
1486 m_scene.DeleteFromStorage(so.UUID);
1487 m_scene.EventManager.TriggerParcelPrimCountTainted();
1488
1489 so.AttachedAvatar = avatar.UUID;
1490
1491 if (so.RootPart.PhysActor != null)
1492 {
1493 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1494 so.RootPart.PhysActor = null;
1495 }
1496
1497 so.AbsolutePosition = attachOffset;
1498 so.RootPart.AttachedPos = attachOffset;
1499 so.IsAttachment = true;
1500 so.RootPart.SetParentLocalId(avatar.LocalId);
1501 so.AttachmentPoint = attachmentpoint;
1502
1503 avatar.AddAttachment(this);
1504
1505 if (!silent)
1506 {
1507 // Killing it here will cause the client to deselect it
1508 // It then reappears on the avatar, deselected
1509 // through the full update below
1510 //
1511 if (IsSelected)
1512 {
1513 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1514 }
1515
1516 IsSelected = false; // fudge....
1517 ScheduleGroupForFullUpdate();
1518 }
1519 }
1520 else
1521 {
1522 m_log.WarnFormat(
1523 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1524 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1525 }
1526 }
1527
1528 public byte GetAttachmentPoint()
1529 {
1530 return m_rootPart.Shape.State;
1531 }
1532
1533 public void DetachToGround()
1534 {
1535 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1536 if (avatar == null)
1537 return;
1538
1539 avatar.RemoveAttachment(this);
1540
1541 Vector3 detachedpos = new Vector3(127f,127f,127f);
1542 if (avatar == null)
1543 return;
1544
1545 detachedpos = avatar.AbsolutePosition;
1546 FromItemID = UUID.Zero;
1547
1548 AbsolutePosition = detachedpos;
1549 AttachedAvatar = UUID.Zero;
1550
1551 //SceneObjectPart[] parts = m_parts.GetArray();
1552 //for (int i = 0; i < parts.Length; i++)
1553 // parts[i].AttachedAvatar = UUID.Zero;
1554
1555 m_rootPart.SetParentLocalId(0);
1556 AttachmentPoint = (byte)0;
1557 // must check if buildind should be true or false here
1558 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1559 HasGroupChanged = true;
1560 RootPart.Rezzed = DateTime.Now;
1561 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1562 AttachToBackup();
1563 m_scene.EventManager.TriggerParcelPrimCountTainted();
1564 m_rootPart.ScheduleFullUpdate();
1565 m_rootPart.ClearUndoState();
1566 }
1567
1568 public void DetachToInventoryPrep()
1569 {
1570 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1571 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1572 if (avatar != null)
1573 {
1574 //detachedpos = avatar.AbsolutePosition;
1575 avatar.RemoveAttachment(this);
1576 }
1577
1578 AttachedAvatar = UUID.Zero;
1579
1580 /*SceneObjectPart[] parts = m_parts.GetArray();
1581 for (int i = 0; i < parts.Length; i++)
1582 parts[i].AttachedAvatar = UUID.Zero;*/
1583
1584 m_rootPart.SetParentLocalId(0);
1585 //m_rootPart.SetAttachmentPoint((byte)0);
1586 IsAttachment = false;
1587 AbsolutePosition = m_rootPart.AttachedPos;
1588 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1589 //AttachToBackup();
1590 //m_rootPart.ScheduleFullUpdate();
1591 }
1592
1593 /// <summary>
1031 /// 1594 ///
1032 /// </summary> 1595 /// </summary>
1033 /// <param name="part"></param> 1596 /// <param name="part"></param>
@@ -1077,7 +1640,10 @@ namespace OpenSim.Region.Framework.Scenes
1077 public void AddPart(SceneObjectPart part) 1640 public void AddPart(SceneObjectPart part)
1078 { 1641 {
1079 part.SetParent(this); 1642 part.SetParent(this);
1080 part.LinkNum = m_parts.Add(part.UUID, part); 1643 m_parts.Add(part.UUID, part);
1644
1645 part.LinkNum = m_parts.Count;
1646
1081 if (part.LinkNum == 2) 1647 if (part.LinkNum == 2)
1082 RootPart.LinkNum = 1; 1648 RootPart.LinkNum = 1;
1083 } 1649 }
@@ -1165,7 +1731,7 @@ namespace OpenSim.Region.Framework.Scenes
1165// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1731// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1166// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1732// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1167 1733
1168 part.StoreUndoState(); 1734// part.StoreUndoState();
1169 part.OnGrab(offsetPos, remoteClient); 1735 part.OnGrab(offsetPos, remoteClient);
1170 } 1736 }
1171 1737
@@ -1185,6 +1751,11 @@ namespace OpenSim.Region.Framework.Scenes
1185 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1751 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1186 public void DeleteGroupFromScene(bool silent) 1752 public void DeleteGroupFromScene(bool silent)
1187 { 1753 {
1754 // We need to keep track of this state in case this group is still queued for backup.
1755 IsDeleted = true;
1756
1757 DetachFromBackup();
1758
1188 SceneObjectPart[] parts = m_parts.GetArray(); 1759 SceneObjectPart[] parts = m_parts.GetArray();
1189 for (int i = 0; i < parts.Length; i++) 1760 for (int i = 0; i < parts.Length; i++)
1190 { 1761 {
@@ -1207,6 +1778,8 @@ namespace OpenSim.Region.Framework.Scenes
1207 } 1778 }
1208 }); 1779 });
1209 } 1780 }
1781
1782
1210 } 1783 }
1211 1784
1212 public void AddScriptLPS(int count) 1785 public void AddScriptLPS(int count)
@@ -1276,28 +1849,43 @@ namespace OpenSim.Region.Framework.Scenes
1276 /// </summary> 1849 /// </summary>
1277 public void ApplyPhysics() 1850 public void ApplyPhysics()
1278 { 1851 {
1279 // Apply physics to the root prim
1280 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1281
1282 // Apply physics to child prims
1283 SceneObjectPart[] parts = m_parts.GetArray(); 1852 SceneObjectPart[] parts = m_parts.GetArray();
1284 if (parts.Length > 1) 1853 if (parts.Length > 1)
1285 { 1854 {
1855 ResetChildPrimPhysicsPositions();
1856
1857 // Apply physics to the root prim
1858 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1859
1860
1286 for (int i = 0; i < parts.Length; i++) 1861 for (int i = 0; i < parts.Length; i++)
1287 { 1862 {
1288 SceneObjectPart part = parts[i]; 1863 SceneObjectPart part = parts[i];
1289 if (part.LocalId != m_rootPart.LocalId) 1864 if (part.LocalId != m_rootPart.LocalId)
1290 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1865 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1291 } 1866 }
1292
1293 // Hack to get the physics scene geometries in the right spot 1867 // Hack to get the physics scene geometries in the right spot
1294 ResetChildPrimPhysicsPositions(); 1868// ResetChildPrimPhysicsPositions();
1869 if (m_rootPart.PhysActor != null)
1870 {
1871 m_rootPart.PhysActor.Building = false;
1872 }
1873 }
1874 else
1875 {
1876 // Apply physics to the root prim
1877 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1295 } 1878 }
1296 } 1879 }
1297 1880
1298 public void SetOwnerId(UUID userId) 1881 public void SetOwnerId(UUID userId)
1299 { 1882 {
1300 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1883 ForEachPart(delegate(SceneObjectPart part)
1884 {
1885
1886 part.OwnerID = userId;
1887
1888 });
1301 } 1889 }
1302 1890
1303 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1891 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1329,11 +1917,17 @@ namespace OpenSim.Region.Framework.Scenes
1329 return; 1917 return;
1330 } 1918 }
1331 1919
1920 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1921 return;
1922
1332 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1923 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1333 // any exception propogate upwards. 1924 // any exception propogate upwards.
1334 try 1925 try
1335 { 1926 {
1336 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1927 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1928 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1929 m_scene.LoadingPrims) // Land may not be valid yet
1930
1337 { 1931 {
1338 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1932 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1339 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1933 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1360,6 +1954,7 @@ namespace OpenSim.Region.Framework.Scenes
1360 } 1954 }
1361 } 1955 }
1362 } 1956 }
1957
1363 } 1958 }
1364 1959
1365 if (m_scene.UseBackup && HasGroupChanged) 1960 if (m_scene.UseBackup && HasGroupChanged)
@@ -1367,10 +1962,30 @@ namespace OpenSim.Region.Framework.Scenes
1367 // don't backup while it's selected or you're asking for changes mid stream. 1962 // don't backup while it's selected or you're asking for changes mid stream.
1368 if (isTimeToPersist() || forcedBackup) 1963 if (isTimeToPersist() || forcedBackup)
1369 { 1964 {
1965 if (m_rootPart.PhysActor != null &&
1966 (!m_rootPart.PhysActor.IsPhysical))
1967 {
1968 // Possible ghost prim
1969 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1970 {
1971 foreach (SceneObjectPart part in m_parts.GetArray())
1972 {
1973 // Re-set physics actor positions and
1974 // orientations
1975 part.GroupPosition = m_rootPart.GroupPosition;
1976 }
1977 }
1978 }
1370// m_log.DebugFormat( 1979// m_log.DebugFormat(
1371// "[SCENE]: Storing {0}, {1} in {2}", 1980// "[SCENE]: Storing {0}, {1} in {2}",
1372// Name, UUID, m_scene.RegionInfo.RegionName); 1981// Name, UUID, m_scene.RegionInfo.RegionName);
1373 1982
1983 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
1984 {
1985 RootPart.Shape.State = 0;
1986 ScheduleGroupForFullUpdate();
1987 }
1988
1374 SceneObjectGroup backup_group = Copy(false); 1989 SceneObjectGroup backup_group = Copy(false);
1375 backup_group.RootPart.Velocity = RootPart.Velocity; 1990 backup_group.RootPart.Velocity = RootPart.Velocity;
1376 backup_group.RootPart.Acceleration = RootPart.Acceleration; 1991 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1384,6 +1999,11 @@ namespace OpenSim.Region.Framework.Scenes
1384 1999
1385 backup_group.ForEachPart(delegate(SceneObjectPart part) 2000 backup_group.ForEachPart(delegate(SceneObjectPart part)
1386 { 2001 {
2002 if (part.KeyframeMotion != null)
2003 {
2004 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2005 part.KeyframeMotion.UpdateSceneObject(this);
2006 }
1387 part.Inventory.ProcessInventoryBackup(datastore); 2007 part.Inventory.ProcessInventoryBackup(datastore);
1388 }); 2008 });
1389 2009
@@ -1436,6 +2056,7 @@ namespace OpenSim.Region.Framework.Scenes
1436 /// <returns></returns> 2056 /// <returns></returns>
1437 public SceneObjectGroup Copy(bool userExposed) 2057 public SceneObjectGroup Copy(bool userExposed)
1438 { 2058 {
2059 m_dupeInProgress = true;
1439 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2060 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1440 dupe.m_isBackedUp = false; 2061 dupe.m_isBackedUp = false;
1441 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2062 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -1450,7 +2071,7 @@ namespace OpenSim.Region.Framework.Scenes
1450 // This is only necessary when userExposed is false! 2071 // This is only necessary when userExposed is false!
1451 2072
1452 bool previousAttachmentStatus = dupe.IsAttachment; 2073 bool previousAttachmentStatus = dupe.IsAttachment;
1453 2074
1454 if (!userExposed) 2075 if (!userExposed)
1455 dupe.IsAttachment = true; 2076 dupe.IsAttachment = true;
1456 2077
@@ -1468,11 +2089,11 @@ namespace OpenSim.Region.Framework.Scenes
1468 dupe.m_rootPart.TrimPermissions(); 2089 dupe.m_rootPart.TrimPermissions();
1469 2090
1470 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2091 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1471 2092
1472 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2093 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1473 { 2094 {
1474 return p1.LinkNum.CompareTo(p2.LinkNum); 2095 return p1.LinkNum.CompareTo(p2.LinkNum);
1475 } 2096 }
1476 ); 2097 );
1477 2098
1478 foreach (SceneObjectPart part in partList) 2099 foreach (SceneObjectPart part in partList)
@@ -1482,41 +2103,53 @@ namespace OpenSim.Region.Framework.Scenes
1482 { 2103 {
1483 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2104 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1484 newPart.LinkNum = part.LinkNum; 2105 newPart.LinkNum = part.LinkNum;
1485 } 2106 if (userExposed)
2107 newPart.ParentID = dupe.m_rootPart.LocalId;
2108 }
1486 else 2109 else
1487 { 2110 {
1488 newPart = dupe.m_rootPart; 2111 newPart = dupe.m_rootPart;
1489 } 2112 }
2113/*
2114 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2115 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1490 2116
1491 // Need to duplicate the physics actor as well 2117 // Need to duplicate the physics actor as well
1492 PhysicsActor originalPartPa = part.PhysActor; 2118 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1493 if (originalPartPa != null && userExposed)
1494 { 2119 {
1495 PrimitiveBaseShape pbs = newPart.Shape; 2120 PrimitiveBaseShape pbs = newPart.Shape;
1496
1497 newPart.PhysActor 2121 newPart.PhysActor
1498 = m_scene.PhysicsScene.AddPrimShape( 2122 = m_scene.PhysicsScene.AddPrimShape(
1499 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2123 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1500 pbs, 2124 pbs,
1501 newPart.AbsolutePosition, 2125 newPart.AbsolutePosition,
1502 newPart.Scale, 2126 newPart.Scale,
1503 newPart.RotationOffset, 2127 newPart.GetWorldRotation(),
1504 originalPartPa.IsPhysical, 2128 isphys,
2129 isphan,
1505 newPart.LocalId); 2130 newPart.LocalId);
1506 2131
1507 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2132 newPart.DoPhysicsPropertyUpdate(isphys, true);
1508 } 2133 */
2134 if (userExposed)
2135 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2136// }
1509 } 2137 }
1510 2138
1511 if (userExposed) 2139 if (userExposed)
1512 { 2140 {
1513 dupe.UpdateParentIDs(); 2141// done above dupe.UpdateParentIDs();
2142
2143 if (dupe.m_rootPart.PhysActor != null)
2144 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2145
1514 dupe.HasGroupChanged = true; 2146 dupe.HasGroupChanged = true;
1515 dupe.AttachToBackup(); 2147 dupe.AttachToBackup();
1516 2148
1517 ScheduleGroupForFullUpdate(); 2149 ScheduleGroupForFullUpdate();
1518 } 2150 }
1519 2151
2152 m_dupeInProgress = false;
1520 return dupe; 2153 return dupe;
1521 } 2154 }
1522 2155
@@ -1528,11 +2161,24 @@ namespace OpenSim.Region.Framework.Scenes
1528 /// <param name="cGroupID"></param> 2161 /// <param name="cGroupID"></param>
1529 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2162 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1530 { 2163 {
1531 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2164 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2165 // give newpart a new local ID lettng old part keep same
2166 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2167 newpart.LocalId = m_scene.AllocateLocalId();
2168
2169 SetRootPart(newpart);
2170 if (userExposed)
2171 RootPart.Velocity = Vector3.Zero; // In case source is moving
1532 } 2172 }
1533 2173
1534 public void ScriptSetPhysicsStatus(bool usePhysics) 2174 public void ScriptSetPhysicsStatus(bool usePhysics)
1535 { 2175 {
2176 if (usePhysics)
2177 {
2178 if (RootPart.KeyframeMotion != null)
2179 RootPart.KeyframeMotion.Stop();
2180 RootPart.KeyframeMotion = null;
2181 }
1536 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2182 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1537 } 2183 }
1538 2184
@@ -1586,7 +2232,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 } 2232 }
1587 } 2233 }
1588 2234
1589 public void applyAngularImpulse(Vector3 impulse) 2235 public void ApplyAngularImpulse(Vector3 impulse)
1590 { 2236 {
1591 PhysicsActor pa = RootPart.PhysActor; 2237 PhysicsActor pa = RootPart.PhysActor;
1592 2238
@@ -1600,36 +2246,12 @@ namespace OpenSim.Region.Framework.Scenes
1600 } 2246 }
1601 } 2247 }
1602 2248
1603 public void setAngularImpulse(Vector3 impulse)
1604 {
1605 PhysicsActor pa = RootPart.PhysActor;
1606
1607 if (pa != null)
1608 {
1609 if (!IsAttachment)
1610 {
1611 pa.Torque = impulse;
1612 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1613 }
1614 }
1615 }
1616
1617 public Vector3 GetTorque() 2249 public Vector3 GetTorque()
1618 { 2250 {
1619 PhysicsActor pa = RootPart.PhysActor; 2251 return RootPart.Torque;
1620
1621 if (pa != null)
1622 {
1623 if (!IsAttachment)
1624 {
1625 Vector3 torque = pa.Torque;
1626 return torque;
1627 }
1628 }
1629
1630 return Vector3.Zero;
1631 } 2252 }
1632 2253
2254 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1633 public void moveToTarget(Vector3 target, float tau) 2255 public void moveToTarget(Vector3 target, float tau)
1634 { 2256 {
1635 if (IsAttachment) 2257 if (IsAttachment)
@@ -1661,6 +2283,46 @@ namespace OpenSim.Region.Framework.Scenes
1661 pa.PIDActive = false; 2283 pa.PIDActive = false;
1662 } 2284 }
1663 2285
2286 public void rotLookAt(Quaternion target, float strength, float damping)
2287 {
2288 SceneObjectPart rootpart = m_rootPart;
2289 if (rootpart != null)
2290 {
2291 if (IsAttachment)
2292 {
2293 /*
2294 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2295 if (avatar != null)
2296 {
2297 Rotate the Av?
2298 } */
2299 }
2300 else
2301 {
2302 if (rootpart.PhysActor != null)
2303 { // APID must be implemented in your physics system for this to function.
2304 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2305 rootpart.PhysActor.APIDStrength = strength;
2306 rootpart.PhysActor.APIDDamping = damping;
2307 rootpart.PhysActor.APIDActive = true;
2308 }
2309 }
2310 }
2311 }
2312
2313 public void stopLookAt()
2314 {
2315 SceneObjectPart rootpart = m_rootPart;
2316 if (rootpart != null)
2317 {
2318 if (rootpart.PhysActor != null)
2319 { // APID must be implemented in your physics system for this to function.
2320 rootpart.PhysActor.APIDActive = false;
2321 }
2322 }
2323
2324 }
2325
1664 /// <summary> 2326 /// <summary>
1665 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2327 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1666 /// </summary> 2328 /// </summary>
@@ -1717,7 +2379,12 @@ namespace OpenSim.Region.Framework.Scenes
1717 /// <param name="cGroupID"></param> 2379 /// <param name="cGroupID"></param>
1718 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2380 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1719 { 2381 {
1720 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2382 // give new ID to the new part, letting old keep original
2383 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2384 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2385 newPart.LocalId = m_scene.AllocateLocalId();
2386 newPart.SetParent(this);
2387
1721 AddPart(newPart); 2388 AddPart(newPart);
1722 2389
1723 SetPartAsNonRoot(newPart); 2390 SetPartAsNonRoot(newPart);
@@ -1846,11 +2513,11 @@ namespace OpenSim.Region.Framework.Scenes
1846 /// Immediately send a full update for this scene object. 2513 /// Immediately send a full update for this scene object.
1847 /// </summary> 2514 /// </summary>
1848 public void SendGroupFullUpdate() 2515 public void SendGroupFullUpdate()
1849 { 2516 {
1850 if (IsDeleted) 2517 if (IsDeleted)
1851 return; 2518 return;
1852 2519
1853// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2520// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1854 2521
1855 RootPart.SendFullUpdateToAllClients(); 2522 RootPart.SendFullUpdateToAllClients();
1856 2523
@@ -1984,6 +2651,11 @@ namespace OpenSim.Region.Framework.Scenes
1984 2651
1985 SceneObjectPart linkPart = objectGroup.m_rootPart; 2652 SceneObjectPart linkPart = objectGroup.m_rootPart;
1986 2653
2654 if (m_rootPart.PhysActor != null)
2655 m_rootPart.PhysActor.Building = true;
2656 if (linkPart.PhysActor != null)
2657 linkPart.PhysActor.Building = true;
2658
1987 // physics flags from group to be applied to linked parts 2659 // physics flags from group to be applied to linked parts
1988 bool grpusephys = UsesPhysics; 2660 bool grpusephys = UsesPhysics;
1989 bool grptemporary = IsTemporary; 2661 bool grptemporary = IsTemporary;
@@ -2032,7 +2704,7 @@ namespace OpenSim.Region.Framework.Scenes
2032 linkPart.CreateSelected = true; 2704 linkPart.CreateSelected = true;
2033 2705
2034 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2706 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2035 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2707 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2036 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2708 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2037 { 2709 {
2038 linkPart.PhysActor.link(m_rootPart.PhysActor); 2710 linkPart.PhysActor.link(m_rootPart.PhysActor);
@@ -2040,6 +2712,7 @@ namespace OpenSim.Region.Framework.Scenes
2040 } 2712 }
2041 2713
2042 linkPart.LinkNum = linkNum++; 2714 linkPart.LinkNum = linkNum++;
2715 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2043 2716
2044 SceneObjectPart[] ogParts = objectGroup.Parts; 2717 SceneObjectPart[] ogParts = objectGroup.Parts;
2045 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 2718 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
@@ -2054,7 +2727,7 @@ namespace OpenSim.Region.Framework.Scenes
2054 { 2727 {
2055 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2728 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2056 // let physics know 2729 // let physics know
2057 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2730 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2058 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2731 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2059 { 2732 {
2060 part.PhysActor.link(m_rootPart.PhysActor); 2733 part.PhysActor.link(m_rootPart.PhysActor);
@@ -2069,7 +2742,7 @@ namespace OpenSim.Region.Framework.Scenes
2069 objectGroup.IsDeleted = true; 2742 objectGroup.IsDeleted = true;
2070 2743
2071 objectGroup.m_parts.Clear(); 2744 objectGroup.m_parts.Clear();
2072 2745
2073 // Can't do this yet since backup still makes use of the root part without any synchronization 2746 // Can't do this yet since backup still makes use of the root part without any synchronization
2074// objectGroup.m_rootPart = null; 2747// objectGroup.m_rootPart = null;
2075 2748
@@ -2080,6 +2753,9 @@ namespace OpenSim.Region.Framework.Scenes
2080 // unmoved prims! 2753 // unmoved prims!
2081 ResetChildPrimPhysicsPositions(); 2754 ResetChildPrimPhysicsPositions();
2082 2755
2756 if (m_rootPart.PhysActor != null)
2757 m_rootPart.PhysActor.Building = false;
2758
2083 //HasGroupChanged = true; 2759 //HasGroupChanged = true;
2084 //ScheduleGroupForFullUpdate(); 2760 //ScheduleGroupForFullUpdate();
2085 } 2761 }
@@ -2147,7 +2823,10 @@ namespace OpenSim.Region.Framework.Scenes
2147// m_log.DebugFormat( 2823// m_log.DebugFormat(
2148// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2824// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2149// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2825// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2150 2826
2827 if (m_rootPart.PhysActor != null)
2828 m_rootPart.PhysActor.Building = true;
2829
2151 linkPart.ClearUndoState(); 2830 linkPart.ClearUndoState();
2152 2831
2153 Quaternion worldRot = linkPart.GetWorldRotation(); 2832 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2207,6 +2886,14 @@ namespace OpenSim.Region.Framework.Scenes
2207 2886
2208 // When we delete a group, we currently have to force persist to the database if the object id has changed 2887 // When we delete a group, we currently have to force persist to the database if the object id has changed
2209 // (since delete works by deleting all rows which have a given object id) 2888 // (since delete works by deleting all rows which have a given object id)
2889
2890 // this is as it seems to be in sl now
2891 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2892 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2893
2894 if (m_rootPart.PhysActor != null)
2895 m_rootPart.PhysActor.Building = false;
2896
2210 objectGroup.HasGroupChangedDueToDelink = true; 2897 objectGroup.HasGroupChangedDueToDelink = true;
2211 2898
2212 return objectGroup; 2899 return objectGroup;
@@ -2218,6 +2905,7 @@ namespace OpenSim.Region.Framework.Scenes
2218 /// <param name="objectGroup"></param> 2905 /// <param name="objectGroup"></param>
2219 public virtual void DetachFromBackup() 2906 public virtual void DetachFromBackup()
2220 { 2907 {
2908 m_scene.SceneGraph.FireDetachFromBackup(this);
2221 if (m_isBackedUp && Scene != null) 2909 if (m_isBackedUp && Scene != null)
2222 m_scene.EventManager.OnBackup -= ProcessBackup; 2910 m_scene.EventManager.OnBackup -= ProcessBackup;
2223 2911
@@ -2236,7 +2924,8 @@ namespace OpenSim.Region.Framework.Scenes
2236 2924
2237 axPos *= parentRot; 2925 axPos *= parentRot;
2238 part.OffsetPosition = axPos; 2926 part.OffsetPosition = axPos;
2239 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2927 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2928 part.GroupPosition = newPos;
2240 part.OffsetPosition = Vector3.Zero; 2929 part.OffsetPosition = Vector3.Zero;
2241 part.RotationOffset = worldRot; 2930 part.RotationOffset = worldRot;
2242 2931
@@ -2247,7 +2936,7 @@ namespace OpenSim.Region.Framework.Scenes
2247 2936
2248 part.LinkNum = linkNum; 2937 part.LinkNum = linkNum;
2249 2938
2250 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2939 part.OffsetPosition = newPos - AbsolutePosition;
2251 2940
2252 Quaternion rootRotation = m_rootPart.RotationOffset; 2941 Quaternion rootRotation = m_rootPart.RotationOffset;
2253 2942
@@ -2257,10 +2946,10 @@ namespace OpenSim.Region.Framework.Scenes
2257 2946
2258 parentRot = m_rootPart.RotationOffset; 2947 parentRot = m_rootPart.RotationOffset;
2259 oldRot = part.RotationOffset; 2948 oldRot = part.RotationOffset;
2260 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2949 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2261 part.RotationOffset = newRot; 2950 part.RotationOffset = newRot;
2262 2951
2263 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2952 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2264 } 2953 }
2265 2954
2266 /// <summary> 2955 /// <summary>
@@ -2511,8 +3200,22 @@ namespace OpenSim.Region.Framework.Scenes
2511 } 3200 }
2512 } 3201 }
2513 3202
2514 for (int i = 0; i < parts.Length; i++) 3203 if (parts.Length > 1)
2515 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3204 {
3205 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3206
3207 for (int i = 0; i < parts.Length; i++)
3208 {
3209
3210 if (parts[i].UUID != m_rootPart.UUID)
3211 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3212 }
3213
3214 if (m_rootPart.PhysActor != null)
3215 m_rootPart.PhysActor.Building = false;
3216 }
3217 else
3218 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2516 } 3219 }
2517 } 3220 }
2518 3221
@@ -2525,6 +3228,17 @@ namespace OpenSim.Region.Framework.Scenes
2525 } 3228 }
2526 } 3229 }
2527 3230
3231
3232
3233 /// <summary>
3234 /// Gets the number of parts
3235 /// </summary>
3236 /// <returns></returns>
3237 public int GetPartCount()
3238 {
3239 return Parts.Count();
3240 }
3241
2528 /// <summary> 3242 /// <summary>
2529 /// Update the texture entry for this part 3243 /// Update the texture entry for this part
2530 /// </summary> 3244 /// </summary>
@@ -2586,11 +3300,6 @@ namespace OpenSim.Region.Framework.Scenes
2586 /// <param name="scale"></param> 3300 /// <param name="scale"></param>
2587 public void GroupResize(Vector3 scale) 3301 public void GroupResize(Vector3 scale)
2588 { 3302 {
2589// m_log.DebugFormat(
2590// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2591
2592 RootPart.StoreUndoState(true);
2593
2594 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3303 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2595 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3304 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2596 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3305 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2617,7 +3326,6 @@ namespace OpenSim.Region.Framework.Scenes
2617 SceneObjectPart obPart = parts[i]; 3326 SceneObjectPart obPart = parts[i];
2618 if (obPart.UUID != m_rootPart.UUID) 3327 if (obPart.UUID != m_rootPart.UUID)
2619 { 3328 {
2620// obPart.IgnoreUndoUpdate = true;
2621 Vector3 oldSize = new Vector3(obPart.Scale); 3329 Vector3 oldSize = new Vector3(obPart.Scale);
2622 3330
2623 float f = 1.0f; 3331 float f = 1.0f;
@@ -2681,8 +3389,6 @@ namespace OpenSim.Region.Framework.Scenes
2681 z *= a; 3389 z *= a;
2682 } 3390 }
2683 } 3391 }
2684
2685// obPart.IgnoreUndoUpdate = false;
2686 } 3392 }
2687 } 3393 }
2688 } 3394 }
@@ -2692,9 +3398,7 @@ namespace OpenSim.Region.Framework.Scenes
2692 prevScale.Y *= y; 3398 prevScale.Y *= y;
2693 prevScale.Z *= z; 3399 prevScale.Z *= z;
2694 3400
2695// RootPart.IgnoreUndoUpdate = true;
2696 RootPart.Resize(prevScale); 3401 RootPart.Resize(prevScale);
2697// RootPart.IgnoreUndoUpdate = false;
2698 3402
2699 parts = m_parts.GetArray(); 3403 parts = m_parts.GetArray();
2700 for (int i = 0; i < parts.Length; i++) 3404 for (int i = 0; i < parts.Length; i++)
@@ -2703,8 +3407,6 @@ namespace OpenSim.Region.Framework.Scenes
2703 3407
2704 if (obPart.UUID != m_rootPart.UUID) 3408 if (obPart.UUID != m_rootPart.UUID)
2705 { 3409 {
2706 obPart.IgnoreUndoUpdate = true;
2707
2708 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3410 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2709 currentpos.X *= x; 3411 currentpos.X *= x;
2710 currentpos.Y *= y; 3412 currentpos.Y *= y;
@@ -2717,16 +3419,12 @@ namespace OpenSim.Region.Framework.Scenes
2717 3419
2718 obPart.Resize(newSize); 3420 obPart.Resize(newSize);
2719 obPart.UpdateOffSet(currentpos); 3421 obPart.UpdateOffSet(currentpos);
2720
2721 obPart.IgnoreUndoUpdate = false;
2722 } 3422 }
2723 3423
2724// obPart.IgnoreUndoUpdate = false; 3424 HasGroupChanged = true;
2725// obPart.StoreUndoState(); 3425 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3426 ScheduleGroupForTerseUpdate();
2726 } 3427 }
2727
2728// m_log.DebugFormat(
2729// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2730 } 3428 }
2731 3429
2732 #endregion 3430 #endregion
@@ -2739,14 +3437,6 @@ namespace OpenSim.Region.Framework.Scenes
2739 /// <param name="pos"></param> 3437 /// <param name="pos"></param>
2740 public void UpdateGroupPosition(Vector3 pos) 3438 public void UpdateGroupPosition(Vector3 pos)
2741 { 3439 {
2742// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2743
2744 RootPart.StoreUndoState(true);
2745
2746// SceneObjectPart[] parts = m_parts.GetArray();
2747// for (int i = 0; i < parts.Length; i++)
2748// parts[i].StoreUndoState();
2749
2750 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3440 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2751 { 3441 {
2752 if (IsAttachment) 3442 if (IsAttachment)
@@ -2779,21 +3469,17 @@ namespace OpenSim.Region.Framework.Scenes
2779 /// </summary> 3469 /// </summary>
2780 /// <param name="pos"></param> 3470 /// <param name="pos"></param>
2781 /// <param name="localID"></param> 3471 /// <param name="localID"></param>
3472 ///
3473
2782 public void UpdateSinglePosition(Vector3 pos, uint localID) 3474 public void UpdateSinglePosition(Vector3 pos, uint localID)
2783 { 3475 {
2784 SceneObjectPart part = GetPart(localID); 3476 SceneObjectPart part = GetPart(localID);
2785 3477
2786// SceneObjectPart[] parts = m_parts.GetArray();
2787// for (int i = 0; i < parts.Length; i++)
2788// parts[i].StoreUndoState();
2789
2790 if (part != null) 3478 if (part != null)
2791 { 3479 {
2792// m_log.DebugFormat( 3480// unlock parts position change
2793// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3481 if (m_rootPart.PhysActor != null)
2794 3482 m_rootPart.PhysActor.Building = true;
2795 part.StoreUndoState(false);
2796 part.IgnoreUndoUpdate = true;
2797 3483
2798 if (part.UUID == m_rootPart.UUID) 3484 if (part.UUID == m_rootPart.UUID)
2799 { 3485 {
@@ -2804,8 +3490,10 @@ namespace OpenSim.Region.Framework.Scenes
2804 part.UpdateOffSet(pos); 3490 part.UpdateOffSet(pos);
2805 } 3491 }
2806 3492
3493 if (m_rootPart.PhysActor != null)
3494 m_rootPart.PhysActor.Building = false;
3495
2807 HasGroupChanged = true; 3496 HasGroupChanged = true;
2808 part.IgnoreUndoUpdate = false;
2809 } 3497 }
2810 } 3498 }
2811 3499
@@ -2815,13 +3503,7 @@ namespace OpenSim.Region.Framework.Scenes
2815 /// <param name="pos"></param> 3503 /// <param name="pos"></param>
2816 public void UpdateRootPosition(Vector3 pos) 3504 public void UpdateRootPosition(Vector3 pos)
2817 { 3505 {
2818// m_log.DebugFormat( 3506 // needs to be called with phys building true
2819// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2820
2821// SceneObjectPart[] parts = m_parts.GetArray();
2822// for (int i = 0; i < parts.Length; i++)
2823// parts[i].StoreUndoState();
2824
2825 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3507 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2826 Vector3 oldPos = 3508 Vector3 oldPos =
2827 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3509 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2844,7 +3526,14 @@ namespace OpenSim.Region.Framework.Scenes
2844 AbsolutePosition = newPos; 3526 AbsolutePosition = newPos;
2845 3527
2846 HasGroupChanged = true; 3528 HasGroupChanged = true;
2847 ScheduleGroupForTerseUpdate(); 3529 if (m_rootPart.Undoing)
3530 {
3531 ScheduleGroupForFullUpdate();
3532 }
3533 else
3534 {
3535 ScheduleGroupForTerseUpdate();
3536 }
2848 } 3537 }
2849 3538
2850 #endregion 3539 #endregion
@@ -2857,17 +3546,6 @@ namespace OpenSim.Region.Framework.Scenes
2857 /// <param name="rot"></param> 3546 /// <param name="rot"></param>
2858 public void UpdateGroupRotationR(Quaternion rot) 3547 public void UpdateGroupRotationR(Quaternion rot)
2859 { 3548 {
2860// m_log.DebugFormat(
2861// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2862
2863// SceneObjectPart[] parts = m_parts.GetArray();
2864// for (int i = 0; i < parts.Length; i++)
2865// parts[i].StoreUndoState();
2866
2867 m_rootPart.StoreUndoState(true);
2868
2869 m_rootPart.UpdateRotation(rot);
2870
2871 PhysicsActor actor = m_rootPart.PhysActor; 3549 PhysicsActor actor = m_rootPart.PhysActor;
2872 if (actor != null) 3550 if (actor != null)
2873 { 3551 {
@@ -2886,16 +3564,6 @@ namespace OpenSim.Region.Framework.Scenes
2886 /// <param name="rot"></param> 3564 /// <param name="rot"></param>
2887 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3565 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2888 { 3566 {
2889// m_log.DebugFormat(
2890// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2891
2892// SceneObjectPart[] parts = m_parts.GetArray();
2893// for (int i = 0; i < parts.Length; i++)
2894// parts[i].StoreUndoState();
2895
2896 RootPart.StoreUndoState(true);
2897 RootPart.IgnoreUndoUpdate = true;
2898
2899 m_rootPart.UpdateRotation(rot); 3567 m_rootPart.UpdateRotation(rot);
2900 3568
2901 PhysicsActor actor = m_rootPart.PhysActor; 3569 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2909,8 +3577,6 @@ namespace OpenSim.Region.Framework.Scenes
2909 3577
2910 HasGroupChanged = true; 3578 HasGroupChanged = true;
2911 ScheduleGroupForTerseUpdate(); 3579 ScheduleGroupForTerseUpdate();
2912
2913 RootPart.IgnoreUndoUpdate = false;
2914 } 3580 }
2915 3581
2916 /// <summary> 3582 /// <summary>
@@ -2923,13 +3589,11 @@ namespace OpenSim.Region.Framework.Scenes
2923 SceneObjectPart part = GetPart(localID); 3589 SceneObjectPart part = GetPart(localID);
2924 3590
2925 SceneObjectPart[] parts = m_parts.GetArray(); 3591 SceneObjectPart[] parts = m_parts.GetArray();
2926 for (int i = 0; i < parts.Length; i++)
2927 parts[i].StoreUndoState();
2928 3592
2929 if (part != null) 3593 if (part != null)
2930 { 3594 {
2931// m_log.DebugFormat( 3595 if (m_rootPart.PhysActor != null)
2932// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3596 m_rootPart.PhysActor.Building = true;
2933 3597
2934 if (part.UUID == m_rootPart.UUID) 3598 if (part.UUID == m_rootPart.UUID)
2935 { 3599 {
@@ -2939,6 +3603,9 @@ namespace OpenSim.Region.Framework.Scenes
2939 { 3603 {
2940 part.UpdateRotation(rot); 3604 part.UpdateRotation(rot);
2941 } 3605 }
3606
3607 if (m_rootPart.PhysActor != null)
3608 m_rootPart.PhysActor.Building = false;
2942 } 3609 }
2943 } 3610 }
2944 3611
@@ -2952,12 +3619,8 @@ namespace OpenSim.Region.Framework.Scenes
2952 SceneObjectPart part = GetPart(localID); 3619 SceneObjectPart part = GetPart(localID);
2953 if (part != null) 3620 if (part != null)
2954 { 3621 {
2955// m_log.DebugFormat( 3622 if (m_rootPart.PhysActor != null)
2956// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3623 m_rootPart.PhysActor.Building = true;
2957// part.Name, part.LocalId, rot);
2958
2959 part.StoreUndoState();
2960 part.IgnoreUndoUpdate = true;
2961 3624
2962 if (part.UUID == m_rootPart.UUID) 3625 if (part.UUID == m_rootPart.UUID)
2963 { 3626 {
@@ -2970,7 +3633,8 @@ namespace OpenSim.Region.Framework.Scenes
2970 part.OffsetPosition = pos; 3633 part.OffsetPosition = pos;
2971 } 3634 }
2972 3635
2973 part.IgnoreUndoUpdate = false; 3636 if (m_rootPart.PhysActor != null)
3637 m_rootPart.PhysActor.Building = false;
2974 } 3638 }
2975 } 3639 }
2976 3640
@@ -2980,15 +3644,12 @@ namespace OpenSim.Region.Framework.Scenes
2980 /// <param name="rot"></param> 3644 /// <param name="rot"></param>
2981 public void UpdateRootRotation(Quaternion rot) 3645 public void UpdateRootRotation(Quaternion rot)
2982 { 3646 {
2983// m_log.DebugFormat( 3647 // needs to be called with phys building true
2984// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2985// Name, LocalId, rot);
2986
2987 Quaternion axRot = rot; 3648 Quaternion axRot = rot;
2988 Quaternion oldParentRot = m_rootPart.RotationOffset; 3649 Quaternion oldParentRot = m_rootPart.RotationOffset;
2989 3650
2990 m_rootPart.StoreUndoState(); 3651 //Don't use UpdateRotation because it schedules an update prematurely
2991 m_rootPart.UpdateRotation(rot); 3652 m_rootPart.RotationOffset = rot;
2992 3653
2993 PhysicsActor pa = m_rootPart.PhysActor; 3654 PhysicsActor pa = m_rootPart.PhysActor;
2994 3655
@@ -3004,35 +3665,135 @@ namespace OpenSim.Region.Framework.Scenes
3004 SceneObjectPart prim = parts[i]; 3665 SceneObjectPart prim = parts[i];
3005 if (prim.UUID != m_rootPart.UUID) 3666 if (prim.UUID != m_rootPart.UUID)
3006 { 3667 {
3007 prim.IgnoreUndoUpdate = true; 3668 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3669 NewRot = Quaternion.Inverse(axRot) * NewRot;
3670 prim.RotationOffset = NewRot;
3671
3008 Vector3 axPos = prim.OffsetPosition; 3672 Vector3 axPos = prim.OffsetPosition;
3673
3009 axPos *= oldParentRot; 3674 axPos *= oldParentRot;
3010 axPos *= Quaternion.Inverse(axRot); 3675 axPos *= Quaternion.Inverse(axRot);
3011 prim.OffsetPosition = axPos; 3676 prim.OffsetPosition = axPos;
3012 Quaternion primsRot = prim.RotationOffset; 3677 }
3013 Quaternion newRot = oldParentRot * primsRot; 3678 }
3014 newRot = Quaternion.Inverse(axRot) * newRot;
3015 prim.RotationOffset = newRot;
3016 prim.ScheduleTerseUpdate();
3017 prim.IgnoreUndoUpdate = false;
3018 }
3019 }
3020
3021// for (int i = 0; i < parts.Length; i++)
3022// {
3023// SceneObjectPart childpart = parts[i];
3024// if (childpart != m_rootPart)
3025// {
3026//// childpart.IgnoreUndoUpdate = false;
3027//// childpart.StoreUndoState();
3028// }
3029// }
3030 3679
3031 m_rootPart.ScheduleTerseUpdate(); 3680 HasGroupChanged = true;
3681 ScheduleGroupForFullUpdate();
3682 }
3032 3683
3033// m_log.DebugFormat( 3684 private enum updatetype :int
3034// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3685 {
3035// Name, LocalId, rot); 3686 none = 0,
3687 partterse = 1,
3688 partfull = 2,
3689 groupterse = 3,
3690 groupfull = 4
3691 }
3692
3693 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3694 {
3695 // TODO this still as excessive *.Schedule*Update()s
3696
3697 if (part != null && part.ParentGroup != null)
3698 {
3699 ObjectChangeType change = data.change;
3700 bool togroup = ((change & ObjectChangeType.Group) != 0);
3701 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3702
3703 SceneObjectGroup group = part.ParentGroup;
3704 PhysicsActor pha = group.RootPart.PhysActor;
3705
3706 updatetype updateType = updatetype.none;
3707
3708 if (togroup)
3709 {
3710 // related to group
3711 if ((change & ObjectChangeType.Position) != 0)
3712 {
3713 group.AbsolutePosition = data.position;
3714 updateType = updatetype.groupterse;
3715 }
3716 if ((change & ObjectChangeType.Rotation) != 0)
3717 {
3718 group.RootPart.UpdateRotation(data.rotation);
3719 updateType = updatetype.none;
3720 }
3721 if ((change & ObjectChangeType.Scale) != 0)
3722 {
3723 if (pha != null)
3724 pha.Building = true;
3725
3726 group.GroupResize(data.scale);
3727 updateType = updatetype.none;
3728
3729 if (pha != null)
3730 pha.Building = false;
3731 }
3732 }
3733 else
3734 {
3735 // related to single prim in a link-set ( ie group)
3736 if (pha != null)
3737 pha.Building = true;
3738
3739 // root part is special
3740 // parts offset positions or rotations need to change also
3741
3742 if (part == group.RootPart)
3743 {
3744 if ((change & ObjectChangeType.Position) != 0)
3745 group.UpdateRootPosition(data.position);
3746 if ((change & ObjectChangeType.Rotation) != 0)
3747 group.UpdateRootRotation(data.rotation);
3748 if ((change & ObjectChangeType.Scale) != 0)
3749 part.Resize(data.scale);
3750 }
3751 else
3752 {
3753 if ((change & ObjectChangeType.Position) != 0)
3754 {
3755 part.OffsetPosition = data.position;
3756 updateType = updatetype.partterse;
3757 }
3758 if ((change & ObjectChangeType.Rotation) != 0)
3759 {
3760 part.UpdateRotation(data.rotation);
3761 updateType = updatetype.none;
3762 }
3763 if ((change & ObjectChangeType.Scale) != 0)
3764 {
3765 part.Resize(data.scale);
3766 updateType = updatetype.none;
3767 }
3768 }
3769
3770 if (pha != null)
3771 pha.Building = false;
3772 }
3773
3774 if (updateType != updatetype.none)
3775 {
3776 group.HasGroupChanged = true;
3777
3778 switch (updateType)
3779 {
3780 case updatetype.partterse:
3781 part.ScheduleTerseUpdate();
3782 break;
3783 case updatetype.partfull:
3784 part.ScheduleFullUpdate();
3785 break;
3786 case updatetype.groupterse:
3787 group.ScheduleGroupForTerseUpdate();
3788 break;
3789 case updatetype.groupfull:
3790 group.ScheduleGroupForFullUpdate();
3791 break;
3792 default:
3793 break;
3794 }
3795 }
3796 }
3036 } 3797 }
3037 3798
3038 #endregion 3799 #endregion
@@ -3252,11 +4013,38 @@ namespace OpenSim.Region.Framework.Scenes
3252 } 4013 }
3253 } 4014 }
3254 } 4015 }
3255 4016
4017 public Vector3 GetGeometricCenter()
4018 {
4019 // this is not real geometric center but a average of positions relative to root prim acording to
4020 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4021 // ignoring tortured prims details since sl also seems to ignore
4022 // so no real use in doing it on physics
4023
4024 Vector3 gc = Vector3.Zero;
4025
4026 int nparts = m_parts.Count;
4027 if (nparts <= 1)
4028 return gc;
4029
4030 SceneObjectPart[] parts = m_parts.GetArray();
4031 nparts = parts.Length; // just in case it changed
4032 if (nparts <= 1)
4033 return gc;
4034
4035 // average all parts positions
4036 for (int i = 0; i < nparts; i++)
4037 gc += parts[i].GetWorldPosition();
4038 gc /= nparts;
4039
4040 // relative to root:
4041 gc -= AbsolutePosition;
4042 return gc;
4043 }
4044
3256 public float GetMass() 4045 public float GetMass()
3257 { 4046 {
3258 float retmass = 0f; 4047 float retmass = 0f;
3259
3260 SceneObjectPart[] parts = m_parts.GetArray(); 4048 SceneObjectPart[] parts = m_parts.GetArray();
3261 for (int i = 0; i < parts.Length; i++) 4049 for (int i = 0; i < parts.Length; i++)
3262 retmass += parts[i].GetMass(); 4050 retmass += parts[i].GetMass();
@@ -3417,6 +4205,14 @@ namespace OpenSim.Region.Framework.Scenes
3417 FromItemID = uuid; 4205 FromItemID = uuid;
3418 } 4206 }
3419 4207
4208 public void ResetOwnerChangeFlag()
4209 {
4210 ForEachPart(delegate(SceneObjectPart part)
4211 {
4212 part.ResetOwnerChangeFlag();
4213 });
4214 }
4215
3420 #endregion 4216 #endregion
3421 } 4217 }
3422} 4218}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4bec2d4..37b5554 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,6 +122,11 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
125
126 private const scriptEvents PhyscicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
124 130
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 131 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 132
@@ -182,6 +188,15 @@ namespace OpenSim.Region.Framework.Scenes
182 188
183 public uint TimeStampTerse; 189 public uint TimeStampTerse;
184 190
191 // The following two are to hold the attachment data
192 // while an object is inworld
193 [XmlIgnore]
194 public byte AttachPoint = 0;
195
196 [XmlIgnore]
197 public Vector3 AttachOffset = Vector3.Zero;
198
199 [XmlIgnore]
185 public int STATUS_ROTATE_X; 200 public int STATUS_ROTATE_X;
186 201
187 public int STATUS_ROTATE_Y; 202 public int STATUS_ROTATE_Y;
@@ -208,8 +223,7 @@ namespace OpenSim.Region.Framework.Scenes
208 223
209 public Vector3 RotationAxis = Vector3.One; 224 public Vector3 RotationAxis = Vector3.One;
210 225
211 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 226 public bool VolumeDetectActive;
212 // Certainly this must be a persistant setting finally
213 227
214 public bool IsWaitingForFirstSpinUpdatePacket; 228 public bool IsWaitingForFirstSpinUpdatePacket;
215 229
@@ -249,10 +263,10 @@ namespace OpenSim.Region.Framework.Scenes
249 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 263 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
250 private Vector3 m_sitTargetPosition; 264 private Vector3 m_sitTargetPosition;
251 private string m_sitAnimation = "SIT"; 265 private string m_sitAnimation = "SIT";
266 private bool m_occupied; // KF if any av is sitting on this prim
252 private string m_text = String.Empty; 267 private string m_text = String.Empty;
253 private string m_touchName = String.Empty; 268 private string m_touchName = String.Empty;
254 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 269 private UndoRedoState m_UndoRedo = null;
255 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
256 270
257 private bool m_passTouches; 271 private bool m_passTouches;
258 272
@@ -280,7 +294,19 @@ namespace OpenSim.Region.Framework.Scenes
280 protected Vector3 m_lastAcceleration; 294 protected Vector3 m_lastAcceleration;
281 protected Vector3 m_lastAngularVelocity; 295 protected Vector3 m_lastAngularVelocity;
282 protected int m_lastTerseSent; 296 protected int m_lastTerseSent;
283 297 protected float m_buoyancy = 0.0f;
298 protected Vector3 m_force;
299 protected Vector3 m_torque;
300
301 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
302 protected float m_density = 1000.0f; // in kg/m^3
303 protected float m_gravitymod = 1.0f;
304 protected float m_friction = 0.6f; // wood
305 protected float m_bounce = 0.5f; // wood
306
307
308 protected bool m_isSelected = false;
309
284 /// <summary> 310 /// <summary>
285 /// Stores media texture data 311 /// Stores media texture data
286 /// </summary> 312 /// </summary>
@@ -296,6 +322,17 @@ namespace OpenSim.Region.Framework.Scenes
296 private UUID m_collisionSound; 322 private UUID m_collisionSound;
297 private float m_collisionSoundVolume; 323 private float m_collisionSoundVolume;
298 324
325
326 private SOPVehicle m_vehicle = null;
327
328 private KeyframeMotion m_keyframeMotion = null;
329
330 public KeyframeMotion KeyframeMotion
331 {
332 get; set;
333 }
334
335
299 #endregion Fields 336 #endregion Fields
300 337
301// ~SceneObjectPart() 338// ~SceneObjectPart()
@@ -338,7 +375,7 @@ namespace OpenSim.Region.Framework.Scenes
338 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 375 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
339 Quaternion rotationOffset, Vector3 offsetPosition) : this() 376 Quaternion rotationOffset, Vector3 offsetPosition) : this()
340 { 377 {
341 m_name = "Primitive"; 378 m_name = "Object";
342 379
343 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 380 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
344 LastOwnerID = CreatorID = OwnerID = ownerID; 381 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -378,7 +415,7 @@ namespace OpenSim.Region.Framework.Scenes
378 private uint _ownerMask = (uint)PermissionMask.All; 415 private uint _ownerMask = (uint)PermissionMask.All;
379 private uint _groupMask = (uint)PermissionMask.None; 416 private uint _groupMask = (uint)PermissionMask.None;
380 private uint _everyoneMask = (uint)PermissionMask.None; 417 private uint _everyoneMask = (uint)PermissionMask.None;
381 private uint _nextOwnerMask = (uint)PermissionMask.All; 418 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
382 private PrimFlags _flags = PrimFlags.None; 419 private PrimFlags _flags = PrimFlags.None;
383 private DateTime m_expires; 420 private DateTime m_expires;
384 private DateTime m_rezzed; 421 private DateTime m_rezzed;
@@ -472,12 +509,16 @@ namespace OpenSim.Region.Framework.Scenes
472 } 509 }
473 510
474 /// <value> 511 /// <value>
475 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 512 /// Get the inventory list
476 /// </value> 513 /// </value>
477 public TaskInventoryDictionary TaskInventory 514 public TaskInventoryDictionary TaskInventory
478 { 515 {
479 get { return m_inventory.Items; } 516 get {
480 set { m_inventory.Items = value; } 517 return m_inventory.Items;
518 }
519 set {
520 m_inventory.Items = value;
521 }
481 } 522 }
482 523
483 /// <summary> 524 /// <summary>
@@ -527,32 +568,28 @@ namespace OpenSim.Region.Framework.Scenes
527 } 568 }
528 } 569 }
529 570
530 public byte Material 571 public bool PassTouches
531 { 572 {
532 get { return (byte) m_material; } 573 get { return m_passTouches; }
533 set 574 set
534 { 575 {
535 m_material = (Material)value; 576 m_passTouches = value;
536
537 PhysicsActor pa = PhysActor;
538 577
539 if (pa != null) 578 if (ParentGroup != null)
540 pa.SetMaterial((int)value); 579 ParentGroup.HasGroupChanged = true;
541 } 580 }
542 } 581 }
543 582
544 public bool PassTouches 583 public bool IsSelected
545 { 584 {
546 get { return m_passTouches; } 585 get { return m_isSelected; }
547 set 586 set
548 { 587 {
549 m_passTouches = value; 588 m_isSelected = value;
550
551 if (ParentGroup != null) 589 if (ParentGroup != null)
552 ParentGroup.HasGroupChanged = true; 590 ParentGroup.PartSelectChanged(value);
553 } 591 }
554 } 592 }
555
556 593
557 594
558 public Dictionary<int, string> CollisionFilter 595 public Dictionary<int, string> CollisionFilter
@@ -623,14 +660,12 @@ namespace OpenSim.Region.Framework.Scenes
623 set { m_LoopSoundSlavePrims = value; } 660 set { m_LoopSoundSlavePrims = value; }
624 } 661 }
625 662
626
627 public Byte[] TextureAnimation 663 public Byte[] TextureAnimation
628 { 664 {
629 get { return m_TextureAnimation; } 665 get { return m_TextureAnimation; }
630 set { m_TextureAnimation = value; } 666 set { m_TextureAnimation = value; }
631 } 667 }
632 668
633
634 public Byte[] ParticleSystem 669 public Byte[] ParticleSystem
635 { 670 {
636 get { return m_particleSystem; } 671 get { return m_particleSystem; }
@@ -667,8 +702,12 @@ namespace OpenSim.Region.Framework.Scenes
667 { 702 {
668 // If this is a linkset, we don't want the physics engine mucking up our group position here. 703 // If this is a linkset, we don't want the physics engine mucking up our group position here.
669 PhysicsActor actor = PhysActor; 704 PhysicsActor actor = PhysActor;
670 if (actor != null && ParentID == 0) 705 if (ParentID == 0)
671 m_groupPosition = actor.Position; 706 {
707 if (actor != null)
708 m_groupPosition = actor.Position;
709 return m_groupPosition;
710 }
672 711
673 if (ParentGroup.IsAttachment) 712 if (ParentGroup.IsAttachment)
674 { 713 {
@@ -677,12 +716,14 @@ namespace OpenSim.Region.Framework.Scenes
677 return sp.AbsolutePosition; 716 return sp.AbsolutePosition;
678 } 717 }
679 718
719 // use root prim's group position. Physics may have updated it
720 if (ParentGroup.RootPart != this)
721 m_groupPosition = ParentGroup.RootPart.GroupPosition;
680 return m_groupPosition; 722 return m_groupPosition;
681 } 723 }
682 set 724 set
683 { 725 {
684 m_groupPosition = value; 726 m_groupPosition = value;
685
686 PhysicsActor actor = PhysActor; 727 PhysicsActor actor = PhysActor;
687 if (actor != null) 728 if (actor != null)
688 { 729 {
@@ -708,16 +749,6 @@ namespace OpenSim.Region.Framework.Scenes
708 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 749 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
709 } 750 }
710 } 751 }
711
712 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
713 if (SitTargetAvatar != UUID.Zero)
714 {
715 ScenePresence avatar;
716 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
717 {
718 avatar.ParentPosition = GetWorldPosition();
719 }
720 }
721 } 752 }
722 } 753 }
723 754
@@ -726,7 +757,7 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 757 get { return m_offsetPosition; }
727 set 758 set
728 { 759 {
729// StoreUndoState(); 760 Vector3 oldpos = m_offsetPosition;
730 m_offsetPosition = value; 761 m_offsetPosition = value;
731 762
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 763 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -741,7 +772,22 @@ namespace OpenSim.Region.Framework.Scenes
741 if (ParentGroup.Scene != null) 772 if (ParentGroup.Scene != null)
742 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 773 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
743 } 774 }
775
776 if (!m_parentGroup.m_dupeInProgress)
777 {
778 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
779 foreach (ScenePresence av in avs)
780 {
781 if (av.ParentID == m_localId)
782 {
783 Vector3 offset = (m_offsetPosition - oldpos);
784 av.AbsolutePosition += offset;
785 av.SendAvatarDataToAllAgents();
786 }
787 }
788 }
744 } 789 }
790 TriggerScriptChangedEvent(Changed.POSITION);
745 } 791 }
746 } 792 }
747 793
@@ -790,7 +836,7 @@ namespace OpenSim.Region.Framework.Scenes
790 836
791 set 837 set
792 { 838 {
793 StoreUndoState(); 839// StoreUndoState();
794 m_rotationOffset = value; 840 m_rotationOffset = value;
795 841
796 PhysicsActor actor = PhysActor; 842 PhysicsActor actor = PhysActor;
@@ -878,7 +924,7 @@ namespace OpenSim.Region.Framework.Scenes
878 get 924 get
879 { 925 {
880 PhysicsActor actor = PhysActor; 926 PhysicsActor actor = PhysActor;
881 if ((actor != null) && actor.IsPhysical) 927 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
882 { 928 {
883 m_angularVelocity = actor.RotationalVelocity; 929 m_angularVelocity = actor.RotationalVelocity;
884 } 930 }
@@ -890,7 +936,16 @@ namespace OpenSim.Region.Framework.Scenes
890 /// <summary></summary> 936 /// <summary></summary>
891 public Vector3 Acceleration 937 public Vector3 Acceleration
892 { 938 {
893 get { return m_acceleration; } 939 get
940 {
941 PhysicsActor actor = PhysActor;
942 if (actor != null)
943 {
944 m_acceleration = actor.Acceleration;
945 }
946 return m_acceleration;
947 }
948
894 set { m_acceleration = value; } 949 set { m_acceleration = value; }
895 } 950 }
896 951
@@ -947,7 +1002,10 @@ namespace OpenSim.Region.Framework.Scenes
947 public PrimitiveBaseShape Shape 1002 public PrimitiveBaseShape Shape
948 { 1003 {
949 get { return m_shape; } 1004 get { return m_shape; }
950 set { m_shape = value;} 1005 set
1006 {
1007 m_shape = value;
1008 }
951 } 1009 }
952 1010
953 /// <summary> 1011 /// <summary>
@@ -960,7 +1018,6 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1018 {
961 if (m_shape != null) 1019 if (m_shape != null)
962 { 1020 {
963 StoreUndoState();
964 1021
965 m_shape.Scale = value; 1022 m_shape.Scale = value;
966 1023
@@ -987,6 +1044,7 @@ namespace OpenSim.Region.Framework.Scenes
987 } 1044 }
988 1045
989 public UpdateRequired UpdateFlag { get; set; } 1046 public UpdateRequired UpdateFlag { get; set; }
1047 public bool UpdatePhysRequired { get; set; }
990 1048
991 /// <summary> 1049 /// <summary>
992 /// Used for media on a prim. 1050 /// Used for media on a prim.
@@ -1027,10 +1085,7 @@ namespace OpenSim.Region.Framework.Scenes
1027 { 1085 {
1028 get 1086 get
1029 { 1087 {
1030 if (ParentGroup.IsAttachment) 1088 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1031 return GroupPosition;
1032
1033 return m_offsetPosition + m_groupPosition;
1034 } 1089 }
1035 } 1090 }
1036 1091
@@ -1208,6 +1263,13 @@ namespace OpenSim.Region.Framework.Scenes
1208 _flags = value; 1263 _flags = value;
1209 } 1264 }
1210 } 1265 }
1266
1267 [XmlIgnore]
1268 public bool IsOccupied // KF If an av is sittingon this prim
1269 {
1270 get { return m_occupied; }
1271 set { m_occupied = value; }
1272 }
1211 1273
1212 /// <summary> 1274 /// <summary>
1213 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1275 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1267,6 +1329,316 @@ namespace OpenSim.Region.Framework.Scenes
1267 set { m_collisionSoundVolume = value; } 1329 set { m_collisionSoundVolume = value; }
1268 } 1330 }
1269 1331
1332 public float Buoyancy
1333 {
1334 get
1335 {
1336 if (ParentGroup.RootPart == this)
1337 return m_buoyancy;
1338
1339 return ParentGroup.RootPart.Buoyancy;
1340 }
1341 set
1342 {
1343 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1344 {
1345 ParentGroup.RootPart.Buoyancy = value;
1346 return;
1347 }
1348 m_buoyancy = value;
1349 if (PhysActor != null)
1350 PhysActor.Buoyancy = value;
1351 }
1352 }
1353
1354 public Vector3 Force
1355 {
1356 get
1357 {
1358 if (ParentGroup.RootPart == this)
1359 return m_force;
1360
1361 return ParentGroup.RootPart.Force;
1362 }
1363
1364 set
1365 {
1366 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1367 {
1368 ParentGroup.RootPart.Force = value;
1369 return;
1370 }
1371 m_force = value;
1372 if (PhysActor != null)
1373 PhysActor.Force = value;
1374 }
1375 }
1376
1377 public Vector3 Torque
1378 {
1379 get
1380 {
1381 if (ParentGroup.RootPart == this)
1382 return m_torque;
1383
1384 return ParentGroup.RootPart.Torque;
1385 }
1386
1387 set
1388 {
1389 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1390 {
1391 ParentGroup.RootPart.Torque = value;
1392 return;
1393 }
1394 m_torque = value;
1395 if (PhysActor != null)
1396 PhysActor.Torque = value;
1397 }
1398 }
1399
1400 public byte Material
1401 {
1402 get { return (byte)m_material; }
1403 set
1404 {
1405 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1406 {
1407 bool update = false;
1408
1409 if (m_material != (Material)value)
1410 {
1411 update = true;
1412 m_material = (Material)value;
1413 }
1414
1415 if (m_friction != SOPMaterialData.friction(m_material))
1416 {
1417 update = true;
1418 m_friction = SOPMaterialData.friction(m_material);
1419 }
1420
1421 if (m_bounce != SOPMaterialData.bounce(m_material))
1422 {
1423 update = true;
1424 m_bounce = SOPMaterialData.bounce(m_material);
1425 }
1426
1427 if (update)
1428 {
1429 if (PhysActor != null)
1430 {
1431 PhysActor.SetMaterial((int)value);
1432 }
1433 if(ParentGroup != null)
1434 ParentGroup.HasGroupChanged = true;
1435 ScheduleFullUpdateIfNone();
1436 UpdatePhysRequired = true;
1437 }
1438 }
1439 }
1440 }
1441
1442 // not a propriety to move to methods place later
1443 private bool HasMesh()
1444 {
1445 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1446 return true;
1447 return false;
1448 }
1449
1450 // not a propriety to move to methods place later
1451 public byte DefaultPhysicsShapeType()
1452 {
1453 byte type;
1454
1455 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1456 type = (byte)PhysShapeType.convex;
1457 else
1458 type = (byte)PhysShapeType.prim;
1459
1460 return type;
1461 }
1462
1463 [XmlIgnore]
1464 public bool UsesComplexCost
1465 {
1466 get
1467 {
1468 byte pst = PhysicsShapeType;
1469 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1470 return true;
1471 return false;
1472 }
1473 }
1474
1475 [XmlIgnore]
1476 public float PhysicsCost
1477 {
1478 get
1479 {
1480 if(PhysicsShapeType == (byte)PhysShapeType.none)
1481 return 0;
1482
1483 float cost = 0.1f;
1484 if (PhysActor != null)
1485// cost += PhysActor.Cost;
1486
1487 if ((Flags & PrimFlags.Physics) != 0)
1488 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1489 return cost;
1490 }
1491 }
1492
1493 [XmlIgnore]
1494 public float StreamingCost
1495 {
1496 get
1497 {
1498
1499
1500 return 0.1f;
1501 }
1502 }
1503
1504 [XmlIgnore]
1505 public float SimulationCost
1506 {
1507 get
1508 {
1509 // ignoring scripts. Don't like considering them for this
1510 if((Flags & PrimFlags.Physics) != 0)
1511 return 1.0f;
1512
1513 return 0.5f;
1514 }
1515 }
1516
1517 public byte PhysicsShapeType
1518 {
1519 get { return m_physicsShapeType; }
1520 set
1521 {
1522 byte oldv = m_physicsShapeType;
1523
1524 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1525 {
1526 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1527 m_physicsShapeType = DefaultPhysicsShapeType();
1528 else
1529 m_physicsShapeType = value;
1530 }
1531 else
1532 m_physicsShapeType = DefaultPhysicsShapeType();
1533
1534 if (m_physicsShapeType != oldv && ParentGroup != null)
1535 {
1536 if (m_physicsShapeType == (byte)PhysShapeType.none)
1537 {
1538 if (PhysActor != null)
1539 {
1540 Velocity = new Vector3(0, 0, 0);
1541 Acceleration = new Vector3(0, 0, 0);
1542 if (ParentGroup.RootPart == this)
1543 AngularVelocity = new Vector3(0, 0, 0);
1544 ParentGroup.Scene.RemovePhysicalPrim(1);
1545 RemoveFromPhysics();
1546 }
1547 }
1548 else if (PhysActor == null)
1549 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1550 else
1551 {
1552 PhysActor.PhysicsShapeType = m_physicsShapeType;
1553 if (Shape.SculptEntry)
1554 CheckSculptAndLoad();
1555 }
1556
1557 if (ParentGroup != null)
1558 ParentGroup.HasGroupChanged = true;
1559 }
1560
1561 if (m_physicsShapeType != value)
1562 {
1563 UpdatePhysRequired = true;
1564 }
1565 }
1566 }
1567
1568 public float Density // in kg/m^3
1569 {
1570 get { return m_density; }
1571 set
1572 {
1573 if (value >=1 && value <= 22587.0)
1574 {
1575 m_density = value;
1576 UpdatePhysRequired = true;
1577 }
1578
1579 ScheduleFullUpdateIfNone();
1580
1581 if (ParentGroup != null)
1582 ParentGroup.HasGroupChanged = true;
1583 }
1584 }
1585
1586 public float GravityModifier
1587 {
1588 get { return m_gravitymod; }
1589 set
1590 {
1591 if( value >= -1 && value <=28.0f)
1592 {
1593 m_gravitymod = value;
1594 UpdatePhysRequired = true;
1595 }
1596
1597 ScheduleFullUpdateIfNone();
1598
1599 if (ParentGroup != null)
1600 ParentGroup.HasGroupChanged = true;
1601
1602 }
1603 }
1604
1605 public float Friction
1606 {
1607 get { return m_friction; }
1608 set
1609 {
1610 if (value >= 0 && value <= 255.0f)
1611 {
1612 m_friction = value;
1613 UpdatePhysRequired = true;
1614 }
1615
1616 ScheduleFullUpdateIfNone();
1617
1618 if (ParentGroup != null)
1619 ParentGroup.HasGroupChanged = true;
1620 }
1621 }
1622
1623 public float Bounciness
1624 {
1625 get { return m_bounce; }
1626 set
1627 {
1628 if (value >= 0 && value <= 1.0f)
1629 {
1630 m_bounce = value;
1631 UpdatePhysRequired = true;
1632 }
1633
1634 ScheduleFullUpdateIfNone();
1635
1636 if (ParentGroup != null)
1637 ParentGroup.HasGroupChanged = true;
1638 }
1639 }
1640
1641
1270 #endregion Public Properties with only Get 1642 #endregion Public Properties with only Get
1271 1643
1272 private uint ApplyMask(uint val, bool set, uint mask) 1644 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1432,7 +1804,7 @@ namespace OpenSim.Region.Framework.Scenes
1432 impulse = newimpulse; 1804 impulse = newimpulse;
1433 } 1805 }
1434 1806
1435 ParentGroup.applyAngularImpulse(impulse); 1807 ParentGroup.ApplyAngularImpulse(impulse);
1436 } 1808 }
1437 1809
1438 /// <summary> 1810 /// <summary>
@@ -1442,20 +1814,24 @@ namespace OpenSim.Region.Framework.Scenes
1442 /// </summary> 1814 /// </summary>
1443 /// <param name="impulsei">Vector force</param> 1815 /// <param name="impulsei">Vector force</param>
1444 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1816 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1445 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1817
1818 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1819 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1446 { 1820 {
1447 Vector3 impulse = impulsei; 1821 Vector3 torque = torquei;
1448 1822
1449 if (localGlobalTF) 1823 if (localGlobalTF)
1450 { 1824 {
1825/*
1451 Quaternion grot = GetWorldRotation(); 1826 Quaternion grot = GetWorldRotation();
1452 Quaternion AXgrot = grot; 1827 Quaternion AXgrot = grot;
1453 Vector3 AXimpulsei = impulsei; 1828 Vector3 AXimpulsei = impulsei;
1454 Vector3 newimpulse = AXimpulsei * AXgrot; 1829 Vector3 newimpulse = AXimpulsei * AXgrot;
1455 impulse = newimpulse; 1830 */
1831 torque *= GetWorldRotation();
1456 } 1832 }
1457 1833
1458 ParentGroup.setAngularImpulse(impulse); 1834 Torque = torque;
1459 } 1835 }
1460 1836
1461 /// <summary> 1837 /// <summary>
@@ -1463,17 +1839,23 @@ namespace OpenSim.Region.Framework.Scenes
1463 /// </summary> 1839 /// </summary>
1464 /// <param name="rootObjectFlags"></param> 1840 /// <param name="rootObjectFlags"></param>
1465 /// <param name="VolumeDetectActive"></param> 1841 /// <param name="VolumeDetectActive"></param>
1466 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1842 /// <param name="building"></param>
1843
1844 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1467 { 1845 {
1846 VolumeDetectActive = _VolumeDetectActive;
1847
1468 if (!ParentGroup.Scene.CollidablePrims) 1848 if (!ParentGroup.Scene.CollidablePrims)
1469 return; 1849 return;
1470 1850
1471// m_log.DebugFormat( 1851 if (PhysicsShapeType == (byte)PhysShapeType.none)
1472// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1852 return;
1473// Name, LocalId, UUID, m_physicalPrim); 1853
1854 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1855 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1474 1856
1475 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1857 if (_VolumeDetectActive)
1476 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1858 isPhantom = true;
1477 1859
1478 if (IsJoint()) 1860 if (IsJoint())
1479 { 1861 {
@@ -1481,22 +1863,11 @@ namespace OpenSim.Region.Framework.Scenes
1481 } 1863 }
1482 else 1864 else
1483 { 1865 {
1484 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1866 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1485 if (VolumeDetectActive) 1867 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1486 isPhantom = false; 1868 AddToPhysics(isPhysical, isPhantom, building, true);
1487 1869 else
1488 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition 1870 PhysActor = null; // just to be sure
1489 // or flexible
1490 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1491 {
1492 // Added clarification.. since A rigid body is an object that you can kick around, etc.
1493 bool rigidBody = isPhysical && !isPhantom;
1494
1495 PhysicsActor pa = AddToPhysics(rigidBody);
1496
1497 if (pa != null)
1498 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1499 }
1500 } 1871 }
1501 } 1872 }
1502 1873
@@ -1548,6 +1919,12 @@ namespace OpenSim.Region.Framework.Scenes
1548 dupe.Category = Category; 1919 dupe.Category = Category;
1549 dupe.m_rezzed = m_rezzed; 1920 dupe.m_rezzed = m_rezzed;
1550 1921
1922 dupe.m_UndoRedo = null;
1923 dupe.m_isSelected = false;
1924
1925 dupe.IgnoreUndoUpdate = false;
1926 dupe.Undoing = false;
1927
1551 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1928 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1552 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 1929 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1553 1930
@@ -1563,6 +1940,7 @@ namespace OpenSim.Region.Framework.Scenes
1563 1940
1564 // Move afterwards ResetIDs as it clears the localID 1941 // Move afterwards ResetIDs as it clears the localID
1565 dupe.LocalId = localID; 1942 dupe.LocalId = localID;
1943
1566 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1944 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1567 dupe.LastOwnerID = OwnerID; 1945 dupe.LastOwnerID = OwnerID;
1568 1946
@@ -1582,6 +1960,9 @@ namespace OpenSim.Region.Framework.Scenes
1582 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1960 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1583 } 1961 }
1584 1962
1963 if (dupe.PhysActor != null)
1964 dupe.PhysActor.LocalID = localID;
1965
1585 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 1966 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1586 1967
1587// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 1968// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1701,6 +2082,7 @@ namespace OpenSim.Region.Framework.Scenes
1701 2082
1702 /// <summary> 2083 /// <summary>
1703 /// Do a physics propery update for this part. 2084 /// Do a physics propery update for this part.
2085 /// now also updates phantom and volume detector
1704 /// </summary> 2086 /// </summary>
1705 /// <param name="UsePhysics"></param> 2087 /// <param name="UsePhysics"></param>
1706 /// <param name="isNew"></param> 2088 /// <param name="isNew"></param>
@@ -1726,61 +2108,69 @@ namespace OpenSim.Region.Framework.Scenes
1726 { 2108 {
1727 if (pa.IsPhysical) // implies UsePhysics==false for this block 2109 if (pa.IsPhysical) // implies UsePhysics==false for this block
1728 { 2110 {
1729 if (!isNew) 2111 if (!isNew) // implies UsePhysics==false for this block
2112 {
1730 ParentGroup.Scene.RemovePhysicalPrim(1); 2113 ParentGroup.Scene.RemovePhysicalPrim(1);
1731 2114
1732 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2115 Velocity = new Vector3(0, 0, 0);
1733 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2116 Acceleration = new Vector3(0, 0, 0);
1734 pa.delink(); 2117 if (ParentGroup.RootPart == this)
2118 AngularVelocity = new Vector3(0, 0, 0);
1735 2119
1736 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2120 if (pa.Phantom && !VolumeDetectActive)
1737 { 2121 {
1738 // destroy all joints connected to this now deactivated body 2122 RemoveFromPhysics();
1739 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2123 return;
1740 } 2124 }
1741 2125
1742 // stop client-side interpolation of all joint proxy objects that have just been deleted 2126 pa.IsPhysical = UsePhysics;
1743 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2127 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1744 // which stops client-side interpolation of deactivated joint proxy objects. 2128 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2129 pa.delink();
2130 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2131 {
2132 // destroy all joints connected to this now deactivated body
2133 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2134 }
2135 }
1745 } 2136 }
1746 2137
1747 if (!UsePhysics && !isNew) 2138 if (pa.IsPhysical != UsePhysics)
1748 { 2139 pa.IsPhysical = UsePhysics;
1749 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1750 // prim still has velocity and continues to interpolate its position along the old
1751 // velocity-vector.
1752 Velocity = new Vector3(0, 0, 0);
1753 Acceleration = new Vector3(0, 0, 0);
1754 AngularVelocity = new Vector3(0, 0, 0);
1755 //RotationalVelocity = new Vector3(0, 0, 0);
1756 }
1757 2140
1758 pa.IsPhysical = UsePhysics; 2141 if (UsePhysics)
2142 {
2143 if (ParentGroup.RootPart.KeyframeMotion != null)
2144 ParentGroup.RootPart.KeyframeMotion.Stop();
2145 ParentGroup.RootPart.KeyframeMotion = null;
2146 ParentGroup.Scene.AddPhysicalPrim(1);
1759 2147
1760 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2148 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1761 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2149 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1762 /// that's not wholesome. Had to make Scene public
1763 //PhysActor = null;
1764 2150
1765 if ((Flags & PrimFlags.Phantom) == 0) 2151 if (ParentID != 0 && ParentID != LocalId)
1766 {
1767 if (UsePhysics)
1768 { 2152 {
1769 ParentGroup.Scene.AddPhysicalPrim(1); 2153 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1770 2154
1771 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2155 if (parentPa != null)
1772 pa.OnOutOfBounds += PhysicsOutOfBounds;
1773 if (ParentID != 0 && ParentID != LocalId)
1774 { 2156 {
1775 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2157 pa.link(parentPa);
1776
1777 if (parentPa != null)
1778 {
1779 pa.link(parentPa);
1780 }
1781 } 2158 }
1782 } 2159 }
1783 } 2160 }
2161 }
2162
2163 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2164 if (pa.Phantom != phan)
2165 pa.Phantom = phan;
2166
2167// some engines dont' have this check still
2168// if (VolumeDetectActive != pa.IsVolumeDtc)
2169 {
2170 if (VolumeDetectActive)
2171 pa.SetVolumeDetect(1);
2172 else
2173 pa.SetVolumeDetect(0);
1784 } 2174 }
1785 2175
1786 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2176 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1899,15 +2289,29 @@ namespace OpenSim.Region.Framework.Scenes
1899 2289
1900 public Vector3 GetGeometricCenter() 2290 public Vector3 GetGeometricCenter()
1901 { 2291 {
1902 PhysicsActor pa = PhysActor; 2292 // this is not real geometric center but a average of positions relative to root prim acording to
1903 2293 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1904 if (pa != null) 2294 // ignoring tortured prims details since sl also seems to ignore
1905 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2295 // so no real use in doing it on physics
1906 else 2296 if (ParentGroup.IsDeleted)
1907 return new Vector3(0, 0, 0); 2297 return new Vector3(0, 0, 0);
2298
2299 return ParentGroup.GetGeometricCenter();
2300
2301 /*
2302 PhysicsActor pa = PhysActor;
2303
2304 if (pa != null)
2305 {
2306 Vector3 vtmp = pa.CenterOfMass;
2307 return vtmp;
2308 }
2309 else
2310 return new Vector3(0, 0, 0);
2311 */
1908 } 2312 }
1909 2313
1910 public float GetMass() 2314 public float GetMass()
1911 { 2315 {
1912 PhysicsActor pa = PhysActor; 2316 PhysicsActor pa = PhysActor;
1913 2317
@@ -1919,12 +2323,7 @@ namespace OpenSim.Region.Framework.Scenes
1919 2323
1920 public Vector3 GetForce() 2324 public Vector3 GetForce()
1921 { 2325 {
1922 PhysicsActor pa = PhysActor; 2326 return Force;
1923
1924 if (pa != null)
1925 return pa.Force;
1926 else
1927 return Vector3.Zero;
1928 } 2327 }
1929 2328
1930 /// <summary> 2329 /// <summary>
@@ -2560,9 +2959,9 @@ namespace OpenSim.Region.Framework.Scenes
2560 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2959 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2561 2960
2562 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2961 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2563 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2962 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2564 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2963 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2565 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2964 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2566 { 2965 {
2567 ParentGroup.AbsolutePosition = newpos; 2966 ParentGroup.AbsolutePosition = newpos;
2568 return; 2967 return;
@@ -2584,17 +2983,18 @@ namespace OpenSim.Region.Framework.Scenes
2584 //Trys to fetch sound id from prim's inventory. 2983 //Trys to fetch sound id from prim's inventory.
2585 //Prim's inventory doesn't support non script items yet 2984 //Prim's inventory doesn't support non script items yet
2586 2985
2587 lock (TaskInventory) 2986 TaskInventory.LockItemsForRead(true);
2987
2988 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2588 { 2989 {
2589 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2990 if (item.Value.Name == sound)
2590 { 2991 {
2591 if (item.Value.Name == sound) 2992 soundID = item.Value.ItemID;
2592 { 2993 break;
2593 soundID = item.Value.ItemID;
2594 break;
2595 }
2596 } 2994 }
2597 } 2995 }
2996
2997 TaskInventory.LockItemsForRead(false);
2598 } 2998 }
2599 2999
2600 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 3000 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2717,6 +3117,19 @@ namespace OpenSim.Region.Framework.Scenes
2717 APIDTarget = Quaternion.Identity; 3117 APIDTarget = Quaternion.Identity;
2718 } 3118 }
2719 3119
3120
3121
3122 public void ScheduleFullUpdateIfNone()
3123 {
3124 if (ParentGroup == null)
3125 return;
3126
3127// ??? ParentGroup.HasGroupChanged = true;
3128
3129 if (UpdateFlag != UpdateRequired.FULL)
3130 ScheduleFullUpdate();
3131 }
3132
2720 /// <summary> 3133 /// <summary>
2721 /// Schedules this prim for a full update 3134 /// Schedules this prim for a full update
2722 /// </summary> 3135 /// </summary>
@@ -2918,8 +3331,8 @@ namespace OpenSim.Region.Framework.Scenes
2918 { 3331 {
2919 const float ROTATION_TOLERANCE = 0.01f; 3332 const float ROTATION_TOLERANCE = 0.01f;
2920 const float VELOCITY_TOLERANCE = 0.001f; 3333 const float VELOCITY_TOLERANCE = 0.001f;
2921 const float POSITION_TOLERANCE = 0.05f; 3334 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2922 const int TIME_MS_TOLERANCE = 3000; 3335 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2923 3336
2924 switch (UpdateFlag) 3337 switch (UpdateFlag)
2925 { 3338 {
@@ -2981,17 +3394,16 @@ namespace OpenSim.Region.Framework.Scenes
2981 if (!UUID.TryParse(sound, out soundID)) 3394 if (!UUID.TryParse(sound, out soundID))
2982 { 3395 {
2983 // search sound file from inventory 3396 // search sound file from inventory
2984 lock (TaskInventory) 3397 TaskInventory.LockItemsForRead(true);
3398 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2985 { 3399 {
2986 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3400 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2987 { 3401 {
2988 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3402 soundID = item.Value.ItemID;
2989 { 3403 break;
2990 soundID = item.Value.ItemID;
2991 break;
2992 }
2993 } 3404 }
2994 } 3405 }
3406 TaskInventory.LockItemsForRead(false);
2995 } 3407 }
2996 3408
2997 if (soundID == UUID.Zero) 3409 if (soundID == UUID.Zero)
@@ -3076,10 +3488,13 @@ namespace OpenSim.Region.Framework.Scenes
3076 3488
3077 public void SetBuoyancy(float fvalue) 3489 public void SetBuoyancy(float fvalue)
3078 { 3490 {
3079 PhysicsActor pa = PhysActor; 3491 Buoyancy = fvalue;
3080 3492/*
3081 if (pa != null) 3493 if (PhysActor != null)
3082 pa.Buoyancy = fvalue; 3494 {
3495 PhysActor.Buoyancy = fvalue;
3496 }
3497 */
3083 } 3498 }
3084 3499
3085 public void SetDieAtEdge(bool p) 3500 public void SetDieAtEdge(bool p)
@@ -3095,47 +3510,111 @@ namespace OpenSim.Region.Framework.Scenes
3095 PhysicsActor pa = PhysActor; 3510 PhysicsActor pa = PhysActor;
3096 3511
3097 if (pa != null) 3512 if (pa != null)
3098 pa.FloatOnWater = floatYN == 1; 3513 pa.FloatOnWater = (floatYN == 1);
3099 } 3514 }
3100 3515
3101 public void SetForce(Vector3 force) 3516 public void SetForce(Vector3 force)
3102 { 3517 {
3103 PhysicsActor pa = PhysActor; 3518 Force = force;
3519 }
3104 3520
3105 if (pa != null) 3521 public SOPVehicle sopVehicle
3106 pa.Force = force; 3522 {
3523 get
3524 {
3525 return m_vehicle;
3526 }
3527 set
3528 {
3529 m_vehicle = value;
3530 }
3531 }
3532
3533
3534 public int VehicleType
3535 {
3536 get
3537 {
3538 if (m_vehicle == null)
3539 return (int)Vehicle.TYPE_NONE;
3540 else
3541 return (int)m_vehicle.Type;
3542 }
3543 set
3544 {
3545 SetVehicleType(value);
3546 }
3107 } 3547 }
3108 3548
3109 public void SetVehicleType(int type) 3549 public void SetVehicleType(int type)
3110 { 3550 {
3111 PhysicsActor pa = PhysActor; 3551 m_vehicle = null;
3552
3553 if (type == (int)Vehicle.TYPE_NONE)
3554 {
3555 if (_parentID ==0 && PhysActor != null)
3556 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3557 return;
3558 }
3559 m_vehicle = new SOPVehicle();
3560 m_vehicle.ProcessTypeChange((Vehicle)type);
3561 {
3562 if (_parentID ==0 && PhysActor != null)
3563 PhysActor.VehicleType = type;
3564 return;
3565 }
3566 }
3112 3567
3113 if (pa != null) 3568 public void SetVehicleFlags(int param, bool remove)
3114 pa.VehicleType = type; 3569 {
3570 if (m_vehicle == null)
3571 return;
3572
3573 m_vehicle.ProcessVehicleFlags(param, remove);
3574
3575 if (_parentID ==0 && PhysActor != null)
3576 {
3577 PhysActor.VehicleFlags(param, remove);
3578 }
3115 } 3579 }
3116 3580
3117 public void SetVehicleFloatParam(int param, float value) 3581 public void SetVehicleFloatParam(int param, float value)
3118 { 3582 {
3119 PhysicsActor pa = PhysActor; 3583 if (m_vehicle == null)
3584 return;
3120 3585
3121 if (pa != null) 3586 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3122 pa.VehicleFloatParam(param, value); 3587
3588 if (_parentID == 0 && PhysActor != null)
3589 {
3590 PhysActor.VehicleFloatParam(param, value);
3591 }
3123 } 3592 }
3124 3593
3125 public void SetVehicleVectorParam(int param, Vector3 value) 3594 public void SetVehicleVectorParam(int param, Vector3 value)
3126 { 3595 {
3127 PhysicsActor pa = PhysActor; 3596 if (m_vehicle == null)
3597 return;
3128 3598
3129 if (pa != null) 3599 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3130 pa.VehicleVectorParam(param, value); 3600
3601 if (_parentID == 0 && PhysActor != null)
3602 {
3603 PhysActor.VehicleVectorParam(param, value);
3604 }
3131 } 3605 }
3132 3606
3133 public void SetVehicleRotationParam(int param, Quaternion rotation) 3607 public void SetVehicleRotationParam(int param, Quaternion rotation)
3134 { 3608 {
3135 PhysicsActor pa = PhysActor; 3609 if (m_vehicle == null)
3610 return;
3136 3611
3137 if (pa != null) 3612 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3138 pa.VehicleRotationParam(param, rotation); 3613
3614 if (_parentID == 0 && PhysActor != null)
3615 {
3616 PhysActor.VehicleRotationParam(param, rotation);
3617 }
3139 } 3618 }
3140 3619
3141 /// <summary> 3620 /// <summary>
@@ -3319,13 +3798,6 @@ namespace OpenSim.Region.Framework.Scenes
3319 hasProfileCut = hasDimple; // is it the same thing? 3798 hasProfileCut = hasDimple; // is it the same thing?
3320 } 3799 }
3321 3800
3322 public void SetVehicleFlags(int param, bool remove)
3323 {
3324 if (PhysActor != null)
3325 {
3326 PhysActor.VehicleFlags(param, remove);
3327 }
3328 }
3329 3801
3330 public void SetGroup(UUID groupID, IClientAPI client) 3802 public void SetGroup(UUID groupID, IClientAPI client)
3331 { 3803 {
@@ -3428,68 +3900,18 @@ namespace OpenSim.Region.Framework.Scenes
3428 //ParentGroup.ScheduleGroupForFullUpdate(); 3900 //ParentGroup.ScheduleGroupForFullUpdate();
3429 } 3901 }
3430 3902
3431 public void StoreUndoState() 3903 public void StoreUndoState(ObjectChangeType change)
3432 { 3904 {
3433 StoreUndoState(false); 3905 if (m_UndoRedo == null)
3434 } 3906 m_UndoRedo = new UndoRedoState(5);
3435 3907
3436 public void StoreUndoState(bool forGroup) 3908 lock (m_UndoRedo)
3437 {
3438 if (!Undoing)
3439 { 3909 {
3440 if (!IgnoreUndoUpdate) 3910 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3441 { 3911 {
3442 if (ParentGroup != null) 3912 m_UndoRedo.StoreUndo(this, change);
3443 {
3444 lock (m_undo)
3445 {
3446 if (m_undo.Count > 0)
3447 {
3448 UndoState last = m_undo.Peek();
3449 if (last != null)
3450 {
3451 // TODO: May need to fix for group comparison
3452 if (last.Compare(this))
3453 {
3454 // m_log.DebugFormat(
3455 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3456 // Name, LocalId, m_undo.Count);
3457
3458 return;
3459 }
3460 }
3461 }
3462
3463 // m_log.DebugFormat(
3464 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3465 // Name, LocalId, forGroup, m_undo.Count);
3466
3467 if (ParentGroup.GetSceneMaxUndo() > 0)
3468 {
3469 UndoState nUndo = new UndoState(this, forGroup);
3470
3471 m_undo.Push(nUndo);
3472
3473 if (m_redo.Count > 0)
3474 m_redo.Clear();
3475
3476 // m_log.DebugFormat(
3477 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3478 // Name, LocalId, forGroup, m_undo.Count);
3479 }
3480 }
3481 }
3482 } 3913 }
3483// else
3484// {
3485// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3486// }
3487 } 3914 }
3488// else
3489// {
3490// m_log.DebugFormat(
3491// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3492// }
3493 } 3915 }
3494 3916
3495 /// <summary> 3917 /// <summary>
@@ -3499,84 +3921,46 @@ namespace OpenSim.Region.Framework.Scenes
3499 { 3921 {
3500 get 3922 get
3501 { 3923 {
3502 lock (m_undo) 3924 if (m_UndoRedo == null)
3503 return m_undo.Count; 3925 return 0;
3926 return m_UndoRedo.Count;
3504 } 3927 }
3505 } 3928 }
3506 3929
3507 public void Undo() 3930 public void Undo()
3508 { 3931 {
3509 lock (m_undo) 3932 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3510 { 3933 return;
3511// m_log.DebugFormat(
3512// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3513// Name, LocalId, m_undo.Count);
3514
3515 if (m_undo.Count > 0)
3516 {
3517 UndoState goback = m_undo.Pop();
3518
3519 if (goback != null)
3520 {
3521 UndoState nUndo = null;
3522
3523 if (ParentGroup.GetSceneMaxUndo() > 0)
3524 {
3525 nUndo = new UndoState(this, goback.ForGroup);
3526 }
3527
3528 goback.PlaybackState(this);
3529
3530 if (nUndo != null)
3531 m_redo.Push(nUndo);
3532 }
3533 }
3534 3934
3535// m_log.DebugFormat( 3935 lock (m_UndoRedo)
3536// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3936 {
3537// Name, LocalId, m_undo.Count); 3937 Undoing = true;
3938 m_UndoRedo.Undo(this);
3939 Undoing = false;
3538 } 3940 }
3539 } 3941 }
3540 3942
3541 public void Redo() 3943 public void Redo()
3542 { 3944 {
3543 lock (m_undo) 3945 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3544 { 3946 return;
3545// m_log.DebugFormat(
3546// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3547// Name, LocalId, m_redo.Count);
3548
3549 if (m_redo.Count > 0)
3550 {
3551 UndoState gofwd = m_redo.Pop();
3552
3553 if (gofwd != null)
3554 {
3555 if (ParentGroup.GetSceneMaxUndo() > 0)
3556 {
3557 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3558
3559 m_undo.Push(nUndo);
3560 }
3561
3562 gofwd.PlayfwdState(this);
3563 }
3564 3947
3565// m_log.DebugFormat( 3948 lock (m_UndoRedo)
3566// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3949 {
3567// Name, LocalId, m_redo.Count); 3950 Undoing = true;
3568 } 3951 m_UndoRedo.Redo(this);
3952 Undoing = false;
3569 } 3953 }
3570 } 3954 }
3571 3955
3572 public void ClearUndoState() 3956 public void ClearUndoState()
3573 { 3957 {
3574// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3958 if (m_UndoRedo == null || Undoing)
3959 return;
3575 3960
3576 lock (m_undo) 3961 lock (m_UndoRedo)
3577 { 3962 {
3578 m_undo.Clear(); 3963 m_UndoRedo.Clear();
3579 m_redo.Clear();
3580 } 3964 }
3581 } 3965 }
3582 3966
@@ -4206,6 +4590,27 @@ namespace OpenSim.Region.Framework.Scenes
4206 } 4590 }
4207 } 4591 }
4208 4592
4593
4594 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4595 {
4596 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4597 return;
4598
4599 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4600 {
4601 PhysicsShapeType = (byte)physdata.PhysShapeType;
4602
4603 }
4604
4605 if(Density != physdata.Density)
4606 Density = physdata.Density;
4607 if(GravityModifier != physdata.GravitationModifier)
4608 GravityModifier = physdata.GravitationModifier;
4609 if(Friction != physdata.Friction)
4610 Friction = physdata.Friction;
4611 if(Bounciness != physdata.Bounce)
4612 Bounciness = physdata.Bounce;
4613 }
4209 /// <summary> 4614 /// <summary>
4210 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4615 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
4211 /// </summary> 4616 /// </summary>
@@ -4213,7 +4618,7 @@ namespace OpenSim.Region.Framework.Scenes
4213 /// <param name="SetTemporary"></param> 4618 /// <param name="SetTemporary"></param>
4214 /// <param name="SetPhantom"></param> 4619 /// <param name="SetPhantom"></param>
4215 /// <param name="SetVD"></param> 4620 /// <param name="SetVD"></param>
4216 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4621 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4217 { 4622 {
4218 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4623 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4219 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4624 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4223,219 +4628,205 @@ namespace OpenSim.Region.Framework.Scenes
4223 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4628 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4224 return; 4629 return;
4225 4630
4226 PhysicsActor pa = PhysActor; 4631 VolumeDetectActive = SetVD;
4227 4632
4228 // Special cases for VD. VD can only be called from a script 4633 // volume detector implies phantom
4229 // and can't be combined with changes to other states. So we can rely 4634 if (VolumeDetectActive)
4230 // that...
4231 // ... if VD is changed, all others are not.
4232 // ... if one of the others is changed, VD is not.
4233 if (SetVD) // VD is active, special logic applies
4234 {
4235 // State machine logic for VolumeDetect
4236 // More logic below
4237 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4238
4239 if (phanReset) // Phantom changes from on to off switch VD off too
4240 {
4241 SetVD = false; // Switch it of for the course of this routine
4242 VolumeDetectActive = false; // and also permanently
4243
4244 if (pa != null)
4245 pa.SetVolumeDetect(0); // Let physics know about it too
4246 }
4247 else
4248 {
4249 // If volumedetect is active we don't want phantom to be applied.
4250 // If this is a new call to VD out of the state "phantom"
4251 // this will also cause the prim to be visible to physics
4252 SetPhantom = false;
4253 }
4254 }
4255
4256 if (UsePhysics && IsJoint())
4257 {
4258 SetPhantom = true; 4635 SetPhantom = true;
4259 }
4260 4636
4261 if (UsePhysics) 4637 if (UsePhysics)
4262 {
4263 AddFlag(PrimFlags.Physics); 4638 AddFlag(PrimFlags.Physics);
4264 if (!wasUsingPhysics)
4265 {
4266 DoPhysicsPropertyUpdate(UsePhysics, false);
4267
4268 if (!ParentGroup.IsDeleted)
4269 {
4270 if (LocalId == ParentGroup.RootPart.LocalId)
4271 {
4272 ParentGroup.CheckSculptAndLoad();
4273 }
4274 }
4275 }
4276 }
4277 else 4639 else
4278 {
4279 RemFlag(PrimFlags.Physics); 4640 RemFlag(PrimFlags.Physics);
4280 if (wasUsingPhysics)
4281 {
4282 DoPhysicsPropertyUpdate(UsePhysics, false);
4283 }
4284 }
4285 4641
4286 if (SetPhantom 4642 if (SetPhantom)
4287 || ParentGroup.IsAttachment
4288 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4289 {
4290 AddFlag(PrimFlags.Phantom); 4643 AddFlag(PrimFlags.Phantom);
4644 else
4645 RemFlag(PrimFlags.Phantom);
4291 4646
4292 if (PhysActor != null) 4647 if (SetTemporary)
4648 AddFlag(PrimFlags.TemporaryOnRez);
4649 else
4650 RemFlag(PrimFlags.TemporaryOnRez);
4651
4652
4653 if (ParentGroup.Scene == null)
4654 return;
4655
4656 PhysicsActor pa = PhysActor;
4657
4658 if (pa != null && building && pa.Building != building)
4659 pa.Building = building;
4660
4661 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4662 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4663 {
4664 if (pa != null)
4293 { 4665 {
4666 ParentGroup.Scene.RemovePhysicalPrim(1);
4294 RemoveFromPhysics(); 4667 RemoveFromPhysics();
4295 pa = null;
4296 } 4668 }
4669
4670 Velocity = new Vector3(0, 0, 0);
4671 Acceleration = new Vector3(0, 0, 0);
4672 if (ParentGroup.RootPart == this)
4673 AngularVelocity = new Vector3(0, 0, 0);
4297 } 4674 }
4298 else // Not phantom 4675 else
4299 { 4676 {
4300 RemFlag(PrimFlags.Phantom); 4677 if (ParentGroup.Scene.CollidablePrims)
4301
4302 if (ParentGroup.Scene == null)
4303 return;
4304
4305 if (ParentGroup.Scene.CollidablePrims && pa == null)
4306 { 4678 {
4307 pa = AddToPhysics(UsePhysics); 4679 if (pa == null)
4308
4309 if (pa != null)
4310 { 4680 {
4311 pa.SetMaterial(Material); 4681 AddToPhysics(UsePhysics, SetPhantom, building , false);
4312 DoPhysicsPropertyUpdate(UsePhysics, true); 4682 pa = PhysActor;
4313 4683
4314 if (!ParentGroup.IsDeleted) 4684 if (pa != null)
4315 { 4685 {
4316 if (LocalId == ParentGroup.RootPart.LocalId) 4686 if (
4687// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4688// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4689// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4690// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4691// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4692// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4693 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
4694// (CollisionSound != UUID.Zero)
4695 )
4317 { 4696 {
4318 ParentGroup.CheckSculptAndLoad(); 4697 pa.OnCollisionUpdate += PhysicsCollision;
4698 pa.SubscribeEvents(1000);
4319 } 4699 }
4320 } 4700 }
4321
4322 if (
4323 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4324 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4325 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4326 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4327 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4328 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4329 (CollisionSound != UUID.Zero)
4330 )
4331 {
4332 pa.OnCollisionUpdate += PhysicsCollision;
4333 pa.SubscribeEvents(1000);
4334 }
4335 } 4701 }
4336 } 4702 else // it already has a physical representation
4337 else // it already has a physical representation
4338 {
4339 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4340
4341 if (!ParentGroup.IsDeleted)
4342 { 4703 {
4343 if (LocalId == ParentGroup.RootPart.LocalId) 4704 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4344 { 4705 /* moved into DoPhysicsPropertyUpdate
4345 ParentGroup.CheckSculptAndLoad(); 4706 if(VolumeDetectActive)
4346 } 4707 pa.SetVolumeDetect(1);
4708 else
4709 pa.SetVolumeDetect(0);
4710 */
4711 if (pa.Building != building)
4712 pa.Building = building;
4347 } 4713 }
4348 } 4714 }
4349 } 4715 }
4350
4351 if (SetVD)
4352 {
4353 // If the above logic worked (this is urgent candidate to unit tests!)
4354 // we now have a physicsactor.
4355 // Defensive programming calls for a check here.
4356 // Better would be throwing an exception that could be catched by a unit test as the internal
4357 // logic should make sure, this Physactor is always here.
4358 if (pa != null)
4359 {
4360 pa.SetVolumeDetect(1);
4361 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4362 VolumeDetectActive = true;
4363 }
4364 }
4365 else
4366 {
4367 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4368 // (mumbles, well, at least if you have infinte CPU powers :-))
4369 if (pa != null)
4370 pa.SetVolumeDetect(0);
4371
4372 VolumeDetectActive = false;
4373 }
4374
4375 if (SetTemporary)
4376 {
4377 AddFlag(PrimFlags.TemporaryOnRez);
4378 }
4379 else
4380 {
4381 RemFlag(PrimFlags.TemporaryOnRez);
4382 }
4383 4716
4384 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4717 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4385 4718
4719 // and last in case we have a new actor and not building
4720
4386 if (ParentGroup != null) 4721 if (ParentGroup != null)
4387 { 4722 {
4388 ParentGroup.HasGroupChanged = true; 4723 ParentGroup.HasGroupChanged = true;
4389 ScheduleFullUpdate(); 4724 ScheduleFullUpdate();
4390 } 4725 }
4391 4726
4392// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4727// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4393 } 4728 }
4394 4729
4395 /// <summary> 4730 /// <summary>
4396 /// Adds this part to the physics scene. 4731 /// Adds this part to the physics scene.
4732 /// and sets the PhysActor property
4397 /// </summary> 4733 /// </summary>
4398 /// <remarks>This method also sets the PhysActor property.</remarks> 4734 /// <param name="isPhysical">Add this prim as physical.</param>
4399 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4735 /// <param name="isPhantom">Add this prim as phantom.</param>
4400 /// <returns> 4736 /// <param name="building">tells physics to delay full construction of object</param>
4401 /// The physics actor. null if there was a failure. 4737 /// <param name="applyDynamics">applies velocities, force and torque</param>
4402 /// </returns> 4738 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4403 private PhysicsActor AddToPhysics(bool rigidBody) 4739 {
4404 {
4405 PhysicsActor pa; 4740 PhysicsActor pa;
4406 4741
4742 Vector3 velocity = Velocity;
4743 Vector3 rotationalVelocity = AngularVelocity;;
4744
4407 try 4745 try
4408 { 4746 {
4409 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4747 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4410 string.Format("{0}/{1}", Name, UUID), 4748 string.Format("{0}/{1}", Name, UUID),
4411 Shape, 4749 Shape,
4412 AbsolutePosition, 4750 AbsolutePosition,
4413 Scale, 4751 Scale,
4414 RotationOffset, 4752 GetWorldRotation(),
4415 rigidBody, 4753 isPhysical,
4416 m_localId); 4754 isPhantom,
4755 PhysicsShapeType,
4756 m_localId);
4417 } 4757 }
4418 catch 4758 catch (Exception ex)
4419 { 4759 {
4420 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4760 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4421 pa = null; 4761 pa = null;
4422 } 4762 }
4423 4763
4424 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4425 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4426 // being set.
4427 PhysActor = pa;
4428
4429 // Basic Physics can also return null as well as an exception catch.
4430 if (pa != null) 4764 if (pa != null)
4431 { 4765 {
4432 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4766 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4433 pa.SetMaterial(Material); 4767 pa.SetMaterial(Material);
4434 DoPhysicsPropertyUpdate(rigidBody, true); 4768
4769 if (VolumeDetectActive) // change if not the default only
4770 pa.SetVolumeDetect(1);
4771
4772 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4773 m_vehicle.SetVehicle(pa);
4774
4775 // we are going to tell rest of code about physics so better have this here
4776 PhysActor = pa;
4777
4778 // DoPhysicsPropertyUpdate(isPhysical, true);
4779 // lets expand it here just with what it really needs to do
4780
4781 if (isPhysical)
4782 {
4783 if (ParentGroup.RootPart.KeyframeMotion != null)
4784 ParentGroup.RootPart.KeyframeMotion.Stop();
4785 ParentGroup.RootPart.KeyframeMotion = null;
4786 ParentGroup.Scene.AddPhysicalPrim(1);
4787
4788 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4789 pa.OnOutOfBounds += PhysicsOutOfBounds;
4790
4791 if (ParentID != 0 && ParentID != LocalId)
4792 {
4793 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4794
4795 if (parentPa != null)
4796 {
4797 pa.link(parentPa);
4798 }
4799 }
4800 }
4801
4802 if (applyDynamics)
4803 // do independent of isphysical so parameters get setted (at least some)
4804 {
4805 Velocity = velocity;
4806 AngularVelocity = rotationalVelocity;
4807 pa.Velocity = velocity;
4808 pa.RotationalVelocity = rotationalVelocity;
4809
4810 // if not vehicle and root part apply force and torque
4811 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
4812 && LocalId == ParentGroup.RootPart.LocalId)
4813 {
4814 pa.Force = Force;
4815 pa.Torque = Torque;
4816 }
4817 }
4818
4819 if (Shape.SculptEntry)
4820 CheckSculptAndLoad();
4821 else
4822 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4823
4824 if (!building)
4825 pa.Building = false;
4435 } 4826 }
4436 4827
4437 return pa; 4828 PhysActor = pa;
4438 } 4829 }
4439 4830
4440 /// <summary> 4831 /// <summary>
4441 /// This removes the part from the physics scene. 4832 /// This removes the part from the physics scene.
@@ -4642,33 +5033,28 @@ namespace OpenSim.Region.Framework.Scenes
4642 } 5033 }
4643 5034
4644 PhysicsActor pa = PhysActor; 5035 PhysicsActor pa = PhysActor;
4645 5036 if (pa != null)
4646 if (
4647 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4648 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4649 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4650 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4651 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4652 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4653 (CollisionSound != UUID.Zero)
4654 )
4655 { 5037 {
4656 // subscribe to physics updates. 5038 if (
4657 if (pa != null) 5039// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5040// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5041// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5042// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5043// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5044// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5045 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5046 )
4658 { 5047 {
5048 // subscribe to physics updates.
4659 pa.OnCollisionUpdate += PhysicsCollision; 5049 pa.OnCollisionUpdate += PhysicsCollision;
4660 pa.SubscribeEvents(1000); 5050 pa.SubscribeEvents(1000);
4661 } 5051 }
4662 } 5052 else
4663 else
4664 {
4665 if (pa != null)
4666 { 5053 {
4667 pa.UnSubscribeEvents(); 5054 pa.UnSubscribeEvents();
4668 pa.OnCollisionUpdate -= PhysicsCollision; 5055 pa.OnCollisionUpdate -= PhysicsCollision;
4669 } 5056 }
4670 } 5057 }
4671
4672 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5058 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4673 //{ 5059 //{
4674 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; 5060 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
@@ -4795,5 +5181,17 @@ namespace OpenSim.Region.Framework.Scenes
4795 Color color = Color; 5181 Color color = Color;
4796 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5182 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4797 } 5183 }
5184
5185 public void ResetOwnerChangeFlag()
5186 {
5187 List<UUID> inv = Inventory.GetInventoryList();
5188
5189 foreach (UUID itemID in inv)
5190 {
5191 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5192 item.OwnerChanged = false;
5193 Inventory.UpdateInventoryItem(item, false, false);
5194 }
5195 }
4798 } 5196 }
4799} 5197}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index aacad98..36cb09a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -257,7 +302,10 @@ namespace OpenSim.Region.Framework.Scenes
257 { 302 {
258 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 303 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
259 foreach (TaskInventoryItem item in scripts) 304 foreach (TaskInventoryItem item in scripts)
305 {
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 306 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
307 m_part.RemoveScriptEvents(item.ItemID);
308 }
261 } 309 }
262 310
263 /// <summary> 311 /// <summary>
@@ -271,7 +319,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 319// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 320
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 321 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
322 {
323 StoreScriptError(item.ItemID, "no permission");
274 return; 324 return;
325 }
275 326
276 m_part.AddFlag(PrimFlags.Scripted); 327 m_part.AddFlag(PrimFlags.Scripted);
277 328
@@ -280,14 +331,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 331 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 332 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 333 {
283 lock (m_items) 334 m_items.LockItemsForWrite(true);
284 { 335 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 336 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 337 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 338 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 339 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
340 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 341 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 342 m_part.ScheduleFullUpdate();
293 return; 343 return;
@@ -296,6 +346,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 346 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 347 if (null == asset)
298 { 348 {
349 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
350 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 351 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 352 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
301 item.Name, item.ItemID, m_part.AbsolutePosition, 353 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +358,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 358 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 359 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 360
309 lock (m_items) 361 m_items.LockItemsForWrite(true);
310 { 362
311 m_items[item.ItemID].OldItemID = item.OldItemID; 363 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0; 364 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero; 365 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 366
367 m_items.LockItemsForWrite(false);
368
316 string script = Utils.BytesToString(asset.Data); 369 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 370 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 371 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
372 StoreScriptErrors(item.ItemID, null);
373 if (!item.ScriptRunning)
374 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
375 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 376 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 377 m_part.ScheduleFullUpdate();
321 } 378 }
@@ -386,20 +443,146 @@ namespace OpenSim.Region.Framework.Scenes
386 443
387 /// <summary> 444 /// <summary>
388 /// Start a script which is in this prim's inventory. 445 /// Start a script which is in this prim's inventory.
446 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 447 /// </summary>
390 /// <param name="itemId"> 448 /// <param name="itemId">
391 /// A <see cref="UUID"/> 449 /// A <see cref="UUID"/>
392 /// </param> 450 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 451 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 452 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 453 lock (m_scriptErrors)
396 if (item != null) 454 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 455 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
456 m_scriptErrors.Remove(itemId);
457 }
458 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
459 }
460
461 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
462 {
463 m_items.LockItemsForRead(true);
464 if (m_items.ContainsKey(itemId))
465 {
466 if (m_items.ContainsKey(itemId))
467 {
468 m_items.LockItemsForRead(false);
469 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
470 }
471 else
472 {
473 m_items.LockItemsForRead(false);
474 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
475 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
476 StoreScriptError(itemId, msg);
477 m_log.ErrorFormat(
478 "[PRIM INVENTORY]: " +
479 "Couldn't start script with ID {0} since it {1}", itemId, msg);
480 }
481 }
398 else 482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
486 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 487 m_log.ErrorFormat(
400 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 488 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
401 itemId, m_part.Name, m_part.UUID, 489 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 490 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
491 }
492
493 }
494
495 /// <summary>
496 /// Start a script which is in this prim's inventory and return any compilation error messages.
497 /// </summary>
498 /// <param name="itemId">
499 /// A <see cref="UUID"/>
500 /// </param>
501 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
502 {
503 ArrayList errors;
504
505 // Indicate to CreateScriptInstanceInternal() we want it to
506 // post any compilation/loading error messages
507 lock (m_scriptErrors)
508 {
509 m_scriptErrors[itemId] = null;
510 }
511
512 // Perform compilation/loading
513 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
514
515 // Wait for and retrieve any errors
516 lock (m_scriptErrors)
517 {
518 while ((errors = m_scriptErrors[itemId]) == null)
519 {
520 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
521 {
522 m_log.ErrorFormat(
523 "[PRIM INVENTORY]: " +
524 "timedout waiting for script {0} errors", itemId);
525 errors = m_scriptErrors[itemId];
526 if (errors == null)
527 {
528 errors = new ArrayList(1);
529 errors.Add("timedout waiting for errors");
530 }
531 break;
532 }
533 }
534 m_scriptErrors.Remove(itemId);
535 }
536 return errors;
537 }
538
539 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
540 private void StoreScriptErrors(UUID itemId, ArrayList errors)
541 {
542 lock (m_scriptErrors)
543 {
544 // If compilation/loading initiated via CreateScriptInstance(),
545 // it does not want the errors, so just get out
546 if (!m_scriptErrors.ContainsKey(itemId))
547 {
548 return;
549 }
550
551 // Initiated via CreateScriptInstanceEr(), if we know what the
552 // errors are, save them and wake CreateScriptInstanceEr().
553 if (errors != null)
554 {
555 m_scriptErrors[itemId] = errors;
556 System.Threading.Monitor.PulseAll(m_scriptErrors);
557 return;
558 }
559 }
560
561 // Initiated via CreateScriptInstanceEr() but we don't know what
562 // the errors are yet, so retrieve them from the script engine.
563 // This may involve some waiting internal to GetScriptErrors().
564 errors = GetScriptErrors(itemId);
565
566 // Get a default non-null value to indicate success.
567 if (errors == null)
568 {
569 errors = new ArrayList();
570 }
571
572 // Post to CreateScriptInstanceEr() and wake it up
573 lock (m_scriptErrors)
574 {
575 m_scriptErrors[itemId] = errors;
576 System.Threading.Monitor.PulseAll(m_scriptErrors);
577 }
578 }
579
580 // Like StoreScriptErrors(), but just posts a single string message
581 private void StoreScriptError(UUID itemId, string message)
582 {
583 ArrayList errors = new ArrayList(1);
584 errors.Add(message);
585 StoreScriptErrors(itemId, errors);
403 } 586 }
404 587
405 /// <summary> 588 /// <summary>
@@ -412,15 +595,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 595 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 596 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 597 {
415 bool scriptPresent = false; 598 if (m_items.ContainsKey(itemId))
416
417 lock (m_items)
418 {
419 if (m_items.ContainsKey(itemId))
420 scriptPresent = true;
421 }
422
423 if (scriptPresent)
424 { 599 {
425 if (!sceneObjectBeingDeleted) 600 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 601 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +620,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 620 /// <returns></returns>
446 private bool InventoryContainsName(string name) 621 private bool InventoryContainsName(string name)
447 { 622 {
448 lock (m_items) 623 m_items.LockItemsForRead(true);
624 foreach (TaskInventoryItem item in m_items.Values)
449 { 625 {
450 foreach (TaskInventoryItem item in m_items.Values) 626 if (item.Name == name)
451 { 627 {
452 if (item.Name == name) 628 m_items.LockItemsForRead(false);
453 return true; 629 return true;
454 } 630 }
455 } 631 }
632 m_items.LockItemsForRead(false);
456 return false; 633 return false;
457 } 634 }
458 635
@@ -494,8 +671,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 671 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 672 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 673 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 674 m_items.LockItemsForRead(true);
498 675 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
676 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 677 foreach (TaskInventoryItem i in il)
500 { 678 {
501 if (i.Name == item.Name) 679 if (i.Name == item.Name)
@@ -533,14 +711,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 711 item.Name = name;
534 item.GroupID = m_part.GroupID; 712 item.GroupID = m_part.GroupID;
535 713
536 lock (m_items) 714 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 715 m_items.Add(item.ItemID, item);
538 716 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 717 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 718 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 719 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 720 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 721
544 m_inventorySerial++; 722 m_inventorySerial++;
545 //m_inventorySerial += 2; 723 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 724 HasInventoryChanged = true;
@@ -556,15 +734,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 734 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 735 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 736 {
559 lock (m_items) 737 m_items.LockItemsForWrite(true);
738 foreach (TaskInventoryItem item in items)
560 { 739 {
561 foreach (TaskInventoryItem item in items) 740 m_items.Add(item.ItemID, item);
562 { 741// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 742 }
743 m_items.LockItemsForWrite(false);
744
745 m_inventorySerial++;
568 } 746 }
569 747
570 /// <summary> 748 /// <summary>
@@ -575,10 +753,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 753 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 754 {
577 TaskInventoryItem item; 755 TaskInventoryItem item;
578 756 m_items.LockItemsForRead(true);
579 lock (m_items) 757 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 758 m_items.LockItemsForRead(false);
581
582 return item; 759 return item;
583 } 760 }
584 761
@@ -594,15 +771,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 771 {
595 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 772 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 773
597 lock (m_items) 774 m_items.LockItemsForRead(true);
775
776 foreach (TaskInventoryItem item in m_items.Values)
598 { 777 {
599 foreach (TaskInventoryItem item in m_items.Values) 778 if (item.Name == name)
600 { 779 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 780 }
605 781
782 m_items.LockItemsForRead(false);
783
606 return items; 784 return items;
607 } 785 }
608 786
@@ -621,6 +799,9 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 799 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 800 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 801
802 group.RootPart.AttachPoint = group.RootPart.Shape.State;
803 group.RootPart.AttachOffset = group.AbsolutePosition;
804
624 group.ResetIDs(); 805 group.ResetIDs();
625 806
626 SceneObjectPart rootPart = group.GetPart(group.UUID); 807 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -695,8 +876,9 @@ namespace OpenSim.Region.Framework.Scenes
695 876
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 877 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 878 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 879 m_items.LockItemsForWrite(true);
699 if (it != null) 880
881 if (m_items.ContainsKey(item.ItemID))
700 { 882 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 883// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 884
@@ -709,14 +891,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 891 item.GroupID = m_part.GroupID;
710 892
711 if (item.AssetID == UUID.Zero) 893 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 894 item.AssetID = m_items[item.ItemID].AssetID;
713 895
714 lock (m_items) 896 m_items[item.ItemID] = item;
715 { 897 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 898 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 899 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 900
@@ -725,7 +903,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 903 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 904 m_part.ParentGroup.HasGroupChanged = true;
727 } 905 }
728 906 m_items.LockItemsForWrite(false);
729 return true; 907 return true;
730 } 908 }
731 else 909 else
@@ -736,8 +914,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 914 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 915 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 916 }
739 return false; 917 m_items.LockItemsForWrite(false);
740 918
919 return false;
741 } 920 }
742 921
743 /// <summary> 922 /// <summary>
@@ -748,43 +927,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 927 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 928 public int RemoveInventoryItem(UUID itemID)
750 { 929 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 930 m_items.LockItemsForRead(true);
752 if (item != null) 931
932 if (m_items.ContainsKey(itemID))
753 { 933 {
754 int type = m_items[itemID].InvType; 934 int type = m_items[itemID].InvType;
935 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 936 if (type == 10) // Script
756 { 937 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 938 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 939 }
940 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 941 m_items.Remove(itemID);
942 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 943 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 944 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 945
764 HasInventoryChanged = true; 946 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 947 m_part.ParentGroup.HasGroupChanged = true;
766 948
767 if (!ContainsScripts()) 949 int scriptcount = 0;
950 m_items.LockItemsForRead(true);
951 foreach (TaskInventoryItem item in m_items.Values)
952 {
953 if (item.Type == 10)
954 {
955 scriptcount++;
956 }
957 }
958 m_items.LockItemsForRead(false);
959
960
961 if (scriptcount <= 0)
962 {
768 m_part.RemFlag(PrimFlags.Scripted); 963 m_part.RemFlag(PrimFlags.Scripted);
964 }
769 965
770 m_part.ScheduleFullUpdate(); 966 m_part.ScheduleFullUpdate();
771 967
772 return type; 968 return type;
773
774 } 969 }
775 else 970 else
776 { 971 {
972 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 973 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 974 "[PRIM INVENTORY]: " +
779 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 975 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
780 itemID, m_part.Name, m_part.UUID, 976 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 977 }
783 978
784 return -1; 979 return -1;
785 } 980 }
786 981
787 private bool CreateInventoryFile() 982 private bool CreateInventoryFileName()
788 { 983 {
789// m_log.DebugFormat( 984// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 985// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +988,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 988 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 989 m_inventoryFileNameSerial < m_inventorySerial)
795 { 990 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 991 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 992 m_inventoryFileNameSerial = m_inventorySerial;
799 993
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 994 return true;
995 }
996
997 return false;
998 }
999
1000 /// <summary>
1001 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1002 /// </summary>
1003 /// <param name="xferManager"></param>
1004 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1005 {
1006 bool changed = CreateInventoryFileName();
1007
1008 bool includeAssets = false;
1009 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1010 includeAssets = true;
1011
1012 if (m_inventoryPrivileged != includeAssets)
1013 changed = true;
1014
1015 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
801 1016
802 lock (m_items) 1017 Items.LockItemsForRead(true);
1018
1019 if (m_inventorySerial == 0) // No inventory
1020 {
1021 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1022 Items.LockItemsForRead(false);
1023 return;
1024 }
1025
1026 if (m_items.Count == 0) // No inventory
1027 {
1028 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1029 Items.LockItemsForRead(false);
1030 return;
1031 }
1032
1033 if (!changed)
1034 {
1035 if (m_inventoryFileData.Length > 2)
803 { 1036 {
804 foreach (TaskInventoryItem item in m_items.Values) 1037 xferManager.AddNewFile(m_inventoryFileName,
805 { 1038 m_inventoryFileData);
806// m_log.DebugFormat( 1039 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1040 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1041
810 UUID ownerID = item.OwnerID; 1042 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1043 return;
812 uint baseMask = item.BasePermissions; 1044 }
813 uint ownerMask = item.CurrentPermissions; 1045 }
814 uint groupMask = item.GroupPermissions;
815 1046
816 invString.AddItemStart(); 1047 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1048
820 invString.AddPermissionsStart(); 1049 foreach (TaskInventoryItem item in m_items.Values)
1050 {
1051 UUID ownerID = item.OwnerID;
1052 uint everyoneMask = 0;
1053 uint baseMask = item.BasePermissions;
1054 uint ownerMask = item.CurrentPermissions;
1055 uint groupMask = item.GroupPermissions;
821 1056
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1057 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1058 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1059 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
826 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
827 1060
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1061 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1062
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1063 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1064 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1065 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1066 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1067 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1068
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1069 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1070 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1071
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1072 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
837 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
838 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
839 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
840 1073
841 invString.AddSaleStart(); 1074 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1075 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1076
846 invString.AddNameValueLine("name", item.Name + "|"); 1077 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1078 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1079 else
1080 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1081 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1082 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1083 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1084
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1085 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1086 invString.AddNameValueLine("sale_type", "not");
851 } 1087 invString.AddNameValueLine("sale_price", "0");
852 } 1088 invString.AddSectionEnd();
853 1089
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1090 invString.AddNameValueLine("name", item.Name + "|");
1091 invString.AddNameValueLine("desc", item.Description + "|");
855 1092
856 return true; 1093 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1094 invString.AddSectionEnd();
857 } 1095 }
858 1096
859 // No need to recreate, the existing file is fine 1097 Items.LockItemsForRead(false);
860 return false;
861 }
862 1098
863 /// <summary> 1099 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
864 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
865 /// </summary>
866 /// <param name="xferManager"></param>
867 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
868 {
869 lock (m_items)
870 {
871 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
872 // a new script if any previous deletion has left the prim inventory empty.
873 if (m_items.Count == 0) // No inventory
874 {
875// m_log.DebugFormat(
876// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
877// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
878
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
880 return;
881 }
882 1100
883 CreateInventoryFile(); 1101 if (m_inventoryFileData.Length > 2)
884 1102 {
885 // In principle, we should only do the rest if the inventory changed; 1103 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1104 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1105 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1106 return;
889 // the client seems to always come back and request the Xfer,
890 // no matter what value m_inventorySerial has.
891 // FIXME: Could probably be > 0 here rather than > 2
892 if (m_inventoryFileData.Length > 2)
893 {
894 // Add the file for Xfer
895 // m_log.DebugFormat(
896 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
897 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
898
899 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
900 }
901
902 // Tell the client we're ready to Xfer the file
903 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
904 Util.StringToBytes256(m_inventoryFileName));
905 } 1107 }
1108
1109 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1110 }
907 1111
908 /// <summary> 1112 /// <summary>
@@ -911,13 +1115,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1115 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1116 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1117 {
914 if (HasInventoryChanged) 1118// Removed this because linking will cause an immediate delete of the new
915 { 1119// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1120// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1121// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1122// of prim inventory loss.
1123// if (HasInventoryChanged)
1124// {
1125 Items.LockItemsForRead(true);
1126 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1127 Items.LockItemsForRead(false);
919 1128
920 } 1129 HasInventoryChanged = false;
1130// }
921 } 1131 }
922 1132
923 public class InventoryStringBuilder 1133 public class InventoryStringBuilder
@@ -983,82 +1193,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1193 {
984 uint mask=0x7fffffff; 1194 uint mask=0x7fffffff;
985 1195
986 lock (m_items) 1196 foreach (TaskInventoryItem item in m_items.Values)
987 { 1197 {
988 foreach (TaskInventoryItem item in m_items.Values) 1198 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1199 mask &= ~((uint)PermissionMask.Copy >> 13);
1200 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1201 mask &= ~((uint)PermissionMask.Transfer >> 13);
1202 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1203 mask &= ~((uint)PermissionMask.Modify >> 13);
1204
1205 if (item.InvType == (int)InventoryType.Object)
989 { 1206 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1207 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1208 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1209 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1210 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1211 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1212 mask &= ~((uint)PermissionMask.Modify >> 13);
996
997 if (item.InvType != (int)InventoryType.Object)
998 {
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1000 mask &= ~((uint)PermissionMask.Copy >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1002 mask &= ~((uint)PermissionMask.Transfer >> 13);
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1004 mask &= ~((uint)PermissionMask.Modify >> 13);
1005 }
1006 else
1007 {
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Copy >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Transfer >> 13);
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Modify >> 13);
1014 }
1015
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1017 mask &= ~(uint)PermissionMask.Copy;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1019 mask &= ~(uint)PermissionMask.Transfer;
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1021 mask &= ~(uint)PermissionMask.Modify;
1022 } 1213 }
1214
1215 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1216 mask &= ~(uint)PermissionMask.Copy;
1217 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1218 mask &= ~(uint)PermissionMask.Transfer;
1219 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1220 mask &= ~(uint)PermissionMask.Modify;
1023 } 1221 }
1024
1025 return mask; 1222 return mask;
1026 } 1223 }
1027 1224
1028 public void ApplyNextOwnerPermissions() 1225 public void ApplyNextOwnerPermissions()
1029 { 1226 {
1030 lock (m_items) 1227 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1228 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1229 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1230 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1231 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1232 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1233 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1234 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1235 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1236 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1042 }
1043 item.CurrentPermissions &= item.NextPermissions;
1044 item.BasePermissions &= item.NextPermissions;
1045 item.EveryonePermissions &= item.NextPermissions;
1046 item.OwnerChanged = true;
1047 item.PermsMask = 0;
1048 item.PermsGranter = UUID.Zero;
1049 } 1237 }
1238 item.OwnerChanged = true;
1239 item.CurrentPermissions &= item.NextPermissions;
1240 item.BasePermissions &= item.NextPermissions;
1241 item.EveryonePermissions &= item.NextPermissions;
1242 item.PermsMask = 0;
1243 item.PermsGranter = UUID.Zero;
1050 } 1244 }
1051 } 1245 }
1052 1246
1053 public void ApplyGodPermissions(uint perms) 1247 public void ApplyGodPermissions(uint perms)
1054 { 1248 {
1055 lock (m_items) 1249 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1250 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1251 item.CurrentPermissions = perms;
1058 { 1252 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1253 }
1063 1254
1064 m_inventorySerial++; 1255 m_inventorySerial++;
@@ -1071,14 +1262,11 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1262 /// <returns></returns>
1072 public bool ContainsScripts() 1263 public bool ContainsScripts()
1073 { 1264 {
1074 lock (m_items) 1265 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1266 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1267 if (item.InvType == (int)InventoryType.LSL)
1077 { 1268 {
1078 if (item.InvType == (int)InventoryType.LSL) 1269 return true;
1079 {
1080 return true;
1081 }
1082 } 1270 }
1083 } 1271 }
1084 1272
@@ -1092,17 +1280,15 @@ namespace OpenSim.Region.Framework.Scenes
1092 public int ScriptCount() 1280 public int ScriptCount()
1093 { 1281 {
1094 int count = 0; 1282 int count = 0;
1095 lock (m_items) 1283 Items.LockItemsForRead(true);
1284 foreach (TaskInventoryItem item in m_items.Values)
1096 { 1285 {
1097 foreach (TaskInventoryItem item in m_items.Values) 1286 if (item.InvType == (int)InventoryType.LSL)
1098 { 1287 {
1099 if (item.InvType == (int)InventoryType.LSL) 1288 count++;
1100 {
1101 count++;
1102 }
1103 } 1289 }
1104 } 1290 }
1105 1291 Items.LockItemsForRead(false);
1106 return count; 1292 return count;
1107 } 1293 }
1108 /// <summary> 1294 /// <summary>
@@ -1138,11 +1324,8 @@ namespace OpenSim.Region.Framework.Scenes
1138 { 1324 {
1139 List<UUID> ret = new List<UUID>(); 1325 List<UUID> ret = new List<UUID>();
1140 1326
1141 lock (m_items) 1327 foreach (TaskInventoryItem item in m_items.Values)
1142 { 1328 ret.Add(item.ItemID);
1143 foreach (TaskInventoryItem item in m_items.Values)
1144 ret.Add(item.ItemID);
1145 }
1146 1329
1147 return ret; 1330 return ret;
1148 } 1331 }
@@ -1151,8 +1334,9 @@ namespace OpenSim.Region.Framework.Scenes
1151 { 1334 {
1152 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1335 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1153 1336
1154 lock (m_items) 1337 Items.LockItemsForRead(true);
1155 ret = new List<TaskInventoryItem>(m_items.Values); 1338 ret = new List<TaskInventoryItem>(m_items.Values);
1339 Items.LockItemsForRead(false);
1156 1340
1157 return ret; 1341 return ret;
1158 } 1342 }
@@ -1161,18 +1345,24 @@ namespace OpenSim.Region.Framework.Scenes
1161 { 1345 {
1162 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1346 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1163 1347
1164 lock (m_items) 1348 Items.LockItemsForRead(true);
1165 { 1349
1166 foreach (TaskInventoryItem item in m_items.Values) 1350 foreach (TaskInventoryItem item in m_items.Values)
1167 if (item.InvType == (int)type) 1351 if (item.InvType == (int)type)
1168 ret.Add(item); 1352 ret.Add(item);
1169 } 1353
1354 Items.LockItemsForRead(false);
1170 1355
1171 return ret; 1356 return ret;
1172 } 1357 }
1173 1358
1174 public Dictionary<UUID, string> GetScriptStates() 1359 public Dictionary<UUID, string> GetScriptStates()
1175 { 1360 {
1361 return GetScriptStates(false);
1362 }
1363
1364 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1365 {
1176 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1366 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1177 1367
1178 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1368 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1194,14 +1384,21 @@ namespace OpenSim.Region.Framework.Scenes
1194 string n = e.GetXMLState(item.ItemID); 1384 string n = e.GetXMLState(item.ItemID);
1195 if (n != String.Empty) 1385 if (n != String.Empty)
1196 { 1386 {
1197 if (!ret.ContainsKey(item.ItemID)) 1387 if (oldIDs)
1198 ret[item.ItemID] = n; 1388 {
1389 if (!ret.ContainsKey(item.OldItemID))
1390 ret[item.OldItemID] = n;
1391 }
1392 else
1393 {
1394 if (!ret.ContainsKey(item.ItemID))
1395 ret[item.ItemID] = n;
1396 }
1199 break; 1397 break;
1200 } 1398 }
1201 } 1399 }
1202 } 1400 }
1203 } 1401 }
1204
1205 return ret; 1402 return ret;
1206 } 1403 }
1207 1404
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e8178ce..ebfc1bd 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
93 /// issue #1716 93 /// issue #1716
94 /// </summary> 94 /// </summary>
95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
96 96
97 /// <summary> 97 /// <summary>
98 /// Movement updates for agents in neighboring regions are sent directly to clients. 98 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -169,6 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169// private int m_lastColCount = -1; //KF: Look for Collision chnages 169// private int m_lastColCount = -1; //KF: Look for Collision chnages
170// private int m_updateCount = 0; //KF: Update Anims for a while 170// private int m_updateCount = 0; //KF: Update Anims for a while
171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
172 private List<uint> m_lastColliders = new List<uint>();
172 173
173 private TeleportFlags m_teleportFlags; 174 private TeleportFlags m_teleportFlags;
174 public TeleportFlags TeleportFlags 175 public TeleportFlags TeleportFlags
@@ -230,6 +231,13 @@ namespace OpenSim.Region.Framework.Scenes
230 //private int m_moveToPositionStateStatus; 231 //private int m_moveToPositionStateStatus;
231 //***************************************************** 232 //*****************************************************
232 233
234 private bool m_collisionEventFlag = false;
235 private object m_collisionEventLock = new Object();
236
237 private int m_movementAnimationUpdateCounter = 0;
238
239 private Vector3 m_prevSitOffset;
240
233 protected AvatarAppearance m_appearance; 241 protected AvatarAppearance m_appearance;
234 242
235 public AvatarAppearance Appearance 243 public AvatarAppearance Appearance
@@ -569,6 +577,13 @@ namespace OpenSim.Region.Framework.Scenes
569 /// </summary> 577 /// </summary>
570 public uint ParentID { get; set; } 578 public uint ParentID { get; set; }
571 579
580 public UUID ParentUUID
581 {
582 get { return m_parentUUID; }
583 set { m_parentUUID = value; }
584 }
585 private UUID m_parentUUID = UUID.Zero;
586
572 /// <summary> 587 /// <summary>
573 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 588 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
574 /// </summary> 589 /// </summary>
@@ -729,6 +744,27 @@ namespace OpenSim.Region.Framework.Scenes
729 Appearance = appearance; 744 Appearance = appearance;
730 } 745 }
731 746
747 private void RegionHeartbeatEnd(Scene scene)
748 {
749 if (IsChildAgent)
750 return;
751
752 m_movementAnimationUpdateCounter ++;
753 if (m_movementAnimationUpdateCounter >= 2)
754 {
755 m_movementAnimationUpdateCounter = 0;
756 if (Animator != null)
757 {
758 if(ParentID == 0) // skip it if sitting
759 Animator.UpdateMovementAnimations();
760 }
761 else
762 {
763 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
764 }
765 }
766 }
767
732 public void RegisterToEvents() 768 public void RegisterToEvents()
733 { 769 {
734 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 770 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -798,10 +834,38 @@ namespace OpenSim.Region.Framework.Scenes
798 "[SCENE]: Upgrading child to root agent for {0} in {1}", 834 "[SCENE]: Upgrading child to root agent for {0} in {1}",
799 Name, m_scene.RegionInfo.RegionName); 835 Name, m_scene.RegionInfo.RegionName);
800 836
801 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
802
803 bool wasChild = IsChildAgent; 837 bool wasChild = IsChildAgent;
804 IsChildAgent = false; 838
839 if (ParentUUID != UUID.Zero)
840 {
841 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
842 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
843 if (part == null)
844 {
845 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
846 }
847 else
848 {
849 part.ParentGroup.AddAvatar(UUID);
850 if (part.SitTargetPosition != Vector3.Zero)
851 part.SitTargetAvatar = UUID;
852 ParentPosition = part.GetWorldPosition();
853 ParentID = part.LocalId;
854 ParentPart = part;
855 m_pos = m_prevSitOffset;
856 pos = ParentPosition;
857 }
858 ParentUUID = UUID.Zero;
859
860 IsChildAgent = false;
861
862 Animator.TrySetMovementAnimation("SIT");
863 }
864 else
865 {
866 IsChildAgent = false;
867 }
868
805 869
806 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 870 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
807 if (gm != null) 871 if (gm != null)
@@ -811,62 +875,64 @@ namespace OpenSim.Region.Framework.Scenes
811 875
812 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 876 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
813 877
814 // Moved this from SendInitialData to ensure that Appearance is initialized 878 if (ParentID == 0)
815 // before the inventory is processed in MakeRootAgent. This fixes a race condition
816 // related to the handling of attachments
817 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
818 if (m_scene.TestBorderCross(pos, Cardinals.E))
819 { 879 {
820 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 880 // Moved this from SendInitialData to ensure that Appearance is initialized
821 pos.X = crossedBorder.BorderLine.Z - 1; 881 // before the inventory is processed in MakeRootAgent. This fixes a race condition
822 } 882 // related to the handling of attachments
883 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
884 if (m_scene.TestBorderCross(pos, Cardinals.E))
885 {
886 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
887 pos.X = crossedBorder.BorderLine.Z - 1;
888 }
823 889
824 if (m_scene.TestBorderCross(pos, Cardinals.N)) 890 if (m_scene.TestBorderCross(pos, Cardinals.N))
825 { 891 {
826 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 892 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
827 pos.Y = crossedBorder.BorderLine.Z - 1; 893 pos.Y = crossedBorder.BorderLine.Z - 1;
828 } 894 }
829 895
830 CheckAndAdjustLandingPoint(ref pos); 896 CheckAndAdjustLandingPoint(ref pos);
831 897
832 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 898 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
833 { 899 {
834 m_log.WarnFormat( 900 m_log.WarnFormat(
835 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 901 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
836 pos, Name, UUID); 902 pos, Name, UUID);
837 903
838 if (pos.X < 0f) pos.X = 0f; 904 if (pos.X < 0f) pos.X = 0f;
839 if (pos.Y < 0f) pos.Y = 0f; 905 if (pos.Y < 0f) pos.Y = 0f;
840 if (pos.Z < 0f) pos.Z = 0f; 906 if (pos.Z < 0f) pos.Z = 0f;
841 } 907 }
842 908
843 float localAVHeight = 1.56f; 909 float localAVHeight = 1.56f;
844 if (Appearance.AvatarHeight > 0) 910 if (Appearance.AvatarHeight > 0)
845 localAVHeight = Appearance.AvatarHeight; 911 localAVHeight = Appearance.AvatarHeight;
846 912
847 float posZLimit = 0; 913 float posZLimit = 0;
848 914
849 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 915 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
850 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 916 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
851 917
852 float newPosZ = posZLimit + localAVHeight / 2; 918 float newPosZ = posZLimit + localAVHeight / 2;
853 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 919 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
854 { 920 {
855 pos.Z = newPosZ; 921 pos.Z = newPosZ;
856 } 922 }
857 AbsolutePosition = pos; 923 AbsolutePosition = pos;
858 924
859 AddToPhysicalScene(isFlying); 925 AddToPhysicalScene(isFlying);
860 926
861 if (ForceFly) 927 if (ForceFly)
862 { 928 {
863 Flying = true; 929 Flying = true;
864 } 930 }
865 else if (FlyDisabled) 931 else if (FlyDisabled)
866 { 932 {
867 Flying = false; 933 Flying = false;
934 }
868 } 935 }
869
870 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 936 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
871 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 937 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
872 // elsewhere anyway 938 // elsewhere anyway
@@ -884,14 +950,19 @@ namespace OpenSim.Region.Framework.Scenes
884 { 950 {
885 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 951 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
886 // Resume scripts 952 // Resume scripts
887 foreach (SceneObjectGroup sog in m_attachments) 953 Util.FireAndForget(delegate(object x) {
888 { 954 foreach (SceneObjectGroup sog in m_attachments)
889 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 955 {
890 sog.ResumeScripts(); 956 sog.ScheduleGroupForFullUpdate();
891 } 957 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
958 sog.ResumeScripts();
959 }
960 });
892 } 961 }
893 } 962 }
894 963
964 SendAvatarDataToAllAgents();
965
895 // send the animations of the other presences to me 966 // send the animations of the other presences to me
896 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 967 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
897 { 968 {
@@ -905,6 +976,8 @@ namespace OpenSim.Region.Framework.Scenes
905 MovementFlag = 0; 976 MovementFlag = 0;
906 977
907 m_scene.EventManager.TriggerOnMakeRootAgent(this); 978 m_scene.EventManager.TriggerOnMakeRootAgent(this);
979
980 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
908 } 981 }
909 982
910 public int GetStateSource() 983 public int GetStateSource()
@@ -932,6 +1005,8 @@ namespace OpenSim.Region.Framework.Scenes
932 /// </remarks> 1005 /// </remarks>
933 public void MakeChildAgent() 1006 public void MakeChildAgent()
934 { 1007 {
1008 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1009
935 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1010 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
936 1011
937 // Reset these so that teleporting in and walking out isn't seen 1012 // Reset these so that teleporting in and walking out isn't seen
@@ -990,7 +1065,7 @@ namespace OpenSim.Region.Framework.Scenes
990 /// <param name="pos"></param> 1065 /// <param name="pos"></param>
991 public void Teleport(Vector3 pos) 1066 public void Teleport(Vector3 pos)
992 { 1067 {
993 TeleportWithMomentum(pos, null); 1068 TeleportWithMomentum(pos, Vector3.Zero);
994 } 1069 }
995 1070
996 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1071 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1312,8 +1387,18 @@ namespace OpenSim.Region.Framework.Scenes
1312 { 1387 {
1313 if (m_followCamAuto) 1388 if (m_followCamAuto)
1314 { 1389 {
1315 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1390 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1316 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1391 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1392
1393 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1394 Vector3 distTocam = CameraPosition - posAdjusted;
1395 float distTocamlen = distTocam.Length();
1396 if (distTocamlen > 0)
1397 {
1398 distTocam *= 1.0f / distTocamlen;
1399 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1400 }
1401
1317 } 1402 }
1318 } 1403 }
1319 1404
@@ -1690,9 +1775,9 @@ namespace OpenSim.Region.Framework.Scenes
1690 if (pos.Z - terrainHeight < 0.2) 1775 if (pos.Z - terrainHeight < 0.2)
1691 pos.Z = terrainHeight; 1776 pos.Z = terrainHeight;
1692 1777
1693 m_log.DebugFormat( 1778// m_log.DebugFormat(
1694 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1779// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1695 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1780// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1696 1781
1697 if (noFly) 1782 if (noFly)
1698 Flying = false; 1783 Flying = false;
@@ -1749,8 +1834,11 @@ namespace OpenSim.Region.Framework.Scenes
1749// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1834// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1750 1835
1751 SitGround = false; 1836 SitGround = false;
1837
1838/* move this down so avatar gets physical in the new position and not where it is siting
1752 if (PhysicsActor == null) 1839 if (PhysicsActor == null)
1753 AddToPhysicalScene(false); 1840 AddToPhysicalScene(false);
1841 */
1754 1842
1755 if (ParentID != 0) 1843 if (ParentID != 0)
1756 { 1844 {
@@ -1774,6 +1862,7 @@ namespace OpenSim.Region.Framework.Scenes
1774 if (part.SitTargetAvatar == UUID) 1862 if (part.SitTargetAvatar == UUID)
1775 part.SitTargetAvatar = UUID.Zero; 1863 part.SitTargetAvatar = UUID.Zero;
1776 1864
1865 part.ParentGroup.DeleteAvatar(UUID);
1777 ParentPosition = part.GetWorldPosition(); 1866 ParentPosition = part.GetWorldPosition();
1778 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1867 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1779 1868
@@ -1782,6 +1871,10 @@ namespace OpenSim.Region.Framework.Scenes
1782 1871
1783 ParentID = 0; 1872 ParentID = 0;
1784 ParentPart = null; 1873 ParentPart = null;
1874
1875 if (PhysicsActor == null)
1876 AddToPhysicalScene(false);
1877
1785 SendAvatarDataToAllAgents(); 1878 SendAvatarDataToAllAgents();
1786 m_requestedSitTargetID = 0; 1879 m_requestedSitTargetID = 0;
1787 1880
@@ -1789,6 +1882,9 @@ namespace OpenSim.Region.Framework.Scenes
1789 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1882 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1790 } 1883 }
1791 1884
1885 else if (PhysicsActor == null)
1886 AddToPhysicalScene(false);
1887
1792 Animator.TrySetMovementAnimation("STAND"); 1888 Animator.TrySetMovementAnimation("STAND");
1793 } 1889 }
1794 1890
@@ -1912,7 +2008,7 @@ namespace OpenSim.Region.Framework.Scenes
1912 forceMouselook = part.GetForceMouselook(); 2008 forceMouselook = part.GetForceMouselook();
1913 2009
1914 ControllingClient.SendSitResponse( 2010 ControllingClient.SendSitResponse(
1915 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2011 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1916 2012
1917 m_requestedSitTargetUUID = targetID; 2013 m_requestedSitTargetUUID = targetID;
1918 2014
@@ -2194,14 +2290,36 @@ namespace OpenSim.Region.Framework.Scenes
2194 2290
2195 //Quaternion result = (sitTargetOrient * vq) * nq; 2291 //Quaternion result = (sitTargetOrient * vq) * nq;
2196 2292
2197 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2293 double x, y, z, m;
2294
2295 Quaternion r = sitTargetOrient;
2296 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2297
2298 if (Math.Abs(1.0 - m) > 0.000001)
2299 {
2300 m = 1.0 / Math.Sqrt(m);
2301 r.X *= (float)m;
2302 r.Y *= (float)m;
2303 r.Z *= (float)m;
2304 r.W *= (float)m;
2305 }
2306
2307 x = 2 * (r.X * r.Z + r.Y * r.W);
2308 y = 2 * (-r.X * r.W + r.Y * r.Z);
2309 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2310
2311 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2312 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2313 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2198 Rotation = sitTargetOrient; 2314 Rotation = sitTargetOrient;
2199 ParentPosition = part.AbsolutePosition; 2315 ParentPosition = part.AbsolutePosition;
2316 part.ParentGroup.AddAvatar(UUID);
2200 } 2317 }
2201 else 2318 else
2202 { 2319 {
2203 m_pos -= part.AbsolutePosition; 2320 m_pos -= part.AbsolutePosition;
2204 ParentPosition = part.AbsolutePosition; 2321 ParentPosition = part.AbsolutePosition;
2322 part.ParentGroup.AddAvatar(UUID);
2205 2323
2206// m_log.DebugFormat( 2324// m_log.DebugFormat(
2207// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2325// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2299,14 +2417,15 @@ namespace OpenSim.Region.Framework.Scenes
2299 direc.Z *= 2.6f; 2417 direc.Z *= 2.6f;
2300 2418
2301 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2419 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2302 Animator.TrySetMovementAnimation("PREJUMP"); 2420// Animator.TrySetMovementAnimation("PREJUMP");
2303 Animator.TrySetMovementAnimation("JUMP"); 2421// Animator.TrySetMovementAnimation("JUMP");
2304 } 2422 }
2305 } 2423 }
2306 } 2424 }
2307 2425
2308 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2426 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2309 m_forceToApply = direc; 2427 m_forceToApply = direc;
2428 Animator.UpdateMovementAnimations();
2310 } 2429 }
2311 2430
2312 #endregion 2431 #endregion
@@ -3040,6 +3159,9 @@ namespace OpenSim.Region.Framework.Scenes
3040 cAgent.AlwaysRun = SetAlwaysRun; 3159 cAgent.AlwaysRun = SetAlwaysRun;
3041 3160
3042 cAgent.Appearance = new AvatarAppearance(Appearance); 3161 cAgent.Appearance = new AvatarAppearance(Appearance);
3162
3163 cAgent.ParentPart = ParentUUID;
3164 cAgent.SitOffset = m_pos;
3043 3165
3044 lock (scriptedcontrols) 3166 lock (scriptedcontrols)
3045 { 3167 {
@@ -3099,6 +3221,8 @@ namespace OpenSim.Region.Framework.Scenes
3099 CameraAtAxis = cAgent.AtAxis; 3221 CameraAtAxis = cAgent.AtAxis;
3100 CameraLeftAxis = cAgent.LeftAxis; 3222 CameraLeftAxis = cAgent.LeftAxis;
3101 CameraUpAxis = cAgent.UpAxis; 3223 CameraUpAxis = cAgent.UpAxis;
3224 ParentUUID = cAgent.ParentPart;
3225 m_prevSitOffset = cAgent.SitOffset;
3102 3226
3103 // When we get to the point of re-computing neighbors everytime this 3227 // When we get to the point of re-computing neighbors everytime this
3104 // changes, then start using the agent's drawdistance rather than the 3228 // changes, then start using the agent's drawdistance rather than the
@@ -3251,18 +3375,6 @@ namespace OpenSim.Region.Framework.Scenes
3251 if (IsChildAgent) 3375 if (IsChildAgent)
3252 return; 3376 return;
3253 3377
3254 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3255 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3256 // as of this comment the interval is set in AddToPhysicalScene
3257 if (Animator != null)
3258 {
3259// if (m_updateCount > 0)
3260// {
3261 Animator.UpdateMovementAnimations();
3262// m_updateCount--;
3263// }
3264 }
3265
3266 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3378 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3267 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3379 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3268 3380
@@ -3305,6 +3417,8 @@ namespace OpenSim.Region.Framework.Scenes
3305 } 3417 }
3306 } 3418 }
3307 3419
3420 RaiseCollisionScriptEvents(coldata);
3421
3308 if (Invulnerable) 3422 if (Invulnerable)
3309 return; 3423 return;
3310 3424
@@ -3889,6 +4003,12 @@ namespace OpenSim.Region.Framework.Scenes
3889 4003
3890 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4004 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3891 { 4005 {
4006 string reason;
4007
4008 // Honor bans
4009 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4010 return;
4011
3892 SceneObjectGroup telehub = null; 4012 SceneObjectGroup telehub = null;
3893 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4013 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3894 { 4014 {
@@ -3928,11 +4048,173 @@ namespace OpenSim.Region.Framework.Scenes
3928 pos = land.LandData.UserLocation; 4048 pos = land.LandData.UserLocation;
3929 } 4049 }
3930 } 4050 }
3931 4051
3932 land.SendLandUpdateToClient(ControllingClient); 4052 land.SendLandUpdateToClient(ControllingClient);
3933 } 4053 }
3934 } 4054 }
3935 4055
4056 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4057 {
4058 lock(m_collisionEventLock)
4059 {
4060 if (m_collisionEventFlag)
4061 return;
4062 m_collisionEventFlag = true;
4063 }
4064
4065 Util.FireAndForget(delegate(object x)
4066 {
4067 try
4068 {
4069 List<uint> thisHitColliders = new List<uint>();
4070 List<uint> endedColliders = new List<uint>();
4071 List<uint> startedColliders = new List<uint>();
4072
4073 foreach (uint localid in coldata.Keys)
4074 {
4075 thisHitColliders.Add(localid);
4076 if (!m_lastColliders.Contains(localid))
4077 {
4078 startedColliders.Add(localid);
4079 }
4080 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4081 }
4082
4083 // calculate things that ended colliding
4084 foreach (uint localID in m_lastColliders)
4085 {
4086 if (!thisHitColliders.Contains(localID))
4087 {
4088 endedColliders.Add(localID);
4089 }
4090 }
4091 //add the items that started colliding this time to the last colliders list.
4092 foreach (uint localID in startedColliders)
4093 {
4094 m_lastColliders.Add(localID);
4095 }
4096 // remove things that ended colliding from the last colliders list
4097 foreach (uint localID in endedColliders)
4098 {
4099 m_lastColliders.Remove(localID);
4100 }
4101
4102 // do event notification
4103 if (startedColliders.Count > 0)
4104 {
4105 ColliderArgs StartCollidingMessage = new ColliderArgs();
4106 List<DetectedObject> colliding = new List<DetectedObject>();
4107 foreach (uint localId in startedColliders)
4108 {
4109 if (localId == 0)
4110 continue;
4111
4112 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4113 string data = "";
4114 if (obj != null)
4115 {
4116 DetectedObject detobj = new DetectedObject();
4117 detobj.keyUUID = obj.UUID;
4118 detobj.nameStr = obj.Name;
4119 detobj.ownerUUID = obj.OwnerID;
4120 detobj.posVector = obj.AbsolutePosition;
4121 detobj.rotQuat = obj.GetWorldRotation();
4122 detobj.velVector = obj.Velocity;
4123 detobj.colliderType = 0;
4124 detobj.groupUUID = obj.GroupID;
4125 colliding.Add(detobj);
4126 }
4127 }
4128
4129 if (colliding.Count > 0)
4130 {
4131 StartCollidingMessage.Colliders = colliding;
4132
4133 foreach (SceneObjectGroup att in GetAttachments())
4134 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4135 }
4136 }
4137
4138 if (endedColliders.Count > 0)
4139 {
4140 ColliderArgs EndCollidingMessage = new ColliderArgs();
4141 List<DetectedObject> colliding = new List<DetectedObject>();
4142 foreach (uint localId in endedColliders)
4143 {
4144 if (localId == 0)
4145 continue;
4146
4147 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4148 string data = "";
4149 if (obj != null)
4150 {
4151 DetectedObject detobj = new DetectedObject();
4152 detobj.keyUUID = obj.UUID;
4153 detobj.nameStr = obj.Name;
4154 detobj.ownerUUID = obj.OwnerID;
4155 detobj.posVector = obj.AbsolutePosition;
4156 detobj.rotQuat = obj.GetWorldRotation();
4157 detobj.velVector = obj.Velocity;
4158 detobj.colliderType = 0;
4159 detobj.groupUUID = obj.GroupID;
4160 colliding.Add(detobj);
4161 }
4162 }
4163
4164 if (colliding.Count > 0)
4165 {
4166 EndCollidingMessage.Colliders = colliding;
4167
4168 foreach (SceneObjectGroup att in GetAttachments())
4169 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4170 }
4171 }
4172
4173 if (thisHitColliders.Count > 0)
4174 {
4175 ColliderArgs CollidingMessage = new ColliderArgs();
4176 List<DetectedObject> colliding = new List<DetectedObject>();
4177 foreach (uint localId in thisHitColliders)
4178 {
4179 if (localId == 0)
4180 continue;
4181
4182 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4183 string data = "";
4184 if (obj != null)
4185 {
4186 DetectedObject detobj = new DetectedObject();
4187 detobj.keyUUID = obj.UUID;
4188 detobj.nameStr = obj.Name;
4189 detobj.ownerUUID = obj.OwnerID;
4190 detobj.posVector = obj.AbsolutePosition;
4191 detobj.rotQuat = obj.GetWorldRotation();
4192 detobj.velVector = obj.Velocity;
4193 detobj.colliderType = 0;
4194 detobj.groupUUID = obj.GroupID;
4195 colliding.Add(detobj);
4196 }
4197 }
4198
4199 if (colliding.Count > 0)
4200 {
4201 CollidingMessage.Colliders = colliding;
4202
4203 lock (m_attachments)
4204 {
4205 foreach (SceneObjectGroup att in m_attachments)
4206 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4207 }
4208 }
4209 }
4210 }
4211 finally
4212 {
4213 m_collisionEventFlag = false;
4214 }
4215 });
4216 }
4217
3936 private void TeleportFlagsDebug() { 4218 private void TeleportFlagsDebug() {
3937 4219
3938 // Some temporary debugging help to show all the TeleportFlags we have... 4220 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3957,6 +4239,5 @@ namespace OpenSim.Region.Framework.Scenes
3957 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4239 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3958 4240
3959 } 4241 }
3960
3961 } 4242 }
3962} 4243}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..1cd8189 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -347,6 +353,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 353 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 354 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 355 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
356
357 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
358 m_SOPXmlProcessors.Add("Force", ProcessForce);
359 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
360 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
361
362
363 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
364
365 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
366 m_SOPXmlProcessors.Add("Density", ProcessDensity);
367 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
368 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
369 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
370
350 #endregion 371 #endregion
351 372
352 #region TaskInventoryXmlProcessors initialization 373 #region TaskInventoryXmlProcessors initialization
@@ -374,7 +395,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
374 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 395 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
375 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 396 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
376 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 397 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
377 398
378 #endregion 399 #endregion
379 400
380 #region ShapeXmlProcessors initialization 401 #region ShapeXmlProcessors initialization
@@ -569,6 +590,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 590 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 591 }
571 592
593 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
594 {
595 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
596 }
597
598 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
599 {
600 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
601 }
602
603 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
604 {
605 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
606 }
607
608 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
609 {
610 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
611 }
612
613 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
614 {
615 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
616 }
617
618 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
619 {
620 bool errors = false;
621 SOPVehicle _vehicle = new SOPVehicle();
622
623 _vehicle.FromXml2(reader, out errors);
624
625 if (errors)
626 {
627 obj.sopVehicle = null;
628 m_log.DebugFormat(
629 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
630 obj.Name, obj.UUID);
631 }
632 else
633 obj.sopVehicle = _vehicle;
634 }
635
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 636 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 637 {
574 List<string> errorNodeNames; 638 List<string> errorNodeNames;
@@ -733,6 +797,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 797 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 798 }
735 799
800 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
801 {
802 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
803 }
804
805 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
806 {
807 obj.Force = Util.ReadVector(reader, "Force");
808 }
809 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
810 {
811 obj.Torque = Util.ReadVector(reader, "Torque");
812 }
813
814 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
815 {
816 obj.VolumeDetectActive = Util.ReadBoolean(reader);
817 }
818
736 #endregion 819 #endregion
737 820
738 #region TaskInventoryXmlProcessors 821 #region TaskInventoryXmlProcessors
@@ -1120,6 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1120 }); 1203 });
1121 1204
1122 writer.WriteEndElement(); 1205 writer.WriteEndElement();
1206
1207 if (sog.RootPart.KeyframeMotion != null)
1208 {
1209 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1210
1211 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1212 writer.WriteBase64(data, 0, data.Length);
1213 writer.WriteEndElement();
1214 }
1215
1123 writer.WriteEndElement(); 1216 writer.WriteEndElement();
1124 } 1217 }
1125 1218
@@ -1218,6 +1311,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1311 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1312 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1313
1314 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1315
1316 WriteVector(writer, "Force", sop.Force);
1317 WriteVector(writer, "Torque", sop.Torque);
1318
1319 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1320
1321 if (sop.sopVehicle != null)
1322 sop.sopVehicle.ToXml2(writer);
1323
1324 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1325 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1326 if (sop.Density != 1000.0f)
1327 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1328 if (sop.Friction != 0.6f)
1329 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1330 if (sop.Bounciness != 0.5f)
1331 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1332 if (sop.GravityModifier != 1.0f)
1333 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1334
1221 writer.WriteEndElement(); 1335 writer.WriteEndElement();
1222 } 1336 }
1223 1337
@@ -1487,12 +1601,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1601 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1602 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1603
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1604 reader.ReadStartElement(name, String.Empty);
1497 1605
1498 while (reader.Name == "TaskInventoryItem") 1606 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 43548e6..a37e997 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -714,6 +714,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
715 public event UpdatePrimFlags OnUpdatePrimFlags; 715 public event UpdatePrimFlags OnUpdatePrimFlags;
716 public event UpdatePrimTexture OnUpdatePrimTexture; 716 public event UpdatePrimTexture OnUpdatePrimTexture;
717 public event ClientChangeObject onClientChangeObject;
717 public event UpdateVector OnUpdatePrimGroupPosition; 718 public event UpdateVector OnUpdatePrimGroupPosition;
718 public event UpdateVector OnUpdatePrimSinglePosition; 719 public event UpdateVector OnUpdatePrimSinglePosition;
719 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 720 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -818,6 +819,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
818 public event ObjectOwner OnObjectOwner; 819 public event ObjectOwner OnObjectOwner;
819 public event DirPlacesQuery OnDirPlacesQuery; 820 public event DirPlacesQuery OnDirPlacesQuery;
820 public event DirFindQuery OnDirFindQuery; 821 public event DirFindQuery OnDirFindQuery;
822 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
821 public event DirLandQuery OnDirLandQuery; 823 public event DirLandQuery OnDirLandQuery;
822 public event DirPopularQuery OnDirPopularQuery; 824 public event DirPopularQuery OnDirPopularQuery;
823 public event DirClassifiedQuery OnDirClassifiedQuery; 825 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -834,7 +836,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
834 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 836 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 837 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
836 public event ClassifiedDelete OnClassifiedDelete; 838 public event ClassifiedDelete OnClassifiedDelete;
837 public event ClassifiedDelete OnClassifiedGodDelete; 839 public event ClassifiedGodDelete OnClassifiedGodDelete;
838 public event EventNotificationAddRequest OnEventNotificationAddRequest; 840 public event EventNotificationAddRequest OnEventNotificationAddRequest;
839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 841 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
840 public event EventGodDelete OnEventGodDelete; 842 public event EventGodDelete OnEventGodDelete;
@@ -864,6 +866,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 866 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
865 public event SimWideDeletesDelegate OnSimWideDeletes; 867 public event SimWideDeletesDelegate OnSimWideDeletes;
866 public event SendPostcard OnSendPostcard; 868 public event SendPostcard OnSendPostcard;
869 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
867 public event MuteListEntryUpdate OnUpdateMuteListEntry; 870 public event MuteListEntryUpdate OnUpdateMuteListEntry;
868 public event MuteListEntryRemove OnRemoveMuteListEntry; 871 public event MuteListEntryRemove OnRemoveMuteListEntry;
869 public event GodlikeMessage onGodlikeMessage; 872 public event GodlikeMessage onGodlikeMessage;
@@ -885,6 +888,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 888
886 public void Close() 889 public void Close()
887 { 890 {
891 Close(true);
892 }
893
894 public void Close(bool sendStop)
895 {
888 Disconnect(); 896 Disconnect();
889 } 897 }
890 898
@@ -1690,5 +1698,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1690 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1698 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1691 { 1699 {
1692 } 1700 }
1701
1702 public void SendPartPhysicsProprieties(ISceneEntity entity)
1703 {
1704 }
1705
1693 } 1706 }
1694} 1707}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 05678c0..8af3652 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -563,7 +563,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
563 563
564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
565 { 565 {
566 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 566// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
567 567
568 Hashtable response = new Hashtable(); 568 Hashtable response = new Hashtable();
569 response["content_type"] = "text/xml"; 569 response["content_type"] = "text/xml";
@@ -714,7 +714,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
714 714
715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
716 { 716 {
717 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 717 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
718// string requestbody = (string)request["body"]; 718// string requestbody = (string)request["body"];
719// string uri = (string)request["uri"]; 719// string uri = (string)request["uri"];
720// string contenttype = (string)request["content-type"]; 720// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index 738133c..4dbac1d 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -190,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
190 break; 190 break;
191 } 191 }
192 192
193 m_vivoxVoiceAccountApi = String.Format("http://{0}/api2", m_vivoxServer); 193 m_vivoxVoiceAccountApi = String.Format("https://{0}/api2", m_vivoxServer);
194 194
195 // Admin interface required values 195 // Admin interface required values
196 if (String.IsNullOrEmpty(m_vivoxServer) || 196 if (String.IsNullOrEmpty(m_vivoxServer) ||
@@ -732,7 +732,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
732 return channelUri; 732 return channelUri;
733 } 733 }
734 734
735 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 735
736 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
736 737
737 /// <summary> 738 /// <summary>
738 /// Perform administrative login for Vivox. 739 /// Perform administrative login for Vivox.
@@ -744,7 +745,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
744 return VivoxCall(requrl, false); 745 return VivoxCall(requrl, false);
745 } 746 }
746 747
747 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 748 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
748 749
749 /// <summary> 750 /// <summary>
750 /// Perform administrative logout for Vivox. 751 /// Perform administrative logout for Vivox.
@@ -755,7 +756,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
755 return VivoxCall(requrl, false); 756 return VivoxCall(requrl, false);
756 } 757 }
757 758
758 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 759
760 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
759 761
760 /// <summary> 762 /// <summary>
761 /// Retrieve account information for the specified user. 763 /// Retrieve account information for the specified user.
@@ -767,7 +769,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
767 return VivoxCall(requrl, true); 769 return VivoxCall(requrl, true);
768 } 770 }
769 771
770 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 772
773 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
771 774
772 /// <summary> 775 /// <summary>
773 /// Creates a new account. 776 /// Creates a new account.
@@ -781,7 +784,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
781 return VivoxCall(requrl, true); 784 return VivoxCall(requrl, true);
782 } 785 }
783 786
784 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 787
788 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
785 789
786 /// <summary> 790 /// <summary>
787 /// Change the user's password. 791 /// Change the user's password.
@@ -792,7 +796,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
792 return VivoxCall(requrl, true); 796 return VivoxCall(requrl, true);
793 } 797 }
794 798
795 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 799
800 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
796 801
797 /// <summary> 802 /// <summary>
798 /// Create a channel. 803 /// Create a channel.
@@ -864,7 +869,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
864 return false; 869 return false;
865 } 870 }
866 871
867 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 872 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
868 873
869 /// <summary> 874 /// <summary>
870 /// Retrieve a channel. 875 /// Retrieve a channel.
@@ -1007,7 +1012,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1007 return false; 1012 return false;
1008 } 1013 }
1009 1014
1010 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1015 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1011 1016
1012 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1017 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1013 // { 1018 // {
@@ -1019,7 +1024,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1019 // return VivoxCall(requrl, true); 1024 // return VivoxCall(requrl, true);
1020 // } 1025 // }
1021 1026
1022 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1027 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1023 1028
1024 /// <summary> 1029 /// <summary>
1025 /// Delete a channel. 1030 /// Delete a channel.
@@ -1032,6 +1037,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1032 /// are required in a later phase. 1037 /// are required in a later phase.
1033 /// In this case the call handles parent and description as optional values. 1038 /// In this case the call handles parent and description as optional values.
1034 /// </summary> 1039 /// </summary>
1040
1035 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1041 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1036 { 1042 {
1037 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken); 1043 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken);
@@ -1042,11 +1048,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1042 return VivoxCall(requrl, true); 1048 return VivoxCall(requrl, true);
1043 } 1049 }
1044 1050
1045 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1051 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1046 1052
1047 /// <summary> 1053 /// <summary>
1048 /// Return information on channels in the given directory 1054 /// Return information on channels in the given directory
1049 /// </summary> 1055 /// </summary>
1056
1050 private XmlElement VivoxListChildren(string channelid) 1057 private XmlElement VivoxListChildren(string channelid)
1051 { 1058 {
1052 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken); 1059 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken);
@@ -1308,4 +1315,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1308 return false; 1315 return false;
1309 } 1316 }
1310 } 1317 }
1311} \ No newline at end of file 1318}
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index e669f4c..65bd26c 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -892,7 +892,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
892 msg.dialog = dialog; 892 msg.dialog = dialog;
893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
894 msg.fromGroup = true; 894 msg.fromGroup = true;
895 msg.offline = (byte)0; 895 msg.offline = (byte)1; // Allow this message to be stored for offline use
896 msg.ParentEstateID = 0; 896 msg.ParentEstateID = 0;
897 msg.Position = Vector3.Zero; 897 msg.Position = Vector3.Zero;
898 msg.RegionID = UUID.Zero.Guid; 898 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index c1957e2..59ff9b8 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -121,12 +121,18 @@ namespace OpenSim.Region.OptionalModules
121 121
122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) 122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
123 { 123 {
124 if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
125 return true;
126
124 SceneObjectPart obj = scene.GetSceneObjectPart(objectID); 127 SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
125 Vector3 oldPoint = obj.GroupPosition; 128 Vector3 oldPoint = obj.GroupPosition;
126 int objectCount = obj.ParentGroup.PrimCount; 129 int objectCount = obj.ParentGroup.PrimCount;
127 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); 130 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
128 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); 131 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
129 132
133 if (newParcel == null)
134 return true;
135
130 int usedPrims = newParcel.PrimCounts.Total; 136 int usedPrims = newParcel.PrimCounts.Total;
131 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); 137 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
132 138
@@ -171,4 +177,4 @@ namespace OpenSim.Region.OptionalModules
171 return true; 177 return true;
172 } 178 }
173 } 179 }
174} \ No newline at end of file 180}
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 9c838d0..d206f69 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 5ea5af7..c3335f0 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
47 private readonly string m_firstname; 47 private readonly string m_firstname;
48 private readonly string m_lastname; 48 private readonly string m_lastname;
49 private readonly Vector3 m_startPos; 49 private readonly Vector3 m_startPos;
50 private readonly UUID m_uuid = UUID.Random(); 50 private UUID m_uuid = UUID.Random();
51 private readonly Scene m_scene; 51 private readonly Scene m_scene;
52 private readonly UUID m_ownerID; 52 private readonly UUID m_ownerID;
53 53
@@ -169,7 +169,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
169#pragma warning disable 67 169#pragma warning disable 67
170 public event Action<IClientAPI> OnLogout; 170 public event Action<IClientAPI> OnLogout;
171 public event ObjectPermissions OnObjectPermissions; 171 public event ObjectPermissions OnObjectPermissions;
172 172 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
173 public event MoneyTransferRequest OnMoneyTransferRequest; 173 public event MoneyTransferRequest OnMoneyTransferRequest;
174 public event ParcelBuy OnParcelBuy; 174 public event ParcelBuy OnParcelBuy;
175 public event Action<IClientAPI> OnConnectionClosed; 175 public event Action<IClientAPI> OnConnectionClosed;
@@ -238,6 +238,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
238 public event UpdatePrimTexture OnUpdatePrimTexture; 238 public event UpdatePrimTexture OnUpdatePrimTexture;
239 public event UpdateVector OnUpdatePrimGroupPosition; 239 public event UpdateVector OnUpdatePrimGroupPosition;
240 public event UpdateVector OnUpdatePrimSinglePosition; 240 public event UpdateVector OnUpdatePrimSinglePosition;
241 public event ClientChangeObject onClientChangeObject;
241 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 242 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
242 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; 243 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
243 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; 244 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
@@ -375,7 +376,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
375 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 376 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
376 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 377 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
377 public event ClassifiedDelete OnClassifiedDelete; 378 public event ClassifiedDelete OnClassifiedDelete;
378 public event ClassifiedDelete OnClassifiedGodDelete; 379 public event ClassifiedGodDelete OnClassifiedGodDelete;
379 380
380 public event EventNotificationAddRequest OnEventNotificationAddRequest; 381 public event EventNotificationAddRequest OnEventNotificationAddRequest;
381 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 382 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -414,6 +415,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
414 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 415 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
415 public event SimWideDeletesDelegate OnSimWideDeletes; 416 public event SimWideDeletesDelegate OnSimWideDeletes;
416 public event SendPostcard OnSendPostcard; 417 public event SendPostcard OnSendPostcard;
418 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
417 public event MuteListEntryUpdate OnUpdateMuteListEntry; 419 public event MuteListEntryUpdate OnUpdateMuteListEntry;
418 public event MuteListEntryRemove OnRemoveMuteListEntry; 420 public event MuteListEntryRemove OnRemoveMuteListEntry;
419 public event GodlikeMessage onGodlikeMessage; 421 public event GodlikeMessage onGodlikeMessage;
@@ -441,6 +443,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
441 public virtual UUID AgentId 443 public virtual UUID AgentId
442 { 444 {
443 get { return m_uuid; } 445 get { return m_uuid; }
446 set { m_uuid = value; }
444 } 447 }
445 448
446 public UUID SessionId 449 public UUID SessionId
@@ -849,8 +852,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
849 852
850 public void Close() 853 public void Close()
851 { 854 {
852 // Remove ourselves from the scene 855 Close(true);
853 m_scene.RemoveClient(AgentId, false); 856 }
857
858 public void Close(bool sendStop)
859 {
854 } 860 }
855 861
856 public void Start() 862 public void Start()
@@ -1184,5 +1190,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1184 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1190 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1185 { 1191 {
1186 } 1192 }
1193
1194 public void SendPartPhysicsProprieties(ISceneEntity entity)
1195 {
1196 }
1197
1187 } 1198 }
1188} 1199}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 435a683..4f80dea 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -144,29 +144,30 @@ namespace OpenSim.Region.OptionalModules.World.NPC
144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); 144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
145// } 145// }
146 146
147 lock (m_avatars) 147 ManualResetEvent ev = new ManualResetEvent(false);
148 {
149 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
150 scene.AddNewClient(npcAvatar, PresenceType.Npc);
151 148
152 ScenePresence sp; 149 Util.FireAndForget(delegate(object x) {
153 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) 150 lock (m_avatars)
154 { 151 {
155// m_log.DebugFormat( 152 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
156// "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); 153 scene.AddNewClient(npcAvatar, PresenceType.Npc);
157 154
158 sp.CompleteMovement(npcAvatar, false); 155 ScenePresence sp;
159 m_avatars.Add(npcAvatar.AgentId, npcAvatar); 156 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
160 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name); 157 {
161 158 sp.CompleteMovement(npcAvatar, false);
162 return npcAvatar.AgentId; 159 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
163 } 160 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
164 else 161 }
165 {
166 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
167 return UUID.Zero;
168 } 162 }
169 } 163 ev.Set();
164 });
165
166 ev.WaitOne();
167
168// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
169
170 return npcAvatar.AgentId;
170 } 171 }
171 172
172 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget) 173 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
@@ -314,9 +315,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
314 { 315 {
315 NPCAvatar av; 316 NPCAvatar av;
316 if (m_avatars.TryGetValue(npcID, out av)) 317 if (m_avatars.TryGetValue(npcID, out av))
318 {
319 if (npcID == callerID)
320 return true;
317 return CheckPermissions(av, callerID); 321 return CheckPermissions(av, callerID);
322 }
318 else 323 else
324 {
319 return false; 325 return false;
326 }
320 } 327 }
321 } 328 }
322 329
@@ -328,7 +335,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
328 /// <returns>true if they do, false if they don't.</returns> 335 /// <returns>true if they do, false if they don't.</returns>
329 private bool CheckPermissions(NPCAvatar av, UUID callerID) 336 private bool CheckPermissions(NPCAvatar av, UUID callerID)
330 { 337 {
331 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID; 338 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID || av.AgentId == callerID;
332 } 339 }
333 } 340 }
334} 341}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..ec717d7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1467 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 private Vector3 m_taintMomentum = Vector3.Zero;
144 private bool m_haveTaintMomentum = false;
145
146
147 // unique UUID of this character object
148 public UUID m_uuid;
149 public bool bad = false;
150 private Object m_syncRoot = new Object();
151
152 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
153 {
154 m_uuid = UUID.Random();
155
156 if (pos.IsFinite())
157 {
158 if (pos.Z > 9999999f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 if (pos.Z < -90000f)
163 {
164 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
165 }
166 _position = pos;
167 m_taintPosition.X = pos.X;
168 m_taintPosition.Y = pos.Y;
169 m_taintPosition.Z = pos.Z;
170 }
171 else
172 {
173 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
174 m_taintPosition.X = _position.X;
175 m_taintPosition.Y = _position.Y;
176 m_taintPosition.Z = _position.Z;
177 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
178 }
179
180 _parent_scene = parent_scene;
181
182 PID_D = pid_d;
183 PID_P = pid_p;
184 CAPSULE_RADIUS = capsule_radius;
185 m_tensor = tensor;
186 m_density = density;
187 heightFudgeFactor = height_fudge_factor;
188 walkDivisor = walk_divisor;
189 runDivisor = rundivisor;
190
191 // m_StandUpRotation =
192 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
193 // 0.5f);
194
195 for (int i = 0; i < 11; i++)
196 {
197 m_colliderarr[i] = false;
198 }
199 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
200 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
201 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
202
203 m_isPhysical = false; // current status: no ODE information exists
204 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
205
206 _parent_scene.AddPhysicsActorTaint(this);
207
208 m_name = avName;
209 }
210
211 public override int PhysicsActorType
212 {
213 get { return (int) ActorTypes.Agent; }
214 set { return; }
215 }
216
217 /// <summary>
218 /// If this is set, the avatar will move faster
219 /// </summary>
220 public override bool SetAlwaysRun
221 {
222 get { return m_alwaysRun; }
223 set { m_alwaysRun = value; }
224 }
225
226 public override uint LocalID
227 {
228 set { m_localID = value; }
229 }
230
231 public override bool Grabbed
232 {
233 set { return; }
234 }
235
236 public override bool Selected
237 {
238// set { return; }
239 set { jumping = value; } // add for jumping flag
240 }
241
242 public override float Buoyancy
243 {
244 get { return m_buoyancy; }
245 set { m_buoyancy = value; }
246 }
247
248 public override bool FloatOnWater
249 {
250 set { return; }
251 }
252
253 public override bool IsPhysical
254 {
255 get { return false; }
256 set { return; }
257 }
258
259 public override bool ThrottleUpdates
260 {
261 get { return false; }
262 set { return; }
263 }
264
265 public override bool Flying
266 {
267 get { return flying; }
268 set { flying = value; }
269 }
270
271 /// <summary>
272 /// Returns if the avatar is colliding in general.
273 /// This includes the ground and objects and avatar.
274 /// </summary>
275 public override bool IsColliding
276 {
277//#@ get { return m_iscolliding; }
278 get { //##
279//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
280 return m_iscolliding; } //##
281 set
282 {
283 int i;
284 int truecount = 0;
285 int falsecount = 0;
286
287 if (m_colliderarr.Length >= 10)
288 {
289 for (i = 0; i < 10; i++)
290 {
291 m_colliderarr[i] = m_colliderarr[i + 1];
292 }
293 }
294 m_colliderarr[10] = value;
295
296 for (i = 0; i < 11; i++)
297 {
298 if (m_colliderarr[i])
299 {
300 truecount++;
301 }
302 else
303 {
304 falsecount++;
305 }
306 }
307
308 // Equal truecounts and false counts means we're colliding with something.
309
310 if (falsecount > 1.2*truecount)
311 {
312 m_iscolliding = false;
313 }
314 else
315 {
316 m_iscolliding = true;
317 }
318// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
319 if (m_wascolliding != m_iscolliding)
320 {
321 //base.SendCollisionUpdate(new CollisionEventUpdate());
322 }
323 m_wascolliding = m_iscolliding;
324 }
325 }
326
327 /// <summary>
328 /// Returns if an avatar is colliding with the ground
329 /// </summary>
330 public override bool CollidingGround
331 {
332 get { return m_iscollidingGround; }
333 set
334 {
335 // Collisions against the ground are not really reliable
336 // So, to get a consistant value we have to average the current result over time
337 // Currently we use 1 second = 10 calls to this.
338 int i;
339 int truecount = 0;
340 int falsecount = 0;
341
342 if (m_colliderGroundarr.Length >= 10)
343 {
344 for (i = 0; i < 10; i++)
345 {
346 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
347 }
348 }
349 m_colliderGroundarr[10] = value;
350
351 for (i = 0; i < 11; i++)
352 {
353 if (m_colliderGroundarr[i])
354 {
355 truecount++;
356 }
357 else
358 {
359 falsecount++;
360 }
361 }
362
363 // Equal truecounts and false counts means we're colliding with something.
364
365 if (falsecount > 1.2*truecount)
366 {
367 m_iscollidingGround = false;
368 }
369 else
370 {
371 m_iscollidingGround = true;
372 }
373 if (m_wascollidingGround != m_iscollidingGround)
374 {
375 //base.SendCollisionUpdate(new CollisionEventUpdate());
376 }
377 m_wascollidingGround = m_iscollidingGround;
378 }
379 }
380
381 /// <summary>
382 /// Returns if the avatar is colliding with an object
383 /// </summary>
384 public override bool CollidingObj
385 {
386 get { return m_iscollidingObj; }
387 set
388 {
389 m_iscollidingObj = value;
390 if (value)
391 m_pidControllerActive = false;
392 else
393 m_pidControllerActive = true;
394 }
395 }
396
397 /// <summary>
398 /// turn the PID controller on or off.
399 /// The PID Controller will turn on all by itself in many situations
400 /// </summary>
401 /// <param name="status"></param>
402 public void SetPidStatus(bool status)
403 {
404 m_pidControllerActive = status;
405 }
406
407 public override bool Stopped
408 {
409 get { return _zeroFlag; }
410 }
411
412 /// <summary>
413 /// This 'puts' an avatar somewhere in the physics space.
414 /// Not really a good choice unless you 'know' it's a good
415 /// spot otherwise you're likely to orbit the avatar.
416 /// </summary>
417 public override Vector3 Position
418 {
419 get { return _position; }
420 set
421 {
422 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
423 {
424 if (value.IsFinite())
425 {
426 if (value.Z > 9999999f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430 if (value.Z < -90000f)
431 {
432 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
433 }
434
435 _position.X = value.X;
436 _position.Y = value.Y;
437 _position.Z = value.Z;
438
439 m_taintPosition.X = value.X;
440 m_taintPosition.Y = value.Y;
441 m_taintPosition.Z = value.Z;
442 _parent_scene.AddPhysicsActorTaint(this);
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
447 }
448 }
449 }
450 }
451
452 public override Vector3 RotationalVelocity
453 {
454 get { return m_rotationalVelocity; }
455 set { m_rotationalVelocity = value; }
456 }
457
458 /// <summary>
459 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
460 /// and use it to offset landings properly
461 /// </summary>
462 public override Vector3 Size
463 {
464 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
465 set
466 {
467 if (value.IsFinite())
468 {
469 m_pidControllerActive = true;
470
471 Vector3 SetSize = value;
472 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
473 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
474
475 Velocity = Vector3.Zero;
476 m_taintPosition = _position; // update the stale taint position
477 _parent_scene.AddPhysicsActorTaint(this);
478 }
479 else
480 {
481 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
482 }
483 }
484 }
485
486 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
487 {
488 movementVector.Z = 0f;
489 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
490 if (magnitude < 0.1f) return;
491
492 // normalize the velocity vector
493 float invMagnitude = 1.0f / magnitude;
494 movementVector.X *= invMagnitude;
495 movementVector.Y *= invMagnitude;
496
497 // if we change the capsule heading too often, the capsule can fall down
498 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
499 // meaning only 4 possible capsule tilt orientations
500 if (movementVector.X > 0)
501 {
502 // east
503 if (movementVector.Y > 0)
504 {
505 // northeast
506 movementVector.X = (float)Math.Sqrt(2.0);
507 movementVector.Y = (float)Math.Sqrt(2.0);
508 }
509 else
510 {
511 // southeast
512 movementVector.X = (float)Math.Sqrt(2.0);
513 movementVector.Y = -(float)Math.Sqrt(2.0);
514 }
515 }
516 else
517 {
518 // west
519 if (movementVector.Y > 0)
520 {
521 // northwest
522 movementVector.X = -(float)Math.Sqrt(2.0);
523 movementVector.Y = (float)Math.Sqrt(2.0);
524 }
525 else
526 {
527 // southwest
528 movementVector.X = -(float)Math.Sqrt(2.0);
529 movementVector.Y = -(float)Math.Sqrt(2.0);
530 }
531 }
532
533
534 // movementVector.Z is zero
535
536 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
537 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
538 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
539 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
540
541 //m_log.Debug("[PHYSICS] changing avatar tilt");
542 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
544 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
545 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
546 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
547 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
548 }
549
550 /// <summary>
551 /// This creates the Avatar's physical Surrogate at the position supplied
552 /// </summary>
553 /// <param name="npositionX"></param>
554 /// <param name="npositionY"></param>
555 /// <param name="npositionZ"></param>
556
557 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
558 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
559 // place that is safe to call this routine AvatarGeomAndBodyCreation.
560 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
561 {
562 //CAPSULE_LENGTH = -5;
563 //CAPSULE_RADIUS = -5;
564 int dAMotorEuler = 1;
565 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
566 if (CAPSULE_LENGTH <= 0)
567 {
568 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
569 CAPSULE_LENGTH = 0.01f;
570
571 }
572
573 if (CAPSULE_RADIUS <= 0)
574 {
575 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
576 CAPSULE_RADIUS = 0.01f;
577
578 }
579
580 if(Shell != IntPtr.Zero)
581 {
582 try
583 {
584 d.GeomDestroy(Shell);
585 }
586 catch (System.AccessViolationException)
587 {
588 m_log.Error("[PHYSICS]: PrimGeom dead");
589 }
590 // Remove any old entries
591//string tShell;
592//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
593//Console.WriteLine("**** Remove {0}", tShell);
594 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
595 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
596 }
597
598 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
599 _parent_scene.geom_name_map[Shell] = m_name;
600 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
601//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
602
603 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
604 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
605
606 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
607 Body = d.BodyCreate(_parent_scene.world);
608 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
609
610 _position.X = npositionX;
611 _position.Y = npositionY;
612 _position.Z = npositionZ;
613
614
615 m_taintPosition.X = npositionX;
616 m_taintPosition.Y = npositionY;
617 m_taintPosition.Z = npositionZ;
618
619 d.BodySetMass(Body, ref ShellMass);
620 d.Matrix3 m_caprot;
621 // 90 Stand up on the cap of the capped cyllinder
622 if (_parent_scene.IsAvCapsuleTilted)
623 {
624 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
625 }
626 else
627 {
628 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
629 }
630
631
632 d.GeomSetRotation(Shell, ref m_caprot);
633 d.BodySetRotation(Body, ref m_caprot);
634
635 d.GeomSetBody(Shell, Body);
636
637
638 // The purpose of the AMotor here is to keep the avatar's physical
639 // surrogate from rotating while moving
640 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
641 d.JointAttach(Amotor, Body, IntPtr.Zero);
642 d.JointSetAMotorMode(Amotor, dAMotorEuler);
643 d.JointSetAMotorNumAxes(Amotor, 3);
644 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
645 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
646 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
647 d.JointSetAMotorAngle(Amotor, 0, 0);
648 d.JointSetAMotorAngle(Amotor, 1, 0);
649 d.JointSetAMotorAngle(Amotor, 2, 0);
650
651 // These lowstops and high stops are effectively (no wiggle room)
652 if (_parent_scene.IsAvCapsuleTilted)
653 {
654 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
656 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
657 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
658 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
659 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
660 }
661 else
662 {
663 #region Documentation of capsule motor LowStop and HighStop parameters
664 // Intentionally introduce some tilt into the capsule by setting
665 // the motor stops to small epsilon values. This small tilt prevents
666 // the capsule from falling into the terrain; a straight-up capsule
667 // (with -0..0 motor stops) falls into the terrain for reasons yet
668 // to be comprehended in their entirety.
669 #endregion
670 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
671 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
672 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
673 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
674 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
675 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
676 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
677 }
678
679 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
680 // capped cyllinder will fall over
681 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
682 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
683
684 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
685 //d.QfromR(
686 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
687 //
688 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
689 //standupStraight();
690 }
691
692 //
693 /// <summary>
694 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
695 /// This may be used in calculations in the scene/scenepresence
696 /// </summary>
697 public override float Mass
698 {
699 get
700 {
701 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
702 return m_density*AVvolume;
703 }
704 }
705 public override void link(PhysicsActor obj)
706 {
707
708 }
709
710 public override void delink()
711 {
712
713 }
714
715 public override void LockAngularMotion(Vector3 axis)
716 {
717
718 }
719
720// This code is very useful. Written by DanX0r. We're just not using it right now.
721// Commented out to prevent a warning.
722//
723// private void standupStraight()
724// {
725// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
726// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
727// // change appearance and when you enter the simulator
728// // After this routine is done, the amotor stabilizes much quicker
729// d.Vector3 feet;
730// d.Vector3 head;
731// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
732// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
733// float posture = head.Z - feet.Z;
734
735// // restoring force proportional to lack of posture:
736// float servo = (2.5f - posture) * POSTURE_SERVO;
737// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
738// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
739// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
740// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
741// }
742
743 public override Vector3 Force
744 {
745 get { return _target_velocity; }
746 set { return; }
747 }
748
749 public override int VehicleType
750 {
751 get { return 0; }
752 set { return; }
753 }
754
755 public override void VehicleFloatParam(int param, float value)
756 {
757
758 }
759
760 public override void VehicleVectorParam(int param, Vector3 value)
761 {
762
763 }
764
765 public override void VehicleRotationParam(int param, Quaternion rotation)
766 {
767
768 }
769
770 public override void VehicleFlags(int flags, bool remove)
771 {
772 }
773
774 public override void SetVolumeDetect(int param)
775 {
776
777 }
778
779 public override Vector3 CenterOfMass
780 {
781 get { return Vector3.Zero; }
782 }
783
784 public override Vector3 GeometricCenter
785 {
786 get { return Vector3.Zero; }
787 }
788
789 public override PrimitiveBaseShape Shape
790 {
791 set { return; }
792 }
793
794 public override Vector3 Velocity
795 {
796 get {
797 // There's a problem with Vector3.Zero! Don't Use it Here!
798 if (_zeroFlag)
799 return Vector3.Zero;
800 m_lastUpdateSent = false;
801 return _velocity;
802 }
803 set
804 {
805 if (value.IsFinite())
806 {
807 _target_velocity = value;
808 m_pidControllerActive = true;
809 }
810 else
811 {
812 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
813 }
814 }
815 }
816
817 public override Vector3 Torque
818 {
819 get { return Vector3.Zero; }
820 set { return; }
821 }
822
823 public override float CollisionScore
824 {
825 get { return 0f; }
826 set { }
827 }
828
829 public override bool Kinematic
830 {
831 get { return false; }
832 set { }
833 }
834
835 public override Quaternion Orientation
836 {
837 get { return Quaternion.Identity; }
838 set {
839 //Matrix3 or = Orientation.ToRotationMatrix();
840 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
841 //d.BodySetRotation(Body, ref ord);
842 }
843 }
844
845 public override Vector3 Acceleration
846 {
847 get { return _acceleration; }
848 set { _acceleration = value; }
849 }
850
851 public void SetAcceleration(Vector3 accel)
852 {
853 m_pidControllerActive = true;
854 _acceleration = accel;
855 }
856
857 /// <summary>
858 /// Adds the force supplied to the Target Velocity
859 /// The PID controller takes this target velocity and tries to make it a reality
860 /// </summary>
861 /// <param name="force"></param>
862 public override void AddForce(Vector3 force, bool pushforce)
863 {
864 if (force.IsFinite())
865 {
866 if (pushforce)
867 {
868 m_pidControllerActive = false;
869 force *= 100f;
870//Console.WriteLine("DF 1"); // ##
871 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
872 doForce(force);
873 // If uncommented, things get pushed off world
874 //
875 // m_log.Debug("Push!");
876 // _target_velocity.X += force.X;
877 // _target_velocity.Y += force.Y;
878 // _target_velocity.Z += force.Z;
879 }
880 else
881 {
882 m_pidControllerActive = true;
883 _target_velocity.X += force.X;
884 _target_velocity.Y += force.Y;
885 _target_velocity.Z += force.Z;
886 }
887 }
888 else
889 {
890 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
891 }
892 //m_lastUpdateSent = false;
893 }
894
895 public override void AddAngularForce(Vector3 force, bool pushforce)
896 {
897
898 }
899
900 /// <summary>
901 /// After all of the forces add up with 'add force' we apply them with doForce
902 /// </summary>
903 /// <param name="force"></param>
904 public void doForce(Vector3 force)
905 {
906 if (!collidelock)
907 {
908 d.BodyAddForce(Body, force.X, force.Y, force.Z);
909 //d.BodySetRotation(Body, ref m_StandUpRotation);
910 //standupStraight();
911 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
912//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
913 }
914 }
915
916 public override void SetMomentum(Vector3 momentum)
917 {
918 if (momentum.IsFinite())
919 {
920 m_taintMomentum = momentum;
921 m_haveTaintMomentum = true;
922 _parent_scene.AddPhysicsActorTaint(this);
923 }
924 else
925 m_log.Warn("[PHYSICS] !isFinite momentum");
926 }
927
928
929 /// <summary>
930 /// Called from Simulate
931 /// This is the avatar's movement control + PID Controller
932 /// </summary>
933 /// <param name="timeStep"></param>
934 public void Move(float timeStep, List<OdeCharacter> defects)
935 {
936 // no lock; for now it's only called from within Simulate()
937
938 // If the PID Controller isn't active then we set our force
939 // calculating base velocity to the current position
940
941 if (Body == IntPtr.Zero)
942 return;
943
944 if (m_pidControllerActive == false)
945 {
946 _zeroPosition = d.BodyGetPosition(Body);
947 }
948 //PidStatus = true;
949
950 d.Vector3 localpos = d.BodyGetPosition(Body);
951 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
952
953 if (!localPos.IsFinite())
954 {
955
956 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
957 defects.Add(this);
958 // _parent_scene.RemoveCharacter(this);
959
960 // destroy avatar capsule and related ODE data
961 if (Amotor != IntPtr.Zero)
962 {
963 // Kill the Amotor
964 d.JointDestroy(Amotor);
965 Amotor = IntPtr.Zero;
966 }
967
968 //kill the Geometry
969 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
970
971 if (Body != IntPtr.Zero)
972 {
973 //kill the body
974 d.BodyDestroy(Body);
975
976 Body = IntPtr.Zero;
977 }
978
979 if(Shell != IntPtr.Zero)
980 {
981 try
982 {
983 d.GeomDestroy(Shell);
984 }
985 catch (System.AccessViolationException)
986 {
987 m_log.Error("[PHYSICS]: PrimGeom dead");
988 }
989 // Remove any old entries
990//string tShell;
991//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
992//Console.WriteLine("**** Remove {0}", tShell);
993
994 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
995 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
996 Shell = IntPtr.Zero;
997 }
998
999 return;
1000 }
1001
1002 Vector3 vec = Vector3.Zero;
1003 d.Vector3 vel = d.BodyGetLinearVel(Body);
1004
1005 float movementdivisor = 1f;
1006
1007 if (!m_alwaysRun)
1008 {
1009 movementdivisor = walkDivisor;
1010 }
1011 else
1012 {
1013 movementdivisor = runDivisor;
1014 }
1015
1016 // if velocity is zero, use position control; otherwise, velocity control
1017 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1018 {
1019 // keep track of where we stopped. No more slippin' & slidin'
1020 if (!_zeroFlag)
1021 {
1022 _zeroFlag = true;
1023 _zeroPosition = d.BodyGetPosition(Body);
1024 }
1025 if (m_pidControllerActive)
1026 {
1027 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1028 // react to the physics scene by moving it's position.
1029 // Avatar to Avatar collisions
1030 // Prim to avatar collisions
1031
1032 d.Vector3 pos = d.BodyGetPosition(Body);
1033 float errX = _zeroPosition.X - pos.X;
1034 float errY = _zeroPosition.Y - pos.Y;
1035 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1036 {
1037 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1038 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1039 }
1040 else
1041 { // close, jump to lateral destination
1042 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1043 }
1044// if (flying)
1045 if (flying || jumping) // add for jumping
1046 {
1047 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1048 }
1049 }
1050 //PidStatus = true;
1051 }
1052 else
1053 {
1054 m_pidControllerActive = true;
1055 _zeroFlag = false;
1056 if (m_iscolliding && !flying)
1057 {
1058 // We're standing on something
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1061 }
1062 else if (m_iscolliding && flying)
1063 {
1064 // We're flying and colliding with something
1065 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1066 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1067 }
1068 else if (!m_iscolliding && flying)
1069 {
1070 // we're in mid air suspended
1071 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1072 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1073 }
1074
1075 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1076 {
1077 // We're colliding with something and we're not flying but we're moving
1078 // This means we're walking or running.
1079 d.Vector3 pos = d.BodyGetPosition(Body);
1080 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1081 if (_target_velocity.X > 0)
1082 {
1083 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1084 }
1085 if (_target_velocity.Y > 0)
1086 {
1087 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1088 }
1089 }
1090 else if (!m_iscolliding && !flying)
1091 {
1092 // we're not colliding and we're not flying so that means we're falling!
1093 // m_iscolliding includes collisions with the ground.
1094
1095 // d.Vector3 pos = d.BodyGetPosition(Body);
1096 if (Math.Abs(_target_velocity.X) > 0)
1097 {
1098 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1099 }
1100 if (Math.Abs(_target_velocity.Y) > 0)
1101 {
1102 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1103 }
1104 }
1105
1106 if (flying)
1107 {
1108 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1109 }
1110 }
1111 if (flying)
1112 {
1113 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1114
1115 //Added for auto fly height. Kitto Flora
1116 //d.Vector3 pos = d.BodyGetPosition(Body);
1117 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1118
1119 if (_position.Z < target_altitude)
1120 {
1121 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1122 }
1123 // end add Kitto Flora
1124 }
1125
1126 if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50ms apply breaks
1127 {
1128 float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
1129 vec.X -= breakfactor * vel.X;
1130 vec.Y -= breakfactor * vel.Y;
1131 vec.Z -= breakfactor * vel.Z;
1132 }
1133
1134 if (vec.IsFinite())
1135 {
1136 if (vec.LengthSquared() > 0.0004f) // 0.01 allows 0.002 !!
1137 {
1138//Console.WriteLine("DF 2"); // ##
1139
1140 doForce(vec);
1141 if (!_zeroFlag)
1142 {
1143// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1144 }
1145 }
1146 }
1147 else
1148 {
1149 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1150 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1151 defects.Add(this);
1152 // _parent_scene.RemoveCharacter(this);
1153 // destroy avatar capsule and related ODE data
1154 if (Amotor != IntPtr.Zero)
1155 {
1156 // Kill the Amotor
1157 d.JointDestroy(Amotor);
1158 Amotor = IntPtr.Zero;
1159 }
1160 //kill the Geometry
1161 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1162
1163 if (Body != IntPtr.Zero)
1164 {
1165 //kill the body
1166 d.BodyDestroy(Body);
1167
1168 Body = IntPtr.Zero;
1169 }
1170
1171 if(Shell != IntPtr.Zero)
1172 {
1173 try
1174 {
1175 d.GeomDestroy(Shell);
1176 }
1177 catch (System.AccessViolationException)
1178 {
1179 m_log.Error("[PHYSICS]: PrimGeom dead");
1180 }
1181 // Remove any old entries
1182//string tShell;
1183//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1184//Console.WriteLine("**** Remove {0}", tShell);
1185
1186 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1187 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1188 Shell = IntPtr.Zero;
1189 }
1190 }
1191 }
1192
1193 /// <summary>
1194 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1195 /// </summary>
1196 public void UpdatePositionAndVelocity()
1197 {
1198 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1199 d.Vector3 vec;
1200 try
1201 {
1202 vec = d.BodyGetPosition(Body);
1203 }
1204 catch (NullReferenceException)
1205 {
1206 bad = true;
1207 _parent_scene.BadCharacter(this);
1208 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1209 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1210 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1211 }
1212
1213
1214 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1215 if (vec.X < 0.0f) vec.X = 0.0f;
1216 if (vec.Y < 0.0f) vec.Y = 0.0f;
1217 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1218 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1219
1220 _position.X = vec.X;
1221 _position.Y = vec.Y;
1222 _position.Z = vec.Z;
1223
1224 // Did we move last? = zeroflag
1225 // This helps keep us from sliding all over
1226
1227 if (_zeroFlag)
1228 {
1229 _velocity.X = 0.0f;
1230 _velocity.Y = 0.0f;
1231 _velocity.Z = 0.0f;
1232
1233 // Did we send out the 'stopped' message?
1234 if (!m_lastUpdateSent)
1235 {
1236 m_lastUpdateSent = true;
1237 //base.RequestPhysicsterseUpdate();
1238
1239 }
1240 }
1241 else
1242 {
1243 m_lastUpdateSent = false;
1244 try
1245 {
1246 vec = d.BodyGetLinearVel(Body);
1247 }
1248 catch (NullReferenceException)
1249 {
1250 vec.X = _velocity.X;
1251 vec.Y = _velocity.Y;
1252 vec.Z = _velocity.Z;
1253 }
1254 _velocity.X = (vec.X);
1255 _velocity.Y = (vec.Y);
1256
1257 _velocity.Z = (vec.Z);
1258
1259 if (_velocity.Z < -6 && !m_hackSentFall)
1260 {
1261 m_hackSentFall = true;
1262 m_pidControllerActive = false;
1263 }
1264 else if (flying && !m_hackSentFly)
1265 {
1266 //m_hackSentFly = true;
1267 //base.SendCollisionUpdate(new CollisionEventUpdate());
1268 }
1269 else
1270 {
1271 m_hackSentFly = false;
1272 m_hackSentFall = false;
1273 }
1274 }
1275 }
1276
1277 /// <summary>
1278 /// Cleanup the things we use in the scene.
1279 /// </summary>
1280 public void Destroy()
1281 {
1282 m_tainted_isPhysical = false;
1283 _parent_scene.AddPhysicsActorTaint(this);
1284 }
1285
1286 public override void CrossingFailure()
1287 {
1288 }
1289
1290 public override Vector3 PIDTarget { set { return; } }
1291 public override bool PIDActive { set { return; } }
1292 public override float PIDTau { set { return; } }
1293
1294 public override float PIDHoverHeight { set { return; } }
1295 public override bool PIDHoverActive { set { return; } }
1296 public override PIDHoverType PIDHoverType { set { return; } }
1297 public override float PIDHoverTau { set { return; } }
1298
1299 public override Quaternion APIDTarget{ set { return; } }
1300
1301 public override bool APIDActive{ set { return; } }
1302
1303 public override float APIDStrength{ set { return; } }
1304
1305 public override float APIDDamping{ set { return; } }
1306
1307
1308 public override void SubscribeEvents(int ms)
1309 {
1310 m_requestedUpdateFrequency = ms;
1311 m_eventsubscription = ms;
1312 _parent_scene.addCollisionEventReporting(this);
1313 }
1314 public override void UnSubscribeEvents()
1315 {
1316 _parent_scene.remCollisionEventReporting(this);
1317 m_requestedUpdateFrequency = 0;
1318 m_eventsubscription = 0;
1319 }
1320 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1321 {
1322 if (m_eventsubscription > 0)
1323 {
1324 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1325 }
1326 }
1327
1328 public void SendCollisions()
1329 {
1330 if (m_eventsubscription > m_requestedUpdateFrequency)
1331 {
1332 if (CollisionEventsThisFrame != null)
1333 {
1334 base.SendCollisionUpdate(CollisionEventsThisFrame);
1335 }
1336 CollisionEventsThisFrame = new CollisionEventUpdate();
1337 m_eventsubscription = 0;
1338 }
1339 }
1340 public override bool SubscribedEvents()
1341 {
1342 if (m_eventsubscription > 0)
1343 return true;
1344 return false;
1345 }
1346
1347 public void ProcessTaints(float timestep)
1348 {
1349 lock (m_syncRoot)
1350 {
1351 if (m_tainted_isPhysical != m_isPhysical)
1352 {
1353 if (m_tainted_isPhysical)
1354 {
1355 // Create avatar capsule and related ODE data
1356 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1357 {
1358 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1359 + (Shell!=IntPtr.Zero ? "Shell ":"")
1360 + (Body!=IntPtr.Zero ? "Body ":"")
1361 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1362 }
1363 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1364 _parent_scene.AddCharacter(this);
1365 }
1366 else
1367 {
1368 _parent_scene.RemoveCharacter(this);
1369 // destroy avatar capsule and related ODE data
1370 if (Amotor != IntPtr.Zero)
1371 {
1372 // Kill the Amotor
1373 d.JointDestroy(Amotor);
1374 Amotor = IntPtr.Zero;
1375 }
1376 //kill the Geometry
1377 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1378
1379 if (Body != IntPtr.Zero)
1380 {
1381 //kill the body
1382 d.BodyDestroy(Body);
1383 Body = IntPtr.Zero;
1384 }
1385
1386 if(Shell != IntPtr.Zero)
1387 {
1388 try
1389 {
1390 d.GeomDestroy(Shell);
1391 }
1392 catch (Exception e)
1393 {
1394 m_log.ErrorFormat("[PHYSICS]: Failed to destroy character shell {0}",e.Message);
1395 }
1396 // Remove any old entries
1397 //string tShell;
1398 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1399 //Console.WriteLine("**** Remove {0}", tShell);
1400
1401 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1402 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1403 Shell = IntPtr.Zero;
1404 }
1405 }
1406
1407 m_isPhysical = m_tainted_isPhysical;
1408 }
1409
1410 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1411 {
1412 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1413 {
1414
1415 m_pidControllerActive = true;
1416 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1417 d.JointDestroy(Amotor);
1418 float prevCapsule = CAPSULE_LENGTH;
1419 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1420 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1421 d.BodyDestroy(Body);
1422 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1423 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1424 Velocity = Vector3.Zero;
1425 }
1426 else
1427 {
1428 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1429 + (Shell==IntPtr.Zero ? "Shell ":"")
1430 + (Body==IntPtr.Zero ? "Body ":"")
1431 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1432 }
1433 }
1434
1435 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1436 {
1437 if (Body != IntPtr.Zero)
1438 {
1439 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1440
1441 }
1442 _position.X = m_taintPosition.X;
1443 _position.Y = m_taintPosition.Y;
1444 _position.Z = m_taintPosition.Z;
1445 }
1446
1447 if (m_haveTaintMomentum)
1448 {
1449 m_haveTaintMomentum = false;
1450 _velocity = m_taintMomentum;
1451 _target_velocity = m_taintMomentum;
1452 m_pidControllerActive = true;
1453 if (Body != IntPtr.Zero)
1454 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1455 }
1456 }
1457 }
1458
1459 internal void AddCollisionFrameTime(int p)
1460 {
1461 // protect it from overflow crashing
1462 if (m_eventsubscription + p >= int.MaxValue)
1463 m_eventsubscription = 0;
1464 m_eventsubscription += p;
1465 }
1466 }
1467}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..77ea2af
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4091 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * Ubit 2012
27 * rolled into ODEPrim.cs
28 */
29
30using System;
31using System.IO;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using log4net;
37using OpenMetaverse;
38using Ode.NET;
39using OpenSim.Framework;
40using OpenSim.Region.Physics.Manager;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
46 /// </summary>
47
48 public class OdePrim : PhysicsActor
49 {
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51
52 public class SerialControl
53 {
54 public object alock = new object();
55 public byte[] data = new byte[0];
56 }
57 private Vector3 _position;
58 private Vector3 _velocity;
59 private Vector3 _torque;
60 private Vector3 m_lastVelocity;
61 private Vector3 m_lastposition;
62 private Quaternion m_lastorientation = new Quaternion();
63 private Vector3 m_rotationalVelocity;
64 private Vector3 _size;
65 private Vector3 _acceleration;
66 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
67 private Quaternion _orientation;
68 private Vector3 m_taintposition;
69 private Vector3 m_taintsize;
70 private Vector3 m_taintVelocity;
71 private Vector3 m_taintTorque;
72 private Quaternion m_taintrot;
73 private Vector3 m_rotateEnable = Vector3.One; // Current setting
74 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
75 private bool m_rotateEnableUpdate = false;
76 private Vector3 m_lockX;
77 private Vector3 m_lockY;
78 private Vector3 m_lockZ;
79 private IntPtr Amotor = IntPtr.Zero;
80 private IntPtr AmotorX = IntPtr.Zero;
81 private IntPtr AmotorY = IntPtr.Zero;
82 private IntPtr AmotorZ = IntPtr.Zero;
83
84 private Vector3 m_PIDTarget;
85 private float m_PIDTau;
86 private float PID_D = 35f;
87 private float PID_G = 25f;
88 private bool m_usePID = false;
89
90 private Quaternion m_APIDTarget = new Quaternion();
91 private float m_APIDStrength = 0.5f;
92 private float m_APIDDamping = 0.5f;
93 private bool m_useAPID = false;
94 private float m_APIDdamper = 1.0f;
95
96 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
97 // do not confuse with VEHICLE HOVER
98
99 private float m_PIDHoverHeight;
100 private float m_PIDHoverTau;
101 private bool m_useHoverPID;
102 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
103 private float m_targetHoverHeight;
104 private float m_groundHeight;
105 private float m_waterHeight;
106 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
107
108 // private float m_tensor = 5f;
109 private int body_autodisable_frames = 20;
110
111
112 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
113 | CollisionCategories.Space
114 | CollisionCategories.Body
115 | CollisionCategories.Character
116 );
117 private bool m_taintshape;
118 private bool m_taintPhysics;
119 private bool m_collidesLand = true;
120 private bool m_collidesWater;
121 // public bool m_returnCollisions;
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125
126 // Default, Collide with Other Geometries, spaces and Bodies
127 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
128
129 public bool m_taintremove;
130 public bool m_taintdisable;
131 public bool m_disabled;
132 public bool m_taintadd;
133 public bool m_taintselected;
134 public bool m_taintphantom;
135 public bool m_taintCollidesWater;
136
137 public uint m_localID;
138
139 //public GCHandle gc;
140 private CollisionLocker ode;
141
142 private bool m_meshfailed = false;
143 private bool m_taintforce = false;
144 private bool m_taintaddangularforce = false;
145 private Vector3 m_force;
146 private List<Vector3> m_forcelist = new List<Vector3>();
147 private List<Vector3> m_angularforcelist = new List<Vector3>();
148
149 private IMesh _mesh;
150 private PrimitiveBaseShape _pbs;
151 private OdeScene _parent_scene;
152 public IntPtr m_targetSpace = IntPtr.Zero;
153 public IntPtr prim_geom;
154 // public IntPtr prev_geom;
155 public IntPtr _triMeshData;
156
157 private IntPtr _linkJointGroup = IntPtr.Zero;
158 private PhysicsActor _parent;
159 private PhysicsActor m_taintparent;
160
161 private List<OdePrim> childrenPrim = new List<OdePrim>();
162
163 private bool iscolliding;
164 private bool m_isphysical;
165 private bool m_isphantom;
166 private bool m_isSelected;
167
168 private bool m_NoColide; // for now only for internal use for bad meshs
169
170 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
171
172 private bool m_throttleUpdates;
173 private int throttleCounter;
174 public int m_interpenetrationcount;
175 public float m_collisionscore;
176 // public int m_roundsUnderMotionThreshold;
177 // private int m_crossingfailures;
178
179 public bool m_outofBounds;
180 private float m_density = 10.000006836f; // Aluminum g/cm3;
181
182 private float m_primMass = 10.000006836f; // Aluminum g/cm3;
183
184 private byte m_shapetype;
185 private byte m_taintshapetype;
186
187 public bool _zeroFlag; // if body has been stopped
188 private bool m_lastUpdateSent;
189
190 public IntPtr Body = IntPtr.Zero;
191 public String m_primName;
192 private Vector3 _target_velocity;
193 public d.Mass pMass;
194
195 public int m_eventsubscription;
196 private CollisionEventUpdate CollisionEventsThisFrame;
197
198 private IntPtr m_linkJoint = IntPtr.Zero;
199
200 public volatile bool childPrim;
201
202 internal int m_material = (int)Material.Wood;
203
204 private IntPtr m_body = IntPtr.Zero;
205
206 // Vehicle properties ============================================================================================
207 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
208 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
209 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
210 // HOVER_TERRAIN_ONLY
211 // HOVER_GLOBAL_HEIGHT
212 // NO_DEFLECTION_UP
213 // HOVER_WATER_ONLY
214 // HOVER_UP_ONLY
215 // LIMIT_MOTOR_UP
216 // LIMIT_ROLL_ONLY
217
218 // Linear properties
219 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
220 //requested by LSL
221 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
222 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
223 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
224
225 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
226 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
227 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
228
229 //Angular properties
230 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
231
232 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
233 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
234 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
235
236 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
237 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
238 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
239
240 //Deflection properties
241 // private float m_angularDeflectionEfficiency = 0;
242 // private float m_angularDeflectionTimescale = 0;
243 // private float m_linearDeflectionEfficiency = 0;
244 // private float m_linearDeflectionTimescale = 0;
245
246 //Banking properties
247 // private float m_bankingEfficiency = 0;
248 // private float m_bankingMix = 0;
249 // private float m_bankingTimescale = 0;
250
251 //Hover and Buoyancy properties
252 private float m_VhoverHeight = 0f;
253 // private float m_VhoverEfficiency = 0f;
254 private float m_VhoverTimescale = 0f;
255 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
256 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
257 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
258 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
259 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
260
261 //Attractor properties
262 private float m_verticalAttractionEfficiency = 1.0f; // damped
263 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
264
265// SerialControl m_taintserial = null;
266 object m_taintvehicledata = null;
267
268 public void DoSetVehicle()
269 {
270 VehicleData vd = (VehicleData)m_taintvehicledata;
271
272 m_type = vd.m_type;
273 m_flags = vd.m_flags;
274
275 // Linear properties
276 m_linearMotorDirection = vd.m_linearMotorDirection;
277 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
278 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
279 m_linearMotorTimescale = vd.m_linearMotorTimescale;
280// m_linearMotorOffset = vd.m_linearMotorOffset;
281
282 //Angular properties
283 m_angularMotorDirection = vd.m_angularMotorDirection;
284 m_angularMotorTimescale = vd.m_angularMotorTimescale;
285 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
286 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
287
288 //Deflection properties
289// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
290// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
291// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
292// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
293
294 //Banking properties
295// m_bankingEfficiency = vd.m_bankingEfficiency;
296// m_bankingMix = vd.m_bankingMix;
297// m_bankingTimescale = vd.m_bankingTimescale;
298
299 //Hover and Buoyancy properties
300 m_VhoverHeight = vd.m_VhoverHeight;
301// m_VhoverEfficiency = vd.m_VhoverEfficiency;
302 m_VhoverTimescale = vd.m_VhoverTimescale;
303 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
304
305 //Attractor properties
306 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
307 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
308
309 // Axis
310// m_referenceFrame = vd.m_referenceFrame;
311
312
313 m_taintvehicledata = null;
314 }
315
316 public override void SetVehicle(object vdata)
317 {
318 m_taintvehicledata = vdata;
319 _parent_scene.AddPhysicsActorTaint(this);
320 }
321
322 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
323 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical,
324 bool pisPhantom,byte shapetype, CollisionLocker dode, uint localid)
325 {
326 m_localID = localid;
327 ode = dode;
328 if (!pos.IsFinite())
329 {
330 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
331 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
332 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
333 }
334
335 _position = pos;
336 m_taintposition = pos;
337 PID_D = parent_scene.bodyPIDD;
338 PID_G = parent_scene.bodyPIDG;
339 m_density = parent_scene.geomDefaultDensity;
340 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
341 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
342
343 prim_geom = IntPtr.Zero;
344 // prev_geom = IntPtr.Zero;
345
346 if (!pos.IsFinite())
347 {
348 size = new Vector3(0.5f, 0.5f, 0.5f);
349 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
350 }
351
352 if (size.X <= 0) size.X = 0.01f;
353 if (size.Y <= 0) size.Y = 0.01f;
354 if (size.Z <= 0) size.Z = 0.01f;
355
356 _size = size;
357 m_taintsize = _size;
358
359 if (!QuaternionIsFinite(rotation))
360 {
361 rotation = Quaternion.Identity;
362 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
363 }
364
365 _orientation = rotation;
366 m_taintrot = _orientation;
367 _mesh = mesh;
368 _pbs = pbs;
369 m_shapetype = shapetype;
370 m_taintshapetype = shapetype;
371
372 _parent_scene = parent_scene;
373 m_targetSpace = (IntPtr)0;
374
375 // if (pos.Z < 0)
376 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
377 m_isphysical = false;
378 else
379 {
380 m_isphysical = pisPhysical;
381 // If we're physical, we need to be in the master space for now.
382 // linksets *should* be in a space together.. but are not currently
383 if (m_isphysical)
384 m_targetSpace = _parent_scene.space;
385 }
386
387 m_isphantom = pisPhantom;
388 m_taintphantom = pisPhantom;
389
390 _triMeshData = IntPtr.Zero;
391 m_NoColide = false;
392
393// m_taintserial = null;
394 m_primName = primName;
395 m_taintadd = true;
396 _parent_scene.AddPhysicsActorTaint(this);
397 // don't do .add() here; old geoms get recycled with the same hash
398 }
399
400 public override int PhysicsActorType
401 {
402 get { return (int)ActorTypes.Prim; }
403 set { return; }
404 }
405
406 public override bool SetAlwaysRun
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override uint LocalID
413 {
414 set
415 {
416 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
417 m_localID = value;
418 }
419 }
420
421 public override bool Grabbed
422 {
423 set { return; }
424 }
425
426 public override bool Selected
427 {
428 set
429 {
430 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
431 // This only makes the object not collidable if the object
432 // is physical or the object is modified somehow *IN THE FUTURE*
433 // without this, if an avatar selects prim, they can walk right
434 // through it while it's selected
435 m_collisionscore = 0;
436 if ((m_isphysical && !_zeroFlag) || !value)
437 {
438 m_taintselected = value;
439 _parent_scene.AddPhysicsActorTaint(this);
440 }
441 else
442 {
443 m_taintselected = value;
444 m_isSelected = value;
445 }
446 if (m_isSelected) disableBodySoft();
447 }
448 }
449
450 public override bool IsPhysical
451 {
452 get { return m_isphysical; }
453 set
454 {
455 m_isphysical = value;
456 if (!m_isphysical)
457 { // Zero the remembered last velocity
458 m_lastVelocity = Vector3.Zero;
459 if (m_type != Vehicle.TYPE_NONE) Halt();
460 }
461 }
462 }
463
464 public override bool Phantom
465 {
466 get { return m_isphantom; }
467 set
468 {
469 m_isphantom = value;
470 }
471 }
472
473 public void setPrimForRemoval()
474 {
475 m_taintremove = true;
476 }
477
478 public override bool Flying
479 {
480 // no flying prims for you
481 get { return false; }
482 set { }
483 }
484
485 public override bool IsColliding
486 {
487 get { return iscolliding; }
488 set { iscolliding = value; }
489 }
490
491 public override bool CollidingGround
492 {
493 get { return false; }
494 set { return; }
495 }
496
497 public override bool CollidingObj
498 {
499 get { return false; }
500 set { return; }
501 }
502
503 public override bool ThrottleUpdates
504 {
505 get { return m_throttleUpdates; }
506 set { m_throttleUpdates = value; }
507 }
508
509 public override bool Stopped
510 {
511 get { return _zeroFlag; }
512 }
513
514 public override Vector3 Position
515 {
516 get { return _position; }
517
518 set
519 {
520 _position = value;
521 //m_log.Info("[PHYSICS]: " + _position.ToString());
522 }
523 }
524
525 public override Vector3 Size
526 {
527 get { return _size; }
528 set
529 {
530 if (value.IsFinite())
531 {
532 _size = value;
533 }
534 else
535 {
536 m_log.Warn("[PHYSICS]: Got NaN Size on object");
537 }
538 }
539 }
540
541 public override float Mass
542 {
543 get
544 {
545 CalculateMass();
546 return m_primMass;
547 }
548 }
549
550 public override Vector3 Force
551 {
552 //get { return Vector3.Zero; }
553 get { return m_force; }
554 set
555 {
556 if (value.IsFinite())
557 {
558 m_force = value;
559 }
560 else
561 {
562 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
563 }
564 }
565 }
566
567 public override int VehicleType
568 {
569 get { return (int)m_type; }
570 set { ProcessTypeChange((Vehicle)value); }
571 }
572
573 public override void VehicleFloatParam(int param, float value)
574 {
575 ProcessFloatVehicleParam((Vehicle)param, value);
576 }
577
578 public override void VehicleVectorParam(int param, Vector3 value)
579 {
580 ProcessVectorVehicleParam((Vehicle)param, value);
581 }
582
583 public override void VehicleRotationParam(int param, Quaternion rotation)
584 {
585 ProcessRotationVehicleParam((Vehicle)param, rotation);
586 }
587
588 public override void VehicleFlags(int param, bool remove)
589 {
590 ProcessVehicleFlags(param, remove);
591 }
592
593 public override void SetVolumeDetect(int param)
594 {
595 lock (_parent_scene.OdeLock)
596 {
597 m_isVolumeDetect = (param != 0);
598 }
599 }
600
601 public override Vector3 CenterOfMass
602 {
603 get { return Vector3.Zero; }
604 }
605
606 public override Vector3 GeometricCenter
607 {
608 get { return Vector3.Zero; }
609 }
610
611 public override PrimitiveBaseShape Shape
612 {
613 set
614 {
615 _pbs = value;
616 m_taintshape = true;
617 }
618 }
619
620 public override byte PhysicsShapeType
621 {
622 get
623 {
624 return m_shapetype;
625 }
626 set
627 {
628 m_taintshapetype = value;
629 _parent_scene.AddPhysicsActorTaint(this);
630 }
631 }
632
633 public override Vector3 Velocity
634 {
635 get
636 {
637 // Averate previous velocity with the new one so
638 // client object interpolation works a 'little' better
639 if (_zeroFlag)
640 return Vector3.Zero;
641
642 Vector3 returnVelocity = Vector3.Zero;
643 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
644 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
645 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
646 return returnVelocity;
647 }
648 set
649 {
650 if (value.IsFinite())
651 {
652 _velocity = value;
653 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
654 _acceleration = Vector3.Zero;
655
656 m_taintVelocity = value;
657 _parent_scene.AddPhysicsActorTaint(this);
658 }
659 else
660 {
661 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
662 }
663
664 }
665 }
666
667 public override Vector3 Torque
668 {
669 get
670 {
671 if (!m_isphysical || Body == IntPtr.Zero)
672 return Vector3.Zero;
673
674 return _torque;
675 }
676
677 set
678 {
679 if (value.IsFinite())
680 {
681 m_taintTorque = value;
682 _parent_scene.AddPhysicsActorTaint(this);
683 }
684 else
685 {
686 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
687 }
688 }
689 }
690
691 public override float CollisionScore
692 {
693 get { return m_collisionscore; }
694 set { m_collisionscore = value; }
695 }
696
697 public override bool Kinematic
698 {
699 get { return false; }
700 set { }
701 }
702
703 public override Quaternion Orientation
704 {
705 get { return _orientation; }
706 set
707 {
708 if (QuaternionIsFinite(value))
709 {
710 _orientation = value;
711 }
712 else
713 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
714
715 }
716 }
717
718 public override bool FloatOnWater
719 {
720 set
721 {
722 m_taintCollidesWater = value;
723 _parent_scene.AddPhysicsActorTaint(this);
724 }
725 }
726
727 public override void SetMomentum(Vector3 momentum)
728 {
729 }
730
731 public override Vector3 PIDTarget
732 {
733 set
734 {
735 if (value.IsFinite())
736 {
737 m_PIDTarget = value;
738 }
739 else
740 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
741 }
742 }
743 public override bool PIDActive { set { m_usePID = value; } }
744 public override float PIDTau { set { m_PIDTau = value; } }
745
746 // For RotLookAt
747 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
748 public override bool APIDActive { set { m_useAPID = value; } }
749 public override float APIDStrength { set { m_APIDStrength = value; } }
750 public override float APIDDamping { set { m_APIDDamping = value; } }
751
752 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
753 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
754 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
755 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
756
757 internal static bool QuaternionIsFinite(Quaternion q)
758 {
759 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
760 return false;
761 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
762 return false;
763 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
764 return false;
765 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
766 return false;
767 return true;
768 }
769
770 public override Vector3 Acceleration // client updates read data via here
771 {
772 get
773 {
774 if (_zeroFlag)
775 {
776 return Vector3.Zero;
777 }
778 return _acceleration;
779 }
780 set { _acceleration = value; }
781 }
782
783
784 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
785 {
786 _acceleration = accel;
787 }
788
789 public override void AddForce(Vector3 force, bool pushforce)
790 {
791 if (force.IsFinite())
792 {
793 lock (m_forcelist)
794 m_forcelist.Add(force);
795
796 m_taintforce = true;
797 }
798 else
799 {
800 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
801 }
802 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
803 }
804
805 public override void AddAngularForce(Vector3 force, bool pushforce)
806 {
807 if (force.IsFinite())
808 {
809 m_angularforcelist.Add(force);
810 m_taintaddangularforce = true;
811 }
812 else
813 {
814 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
815 }
816 }
817
818 public override Vector3 RotationalVelocity
819 {
820 get
821 {
822 return m_rotationalVelocity;
823 }
824 set
825 {
826 if (value.IsFinite())
827 {
828 m_rotationalVelocity = value;
829 }
830 else
831 {
832 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
833 }
834 }
835 }
836
837 public override void CrossingFailure()
838 {
839 if (m_outofBounds)
840 {
841 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
842 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
843 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
844 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
845
846 m_lastposition = _position;
847
848 _velocity = Vector3.Zero;
849 m_lastVelocity = _velocity;
850
851
852 if (m_type != Vehicle.TYPE_NONE)
853 Halt();
854
855 d.BodySetLinearVel(Body, 0, 0, 0);
856 base.RequestPhysicsterseUpdate();
857 m_outofBounds = false;
858 }
859 /*
860 int tmp = Interlocked.Increment(ref m_crossingfailures);
861 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
862 {
863 base.RaiseOutOfBounds(_position);
864 return;
865 }
866 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
867 {
868 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
869 }
870 */
871 }
872
873 public override float Buoyancy
874 {
875 get { return m_buoyancy; }
876 set { m_buoyancy = value; }
877 }
878
879 public override void link(PhysicsActor obj)
880 {
881 m_taintparent = obj;
882 }
883
884 public override void delink()
885 {
886 m_taintparent = null;
887 }
888
889 public override void LockAngularMotion(Vector3 axis)
890 {
891 // This is actually ROTATION ENABLE, not a lock.
892 // default is <1,1,1> which is all enabled.
893 // The lock value is updated inside Move(), no point in using the taint system.
894 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
895 if (axis.IsFinite())
896 {
897 axis.X = (axis.X > 0) ? 1f : 0f;
898 axis.Y = (axis.Y > 0) ? 1f : 0f;
899 axis.Z = (axis.Z > 0) ? 1f : 0f;
900 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
901 m_rotateEnableRequest = axis;
902 m_rotateEnableUpdate = true;
903 }
904 else
905 {
906 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
907 }
908 }
909
910 public void SetGeom(IntPtr geom)
911 {
912 if (prim_geom != IntPtr.Zero)
913 {
914 // Remove any old entries
915 //string tPA;
916 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
917 //Console.WriteLine("**** Remove {0}", tPA);
918 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
919 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
920 d.GeomDestroy(prim_geom);
921 }
922
923 prim_geom = geom;
924 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
925 if (prim_geom != IntPtr.Zero)
926 {
927 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
928 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
929 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
930 if (m_NoColide)
931 {
932 d.GeomSetCategoryBits(prim_geom, 0);
933 if (m_isphysical && !m_isVolumeDetect)
934 {
935 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
936 }
937 else
938 {
939 d.GeomSetCollideBits(prim_geom, 0);
940 d.GeomDisable(prim_geom);
941 }
942 }
943 else
944 {
945 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
946 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
947 }
948 }
949
950 if (childPrim)
951 {
952 if (_parent != null && _parent is OdePrim)
953 {
954 OdePrim parent = (OdePrim)_parent;
955 //Console.WriteLine("SetGeom calls ChildSetGeom");
956 parent.ChildSetGeom(this);
957 }
958 }
959 //m_log.Warn("Setting Geom to: " + prim_geom);
960 }
961
962 public void enableBodySoft()
963 {
964 if (!childPrim)
965 {
966 if (m_isphysical && Body != IntPtr.Zero)
967 {
968 d.BodyEnable(Body);
969 if (m_type != Vehicle.TYPE_NONE)
970 Enable(Body, _parent_scene);
971 }
972
973 m_disabled = false;
974 }
975 }
976
977 public void disableBodySoft()
978 {
979 m_disabled = true;
980
981 if (m_isphysical && Body != IntPtr.Zero)
982 {
983 d.BodyDisable(Body);
984 Halt();
985 }
986 }
987
988 public void enableBody()
989 {
990 // Don't enable this body if we're a child prim
991 // this should be taken care of in the parent function not here
992 if (!childPrim)
993 {
994 // Sets the geom to a body
995 Body = d.BodyCreate(_parent_scene.world);
996
997 setMass();
998 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
999 d.Quaternion myrot = new d.Quaternion();
1000 myrot.X = _orientation.X;
1001 myrot.Y = _orientation.Y;
1002 myrot.Z = _orientation.Z;
1003 myrot.W = _orientation.W;
1004 d.BodySetQuaternion(Body, ref myrot);
1005 d.GeomSetBody(prim_geom, Body);
1006
1007 m_collisionCategories |= CollisionCategories.Body;
1008 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1009
1010 if (m_NoColide)
1011 {
1012 d.GeomSetCategoryBits(prim_geom, 0);
1013 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1014 }
1015 else
1016 {
1017 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1018 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1019 }
1020
1021 d.BodySetAutoDisableFlag(Body, true);
1022 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1023
1024 // disconnect from world gravity so we can apply buoyancy
1025 d.BodySetGravityMode(Body, false);
1026
1027 m_interpenetrationcount = 0;
1028 m_collisionscore = 0;
1029 m_disabled = false;
1030
1031 if (m_type != Vehicle.TYPE_NONE)
1032 {
1033 Enable(Body, _parent_scene);
1034 }
1035
1036 _parent_scene.addActivePrim(this);
1037 }
1038 }
1039
1040 #region Mass Calculation
1041
1042 private float CalculateMass()
1043 {
1044 float volume = _size.X * _size.Y * _size.Z; // default
1045 float tmp;
1046
1047 float returnMass = 0;
1048 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1049 float hollowVolume = hollowAmount * hollowAmount;
1050
1051 switch (_pbs.ProfileShape)
1052 {
1053 case ProfileShape.Square:
1054 // default box
1055
1056 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1057 {
1058 if (hollowAmount > 0.0)
1059 {
1060 switch (_pbs.HollowShape)
1061 {
1062 case HollowShape.Square:
1063 case HollowShape.Same:
1064 break;
1065
1066 case HollowShape.Circle:
1067
1068 hollowVolume *= 0.78539816339f;
1069 break;
1070
1071 case HollowShape.Triangle:
1072
1073 hollowVolume *= (0.5f * .5f);
1074 break;
1075
1076 default:
1077 hollowVolume = 0;
1078 break;
1079 }
1080 volume *= (1.0f - hollowVolume);
1081 }
1082 }
1083
1084 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1085 {
1086 //a tube
1087
1088 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1089 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1090 volume -= volume * tmp * tmp;
1091
1092 if (hollowAmount > 0.0)
1093 {
1094 hollowVolume *= hollowAmount;
1095
1096 switch (_pbs.HollowShape)
1097 {
1098 case HollowShape.Square:
1099 case HollowShape.Same:
1100 break;
1101
1102 case HollowShape.Circle:
1103 hollowVolume *= 0.78539816339f; ;
1104 break;
1105
1106 case HollowShape.Triangle:
1107 hollowVolume *= 0.5f * 0.5f;
1108 break;
1109 default:
1110 hollowVolume = 0;
1111 break;
1112 }
1113 volume *= (1.0f - hollowVolume);
1114 }
1115 }
1116
1117 break;
1118
1119 case ProfileShape.Circle:
1120
1121 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1122 {
1123 volume *= 0.78539816339f; // elipse base
1124
1125 if (hollowAmount > 0.0)
1126 {
1127 switch (_pbs.HollowShape)
1128 {
1129 case HollowShape.Same:
1130 case HollowShape.Circle:
1131 break;
1132
1133 case HollowShape.Square:
1134 hollowVolume *= 0.5f * 2.5984480504799f;
1135 break;
1136
1137 case HollowShape.Triangle:
1138 hollowVolume *= .5f * 1.27323954473516f;
1139 break;
1140
1141 default:
1142 hollowVolume = 0;
1143 break;
1144 }
1145 volume *= (1.0f - hollowVolume);
1146 }
1147 }
1148
1149 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1150 {
1151 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1152 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1153 volume *= (1.0f - tmp * tmp);
1154
1155 if (hollowAmount > 0.0)
1156 {
1157
1158 // calculate the hollow volume by it's shape compared to the prim shape
1159 hollowVolume *= hollowAmount;
1160
1161 switch (_pbs.HollowShape)
1162 {
1163 case HollowShape.Same:
1164 case HollowShape.Circle:
1165 break;
1166
1167 case HollowShape.Square:
1168 hollowVolume *= 0.5f * 2.5984480504799f;
1169 break;
1170
1171 case HollowShape.Triangle:
1172 hollowVolume *= .5f * 1.27323954473516f;
1173 break;
1174
1175 default:
1176 hollowVolume = 0;
1177 break;
1178 }
1179 volume *= (1.0f - hollowVolume);
1180 }
1181 }
1182 break;
1183
1184 case ProfileShape.HalfCircle:
1185 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1186 {
1187 volume *= 0.52359877559829887307710723054658f;
1188 }
1189 break;
1190
1191 case ProfileShape.EquilateralTriangle:
1192
1193 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1194 {
1195 volume *= 0.32475953f;
1196
1197 if (hollowAmount > 0.0)
1198 {
1199
1200 // calculate the hollow volume by it's shape compared to the prim shape
1201 switch (_pbs.HollowShape)
1202 {
1203 case HollowShape.Same:
1204 case HollowShape.Triangle:
1205 hollowVolume *= .25f;
1206 break;
1207
1208 case HollowShape.Square:
1209 hollowVolume *= 0.499849f * 3.07920140172638f;
1210 break;
1211
1212 case HollowShape.Circle:
1213 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1214 // Cyllinder hollow volume calculation
1215
1216 hollowVolume *= 0.1963495f * 3.07920140172638f;
1217 break;
1218
1219 default:
1220 hollowVolume = 0;
1221 break;
1222 }
1223 volume *= (1.0f - hollowVolume);
1224 }
1225 }
1226 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1227 {
1228 volume *= 0.32475953f;
1229 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1230 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1231 volume *= (1.0f - tmp * tmp);
1232
1233 if (hollowAmount > 0.0)
1234 {
1235
1236 hollowVolume *= hollowAmount;
1237
1238 switch (_pbs.HollowShape)
1239 {
1240 case HollowShape.Same:
1241 case HollowShape.Triangle:
1242 hollowVolume *= .25f;
1243 break;
1244
1245 case HollowShape.Square:
1246 hollowVolume *= 0.499849f * 3.07920140172638f;
1247 break;
1248
1249 case HollowShape.Circle:
1250
1251 hollowVolume *= 0.1963495f * 3.07920140172638f;
1252 break;
1253
1254 default:
1255 hollowVolume = 0;
1256 break;
1257 }
1258 volume *= (1.0f - hollowVolume);
1259 }
1260 }
1261 break;
1262
1263 default:
1264 break;
1265 }
1266
1267
1268
1269 float taperX1;
1270 float taperY1;
1271 float taperX;
1272 float taperY;
1273 float pathBegin;
1274 float pathEnd;
1275 float profileBegin;
1276 float profileEnd;
1277
1278 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1279 {
1280 taperX1 = _pbs.PathScaleX * 0.01f;
1281 if (taperX1 > 1.0f)
1282 taperX1 = 2.0f - taperX1;
1283 taperX = 1.0f - taperX1;
1284
1285 taperY1 = _pbs.PathScaleY * 0.01f;
1286 if (taperY1 > 1.0f)
1287 taperY1 = 2.0f - taperY1;
1288 taperY = 1.0f - taperY1;
1289 }
1290 else
1291 {
1292 taperX = _pbs.PathTaperX * 0.01f;
1293 if (taperX < 0.0f)
1294 taperX = -taperX;
1295 taperX1 = 1.0f - taperX;
1296
1297 taperY = _pbs.PathTaperY * 0.01f;
1298 if (taperY < 0.0f)
1299 taperY = -taperY;
1300 taperY1 = 1.0f - taperY;
1301
1302 }
1303
1304
1305 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1306
1307 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1308 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1309 volume *= (pathEnd - pathBegin);
1310
1311 // this is crude aproximation
1312 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1313 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1314 volume *= (profileEnd - profileBegin);
1315
1316 returnMass = m_density * volume;
1317
1318 if (returnMass <= 0)
1319 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1320 // else if (returnMass > _parent_scene.maximumMassObject)
1321 // returnMass = _parent_scene.maximumMassObject;
1322
1323
1324
1325 m_primMass = returnMass;
1326 if (m_primMass > _parent_scene.maximumMassObject)
1327 m_primMass = _parent_scene.maximumMassObject;
1328
1329 // Recursively calculate mass
1330 bool HasChildPrim = false;
1331 lock (childrenPrim)
1332 {
1333 if (childrenPrim.Count > 0)
1334 {
1335 HasChildPrim = true;
1336 }
1337
1338 }
1339 if (HasChildPrim)
1340 {
1341 OdePrim[] childPrimArr = new OdePrim[0];
1342
1343 lock (childrenPrim)
1344 childPrimArr = childrenPrim.ToArray();
1345
1346 for (int i = 0; i < childPrimArr.Length; i++)
1347 {
1348 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1349 returnMass += childPrimArr[i].CalculateMass();
1350 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1351 if (i > 256)
1352 break;
1353 }
1354 }
1355 if (returnMass > _parent_scene.maximumMassObject)
1356 returnMass = _parent_scene.maximumMassObject;
1357 return returnMass;
1358 }// end CalculateMass
1359
1360 #endregion
1361
1362 public void setMass()
1363 {
1364 if (Body != (IntPtr)0)
1365 {
1366 float newmass = CalculateMass();
1367
1368 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1369
1370 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1371 d.BodySetMass(Body, ref pMass);
1372 }
1373 }
1374
1375 public void disableBody()
1376 {
1377 //this kills the body so things like 'mesh' can re-create it.
1378 lock (this)
1379 {
1380 if (!childPrim)
1381 {
1382 if (Body != IntPtr.Zero)
1383 {
1384 _parent_scene.remActivePrim(this);
1385 m_collisionCategories &= ~CollisionCategories.Body;
1386 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1387
1388 if (prim_geom != IntPtr.Zero)
1389 {
1390 if (m_NoColide)
1391 {
1392 d.GeomSetCategoryBits(prim_geom, 0);
1393 d.GeomSetCollideBits(prim_geom, 0);
1394 d.GeomDisable(prim_geom);
1395 }
1396 else
1397 {
1398 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1399 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1400 }
1401 }
1402
1403 d.BodyDestroy(Body);
1404 lock (childrenPrim)
1405 {
1406 if (childrenPrim.Count > 0)
1407 {
1408 foreach (OdePrim prm in childrenPrim)
1409 {
1410 if (prm.m_NoColide && prm.prim_geom != IntPtr.Zero)
1411 {
1412 d.GeomSetCategoryBits(prm.prim_geom, 0);
1413 d.GeomSetCollideBits(prm.prim_geom, 0);
1414 d.GeomDisable(prm.prim_geom);
1415 }
1416
1417 _parent_scene.remActivePrim(prm);
1418 prm.Body = IntPtr.Zero;
1419 }
1420 }
1421 }
1422 Body = IntPtr.Zero;
1423 }
1424 }
1425 else
1426 {
1427 _parent_scene.remActivePrim(this);
1428
1429 m_collisionCategories &= ~CollisionCategories.Body;
1430 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1431
1432 if (prim_geom != IntPtr.Zero)
1433 {
1434 if (m_NoColide)
1435 {
1436 d.GeomSetCategoryBits(prim_geom, 0);
1437 d.GeomSetCollideBits(prim_geom, 0);
1438 d.GeomDisable(prim_geom);
1439 }
1440 else
1441 {
1442 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1443 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1444 }
1445 }
1446
1447 Body = IntPtr.Zero;
1448 }
1449 }
1450 m_disabled = true;
1451 m_collisionscore = 0;
1452 }
1453
1454// private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1455
1456 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1457 {
1458 //Kill Body so that mesh can re-make the geom
1459 if (IsPhysical && Body != IntPtr.Zero)
1460 {
1461 if (childPrim)
1462 {
1463 if (_parent != null)
1464 {
1465 OdePrim parent = (OdePrim)_parent;
1466 parent.ChildDelink(this);
1467 }
1468 }
1469 else
1470 {
1471 disableBody();
1472 }
1473 }
1474
1475 IntPtr vertices, indices;
1476 int vertexCount, indexCount;
1477 int vertexStride, triStride;
1478 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1479 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1480
1481 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1482 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1483
1484 if (vertexCount == 0 || indexCount == 0)
1485 {
1486 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1487 return false;
1488 }
1489
1490 IntPtr geo = IntPtr.Zero;
1491 try
1492 {
1493 _triMeshData = d.GeomTriMeshDataCreate();
1494 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1495 d.GeomTriMeshDataPreprocess(_triMeshData);
1496
1497 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1498
1499 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1500 }
1501 catch (Exception e)
1502 {
1503 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1504
1505 if (_triMeshData != IntPtr.Zero)
1506 {
1507 d.GeomTriMeshDataDestroy(_triMeshData);
1508 _triMeshData = IntPtr.Zero;
1509 }
1510 return false;
1511 }
1512
1513 SetGeom(geo);
1514
1515 return true;
1516 }
1517
1518 public void ProcessTaints(float timestep) //=============================================================================
1519 {
1520 if (m_taintadd)
1521 {
1522 changeadd(timestep);
1523 }
1524
1525 if (m_taintremove)
1526 return;
1527
1528 if (prim_geom != IntPtr.Zero)
1529 {
1530 if (!_position.ApproxEquals(m_taintposition, 0f))
1531 {
1532 changemove(timestep);
1533 }
1534 if (m_taintrot != _orientation)
1535 {
1536 if (childPrim && IsPhysical) // For physical child prim...
1537 {
1538 rotate(timestep);
1539 // KF: ODE will also rotate the parent prim!
1540 // so rotate the root back to where it was
1541 OdePrim parent = (OdePrim)_parent;
1542 parent.rotate(timestep);
1543 }
1544 else
1545 {
1546 //Just rotate the prim
1547 rotate(timestep);
1548 }
1549 }
1550 //
1551 if (m_taintphantom != m_isphantom )
1552 {
1553 changePhantomStatus();
1554 }//
1555
1556 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1557 {
1558 changePhysicsStatus(timestep);
1559 }//
1560
1561
1562 if (!_size.ApproxEquals(m_taintsize, 0f))
1563 changesize(timestep);
1564 //
1565
1566 if(m_taintshapetype != m_shapetype)
1567 {
1568 m_shapetype = m_taintshapetype;
1569 changeshape(timestep);
1570 }
1571
1572 if (m_taintshape)
1573 changeshape(timestep);
1574 //
1575
1576 if (m_taintforce)
1577 changeAddForce(timestep);
1578
1579 if (m_taintaddangularforce)
1580 changeAddAngularForce(timestep);
1581
1582 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1583 changeSetTorque(timestep);
1584
1585 if (m_taintdisable)
1586 changedisable(timestep);
1587
1588 if (m_taintselected != m_isSelected)
1589 changeSelectedStatus();
1590
1591 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1592 changevelocity(timestep);
1593
1594 if (m_taintparent != _parent)
1595 changelink(timestep);
1596
1597 if (m_taintCollidesWater != m_collidesWater)
1598 changefloatonwater(timestep);
1599
1600 if (m_taintvehicledata != null)
1601 DoSetVehicle();
1602
1603 /* obsolete
1604 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1605 changeAngularLock(timestep);
1606 */
1607 }
1608
1609 else
1610 {
1611 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1612
1613 // not sure this will not flame...
1614 m_taintremove = true;
1615 _parent_scene.AddPhysicsActorTaint(this);
1616 }
1617
1618 }
1619
1620 private void changelink(float timestep)
1621 {
1622 // If the newly set parent is not null
1623 // create link
1624 if (_parent == null && m_taintparent != null)
1625 {
1626 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1627 {
1628 OdePrim obj = (OdePrim)m_taintparent;
1629 obj.ParentPrim(this);
1630 }
1631 }
1632 // If the newly set parent is null
1633 // destroy link
1634 else if (_parent != null && m_taintparent == null)
1635 {
1636 if (_parent is OdePrim)
1637 {
1638 OdePrim obj = (OdePrim)_parent;
1639 obj.ChildDelink(this);
1640 childPrim = false;
1641 }
1642 }
1643
1644 _parent = m_taintparent;
1645 m_taintPhysics = m_isphysical;
1646 }
1647
1648 // I'm the parent
1649 // prim is the child
1650 public void ParentPrim(OdePrim prim)
1651 {
1652 if (this.m_localID != prim.m_localID)
1653 {
1654 if (Body == IntPtr.Zero)
1655 {
1656 Body = d.BodyCreate(_parent_scene.world);
1657 // disconnect from world gravity so we can apply buoyancy
1658 d.BodySetGravityMode(Body, false);
1659
1660 setMass();
1661 }
1662 if (Body != IntPtr.Zero)
1663 {
1664 lock (childrenPrim)
1665 {
1666 if (!childrenPrim.Contains(prim))
1667 {
1668 childrenPrim.Add(prim);
1669
1670 foreach (OdePrim prm in childrenPrim)
1671 {
1672 d.Mass m2;
1673 d.MassSetZero(out m2);
1674 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1675
1676
1677 d.Quaternion quat = new d.Quaternion();
1678 quat.W = prm._orientation.W;
1679 quat.X = prm._orientation.X;
1680 quat.Y = prm._orientation.Y;
1681 quat.Z = prm._orientation.Z;
1682
1683 d.Matrix3 mat = new d.Matrix3();
1684 d.RfromQ(out mat, ref quat);
1685 d.MassRotate(ref m2, ref mat);
1686 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1687 d.MassAdd(ref pMass, ref m2);
1688 }
1689 foreach (OdePrim prm in childrenPrim)
1690 {
1691 if (m_isphantom && !prm.m_isVolumeDetect)
1692 {
1693 prm.m_collisionCategories = 0;
1694 prm.m_collisionFlags = CollisionCategories.Land;
1695 }
1696 else
1697 {
1698 prm.m_collisionCategories |= CollisionCategories.Body;
1699 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1700 }
1701 if (prm.prim_geom == IntPtr.Zero)
1702 {
1703 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1704 continue;
1705 }
1706
1707 if (prm.m_NoColide)
1708 {
1709 d.GeomSetCategoryBits(prm.prim_geom, 0);
1710 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1711 }
1712 else
1713 {
1714 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1715 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1716 }
1717
1718 d.Quaternion quat = new d.Quaternion();
1719 quat.W = prm._orientation.W;
1720 quat.X = prm._orientation.X;
1721 quat.Y = prm._orientation.Y;
1722 quat.Z = prm._orientation.Z;
1723
1724 d.Matrix3 mat = new d.Matrix3();
1725 d.RfromQ(out mat, ref quat);
1726 if (Body != IntPtr.Zero)
1727 {
1728 d.GeomSetBody(prm.prim_geom, Body);
1729 prm.childPrim = true;
1730 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1731 //d.GeomSetOffsetPosition(prim.prim_geom,
1732 // (Position.X - prm.Position.X) - pMass.c.X,
1733 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1734 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1735 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1736 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1737 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1738 d.BodySetMass(Body, ref pMass);
1739 }
1740 else
1741 {
1742 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1743 }
1744
1745 prm.m_interpenetrationcount = 0;
1746 prm.m_collisionscore = 0;
1747 prm.m_disabled = false;
1748
1749 prm.Body = Body;
1750
1751 _parent_scene.addActivePrim(prm);
1752 }
1753
1754 if (m_isphantom && !m_isVolumeDetect)
1755 {
1756 m_collisionCategories = 0;
1757 m_collisionFlags = CollisionCategories.Land;
1758 }
1759 else
1760 {
1761 m_collisionCategories |= CollisionCategories.Body;
1762 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1763 }
1764
1765 if (m_NoColide)
1766 {
1767 d.GeomSetCategoryBits(prim_geom, 0);
1768 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1769 }
1770 else
1771 {
1772 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1773 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1774 }
1775
1776 d.Quaternion quat2 = new d.Quaternion();
1777 quat2.W = _orientation.W;
1778 quat2.X = _orientation.X;
1779 quat2.Y = _orientation.Y;
1780 quat2.Z = _orientation.Z;
1781
1782 d.Matrix3 mat2 = new d.Matrix3();
1783 d.RfromQ(out mat2, ref quat2);
1784 d.GeomSetBody(prim_geom, Body);
1785 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1786 //d.GeomSetOffsetPosition(prim.prim_geom,
1787 // (Position.X - prm.Position.X) - pMass.c.X,
1788 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1789 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1790 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1791 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1792 d.BodySetMass(Body, ref pMass);
1793
1794 d.BodySetAutoDisableFlag(Body, true);
1795 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1796
1797 m_interpenetrationcount = 0;
1798 m_collisionscore = 0;
1799 m_disabled = false;
1800
1801 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1802 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1803
1804 _parent_scene.addActivePrim(this);
1805 }
1806 }
1807 }
1808 }
1809 }
1810
1811 private void ChildSetGeom(OdePrim odePrim)
1812 {
1813 lock (childrenPrim)
1814 {
1815 foreach (OdePrim prm in childrenPrim)
1816 {
1817 prm.disableBody();
1818 }
1819 }
1820 disableBody();
1821
1822 if (Body != IntPtr.Zero)
1823 {
1824 _parent_scene.remActivePrim(this);
1825 }
1826
1827 lock (childrenPrim)
1828 {
1829 foreach (OdePrim prm in childrenPrim)
1830 {
1831 ParentPrim(prm);
1832 }
1833 }
1834 }
1835
1836 private void ChildDelink(OdePrim odePrim)
1837 {
1838 // Okay, we have a delinked child.. need to rebuild the body.
1839 lock (childrenPrim)
1840 {
1841 foreach (OdePrim prm in childrenPrim)
1842 {
1843 prm.childPrim = true;
1844 prm.disableBody();
1845 }
1846 }
1847 disableBody();
1848
1849 lock (childrenPrim)
1850 {
1851 childrenPrim.Remove(odePrim);
1852 }
1853
1854 if (Body != IntPtr.Zero)
1855 {
1856 _parent_scene.remActivePrim(this);
1857 }
1858
1859 lock (childrenPrim)
1860 {
1861 foreach (OdePrim prm in childrenPrim)
1862 {
1863 ParentPrim(prm);
1864 }
1865 }
1866 }
1867
1868 private void changePhantomStatus()
1869 {
1870 m_taintphantom = m_isphantom;
1871 changeSelectedStatus();
1872 }
1873
1874/* not in use
1875 private void SetCollider()
1876 {
1877 SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected);
1878 }
1879
1880 private void SetCollider(bool sel, bool phys, bool phan, bool vdtc)
1881 {
1882 if (sel)
1883 {
1884 m_collisionCategories = CollisionCategories.Selected;
1885 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1886 }
1887 else
1888 {
1889 if (phan && !vdtc)
1890 {
1891 m_collisionCategories = 0;
1892 if (phys)
1893 m_collisionFlags = CollisionCategories.Land;
1894 else
1895 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1896 }
1897 else
1898 {
1899 m_collisionCategories = CollisionCategories.Geom;
1900 if (phys)
1901 m_collisionCategories |= CollisionCategories.Body;
1902
1903 m_collisionFlags = m_default_collisionFlags;
1904
1905 if (m_collidesLand)
1906 m_collisionFlags |= CollisionCategories.Land;
1907 if (m_collidesWater)
1908 m_collisionFlags |= CollisionCategories.Water;
1909 }
1910 }
1911
1912 if (prim_geom != IntPtr.Zero)
1913 {
1914 if (m_NoColide)
1915 {
1916 d.GeomSetCategoryBits(prim_geom, 0);
1917 if (phys)
1918 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1919 else
1920 {
1921 d.GeomSetCollideBits(prim_geom, 0);
1922 d.GeomDisable(prim_geom);
1923 }
1924 }
1925 else
1926 {
1927 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1928 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1929 }
1930 }
1931 }
1932*/
1933
1934 private void changeSelectedStatus()
1935 {
1936 if (m_taintselected)
1937 {
1938 m_collisionCategories = CollisionCategories.Selected;
1939 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1940
1941 // We do the body disable soft twice because 'in theory' a collision could have happened
1942 // in between the disabling and the collision properties setting
1943 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1944 // through the ground.
1945
1946 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1947 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1948 // so that causes the selected part to wake up and continue moving.
1949
1950 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1951 // assembly will stop simulating during the selection, because of the lack of atomicity
1952 // of select operations (their processing could be interrupted by a thread switch, causing
1953 // simulation to continue before all of the selected object notifications trickle down to
1954 // the physics engine).
1955
1956 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1957 // selected and disabled. then, due to a thread switch, the selection processing is
1958 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1959 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1960 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1961 // up, start simulating again, which in turn wakes up the last 50.
1962
1963 if (m_isphysical)
1964 {
1965 disableBodySoft();
1966 }
1967
1968 if (prim_geom != IntPtr.Zero)
1969 {
1970 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1971 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1972 if (m_NoColide)
1973 d.GeomDisable(prim_geom);
1974 }
1975
1976 if (m_isphysical)
1977 {
1978 disableBodySoft();
1979 }
1980 if (Body != IntPtr.Zero)
1981 {
1982 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1983 d.BodySetForce(Body, 0f, 0f, 0f);
1984 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
1985 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
1986 }
1987 }
1988 else
1989 {
1990 if (m_isphantom && !m_isVolumeDetect)
1991 {
1992 m_collisionCategories = 0;
1993 if (m_isphysical)
1994 m_collisionFlags = CollisionCategories.Land;
1995 else
1996 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1997 }
1998 else
1999 {
2000 m_collisionCategories = CollisionCategories.Geom;
2001 if (m_isphysical)
2002 m_collisionCategories |= CollisionCategories.Body;
2003
2004 m_collisionFlags = m_default_collisionFlags;
2005
2006 if (m_collidesLand)
2007 m_collisionFlags |= CollisionCategories.Land;
2008 if (m_collidesWater)
2009 m_collisionFlags |= CollisionCategories.Water;
2010 }
2011
2012 if (prim_geom != IntPtr.Zero)
2013 {
2014 if (m_NoColide)
2015 {
2016 d.GeomSetCategoryBits(prim_geom, 0);
2017 if (m_isphysical)
2018 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2019 else
2020 {
2021 d.GeomSetCollideBits(prim_geom, 0);
2022 d.GeomDisable(prim_geom);
2023 }
2024 }
2025 else
2026 {
2027 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2028 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2029 }
2030 }
2031 if (Body != IntPtr.Zero)
2032 {
2033 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2034 d.BodySetForce(Body, 0f, 0f, 0f);
2035 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2036 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2037 }
2038
2039 if (m_isphysical)
2040 {
2041 if (Body != IntPtr.Zero)
2042 {
2043 enableBodySoft();
2044 }
2045 }
2046 }
2047
2048 resetCollisionAccounting();
2049 m_isSelected = m_taintselected;
2050 }//end changeSelectedStatus
2051
2052 public void ResetTaints()
2053 {
2054 m_taintposition = _position;
2055 m_taintrot = _orientation;
2056 m_taintPhysics = m_isphysical;
2057 m_taintselected = m_isSelected;
2058 m_taintsize = _size;
2059 m_taintshape = false;
2060 m_taintforce = false;
2061 m_taintdisable = false;
2062 m_taintVelocity = Vector3.Zero;
2063 }
2064
2065 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2066 {
2067 bool gottrimesh = false;
2068
2069 m_NoColide = false; // assume all will go well
2070
2071 if (_triMeshData != IntPtr.Zero)
2072 {
2073 d.GeomTriMeshDataDestroy(_triMeshData);
2074 _triMeshData = IntPtr.Zero;
2075 }
2076
2077 if (_mesh != null)
2078 {
2079 gottrimesh = setMesh(_parent_scene, _mesh);
2080 if (!gottrimesh)
2081 {
2082 // getting a mesh failed,
2083 // lets go on having a basic box or sphere, with prim size but not coliding
2084 // physical colides with land, non with nothing
2085
2086 m_NoColide = true;
2087 }
2088 }
2089
2090 if (!gottrimesh)
2091 { // we will have a basic box or sphere
2092 IntPtr geo = IntPtr.Zero;
2093
2094 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2095 && _size.X == _size.Y && _size.X == _size.Z)
2096 {
2097 // its a sphere
2098 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2099 try
2100 {
2101 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2102 }
2103 catch (Exception e)
2104 {
2105 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2106 geo = IntPtr.Zero;
2107 ode.dunlock(_parent_scene.world);
2108 }
2109 }
2110 else // make it a box
2111 {
2112 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2113 try
2114 {
2115 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2116 }
2117 catch (Exception e)
2118 {
2119 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2120 geo = IntPtr.Zero;
2121 ode.dunlock(_parent_scene.world);
2122 }
2123 }
2124
2125 if (geo == IntPtr.Zero) // if this happens it must be fixed
2126 {
2127 // if it does lets stop what we can
2128 // not sure this will not flame...
2129
2130 m_taintremove = true;
2131 _parent_scene.AddPhysicsActorTaint(this);
2132 return;
2133 }
2134
2135 SetGeom(geo); // this processes the m_NoColide
2136 }
2137 }
2138
2139 public void changeadd(float timestep)
2140 {
2141 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2142 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2143
2144 if (targetspace == IntPtr.Zero)
2145 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2146
2147 m_targetSpace = targetspace;
2148
2149 if (_mesh == null) // && m_meshfailed == false)
2150 {
2151 if (_parent_scene.needsMeshing(_pbs))
2152 {
2153 bool convex;
2154 if (m_shapetype == 2)
2155 convex = true;
2156 else
2157 convex = false;
2158 try
2159 {
2160 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex);
2161 }
2162 catch
2163 {
2164 //Don't continuously try to mesh prims when meshing has failed
2165 m_meshfailed = true;
2166 _mesh = null;
2167 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2168 }
2169 }
2170 }
2171
2172 lock (_parent_scene.OdeLock)
2173 {
2174 CreateGeom(m_targetSpace, _mesh);
2175
2176 if (prim_geom != IntPtr.Zero)
2177 {
2178 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2179 d.Quaternion myrot = new d.Quaternion();
2180 myrot.X = _orientation.X;
2181 myrot.Y = _orientation.Y;
2182 myrot.Z = _orientation.Z;
2183 myrot.W = _orientation.W;
2184 d.GeomSetQuaternion(prim_geom, ref myrot);
2185 }
2186
2187 if (m_isphysical && Body == IntPtr.Zero)
2188 {
2189 enableBody();
2190 }
2191 }
2192
2193 changeSelectedStatus();
2194
2195 m_taintadd = false;
2196 }
2197
2198 public void changemove(float timestep)
2199 {
2200 if (m_isphysical)
2201 {
2202 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2203 if (!m_taintremove && !childPrim)
2204 {
2205 if (Body == IntPtr.Zero)
2206 enableBody();
2207 //Prim auto disable after 20 frames,
2208 //if you move it, re-enable the prim manually.
2209 if (_parent != null)
2210 {
2211 if (m_linkJoint != IntPtr.Zero)
2212 {
2213 d.JointDestroy(m_linkJoint);
2214 m_linkJoint = IntPtr.Zero;
2215 }
2216 }
2217 if (Body != IntPtr.Zero)
2218 {
2219 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2220
2221 if (_parent != null)
2222 {
2223 OdePrim odParent = (OdePrim)_parent;
2224 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2225 {
2226 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2227 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2228 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2229 d.JointAttach(m_linkJoint, Body, odParent.Body);
2230 d.JointSetFixed(m_linkJoint);
2231 }
2232 }
2233 d.BodyEnable(Body);
2234 if (m_type != Vehicle.TYPE_NONE)
2235 {
2236 Enable(Body, _parent_scene);
2237 }
2238 }
2239 else
2240 {
2241 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2242 }
2243 }
2244 //else
2245 // {
2246 //m_log.Debug("[BUG]: race!");
2247 //}
2248 }
2249 else
2250 {
2251 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2252 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2253 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2254
2255 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2256 m_targetSpace = tempspace;
2257
2258 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2259 if (prim_geom != IntPtr.Zero)
2260 {
2261 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2262
2263 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2264 d.SpaceAdd(m_targetSpace, prim_geom);
2265 }
2266 }
2267
2268 changeSelectedStatus();
2269
2270 resetCollisionAccounting();
2271 m_taintposition = _position;
2272 }
2273
2274 public void rotate(float timestep)
2275 {
2276 d.Quaternion myrot = new d.Quaternion();
2277 myrot.X = _orientation.X;
2278 myrot.Y = _orientation.Y;
2279 myrot.Z = _orientation.Z;
2280 myrot.W = _orientation.W;
2281 if (Body != IntPtr.Zero)
2282 {
2283 // KF: If this is a root prim do BodySet
2284 d.BodySetQuaternion(Body, ref myrot);
2285 }
2286 else
2287 {
2288 // daughter prim, do Geom set
2289 d.GeomSetQuaternion(prim_geom, ref myrot);
2290 }
2291
2292 resetCollisionAccounting();
2293 m_taintrot = _orientation;
2294 }
2295
2296 private void resetCollisionAccounting()
2297 {
2298 m_collisionscore = 0;
2299 m_interpenetrationcount = 0;
2300 m_disabled = false;
2301 }
2302
2303 public void changedisable(float timestep)
2304 {
2305 m_disabled = true;
2306 if (Body != IntPtr.Zero)
2307 {
2308 d.BodyDisable(Body);
2309 Body = IntPtr.Zero;
2310 }
2311
2312 m_taintdisable = false;
2313 }
2314
2315 public void changePhysicsStatus(float timestep)
2316 {
2317 if (m_isphysical == true)
2318 {
2319 if (Body == IntPtr.Zero)
2320 {
2321 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2322 {
2323 changeshape(2f);
2324 }
2325 else
2326 {
2327 enableBody();
2328 }
2329 }
2330 }
2331 else
2332 {
2333 if (Body != IntPtr.Zero)
2334 {
2335 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2336 {
2337 _mesh = null;
2338 changeadd(2f);
2339 }
2340 if (childPrim)
2341 {
2342 if (_parent != null)
2343 {
2344 OdePrim parent = (OdePrim)_parent;
2345 parent.ChildDelink(this);
2346 }
2347 }
2348 else
2349 {
2350 disableBody();
2351 }
2352 }
2353 }
2354
2355 changeSelectedStatus();
2356
2357 resetCollisionAccounting();
2358 m_taintPhysics = m_isphysical;
2359 }
2360
2361 public void changesize(float timestamp)
2362 {
2363
2364 string oldname = _parent_scene.geom_name_map[prim_geom];
2365
2366 if (_size.X <= 0) _size.X = 0.01f;
2367 if (_size.Y <= 0) _size.Y = 0.01f;
2368 if (_size.Z <= 0) _size.Z = 0.01f;
2369
2370 // Cleanup of old prim geometry
2371 if (_mesh != null)
2372 {
2373 // Cleanup meshing here
2374 }
2375 //kill body to rebuild
2376 if (IsPhysical && Body != IntPtr.Zero)
2377 {
2378 if (childPrim)
2379 {
2380 if (_parent != null)
2381 {
2382 OdePrim parent = (OdePrim)_parent;
2383 parent.ChildDelink(this);
2384 }
2385 }
2386 else
2387 {
2388 disableBody();
2389 }
2390 }
2391 if (d.SpaceQuery(m_targetSpace, prim_geom))
2392 {
2393 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2394 d.SpaceRemove(m_targetSpace, prim_geom);
2395 }
2396 // we don't need to do space calculation because the client sends a position update also.
2397
2398 // Construction of new prim
2399 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2400 {
2401 float meshlod = _parent_scene.meshSculptLOD;
2402
2403 if (IsPhysical)
2404 meshlod = _parent_scene.MeshSculptphysicalLOD;
2405 // Don't need to re-enable body.. it's done in SetMesh
2406
2407 IMesh mesh = null;
2408
2409 try
2410 {
2411 if (_parent_scene.needsMeshing(_pbs))
2412 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2413 }
2414 catch
2415 {
2416 m_meshfailed = true;
2417 mesh = null;
2418 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2419 }
2420
2421 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2422 CreateGeom(m_targetSpace, mesh);
2423 }
2424 else
2425 {
2426 _mesh = null;
2427 CreateGeom(m_targetSpace, _mesh);
2428 }
2429
2430 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2431 d.Quaternion myrot = new d.Quaternion();
2432 myrot.X = _orientation.X;
2433 myrot.Y = _orientation.Y;
2434 myrot.Z = _orientation.Z;
2435 myrot.W = _orientation.W;
2436 d.GeomSetQuaternion(prim_geom, ref myrot);
2437
2438 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2439 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2440 {
2441 // Re creates body on size.
2442 // EnableBody also does setMass()
2443 enableBody();
2444 d.BodyEnable(Body);
2445 }
2446
2447 _parent_scene.geom_name_map[prim_geom] = oldname;
2448
2449 changeSelectedStatus();
2450 if (childPrim)
2451 {
2452 if (_parent is OdePrim)
2453 {
2454 OdePrim parent = (OdePrim)_parent;
2455 parent.ChildSetGeom(this);
2456 }
2457 }
2458 resetCollisionAccounting();
2459 m_taintsize = _size;
2460 }
2461
2462
2463
2464 public void changefloatonwater(float timestep)
2465 {
2466 m_collidesWater = m_taintCollidesWater;
2467
2468 if (prim_geom != IntPtr.Zero)
2469 {
2470 if (m_collidesWater)
2471 {
2472 m_collisionFlags |= CollisionCategories.Water;
2473 }
2474 else
2475 {
2476 m_collisionFlags &= ~CollisionCategories.Water;
2477 }
2478 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2479 }
2480 }
2481
2482 public void changeshape(float timestamp)
2483 {
2484 string oldname = _parent_scene.geom_name_map[prim_geom];
2485
2486 // Cleanup of old prim geometry and Bodies
2487 if (IsPhysical && Body != IntPtr.Zero)
2488 {
2489 if (childPrim)
2490 {
2491 if (_parent != null)
2492 {
2493 OdePrim parent = (OdePrim)_parent;
2494 parent.ChildDelink(this);
2495 }
2496 }
2497 else
2498 {
2499 disableBody();
2500 }
2501 }
2502
2503
2504 // we don't need to do space calculation because the client sends a position update also.
2505 if (_size.X <= 0) _size.X = 0.01f;
2506 if (_size.Y <= 0) _size.Y = 0.01f;
2507 if (_size.Z <= 0) _size.Z = 0.01f;
2508 // Construction of new prim
2509
2510 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2511 {
2512 // Don't need to re-enable body.. it's done in SetMesh
2513 float meshlod = _parent_scene.meshSculptLOD;
2514 IMesh mesh;
2515
2516 if (IsPhysical)
2517 meshlod = _parent_scene.MeshSculptphysicalLOD;
2518
2519 bool convex;
2520 if (m_shapetype == 2)
2521 convex = true;
2522 else
2523 convex = false;
2524
2525 try
2526 {
2527 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, convex);
2528 }
2529 catch
2530 {
2531 mesh = null;
2532 m_meshfailed = true;
2533 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2534 }
2535
2536 CreateGeom(m_targetSpace, mesh);
2537
2538 // createmesh returns null when it doesn't mesh.
2539 }
2540 else
2541 {
2542 _mesh = null;
2543 CreateGeom(m_targetSpace, null);
2544 }
2545
2546 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2547 d.Quaternion myrot = new d.Quaternion();
2548 //myrot.W = _orientation.w;
2549 myrot.W = _orientation.W;
2550 myrot.X = _orientation.X;
2551 myrot.Y = _orientation.Y;
2552 myrot.Z = _orientation.Z;
2553 d.GeomSetQuaternion(prim_geom, ref myrot);
2554
2555 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2556 if (IsPhysical && Body == IntPtr.Zero)
2557 {
2558 // Re creates body on size.
2559 // EnableBody also does setMass()
2560 enableBody();
2561 if (Body != IntPtr.Zero)
2562 {
2563 d.BodyEnable(Body);
2564 }
2565 }
2566 _parent_scene.geom_name_map[prim_geom] = oldname;
2567
2568 changeSelectedStatus();
2569 if (childPrim)
2570 {
2571 if (_parent is OdePrim)
2572 {
2573 OdePrim parent = (OdePrim)_parent;
2574 parent.ChildSetGeom(this);
2575 }
2576 }
2577 resetCollisionAccounting();
2578 m_taintshape = false;
2579 }
2580
2581 public void changeAddForce(float timestamp)
2582 {
2583 if (!m_isSelected)
2584 {
2585 lock (m_forcelist)
2586 {
2587 //m_log.Info("[PHYSICS]: dequeing forcelist");
2588 if (IsPhysical)
2589 {
2590 Vector3 iforce = Vector3.Zero;
2591 int i = 0;
2592 try
2593 {
2594 for (i = 0; i < m_forcelist.Count; i++)
2595 {
2596
2597 iforce = iforce + (m_forcelist[i] * 100);
2598 }
2599 }
2600 catch (IndexOutOfRangeException)
2601 {
2602 m_forcelist = new List<Vector3>();
2603 m_collisionscore = 0;
2604 m_interpenetrationcount = 0;
2605 m_taintforce = false;
2606 return;
2607 }
2608 catch (ArgumentOutOfRangeException)
2609 {
2610 m_forcelist = new List<Vector3>();
2611 m_collisionscore = 0;
2612 m_interpenetrationcount = 0;
2613 m_taintforce = false;
2614 return;
2615 }
2616 d.BodyEnable(Body);
2617
2618 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2619 }
2620 m_forcelist.Clear();
2621 }
2622
2623 m_collisionscore = 0;
2624 m_interpenetrationcount = 0;
2625 }
2626
2627 m_taintforce = false;
2628
2629 }
2630
2631
2632
2633 public void changeSetTorque(float timestamp)
2634 {
2635 if (!m_isSelected)
2636 {
2637 if (IsPhysical && Body != IntPtr.Zero)
2638 {
2639 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2640 }
2641 }
2642
2643 m_taintTorque = Vector3.Zero;
2644 }
2645
2646 public void changeAddAngularForce(float timestamp)
2647 {
2648 if (!m_isSelected)
2649 {
2650 lock (m_angularforcelist)
2651 {
2652 //m_log.Info("[PHYSICS]: dequeing forcelist");
2653 if (IsPhysical)
2654 {
2655 Vector3 iforce = Vector3.Zero;
2656 for (int i = 0; i < m_angularforcelist.Count; i++)
2657 {
2658 iforce = iforce + (m_angularforcelist[i] * 100);
2659 }
2660 d.BodyEnable(Body);
2661 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2662
2663 }
2664 m_angularforcelist.Clear();
2665 }
2666
2667 m_collisionscore = 0;
2668 m_interpenetrationcount = 0;
2669 }
2670
2671 m_taintaddangularforce = false;
2672 }
2673
2674 private void changevelocity(float timestep)
2675 {
2676 if (!m_isSelected)
2677 {
2678 Thread.Sleep(20);
2679 if (IsPhysical)
2680 {
2681 if (Body != IntPtr.Zero)
2682 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2683 }
2684
2685 //resetCollisionAccounting();
2686 }
2687 m_taintVelocity = Vector3.Zero;
2688 }
2689
2690 public void UpdatePositionAndVelocity()
2691 {
2692 return; // moved to the Move () method
2693 }
2694
2695 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2696 {
2697 obj.I.M00 = pMat[0, 0];
2698 obj.I.M01 = pMat[0, 1];
2699 obj.I.M02 = pMat[0, 2];
2700 obj.I.M10 = pMat[1, 0];
2701 obj.I.M11 = pMat[1, 1];
2702 obj.I.M12 = pMat[1, 2];
2703 obj.I.M20 = pMat[2, 0];
2704 obj.I.M21 = pMat[2, 1];
2705 obj.I.M22 = pMat[2, 2];
2706 return obj;
2707 }
2708
2709 public override void SubscribeEvents(int ms)
2710 {
2711 m_eventsubscription = ms;
2712 _parent_scene.addCollisionEventReporting(this);
2713 }
2714
2715 public override void UnSubscribeEvents()
2716 {
2717 _parent_scene.remCollisionEventReporting(this);
2718 m_eventsubscription = 0;
2719 }
2720
2721 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2722 {
2723 if (CollisionEventsThisFrame == null)
2724 CollisionEventsThisFrame = new CollisionEventUpdate();
2725 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2726 }
2727
2728 public void SendCollisions()
2729 {
2730 if (CollisionEventsThisFrame == null)
2731 return;
2732
2733 base.SendCollisionUpdate(CollisionEventsThisFrame);
2734
2735 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2736 CollisionEventsThisFrame = null;
2737 else
2738 CollisionEventsThisFrame = new CollisionEventUpdate();
2739 }
2740
2741 public override bool SubscribedEvents()
2742 {
2743 if (m_eventsubscription > 0)
2744 return true;
2745 return false;
2746 }
2747
2748 public static Matrix4 Inverse(Matrix4 pMat)
2749 {
2750 if (determinant3x3(pMat) == 0)
2751 {
2752 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2753 }
2754
2755
2756
2757 return (Adjoint(pMat) / determinant3x3(pMat));
2758 }
2759
2760 public static Matrix4 Adjoint(Matrix4 pMat)
2761 {
2762 Matrix4 adjointMatrix = new Matrix4();
2763 for (int i = 0; i < 4; i++)
2764 {
2765 for (int j = 0; j < 4; j++)
2766 {
2767 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2768 }
2769 }
2770
2771 adjointMatrix = Transpose(adjointMatrix);
2772 return adjointMatrix;
2773 }
2774
2775 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2776 {
2777 Matrix4 minor = new Matrix4();
2778 int m = 0, n = 0;
2779 for (int i = 0; i < 4; i++)
2780 {
2781 if (i == iRow)
2782 continue;
2783 n = 0;
2784 for (int j = 0; j < 4; j++)
2785 {
2786 if (j == iCol)
2787 continue;
2788 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2789 n++;
2790 }
2791 m++;
2792 }
2793 return minor;
2794 }
2795
2796 public static Matrix4 Transpose(Matrix4 pMat)
2797 {
2798 Matrix4 transposeMatrix = new Matrix4();
2799 for (int i = 0; i < 4; i++)
2800 for (int j = 0; j < 4; j++)
2801 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2802 return transposeMatrix;
2803 }
2804
2805 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2806 {
2807 switch (r)
2808 {
2809 case 0:
2810 switch (c)
2811 {
2812 case 0:
2813 pMat.M11 = val;
2814 break;
2815 case 1:
2816 pMat.M12 = val;
2817 break;
2818 case 2:
2819 pMat.M13 = val;
2820 break;
2821 case 3:
2822 pMat.M14 = val;
2823 break;
2824 }
2825
2826 break;
2827 case 1:
2828 switch (c)
2829 {
2830 case 0:
2831 pMat.M21 = val;
2832 break;
2833 case 1:
2834 pMat.M22 = val;
2835 break;
2836 case 2:
2837 pMat.M23 = val;
2838 break;
2839 case 3:
2840 pMat.M24 = val;
2841 break;
2842 }
2843
2844 break;
2845 case 2:
2846 switch (c)
2847 {
2848 case 0:
2849 pMat.M31 = val;
2850 break;
2851 case 1:
2852 pMat.M32 = val;
2853 break;
2854 case 2:
2855 pMat.M33 = val;
2856 break;
2857 case 3:
2858 pMat.M34 = val;
2859 break;
2860 }
2861
2862 break;
2863 case 3:
2864 switch (c)
2865 {
2866 case 0:
2867 pMat.M41 = val;
2868 break;
2869 case 1:
2870 pMat.M42 = val;
2871 break;
2872 case 2:
2873 pMat.M43 = val;
2874 break;
2875 case 3:
2876 pMat.M44 = val;
2877 break;
2878 }
2879
2880 break;
2881 }
2882 }
2883 private static float determinant3x3(Matrix4 pMat)
2884 {
2885 float det = 0;
2886 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2887 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2888 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2889 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2890 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2891 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2892
2893 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2894 return det;
2895
2896 }
2897
2898 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2899 {
2900 dst.c.W = src.c.W;
2901 dst.c.X = src.c.X;
2902 dst.c.Y = src.c.Y;
2903 dst.c.Z = src.c.Z;
2904 dst.mass = src.mass;
2905 dst.I.M00 = src.I.M00;
2906 dst.I.M01 = src.I.M01;
2907 dst.I.M02 = src.I.M02;
2908 dst.I.M10 = src.I.M10;
2909 dst.I.M11 = src.I.M11;
2910 dst.I.M12 = src.I.M12;
2911 dst.I.M20 = src.I.M20;
2912 dst.I.M21 = src.I.M21;
2913 dst.I.M22 = src.I.M22;
2914 }
2915
2916 public override void SetMaterial(int pMaterial)
2917 {
2918 m_material = pMaterial;
2919 }
2920
2921 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2922 {
2923 switch (pParam)
2924 {
2925 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2926 if (pValue < 0.01f) pValue = 0.01f;
2927 // m_angularDeflectionEfficiency = pValue;
2928 break;
2929 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2930 if (pValue < 0.1f) pValue = 0.1f;
2931 // m_angularDeflectionTimescale = pValue;
2932 break;
2933 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2934 if (pValue < 0.3f) pValue = 0.3f;
2935 m_angularMotorDecayTimescale = pValue;
2936 break;
2937 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2938 if (pValue < 0.3f) pValue = 0.3f;
2939 m_angularMotorTimescale = pValue;
2940 break;
2941 case Vehicle.BANKING_EFFICIENCY:
2942 if (pValue < 0.01f) pValue = 0.01f;
2943 // m_bankingEfficiency = pValue;
2944 break;
2945 case Vehicle.BANKING_MIX:
2946 if (pValue < 0.01f) pValue = 0.01f;
2947 // m_bankingMix = pValue;
2948 break;
2949 case Vehicle.BANKING_TIMESCALE:
2950 if (pValue < 0.01f) pValue = 0.01f;
2951 // m_bankingTimescale = pValue;
2952 break;
2953 case Vehicle.BUOYANCY:
2954 if (pValue < -1f) pValue = -1f;
2955 if (pValue > 1f) pValue = 1f;
2956 m_VehicleBuoyancy = pValue;
2957 break;
2958 // case Vehicle.HOVER_EFFICIENCY:
2959 // if (pValue < 0f) pValue = 0f;
2960 // if (pValue > 1f) pValue = 1f;
2961 // m_VhoverEfficiency = pValue;
2962 // break;
2963 case Vehicle.HOVER_HEIGHT:
2964 m_VhoverHeight = pValue;
2965 break;
2966 case Vehicle.HOVER_TIMESCALE:
2967 if (pValue < 0.1f) pValue = 0.1f;
2968 m_VhoverTimescale = pValue;
2969 break;
2970 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2971 if (pValue < 0.01f) pValue = 0.01f;
2972 // m_linearDeflectionEfficiency = pValue;
2973 break;
2974 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2975 if (pValue < 0.01f) pValue = 0.01f;
2976 // m_linearDeflectionTimescale = pValue;
2977 break;
2978 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2979 if (pValue < 0.3f) pValue = 0.3f;
2980 m_linearMotorDecayTimescale = pValue;
2981 break;
2982 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2983 if (pValue < 0.1f) pValue = 0.1f;
2984 m_linearMotorTimescale = pValue;
2985 break;
2986 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2987 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2988 if (pValue > 1.0f) pValue = 1.0f;
2989 m_verticalAttractionEfficiency = pValue;
2990 break;
2991 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2992 if (pValue < 0.1f) pValue = 0.1f;
2993 m_verticalAttractionTimescale = pValue;
2994 break;
2995
2996 // These are vector properties but the engine lets you use a single float value to
2997 // set all of the components to the same value
2998 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2999 if (pValue > 30f) pValue = 30f;
3000 if (pValue < 0.1f) pValue = 0.1f;
3001 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3002 break;
3003 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3004 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3005 UpdateAngDecay();
3006 break;
3007 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3008 if (pValue < 0.1f) pValue = 0.1f;
3009 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3010 break;
3011 case Vehicle.LINEAR_MOTOR_DIRECTION:
3012 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3013 UpdateLinDecay();
3014 break;
3015 case Vehicle.LINEAR_MOTOR_OFFSET:
3016 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3017 break;
3018
3019 }
3020
3021 }//end ProcessFloatVehicleParam
3022
3023 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3024 {
3025 switch (pParam)
3026 {
3027 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3028 if (pValue.X > 30f) pValue.X = 30f;
3029 if (pValue.X < 0.1f) pValue.X = 0.1f;
3030 if (pValue.Y > 30f) pValue.Y = 30f;
3031 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3032 if (pValue.Z > 30f) pValue.Z = 30f;
3033 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3034 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3035 break;
3036 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3037 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3038 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3039 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3040 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3041 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3042 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3043 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3044 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3045 UpdateAngDecay();
3046 break;
3047 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3048 if (pValue.X < 0.1f) pValue.X = 0.1f;
3049 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3050 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3051 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3052 break;
3053 case Vehicle.LINEAR_MOTOR_DIRECTION:
3054 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3055 UpdateLinDecay();
3056 break;
3057 case Vehicle.LINEAR_MOTOR_OFFSET:
3058 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3059 break;
3060 }
3061
3062 }//end ProcessVectorVehicleParam
3063
3064 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3065 {
3066 switch (pParam)
3067 {
3068 case Vehicle.REFERENCE_FRAME:
3069 // m_referenceFrame = pValue;
3070 break;
3071 }
3072
3073 }//end ProcessRotationVehicleParam
3074
3075 internal void ProcessVehicleFlags(int pParam, bool remove)
3076 {
3077 if (remove)
3078 {
3079 m_flags &= ~((VehicleFlag)pParam);
3080 }
3081 else
3082 {
3083 m_flags |= (VehicleFlag)pParam;
3084 }
3085 }
3086
3087 internal void ProcessTypeChange(Vehicle pType)
3088 {
3089 // Set Defaults For Type
3090 m_type = pType;
3091 switch (pType)
3092 {
3093 case Vehicle.TYPE_SLED:
3094 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3095 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3096 // m_lLinMotorVel = Vector3.Zero;
3097 m_linearMotorTimescale = 1000;
3098 m_linearMotorDecayTimescale = 120;
3099 m_angularMotorDirection = Vector3.Zero;
3100 m_angularMotorDVel = Vector3.Zero;
3101 m_angularMotorTimescale = 1000;
3102 m_angularMotorDecayTimescale = 120;
3103 m_VhoverHeight = 0;
3104 // m_VhoverEfficiency = 1;
3105 m_VhoverTimescale = 10;
3106 m_VehicleBuoyancy = 0;
3107 // m_linearDeflectionEfficiency = 1;
3108 // m_linearDeflectionTimescale = 1;
3109 // m_angularDeflectionEfficiency = 1;
3110 // m_angularDeflectionTimescale = 1000;
3111 // m_bankingEfficiency = 0;
3112 // m_bankingMix = 1;
3113 // m_bankingTimescale = 10;
3114 // m_referenceFrame = Quaternion.Identity;
3115 m_flags &=
3116 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3117 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3118 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3119 break;
3120 case Vehicle.TYPE_CAR:
3121 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3122 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3123 // m_lLinMotorVel = Vector3.Zero;
3124 m_linearMotorTimescale = 1;
3125 m_linearMotorDecayTimescale = 60;
3126 m_angularMotorDirection = Vector3.Zero;
3127 m_angularMotorDVel = Vector3.Zero;
3128 m_angularMotorTimescale = 1;
3129 m_angularMotorDecayTimescale = 0.8f;
3130 m_VhoverHeight = 0;
3131 // m_VhoverEfficiency = 0;
3132 m_VhoverTimescale = 1000;
3133 m_VehicleBuoyancy = 0;
3134 // // m_linearDeflectionEfficiency = 1;
3135 // // m_linearDeflectionTimescale = 2;
3136 // // m_angularDeflectionEfficiency = 0;
3137 // m_angularDeflectionTimescale = 10;
3138 m_verticalAttractionEfficiency = 1f;
3139 m_verticalAttractionTimescale = 10f;
3140 // m_bankingEfficiency = -0.2f;
3141 // m_bankingMix = 1;
3142 // m_bankingTimescale = 1;
3143 // m_referenceFrame = Quaternion.Identity;
3144 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3145 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3146 VehicleFlag.LIMIT_MOTOR_UP);
3147 break;
3148 case Vehicle.TYPE_BOAT:
3149 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3150 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3151 // m_lLinMotorVel = Vector3.Zero;
3152 m_linearMotorTimescale = 5;
3153 m_linearMotorDecayTimescale = 60;
3154 m_angularMotorDirection = Vector3.Zero;
3155 m_angularMotorDVel = Vector3.Zero;
3156 m_angularMotorTimescale = 4;
3157 m_angularMotorDecayTimescale = 4;
3158 m_VhoverHeight = 0;
3159 // m_VhoverEfficiency = 0.5f;
3160 m_VhoverTimescale = 2;
3161 m_VehicleBuoyancy = 1;
3162 // m_linearDeflectionEfficiency = 0.5f;
3163 // m_linearDeflectionTimescale = 3;
3164 // m_angularDeflectionEfficiency = 0.5f;
3165 // m_angularDeflectionTimescale = 5;
3166 m_verticalAttractionEfficiency = 0.5f;
3167 m_verticalAttractionTimescale = 5f;
3168 // m_bankingEfficiency = -0.3f;
3169 // m_bankingMix = 0.8f;
3170 // m_bankingTimescale = 1;
3171 // m_referenceFrame = Quaternion.Identity;
3172 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3173 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3174 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3175 VehicleFlag.LIMIT_MOTOR_UP);
3176 break;
3177 case Vehicle.TYPE_AIRPLANE:
3178 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3179 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3180 // m_lLinMotorVel = Vector3.Zero;
3181 m_linearMotorTimescale = 2;
3182 m_linearMotorDecayTimescale = 60;
3183 m_angularMotorDirection = Vector3.Zero;
3184 m_angularMotorDVel = Vector3.Zero;
3185 m_angularMotorTimescale = 4;
3186 m_angularMotorDecayTimescale = 4;
3187 m_VhoverHeight = 0;
3188 // m_VhoverEfficiency = 0.5f;
3189 m_VhoverTimescale = 1000;
3190 m_VehicleBuoyancy = 0;
3191 // m_linearDeflectionEfficiency = 0.5f;
3192 // m_linearDeflectionTimescale = 3;
3193 // m_angularDeflectionEfficiency = 1;
3194 // m_angularDeflectionTimescale = 2;
3195 m_verticalAttractionEfficiency = 0.9f;
3196 m_verticalAttractionTimescale = 2f;
3197 // m_bankingEfficiency = 1;
3198 // m_bankingMix = 0.7f;
3199 // m_bankingTimescale = 2;
3200 // m_referenceFrame = Quaternion.Identity;
3201 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3202 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3203 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3204 break;
3205 case Vehicle.TYPE_BALLOON:
3206 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3207 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3208 m_linearMotorTimescale = 5;
3209 m_linearMotorDecayTimescale = 60;
3210 m_angularMotorDirection = Vector3.Zero;
3211 m_angularMotorDVel = Vector3.Zero;
3212 m_angularMotorTimescale = 6;
3213 m_angularMotorDecayTimescale = 10;
3214 m_VhoverHeight = 5;
3215 // m_VhoverEfficiency = 0.8f;
3216 m_VhoverTimescale = 10;
3217 m_VehicleBuoyancy = 1;
3218 // m_linearDeflectionEfficiency = 0;
3219 // m_linearDeflectionTimescale = 5;
3220 // m_angularDeflectionEfficiency = 0;
3221 // m_angularDeflectionTimescale = 5;
3222 m_verticalAttractionEfficiency = 1f;
3223 m_verticalAttractionTimescale = 100f;
3224 // m_bankingEfficiency = 0;
3225 // m_bankingMix = 0.7f;
3226 // m_bankingTimescale = 5;
3227 // m_referenceFrame = Quaternion.Identity;
3228 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3229 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3230 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3231 break;
3232
3233 }
3234 }//end SetDefaultsForType
3235
3236 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3237 {
3238 if (m_type == Vehicle.TYPE_NONE)
3239 return;
3240
3241 m_body = pBody;
3242 }
3243
3244
3245 internal void Halt()
3246 { // Kill all motions, when non-physical
3247 // m_linearMotorDirection = Vector3.Zero;
3248 m_lLinMotorDVel = Vector3.Zero;
3249 m_lLinObjectVel = Vector3.Zero;
3250 m_wLinObjectVel = Vector3.Zero;
3251 m_angularMotorDirection = Vector3.Zero;
3252 m_lastAngularVelocity = Vector3.Zero;
3253 m_angularMotorDVel = Vector3.Zero;
3254 _acceleration = Vector3.Zero;
3255 }
3256
3257 private void UpdateLinDecay()
3258 {
3259 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3260 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3261 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3262 } // else let the motor decay on its own
3263
3264 private void UpdateAngDecay()
3265 {
3266 m_angularMotorDVel.X = m_angularMotorDirection.X;
3267 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3268 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3269 } // else let the motor decay on its own
3270
3271 public void Move(float timestep)
3272 {
3273 float fx = 0;
3274 float fy = 0;
3275 float fz = 0;
3276 Vector3 linvel; // velocity applied, including any reversal
3277
3278 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3279 // This is a temp patch until proper region crossing is developed.
3280
3281
3282 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3283 {
3284 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3285 bool lastZeroFlag = _zeroFlag; // was it stopped
3286
3287 d.Vector3 vec = d.BodyGetPosition(Body);
3288 Vector3 l_position = Vector3.Zero;
3289 l_position.X = vec.X;
3290 l_position.Y = vec.Y;
3291 l_position.Z = vec.Z;
3292 m_lastposition = _position;
3293 _position = l_position;
3294
3295 d.Quaternion ori = d.BodyGetQuaternion(Body);
3296 // Quaternion l_orientation = Quaternion.Identity;
3297 _orientation.X = ori.X;
3298 _orientation.Y = ori.Y;
3299 _orientation.Z = ori.Z;
3300 _orientation.W = ori.W;
3301 m_lastorientation = _orientation;
3302
3303 d.Vector3 vel = d.BodyGetLinearVel(Body);
3304 m_lastVelocity = _velocity;
3305 _velocity.X = vel.X;
3306 _velocity.Y = vel.Y;
3307 _velocity.Z = vel.Z;
3308 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3309
3310 d.Vector3 torque = d.BodyGetTorque(Body);
3311 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3312
3313
3314 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3315 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3316 )
3317 {
3318 // we are outside current region
3319 // clip position to a stop just outside region and stop it only internally
3320 // do it only once using m_crossingfailures as control
3321 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3322 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3323 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3324 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3325 d.BodySetLinearVel(Body, 0, 0, 0);
3326 m_outofBounds = true;
3327 base.RequestPhysicsterseUpdate();
3328 return;
3329 }
3330
3331 base.RequestPhysicsterseUpdate();
3332
3333 if (l_position.Z < 0)
3334 {
3335 // This is so prim that get lost underground don't fall forever and suck up
3336 //
3337 // Sim resources and memory.
3338 // Disables the prim's movement physics....
3339 // It's a hack and will generate a console message if it fails.
3340
3341 //IsPhysical = false;
3342 if (_parent == null) base.RaiseOutOfBounds(_position);
3343
3344
3345 _acceleration.X = 0; // This stuff may stop client display but it has no
3346 _acceleration.Y = 0; // effect on the object in phys engine!
3347 _acceleration.Z = 0;
3348
3349 _velocity.X = 0;
3350 _velocity.Y = 0;
3351 _velocity.Z = 0;
3352 m_lastVelocity = Vector3.Zero;
3353 m_rotationalVelocity.X = 0;
3354 m_rotationalVelocity.Y = 0;
3355 m_rotationalVelocity.Z = 0;
3356
3357 if (_parent == null) base.RequestPhysicsterseUpdate();
3358
3359 m_throttleUpdates = false;
3360 throttleCounter = 0;
3361 _zeroFlag = true;
3362 //outofBounds = true;
3363 } // end neg Z check
3364
3365 // Is it moving?
3366 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3367 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3368 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3369 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3370 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3371 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3372 {
3373 _zeroFlag = true;
3374 m_throttleUpdates = false;
3375 }
3376 else
3377 {
3378 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3379 _zeroFlag = false;
3380 m_lastUpdateSent = false;
3381 //m_throttleUpdates = false;
3382 }
3383
3384 if (_zeroFlag)
3385 { // Its stopped
3386 _velocity.X = 0.0f;
3387 _velocity.Y = 0.0f;
3388 // _velocity.Z = 0.0f;
3389
3390 _acceleration.X = 0;
3391 _acceleration.Y = 0;
3392 // _acceleration.Z = 0;
3393
3394 m_rotationalVelocity.X = 0;
3395 m_rotationalVelocity.Y = 0;
3396 m_rotationalVelocity.Z = 0;
3397 // Stop it in the phys engine
3398 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3399 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3400 d.BodySetForce(Body, 0f, 0f, 0f);
3401
3402 if (!m_lastUpdateSent)
3403 {
3404 m_throttleUpdates = false;
3405 throttleCounter = 0;
3406 if (_parent == null)
3407 {
3408 base.RequestPhysicsterseUpdate();
3409 }
3410
3411 m_lastUpdateSent = true;
3412 }
3413 }
3414 else
3415 { // Its moving
3416 if (lastZeroFlag != _zeroFlag)
3417 {
3418 if (_parent == null)
3419 {
3420 base.RequestPhysicsterseUpdate();
3421 }
3422 }
3423 m_lastUpdateSent = false;
3424 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3425 {
3426 if (_parent == null)
3427 {
3428 base.RequestPhysicsterseUpdate();
3429 }
3430 }
3431 else
3432 {
3433 throttleCounter++;
3434 }
3435 }
3436 m_lastposition = l_position;
3437
3438 /// End UpdatePositionAndVelocity insert
3439
3440
3441 // Rotation lock =====================================
3442 if (m_rotateEnableUpdate)
3443 {
3444 // Snapshot current angles, set up Amotor(s)
3445 m_rotateEnableUpdate = false;
3446 m_rotateEnable = m_rotateEnableRequest;
3447 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3448
3449 if (Amotor != IntPtr.Zero)
3450 {
3451 d.JointDestroy(Amotor);
3452 Amotor = IntPtr.Zero;
3453 //Console.WriteLine("Old Amotor Destroyed");
3454 }
3455
3456 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3457 { // not all are enabled
3458 d.Quaternion r = d.BodyGetQuaternion(Body);
3459 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3460 // extract the axes vectors
3461 Vector3 vX = new Vector3(1f, 0f, 0f);
3462 Vector3 vY = new Vector3(0f, 1f, 0f);
3463 Vector3 vZ = new Vector3(0f, 0f, 1f);
3464 vX = vX * locrot;
3465 vY = vY * locrot;
3466 vZ = vZ * locrot;
3467 // snapshot the current angle vectors
3468 m_lockX = vX;
3469 m_lockY = vY;
3470 m_lockZ = vZ;
3471 // m_lockRot = locrot;
3472 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3473 d.JointAttach(Amotor, Body, IntPtr.Zero);
3474 d.JointSetAMotorMode(Amotor, 0); // User mode??
3475 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3476
3477 float axisnum = 3; // how many to lock
3478 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3479 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3480 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3481
3482 int i = 0;
3483
3484 if (m_rotateEnable.X == 0)
3485 {
3486 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3487 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3488 i++;
3489 }
3490
3491 if (m_rotateEnable.Y == 0)
3492 {
3493 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3494 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3495 i++;
3496 }
3497
3498 if (m_rotateEnable.Z == 0)
3499 {
3500 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3501 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3502 i++;
3503 }
3504
3505 // These lowstops and high stops are effectively (no wiggle room)
3506 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3507 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3508 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3509 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3510 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3511 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3512 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3513 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3514 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3515 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3516 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3517 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3518 } // else none are locked
3519 } // end Rotation Update
3520
3521
3522 // VEHICLE processing ==========================================
3523 if (m_type != Vehicle.TYPE_NONE)
3524 {
3525 // get body attitude
3526 d.Quaternion rot = d.BodyGetQuaternion(Body);
3527 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3528 Quaternion irotq = Quaternion.Inverse(rotq);
3529
3530 // VEHICLE Linear Motion
3531 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3532 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3533 m_lLinObjectVel = vel_now * irotq;
3534 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3535 {
3536 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3537 {
3538 float decayfactor = m_linearMotorDecayTimescale / timestep;
3539 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3540 m_lLinMotorDVel -= decayAmount;
3541 }
3542 else
3543 {
3544 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3545 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3546 m_lLinMotorDVel -= decel;
3547 }
3548 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3549 {
3550 m_lLinMotorDVel = Vector3.Zero;
3551 }
3552
3553 /* else
3554 {
3555 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3556 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3557 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3558 } */
3559 } // end linear motor decay
3560
3561 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3562 {
3563 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3564 if (m_linearMotorTimescale < 300.0f)
3565 {
3566 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3567 float linfactor = m_linearMotorTimescale / timestep;
3568 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3569 m_lLinObjectVel += attackAmount;
3570 }
3571 if (m_linearFrictionTimescale.X < 300.0f)
3572 {
3573 float fricfactor = m_linearFrictionTimescale.X / timestep;
3574 float fricX = m_lLinObjectVel.X / fricfactor;
3575 m_lLinObjectVel.X -= fricX;
3576 }
3577 if (m_linearFrictionTimescale.Y < 300.0f)
3578 {
3579 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3580 float fricY = m_lLinObjectVel.Y / fricfactor;
3581 m_lLinObjectVel.Y -= fricY;
3582 }
3583 if (m_linearFrictionTimescale.Z < 300.0f)
3584 {
3585 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3586 float fricZ = m_lLinObjectVel.Z / fricfactor;
3587 m_lLinObjectVel.Z -= fricZ;
3588 }
3589 }
3590 m_wLinObjectVel = m_lLinObjectVel * rotq;
3591
3592 // Gravity and Buoyancy
3593 Vector3 grav = Vector3.Zero;
3594 if (m_VehicleBuoyancy < 1.0f)
3595 {
3596 // There is some gravity, make a gravity force vector
3597 // that is applied after object velocity.
3598 d.Mass objMass;
3599 d.BodyGetMass(Body, out objMass);
3600 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3601 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3602 } // else its 1.0, no gravity.
3603
3604 // Hovering
3605 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3606 {
3607 // We should hover, get the target height
3608 d.Vector3 pos = d.BodyGetPosition(Body);
3609 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3610 {
3611 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3612 }
3613 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3614 {
3615 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3616 }
3617 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3618 {
3619 m_VhoverTargetHeight = m_VhoverHeight;
3620 }
3621
3622 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3623 {
3624 // If body is aready heigher, use its height as target height
3625 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3626 }
3627
3628 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3629 // m_VhoverTimescale = 0f; // time to acheive height
3630 // timestep is time since last frame,in secs
3631 float herr0 = pos.Z - m_VhoverTargetHeight;
3632 // Replace Vertical speed with correction figure if significant
3633 if (Math.Abs(herr0) > 0.01f)
3634 {
3635 //? d.Mass objMass;
3636 //? d.BodyGetMass(Body, out objMass);
3637 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3638 //KF: m_VhoverEfficiency is not yet implemented
3639 }
3640 else
3641 {
3642 m_wLinObjectVel.Z = 0f;
3643 }
3644 }
3645 else
3646 { // not hovering
3647 if (m_wLinObjectVel.Z == 0f)
3648 { // Gravity rules
3649 m_wLinObjectVel.Z = vel_now.Z;
3650 } // else the motor has it
3651 }
3652 linvel = m_wLinObjectVel;
3653
3654 // Vehicle Linear Motion done =======================================
3655 // Apply velocity
3656 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3657 // apply gravity force
3658 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3659 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3660 // end MoveLinear()
3661
3662
3663 // MoveAngular
3664 /*
3665 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3666
3667 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3668 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3669 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3670
3671 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3672 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3673 */
3674 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3675
3676 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3677 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3678 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3679
3680 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3681
3682 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3683 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3684 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3685 // Decay Angular Motor 2.
3686 if (m_angularMotorDecayTimescale < 300.0f)
3687 {
3688 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3689 {
3690 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3691 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3692 m_angularMotorDVel -= decayAmount;
3693 }
3694 else
3695 {
3696 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3697 m_angularMotorDVel -= decel;
3698 }
3699
3700 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3701 {
3702 m_angularMotorDVel = Vector3.Zero;
3703 }
3704 else
3705 {
3706 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3707 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3708 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3709 }
3710 } // end decay angular motor
3711 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3712
3713 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3714
3715 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3716 { // if motor or object have motion
3717 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3718
3719 if (m_angularMotorTimescale < 300.0f)
3720 {
3721 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3722 float angfactor = m_angularMotorTimescale / timestep;
3723 Vector3 attackAmount = (attack_error / angfactor);
3724 angObjectVel += attackAmount;
3725 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3726 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3727 }
3728
3729 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3730 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3731 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3732 } // else no signif. motion
3733
3734 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3735 // Bank section tba
3736 // Deflection section tba
3737 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3738
3739
3740 /* // Rotation Axis Disables:
3741 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3742 {
3743 if (m_angularEnable.X == 0)
3744 angObjectVel.X = 0f;
3745 if (m_angularEnable.Y == 0)
3746 angObjectVel.Y = 0f;
3747 if (m_angularEnable.Z == 0)
3748 angObjectVel.Z = 0f;
3749 }
3750 */
3751 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3752
3753 // Vertical attractor section
3754 Vector3 vertattr = Vector3.Zero;
3755
3756 if (m_verticalAttractionTimescale < 300)
3757 {
3758 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3759 // make a vector pointing up
3760 Vector3 verterr = Vector3.Zero;
3761 verterr.Z = 1.0f;
3762 // rotate it to Body Angle
3763 verterr = verterr * rotq;
3764 // 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.
3765 // 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
3766 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3767
3768 if (verterr.Z < 0.0f)
3769 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3770 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3771 //Console.WriteLine("InvertFlip");
3772 verterr.X = 2.0f - verterr.X;
3773 verterr.Y = 2.0f - verterr.Y;
3774 }
3775 verterr *= 0.5f;
3776 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3777 Vector3 xyav = angObjectVel;
3778 xyav.Z = 0.0f;
3779 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3780 {
3781 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3782 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3783 vertattr.X = verterr.Y;
3784 vertattr.Y = -verterr.X;
3785 vertattr.Z = 0f;
3786 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3787
3788 // scaling appears better usingsquare-law
3789 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3790 float bounce = 1.0f - damped;
3791 // 0 = crit damp, 1 = bouncy
3792 float oavz = angObjectVel.Z; // retain z velocity
3793 // time-scaled correction, which sums, therefore is bouncy:
3794 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3795 // damped, good @ < 90:
3796 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3797 angObjectVel.Z = oavz;
3798 //if(frcount == 0) Console.WriteLine("VA+");
3799 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3800 }
3801 else
3802 {
3803 // else error is very small
3804 angObjectVel.X = 0f;
3805 angObjectVel.Y = 0f;
3806 //if(frcount == 0) Console.WriteLine("VA0");
3807 }
3808 } // else vertical attractor is off
3809 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3810
3811
3812 m_lastAngularVelocity = angObjectVel;
3813 // apply Angular Velocity to body
3814 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3815 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3816
3817 } // end VEHICLES
3818 else
3819 {
3820 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3821
3822 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3823
3824 /// Dynamics Buoyancy
3825 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3826 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3827 // NB Prims in ODE are no subject to global gravity
3828 // This should only affect gravity operations
3829
3830 float m_mass = CalculateMass();
3831 // calculate z-force due togravity on object.
3832 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3833 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3834 {
3835 fz = 0; // llMoveToTarget ignores gravity.
3836 // it also ignores mass of object, and any physical resting on it.
3837 // Vector3 m_PIDTarget is where we are going
3838 // float m_PIDTau is time to get there
3839 fx = 0;
3840 fy = 0;
3841 d.Vector3 pos = d.BodyGetPosition(Body);
3842 Vector3 error = new Vector3(
3843 (m_PIDTarget.X - pos.X),
3844 (m_PIDTarget.Y - pos.Y),
3845 (m_PIDTarget.Z - pos.Z));
3846 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3847 { // Very close, Jump there and quit move
3848
3849 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3850 _target_velocity = Vector3.Zero;
3851 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3852 d.BodySetForce(Body, 0f, 0f, 0f);
3853 }
3854 else
3855 {
3856 float scale = 50.0f * timestep / m_PIDTau;
3857 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3858 {
3859 // Nearby, quit update of velocity
3860 }
3861 else
3862 { // Far, calc damped velocity
3863 _target_velocity = error * scale;
3864 }
3865 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3866 }
3867 } // end PID MoveToTarget
3868
3869
3870 /// Dynamics Hover ===================================================================================
3871 // Hover PID Controller can only run if the PIDcontroller is not in use.
3872 if (m_useHoverPID && !m_usePID)
3873 {
3874 //Console.WriteLine("Hover " + m_primName);
3875
3876 // If we're using the PID controller, then we have no gravity
3877 fz = (-1 * _parent_scene.gravityz) * m_mass;
3878
3879 // no lock; for now it's only called from within Simulate()
3880
3881 // If the PID Controller isn't active then we set our force
3882 // calculating base velocity to the current position
3883
3884 if ((m_PIDTau < 1))
3885 {
3886 PID_G = PID_G / m_PIDTau;
3887 }
3888
3889 if ((PID_G - m_PIDTau) <= 0)
3890 {
3891 PID_G = m_PIDTau + 1;
3892 }
3893
3894
3895 // Where are we, and where are we headed?
3896 d.Vector3 pos = d.BodyGetPosition(Body);
3897 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3898
3899
3900 // Non-Vehicles have a limited set of Hover options.
3901 // determine what our target height really is based on HoverType
3902 switch (m_PIDHoverType)
3903 {
3904 case PIDHoverType.Ground:
3905 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3906 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3907 break;
3908 case PIDHoverType.GroundAndWater:
3909 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3910 m_waterHeight = _parent_scene.GetWaterLevel();
3911 if (m_groundHeight > m_waterHeight)
3912 {
3913 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3914 }
3915 else
3916 {
3917 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3918 }
3919 break;
3920
3921 } // end switch (m_PIDHoverType)
3922
3923
3924 _target_velocity =
3925 new Vector3(0.0f, 0.0f,
3926 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3927 );
3928
3929 // if velocity is zero, use position control; otherwise, velocity control
3930
3931 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3932 {
3933 // keep track of where we stopped. No more slippin' & slidin'
3934
3935 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3936 // react to the physics scene by moving it's position.
3937 // Avatar to Avatar collisions
3938 // Prim to avatar collisions
3939 d.Vector3 dlinvel = vel;
3940 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3941 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3942 d.BodyAddForce(Body, 0, 0, fz);
3943 //KF this prevents furthur motions return;
3944 }
3945 else
3946 {
3947 _zeroFlag = false;
3948
3949 // We're flying and colliding with something
3950 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3951 }
3952 } // end m_useHoverPID && !m_usePID
3953
3954
3955 /// Dynamics Apply Forces ===================================================================================
3956 fx *= m_mass;
3957 fy *= m_mass;
3958 //fz *= m_mass;
3959 fx += m_force.X;
3960 fy += m_force.Y;
3961 fz += m_force.Z;
3962
3963 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3964 if (fx != 0 || fy != 0 || fz != 0)
3965 {
3966 //m_taintdisable = true;
3967 //base.RaiseOutOfBounds(Position);
3968 //d.BodySetLinearVel(Body, fx, fy, 0f);
3969 if (!d.BodyIsEnabled(Body))
3970 {
3971 // A physical body at rest on a surface will auto-disable after a while,
3972 // this appears to re-enable it incase the surface it is upon vanishes,
3973 // and the body should fall again.
3974 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3975 d.BodySetForce(Body, 0f, 0f, 0f);
3976 enableBodySoft();
3977 }
3978
3979 // 35x10 = 350n times the mass per second applied maximum.
3980 float nmax = 35f * m_mass;
3981 float nmin = -35f * m_mass;
3982
3983
3984 if (fx > nmax)
3985 fx = nmax;
3986 if (fx < nmin)
3987 fx = nmin;
3988 if (fy > nmax)
3989 fy = nmax;
3990 if (fy < nmin)
3991 fy = nmin;
3992 d.BodyAddForce(Body, fx, fy, fz);
3993 } // end apply forces
3994 } // end Vehicle/Dynamics
3995
3996 /// RotLookAt / LookAt =================================================================================
3997 if (m_useAPID)
3998 {
3999 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4000 // Quaternion m_APIDTarget
4001 // float m_APIDStrength // From SL experiments, this is the time to get there
4002 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4003 // Also in SL the mass of the object has no effect on time to get there.
4004 // Factors:
4005 // get present body rotation
4006 float limit = 1.0f;
4007 float rscaler = 50f; // adjusts rotation damping time
4008 float lscaler = 10f; // adjusts linear damping time in llLookAt
4009 float RLAservo = 0f;
4010 Vector3 diff_axis;
4011 float diff_angle;
4012 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4013 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4014 Quaternion rtarget = new Quaternion();
4015
4016 if (m_APIDTarget.W == -99.9f)
4017 {
4018 // this is really a llLookAt(), x,y,z is the target vector
4019 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4020 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4021 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4022 float twopi = 2.0f * (float)Math.PI;
4023 Vector3 dir = target - _position;
4024 dir.Normalize();
4025 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4026 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4027 float terot = (float)Math.Atan2(dir.Z, txy);
4028 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4029 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4030 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4031 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4032 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4033 float roll = (float)Math.Atan2(ra, rb);
4034 float errorz = tzrot - ozrot;
4035 if (errorz > (float)Math.PI) errorz -= twopi;
4036 else if (errorz < -(float)Math.PI) errorz += twopi;
4037 float errory = oerot - terot;
4038 if (errory > (float)Math.PI) errory -= twopi;
4039 else if (errory < -(float)Math.PI) errory += twopi;
4040 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4041 if (diff_angle > 0.01f * m_APIDdamper)
4042 {
4043 m_APIDdamper = 1.0f;
4044 RLAservo = timestep / m_APIDStrength * rscaler;
4045 errorz *= RLAservo;
4046 errory *= RLAservo;
4047 error.X = -roll * 8.0f;
4048 error.Y = errory;
4049 error.Z = errorz;
4050 error *= rotq;
4051 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4052 }
4053 else
4054 {
4055 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4056 m_APIDdamper = 2.0f;
4057 }
4058 }
4059 else
4060 {
4061 // this is a llRotLookAt()
4062 rtarget = m_APIDTarget;
4063
4064 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4065 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4066 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4067
4068 // diff_axis.Normalize(); it already is!
4069 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4070 {
4071 m_APIDdamper = 1.0f;
4072 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4073 rotforce = rotforce * rotq;
4074 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4075 RLAservo = timestep / m_APIDStrength * lscaler;
4076 rotforce = rotforce * RLAservo * diff_angle;
4077 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4078 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4079 }
4080 else
4081 { // close enough
4082 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4083 m_APIDdamper = 2.0f;
4084 }
4085 } // end llLookAt/llRotLookAt
4086 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4087 } // end m_useAPID
4088 } // end root prims
4089 } // end Move()
4090 } // end class
4091}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
new file mode 100644
index 0000000..b4a3c48
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -0,0 +1,48 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace OpenSim.Region.Physics.OdePlugin
36{
37 class OdePhysicsJoint : PhysicsJoint
38 {
39 public override bool IsInPhysicsEngine
40 {
41 get
42 {
43 return (jointID != IntPtr.Zero);
44 }
45 }
46 public IntPtr jointID;
47 }
48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..00f5122
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3887 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 if (Util.IsWindows())
76 Util.LoadArchSpecificWindowsDll("ode.dll");
77
78 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
79 // http://opensimulator.org/mantis/view.php?id=2750).
80 d.InitODE();
81
82 _mScene = new OdeScene(ode, sceneIdentifier);
83 }
84 return (_mScene);
85 }
86
87 public string GetName()
88 {
89 return ("ChODE");
90 }
91
92 public void Dispose()
93 {
94 }
95 }
96
97 public enum StatusIndicators : int
98 {
99 Generic = 0,
100 Start = 1,
101 End = 2
102 }
103
104 public struct sCollisionData
105 {
106 public uint ColliderLocalId;
107 public uint CollidedWithLocalId;
108 public int NumberOfCollisions;
109 public int CollisionType;
110 public int StatusIndicator;
111 public int lastframe;
112 }
113
114 [Flags]
115 public enum CollisionCategories : int
116 {
117 Disabled = 0,
118 Geom = 0x00000001,
119 Body = 0x00000002,
120 Space = 0x00000004,
121 Character = 0x00000008,
122 Land = 0x00000010,
123 Water = 0x00000020,
124 Wind = 0x00000040,
125 Sensor = 0x00000080,
126 Selected = 0x00000100
127 }
128
129 /// <summary>
130 /// Material type for a primitive
131 /// </summary>
132 public enum Material : int
133 {
134 /// <summary></summary>
135 Stone = 0,
136 /// <summary></summary>
137 Metal = 1,
138 /// <summary></summary>
139 Glass = 2,
140 /// <summary></summary>
141 Wood = 3,
142 /// <summary></summary>
143 Flesh = 4,
144 /// <summary></summary>
145 Plastic = 5,
146 /// <summary></summary>
147 Rubber = 6
148
149 }
150
151 public sealed class OdeScene : PhysicsScene
152 {
153 private readonly ILog m_log;
154 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
155
156 CollisionLocker ode;
157
158 private Random fluidRandomizer = new Random(Environment.TickCount);
159
160 private const uint m_regionWidth = Constants.RegionSize;
161 private const uint m_regionHeight = Constants.RegionSize;
162
163 private float ODE_STEPSIZE = 0.020f;
164 private float metersInSpace = 29.9f;
165 private float m_timeDilation = 1.0f;
166
167 public float gravityx = 0f;
168 public float gravityy = 0f;
169 public float gravityz = -9.8f;
170
171 private float contactsurfacelayer = 0.001f;
172
173 private int worldHashspaceLow = -4;
174 private int worldHashspaceHigh = 128;
175
176 private int smallHashspaceLow = -4;
177 private int smallHashspaceHigh = 66;
178
179 private float waterlevel = 0f;
180 private int framecount = 0;
181 //private int m_returncollisions = 10;
182
183 private readonly IntPtr contactgroup;
184
185 internal IntPtr LandGeom;
186 internal IntPtr WaterGeom;
187
188 private float nmTerrainContactFriction = 255.0f;
189 private float nmTerrainContactBounce = 0.1f;
190 private float nmTerrainContactERP = 0.1025f;
191
192 private float mTerrainContactFriction = 75f;
193 private float mTerrainContactBounce = 0.1f;
194 private float mTerrainContactERP = 0.05025f;
195
196 private float nmAvatarObjectContactFriction = 250f;
197 private float nmAvatarObjectContactBounce = 0.1f;
198
199 private float mAvatarObjectContactFriction = 75f;
200 private float mAvatarObjectContactBounce = 0.1f;
201
202 private float avPIDD = 3200f;
203 private float avPIDP = 1400f;
204 private float avCapRadius = 0.37f;
205 private float avStandupTensor = 2000000f;
206 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
207 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
208 private float avDensity = 80f;
209 private float avHeightFudgeFactor = 0.52f;
210 private float avMovementDivisorWalk = 1.3f;
211 private float avMovementDivisorRun = 0.8f;
212 private float minimumGroundFlightOffset = 3f;
213 public float maximumMassObject = 10000.01f;
214
215 public bool meshSculptedPrim = true;
216 public bool forceSimplePrimMeshing = false;
217
218 public float meshSculptLOD = 32;
219 public float MeshSculptphysicalLOD = 16;
220
221 public float geomDefaultDensity = 10.000006836f;
222
223 public int geomContactPointsStartthrottle = 3;
224 public int geomUpdatesPerThrottledUpdate = 15;
225
226 public float bodyPIDD = 35f;
227 public float bodyPIDG = 25;
228
229 public int geomCrossingFailuresBeforeOutofbounds = 5;
230 public float geomRegionFence = 0.0f;
231
232 public float bodyMotorJointMaxforceTensor = 2;
233
234 public int bodyFramesAutoDisable = 20;
235
236 private DateTime m_lastframe = DateTime.UtcNow;
237
238 private float[] _watermap;
239 private bool m_filterCollisions = true;
240
241 private d.NearCallback nearCallback;
242 public d.TriCallback triCallback;
243 public d.TriArrayCallback triArrayCallback;
244 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
245 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
246 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
247 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
248 private readonly Object _taintedPrimLock = new Object();
249 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
250 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
251 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
252 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
253 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
254 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
255 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
256 private bool m_NINJA_physics_joints_enabled = false;
257 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
258 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
259 private d.ContactGeom[] contacts;
260 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
261 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
262 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
263 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
264 private Object externalJointRequestsLock = new Object();
265 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
266 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
267 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
268 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
269
270 private d.Contact ContactCopy; // local copy that can be modified
271 private d.Contact TerrainContact;
272 private d.Contact AvatarStaticprimContact; // was 'contact'
273 private d.Contact AvatarMovementprimContact;
274 private d.Contact AvatarMovementTerrainContact;
275 private d.Contact WaterContact;
276 private d.Contact[,] m_materialContacts;
277
278//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
279//Ckrinke private int m_randomizeWater = 200;
280 private int m_physicsiterations = 10;
281 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
282 private readonly PhysicsActor PANull = new NullPhysicsActor();
283 private float step_time = 0.0f;
284//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
285//Ckrinke private int ms = 0;
286 public IntPtr world;
287 //private bool returncollisions = false;
288 // private uint obj1LocalID = 0;
289 private uint obj2LocalID = 0;
290 //private int ctype = 0;
291 private OdeCharacter cc1;
292 private OdePrim cp1;
293 private OdeCharacter cc2;
294 private OdePrim cp2;
295 //private int cStartStop = 0;
296 //private string cDictKey = "";
297
298 public IntPtr space;
299
300 //private IntPtr tmpSpace;
301 // split static geometry collision handling into spaces of 30 meters
302 public IntPtr[,] staticPrimspace;
303
304 public Object OdeLock;
305
306 public IMesher mesher;
307
308 private IConfigSource m_config;
309
310 public bool physics_logging = false;
311 public int physics_logging_interval = 0;
312 public bool physics_logging_append_existing_logfile = false;
313
314 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
315 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
316
317 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
318 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
319 // TODO: unused: private uint heightmapWidthSamples;
320 // TODO: unused: private uint heightmapHeightSamples;
321
322 private volatile int m_global_contactcount = 0;
323
324 private Vector3 m_worldOffset = Vector3.Zero;
325 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
326 private PhysicsScene m_parentScene = null;
327
328 private ODERayCastRequestManager m_rayCastManager;
329
330 /// <summary>
331 /// Initiailizes the scene
332 /// Sets many properties that ODE requires to be stable
333 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
334 /// </summary>
335 public OdeScene(CollisionLocker dode, string sceneIdentifier)
336 {
337 m_log
338 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
339
340 OdeLock = new Object();
341 ode = dode;
342 nearCallback = near;
343 triCallback = TriCallback;
344 triArrayCallback = TriArrayCallback;
345 m_rayCastManager = new ODERayCastRequestManager(this);
346 lock (OdeLock)
347 {
348 // Create the world and the first space
349 world = d.WorldCreate();
350 space = d.HashSpaceCreate(IntPtr.Zero);
351
352
353 contactgroup = d.JointGroupCreate(0);
354 //contactgroup
355
356 d.WorldSetAutoDisableFlag(world, false);
357 #if USE_DRAWSTUFF
358
359 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
360 viewthread.Start();
361 #endif
362 }
363
364
365 _watermap = new float[258 * 258];
366
367 // Zero out the prim spaces array (we split our space into smaller spaces so
368 // we can hit test less.
369 }
370
371#if USE_DRAWSTUFF
372 public void startvisualization(object o)
373 {
374 ds.Functions fn;
375 fn.version = ds.VERSION;
376 fn.start = new ds.CallbackFunction(start);
377 fn.step = new ds.CallbackFunction(step);
378 fn.command = new ds.CallbackFunction(command);
379 fn.stop = null;
380 fn.path_to_textures = "./textures";
381 string[] args = new string[0];
382 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
383 }
384#endif
385
386 // Initialize the mesh plugin
387 public override void Initialise(IMesher meshmerizer, IConfigSource config)
388 {
389 mesher = meshmerizer;
390 m_config = config;
391 // Defaults
392
393 if (Environment.OSVersion.Platform == PlatformID.Unix)
394 {
395 avPIDD = 3200.0f;
396 avPIDP = 1400.0f;
397 avStandupTensor = 2000000f;
398 }
399 else
400 {
401 avPIDD = 2200.0f;
402 avPIDP = 900.0f;
403 avStandupTensor = 550000f;
404 }
405
406 int contactsPerCollision = 80;
407
408 if (m_config != null)
409 {
410 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
411 if (physicsconfig != null)
412 {
413 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
414 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
415 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
416
417 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
418 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
419
420 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
421 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
422 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
423
424 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
425
426 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
427 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
428 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
429
430 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
431 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
432 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
433
434 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
435 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
436
437 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
438 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
439
440 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
441 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
442
443 avDensity = physicsconfig.GetFloat("av_density", 80f);
444 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
445 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
446 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
447 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
448 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
449
450 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
451
452 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
453 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
454 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
455 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
456
457 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
458 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
459
460 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
461 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
462
463 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
464 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
465 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
466 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
467 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
468
469 if (Environment.OSVersion.Platform == PlatformID.Unix)
470 {
471 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
472 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
473 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
474 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
475 }
476 else
477 {
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
480 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
481 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
482 }
483
484 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
485 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
486 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
487
488 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
489 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
490 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
491 }
492 }
493
494 contacts = new d.ContactGeom[contactsPerCollision];
495
496 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
497
498 // Avatar static on a Prim parameters
499 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
500 AvatarStaticprimContact.surface.mu = 255.0f;
501 AvatarStaticprimContact.surface.bounce = 0.0f;
502 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
503 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
504
505 // Avatar moving on a Prim parameters
506 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
507 AvatarMovementprimContact.surface.mu = 255.0f;
508 AvatarMovementprimContact.surface.bounce = 0.0f;
509 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
510 AvatarMovementprimContact.surface.soft_erp = 0.3f;
511
512 // Static Avatar on Terrain parameters
513 // Keeps Avatar in place better
514 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
515 TerrainContact.surface.mu = 255.0f;
516 TerrainContact.surface.bounce = 0.0f;
517 TerrainContact.surface.soft_cfm = 0.0f;
518 TerrainContact.surface.soft_erp = 0.05f;
519
520 // Moving Avatar on Terrain parameters
521 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
522 AvatarMovementTerrainContact.surface.mu = 75f;
523 AvatarMovementTerrainContact.surface.bounce = 0.0f;
524 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
525 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
526
527 // Avatar or prim the the water, this may not be used, possibly water is same as air?
528 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
529 WaterContact.surface.mu = 0.0f; // No friction
530 WaterContact.surface.bounce = 0.0f; // No bounce
531 WaterContact.surface.soft_cfm = 0.010f;
532 WaterContact.surface.soft_erp = 0.010f;
533
534
535 // Prim static or moving on a prim, depends on material type
536 m_materialContacts = new d.Contact[7,2];
537 // V 1 = Sliding; 0 = static or fell onto
538 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
539 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
540 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
541 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
542 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
543 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
544
545 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
546 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
547 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
548 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
549 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
550 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
551
552 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
553 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
554 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
555 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
556 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
557 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
558
559 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
560 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
561 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
562 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
563 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
564 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
565
566 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
567 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
568 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
569 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
570 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
571 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
572
573 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
574 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
575 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
576 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
577 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
578 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
579
580 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
581 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
582 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
583 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
584 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
585 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
586
587 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
588 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
589 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
590 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
591 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
592 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
593
594 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
595 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
596 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
597 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
598 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
599 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
600
601 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
602 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
603 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
604 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
605 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
606 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
607
608 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
609 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
610 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
611 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
612 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
613 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
614
615 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
616 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
617 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
618 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
619 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
620 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
621
622 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
623 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
624 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
625 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
626 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
627 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
628
629 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
630 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
631 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
632 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
633 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
634 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
635
636 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
637
638 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
639
640 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
641 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
642
643
644 d.WorldSetLinearDampingThreshold(world, 256f);
645 d.WorldSetLinearDamping(world, 256f);
646// d.WorldSetLinearDampingThreshold(world, 0.01f);
647// d.WorldSetLinearDamping(world, 0.1f);
648 d.WorldSetAngularDampingThreshold(world, 256f);
649 d.WorldSetAngularDamping(world, 256f);
650 d.WorldSetMaxAngularSpeed(world, 256f);
651
652 // Set how many steps we go without running collision testing
653 // This is in addition to the step size.
654 // Essentially Steps * m_physicsiterations
655 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
656 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
657
658
659
660 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
661 {
662 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
663 {
664 staticPrimspace[i, j] = IntPtr.Zero;
665 }
666 }
667 }
668
669 internal void waitForSpaceUnlock(IntPtr space)
670 {
671 //if (space != IntPtr.Zero)
672 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
673 }
674
675 /// <summary>
676 /// Debug space message for printing the space that a prim/avatar is in.
677 /// </summary>
678 /// <param name="pos"></param>
679 /// <returns>Returns which split up space the given position is in.</returns>
680 public string whichspaceamIin(Vector3 pos)
681 {
682 return calculateSpaceForGeom(pos).ToString();
683 }
684
685 #region Collision Detection
686
687 /// <summary>
688 /// This is our near callback. A geometry is near a body
689 /// </summary>
690 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
691 /// <param name="g1">a geometry or space</param>
692 /// <param name="g2">another geometry or space</param>
693 private void near(IntPtr space, IntPtr g1, IntPtr g2)
694 {
695 // no lock here! It's invoked from within Simulate(), which is thread-locked
696
697 // Test if we're colliding a geom with a space.
698 // If so we have to drill down into the space recursively
699//Console.WriteLine("near -----------"); //##
700 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
701 {
702 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
703 return;
704
705 // Separating static prim geometry spaces.
706 // We'll be calling near recursivly if one
707 // of them is a space to find all of the
708 // contact points in the space
709 try
710 {
711 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
712 }
713 catch (AccessViolationException)
714 {
715 m_log.Warn("[PHYSICS]: Unable to collide test a space");
716 return;
717 }
718 //Colliding a space or a geom with a space or a geom. so drill down
719
720 //Collide all geoms in each space..
721 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
722 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
723 return;
724 }
725
726 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
727 return;
728
729 IntPtr b1 = d.GeomGetBody(g1);
730 IntPtr b2 = d.GeomGetBody(g2);
731
732 // d.GeomClassID id = d.GeomGetClass(g1);
733
734 String name1 = null;
735 String name2 = null;
736
737 if (!geom_name_map.TryGetValue(g1, out name1))
738 {
739 name1 = "null";
740 }
741 if (!geom_name_map.TryGetValue(g2, out name2))
742 {
743 name2 = "null";
744 }
745
746 //if (id == d.GeomClassId.TriMeshClass)
747 //{
748 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
749 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
750 //}
751
752 // Figure out how many contact points we have
753 int count = 0;
754 try
755 {
756 // Colliding Geom To Geom
757 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
758
759 if (g1 == g2)
760 return; // Can't collide with yourself
761
762 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
763 return;
764
765 lock (contacts)
766 {
767 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
768 if (count > contacts.Length)
769 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
770 }
771 }
772 catch (SEHException)
773 {
774 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
775 ode.drelease(world);
776 base.TriggerPhysicsBasedRestart();
777 }
778 catch (Exception e)
779 {
780 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
781 return;
782 }
783
784 PhysicsActor p1;
785 PhysicsActor p2;
786
787 if (!actor_name_map.TryGetValue(g1, out p1))
788 {
789 p1 = PANull;
790 }
791
792 if (!actor_name_map.TryGetValue(g2, out p2))
793 {
794 p2 = PANull;
795 }
796
797 ContactPoint maxDepthContact = new ContactPoint();
798 if (p1.CollisionScore + count >= float.MaxValue)
799 p1.CollisionScore = 0;
800 p1.CollisionScore += count;
801
802 if (p2.CollisionScore + count >= float.MaxValue)
803 p2.CollisionScore = 0;
804 p2.CollisionScore += count;
805 for (int i = 0; i < count; i++)
806 {
807 d.ContactGeom curContact = contacts[i];
808
809 if (curContact.depth > maxDepthContact.PenetrationDepth)
810 {
811 maxDepthContact = new ContactPoint(
812 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
813 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
814 curContact.depth
815 );
816 }
817
818 //m_log.Warn("[CCOUNT]: " + count);
819 IntPtr joint;
820 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
821 // allows us to have different settings
822
823 // We only need to test p2 for 'jump crouch purposes'
824 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
825 {
826 // Testing if the collision is at the feet of the avatar
827
828 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
829//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
830//#@ p2.IsColliding = true;
831 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
832 p2.IsColliding = true; //##
833 }else{
834
835 } //##
836 }
837 else
838 {
839 p2.IsColliding = true;
840 }
841
842 //if ((framecount % m_returncollisions) == 0)
843
844 switch (p1.PhysicsActorType)
845 {
846 case (int)ActorTypes.Agent:
847 p2.CollidingObj = true;
848 break;
849 case (int)ActorTypes.Prim:
850 if (p2.Velocity.LengthSquared() > 0.0f)
851 p2.CollidingObj = true;
852 break;
853 case (int)ActorTypes.Unknown:
854 p2.CollidingGround = true;
855 break;
856 default:
857 p2.CollidingGround = true;
858 break;
859 }
860
861 // we don't want prim or avatar to explode
862
863 #region InterPenetration Handling - Unintended physics explosions
864# region disabled code1
865
866 if (curContact.depth >= 0.08f)
867 {
868 //This is disabled at the moment only because it needs more tweaking
869 //It will eventually be uncommented
870 /*
871 if (AvatarStaticprimContact.depth >= 1.00f)
872 {
873 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
874 }
875
876 //If you interpenetrate a prim with an agent
877 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
878 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
879 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
880 p2.PhysicsActorType == (int) ActorTypes.Prim))
881 {
882
883 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
884 /*
885 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
886 {
887 p2.CollidingObj = true;
888 AvatarStaticprimContact.depth = 0.003f;
889 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
890 OdeCharacter character = (OdeCharacter) p2;
891 character.SetPidStatus(true);
892 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
893
894 }
895 else
896 {
897
898 //AvatarStaticprimContact.depth = 0.0000000f;
899 }
900 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
901 {
902
903 p1.CollidingObj = true;
904 AvatarStaticprimContact.depth = 0.003f;
905 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
906 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
907 OdeCharacter character = (OdeCharacter)p1;
908 character.SetPidStatus(true);
909 }
910 else
911 {
912
913 //AvatarStaticprimContact.depth = 0.0000000f;
914 }
915
916
917
918 }
919*/
920 // If you interpenetrate a prim with another prim
921 /*
922 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
923 {
924 #region disabledcode2
925 //OdePrim op1 = (OdePrim)p1;
926 //OdePrim op2 = (OdePrim)p2;
927 //op1.m_collisionscore++;
928 //op2.m_collisionscore++;
929
930 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
931 //{
932 //op1.m_taintdisable = true;
933 //AddPhysicsActorTaint(p1);
934 //op2.m_taintdisable = true;
935 //AddPhysicsActorTaint(p2);
936 //}
937
938 //if (AvatarStaticprimContact.depth >= 0.25f)
939 //{
940 // Don't collide, one or both prim will expld.
941
942 //op1.m_interpenetrationcount++;
943 //op2.m_interpenetrationcount++;
944 //interpenetrations_before_disable = 200;
945 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
946 //{
947 //op1.m_taintdisable = true;
948 //AddPhysicsActorTaint(p1);
949 //}
950 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
951 //{
952 // op2.m_taintdisable = true;
953 //AddPhysicsActorTaint(p2);
954 //}
955
956 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
957 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
958 //}
959 //if (op1.m_disabled || op2.m_disabled)
960 //{
961 //Manually disabled objects stay disabled
962 //AvatarStaticprimContact.depth = 0f;
963 //}
964 #endregion
965 }
966 */
967#endregion
968 if (curContact.depth >= 1.00f)
969 {
970 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
971 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
972 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
973 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
974 p2.PhysicsActorType == (int) ActorTypes.Unknown))
975 {
976 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
977 {
978 if (p2 is OdeCharacter)
979 {
980 OdeCharacter character = (OdeCharacter) p2;
981
982 //p2.CollidingObj = true;
983 curContact.depth = 0.00000003f;
984 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
985 curContact.pos =
986 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
987 curContact.pos.Y + (p1.Size.Y/2),
988 curContact.pos.Z + (p1.Size.Z/2));
989 character.SetPidStatus(true);
990 }
991 }
992
993
994 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
995 {
996 if (p1 is OdeCharacter)
997 {
998 OdeCharacter character = (OdeCharacter) p1;
999
1000 //p2.CollidingObj = true;
1001 curContact.depth = 0.00000003f;
1002 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1003 curContact.pos =
1004 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1005 curContact.pos.Y + (p1.Size.Y/2),
1006 curContact.pos.Z + (p1.Size.Z/2));
1007 character.SetPidStatus(true);
1008 }
1009 }
1010 }
1011 }
1012 }
1013
1014 #endregion
1015
1016 // Logic for collision handling
1017 // Note, that if *all* contacts are skipped (VolumeDetect)
1018 // The prim still detects (and forwards) collision events but
1019 // appears to be phantom for the world
1020 Boolean skipThisContact = false;
1021
1022 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1026 skipThisContact = true; // No collision on volume detect prims
1027
1028 if (!skipThisContact && curContact.depth < 0f)
1029 skipThisContact = true;
1030
1031 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1032 skipThisContact = true;
1033
1034 const int maxContactsbeforedeath = 4000;
1035 joint = IntPtr.Zero;
1036
1037 if (!skipThisContact)
1038 {
1039 // Add contact joints with materials params----------------------------------
1040 // p1 is what is being hit, p2 is the physical object doing the hitting
1041 int material = (int) Material.Wood;
1042 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1043 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1044
1045 // If we're colliding against terrain
1046 if (name1 == "Terrain" || name2 == "Terrain")
1047 {
1048 // If we're moving
1049 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1050 {
1051 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1052 AvatarMovementTerrainContact.geom = curContact;
1053 _perloopContact.Add(curContact);
1054 if (m_global_contactcount < maxContactsbeforedeath)
1055 {
1056 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1057 m_global_contactcount++;
1058 }
1059 }
1060 else
1061 {
1062 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1063 {
1064 //$ Av standing on terrain, Use the non moving Avata terrain contact
1065 TerrainContact.geom = curContact;
1066 _perloopContact.Add(curContact);
1067 if (m_global_contactcount < maxContactsbeforedeath)
1068 {
1069 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1070 m_global_contactcount++;
1071 }
1072 }
1073 else
1074 {
1075 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1076 {
1077 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1078 // int pj294950 = 0;
1079 // prim terrain contact
1080
1081 if (p2 is OdePrim)
1082 material = ((OdePrim)p2).m_material;
1083 //m_log.DebugFormat("Material: {0}", material);
1084 m_materialContacts[material, movintYN].geom = curContact;
1085 _perloopContact.Add(curContact);
1086
1087 if (m_global_contactcount < maxContactsbeforedeath)
1088 {
1089 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1090 m_global_contactcount++;
1091
1092 }
1093
1094 }
1095 else
1096 {
1097 //$ prim on terrain contact
1098 if (p2 is OdePrim)
1099 material = ((OdePrim)p2).m_material;
1100 //m_log.DebugFormat("Material: {0}", material);
1101 m_materialContacts[material, movintYN].geom = curContact;
1102 _perloopContact.Add(curContact);
1103
1104 ContactCopy = m_materialContacts[material, movintYN];
1105 if(movintYN == 1)
1106 {
1107 // prevent excessive slide on terrain
1108 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1109 }
1110
1111 if (m_global_contactcount < maxContactsbeforedeath)
1112 {
1113 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1114 m_global_contactcount++;
1115 }
1116 }
1117 }
1118 }
1119 }
1120 else if (name1 == "Water" || name2 == "Water")
1121 {
1122 //$ This never happens! Perhaps water is treated like air?
1123 /*
1124 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1125 {
1126 }
1127 else
1128 {
1129 }
1130 */
1131 //WaterContact.surface.soft_cfm = 0.0000f;
1132 //WaterContact.surface.soft_erp = 0.00000f;
1133 if (curContact.depth > 0.1f)
1134 {
1135 curContact.depth *= 52;
1136 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1137 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1138 }
1139 WaterContact.geom = curContact;
1140 _perloopContact.Add(curContact);
1141 if (m_global_contactcount < maxContactsbeforedeath)
1142 {
1143 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1144 m_global_contactcount++;
1145 }
1146 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1147 }
1148 else
1149 {
1150
1151 // no terrain and no water, we're colliding with prim or avatar
1152 // check if we're moving
1153 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1154 {
1155 //$ Avatar on Prim or other Avatar
1156 if (movintYN == 1)
1157 {
1158 // Use the AV Movement / prim contact
1159 AvatarMovementprimContact.geom = curContact;
1160 _perloopContact.Add(curContact);
1161 if (m_global_contactcount < maxContactsbeforedeath)
1162 {
1163 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1164 m_global_contactcount++;
1165 }
1166 }
1167 else
1168 {
1169 // Use the Av non movement / prim contact
1170 AvatarStaticprimContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1173
1174 if (m_global_contactcount < maxContactsbeforedeath)
1175 {
1176 if (curContact.depth > 0.2)
1177 { // embedded, eject slowly
1178 ContactCopy.surface.soft_erp = 0.1f;
1179 ContactCopy.surface.soft_cfm = 0.1f;
1180 }
1181 else
1182 { // keep on the surface
1183 ContactCopy.surface.soft_erp = 0.3f;
1184 ContactCopy.surface.soft_cfm = 0.0f;
1185 }
1186 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1187 m_global_contactcount++;
1188 }
1189 }
1190 }
1191 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1192 {
1193 //$ Prim on Prim
1194 //p1.PhysicsActorType
1195
1196 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1197 //m_log.DebugFormat("Material: {0}", material);
1198
1199 m_materialContacts[material, movintYN].geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209
1210 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1211 {
1212 d.JointAttach(joint, b1, b2);
1213 m_global_contactcount++;
1214 }
1215
1216 }
1217 collision_accounting_events(p1, p2, maxDepthContact);
1218 if (count > geomContactPointsStartthrottle)
1219 {
1220 // If there are more then 3 contact points, it's likely
1221 // that we've got a pile of objects, so ...
1222 // We don't want to send out hundreds of terse updates over and over again
1223 // so lets throttle them and send them again after it's somewhat sorted out.
1224 p2.ThrottleUpdates = true;
1225 }
1226 //m_log.Debug(count.ToString());
1227 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1228 } // end for i.. loop
1229 } // end near
1230
1231 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1232 {
1233 bool result = false;
1234 //return result;
1235 if (!m_filterCollisions)
1236 return false;
1237
1238 ActorTypes at = (ActorTypes)atype;
1239 lock (_perloopContact)
1240 {
1241 foreach (d.ContactGeom contact in _perloopContact)
1242 {
1243 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1244 //{
1245 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1246 if (at == ActorTypes.Agent)
1247 {
1248 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1249 {
1250
1251 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1252 {
1253 //contactGeom.depth *= .00005f;
1254 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1255 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1256 result = true;
1257 break;
1258 }
1259 else
1260 {
1261 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1262 }
1263 }
1264 else
1265 {
1266 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1267 //int i = 0;
1268 }
1269 }
1270 else if (at == ActorTypes.Prim)
1271 {
1272 //d.AABB aabb1 = new d.AABB();
1273 //d.AABB aabb2 = new d.AABB();
1274
1275 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1276 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1277 //aabb1.
1278 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1279 {
1280 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1281 {
1282 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1283 {
1284 result = true;
1285 break;
1286 }
1287 }
1288 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1289 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1290 }
1291
1292 }
1293
1294 //}
1295
1296 }
1297 }
1298 return result;
1299 }
1300
1301 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1302 {
1303 // obj1LocalID = 0;
1304 //returncollisions = false;
1305 obj2LocalID = 0;
1306 //ctype = 0;
1307 //cStartStop = 0;
1308 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1309 return;
1310
1311 switch ((ActorTypes)p2.PhysicsActorType)
1312 {
1313 case ActorTypes.Agent:
1314 cc2 = (OdeCharacter)p2;
1315
1316 // obj1LocalID = cc2.m_localID;
1317 switch ((ActorTypes)p1.PhysicsActorType)
1318 {
1319 case ActorTypes.Agent:
1320 cc1 = (OdeCharacter)p1;
1321 obj2LocalID = cc1.m_localID;
1322 cc1.AddCollisionEvent(cc2.m_localID, contact);
1323 //ctype = (int)CollisionCategories.Character;
1324
1325 //if (cc1.CollidingObj)
1326 //cStartStop = (int)StatusIndicators.Generic;
1327 //else
1328 //cStartStop = (int)StatusIndicators.Start;
1329
1330 //returncollisions = true;
1331 break;
1332 case ActorTypes.Prim:
1333 if (p1 is OdePrim)
1334 {
1335 cp1 = (OdePrim) p1;
1336 obj2LocalID = cp1.m_localID;
1337 cp1.AddCollisionEvent(cc2.m_localID, contact);
1338 }
1339 //ctype = (int)CollisionCategories.Geom;
1340
1341 //if (cp1.CollidingObj)
1342 //cStartStop = (int)StatusIndicators.Generic;
1343 //else
1344 //cStartStop = (int)StatusIndicators.Start;
1345
1346 //returncollisions = true;
1347 break;
1348
1349 case ActorTypes.Ground:
1350 case ActorTypes.Unknown:
1351 obj2LocalID = 0;
1352 //ctype = (int)CollisionCategories.Land;
1353 //returncollisions = true;
1354 break;
1355 }
1356
1357 cc2.AddCollisionEvent(obj2LocalID, contact);
1358 break;
1359 case ActorTypes.Prim:
1360
1361 if (p2 is OdePrim)
1362 {
1363 cp2 = (OdePrim) p2;
1364
1365 // obj1LocalID = cp2.m_localID;
1366 switch ((ActorTypes) p1.PhysicsActorType)
1367 {
1368 case ActorTypes.Agent:
1369 if (p1 is OdeCharacter)
1370 {
1371 cc1 = (OdeCharacter) p1;
1372 obj2LocalID = cc1.m_localID;
1373 cc1.AddCollisionEvent(cp2.m_localID, contact);
1374 //ctype = (int)CollisionCategories.Character;
1375
1376 //if (cc1.CollidingObj)
1377 //cStartStop = (int)StatusIndicators.Generic;
1378 //else
1379 //cStartStop = (int)StatusIndicators.Start;
1380 //returncollisions = true;
1381 }
1382 break;
1383 case ActorTypes.Prim:
1384
1385 if (p1 is OdePrim)
1386 {
1387 cp1 = (OdePrim) p1;
1388 obj2LocalID = cp1.m_localID;
1389 cp1.AddCollisionEvent(cp2.m_localID, contact);
1390 //ctype = (int)CollisionCategories.Geom;
1391
1392 //if (cp1.CollidingObj)
1393 //cStartStop = (int)StatusIndicators.Generic;
1394 //else
1395 //cStartStop = (int)StatusIndicators.Start;
1396
1397 //returncollisions = true;
1398 }
1399 break;
1400
1401 case ActorTypes.Ground:
1402 case ActorTypes.Unknown:
1403 obj2LocalID = 0;
1404 //ctype = (int)CollisionCategories.Land;
1405
1406 //returncollisions = true;
1407 break;
1408 }
1409
1410 cp2.AddCollisionEvent(obj2LocalID, contact);
1411 }
1412 break;
1413 }
1414 //if (returncollisions)
1415 //{
1416
1417 //lock (m_storedCollisions)
1418 //{
1419 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1420 //if (m_storedCollisions.ContainsKey(cDictKey))
1421 //{
1422 //sCollisionData objd = m_storedCollisions[cDictKey];
1423 //objd.NumberOfCollisions += 1;
1424 //objd.lastframe = framecount;
1425 //m_storedCollisions[cDictKey] = objd;
1426 //}
1427 //else
1428 //{
1429 //sCollisionData objd = new sCollisionData();
1430 //objd.ColliderLocalId = obj1LocalID;
1431 //objd.CollidedWithLocalId = obj2LocalID;
1432 //objd.CollisionType = ctype;
1433 //objd.NumberOfCollisions = 1;
1434 //objd.lastframe = framecount;
1435 //objd.StatusIndicator = cStartStop;
1436 //m_storedCollisions.Add(cDictKey, objd);
1437 //}
1438 //}
1439 // }
1440 }
1441
1442 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1443 {
1444 /* String name1 = null;
1445 String name2 = null;
1446
1447 if (!geom_name_map.TryGetValue(trimesh, out name1))
1448 {
1449 name1 = "null";
1450 }
1451 if (!geom_name_map.TryGetValue(refObject, out name2))
1452 {
1453 name2 = "null";
1454 }
1455
1456 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1457 */
1458 return 1;
1459 }
1460
1461 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1462 {
1463 String name1 = null;
1464 String name2 = null;
1465
1466 if (!geom_name_map.TryGetValue(trimesh, out name1))
1467 {
1468 name1 = "null";
1469 }
1470
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1477
1478 d.Vector3 v0 = new d.Vector3();
1479 d.Vector3 v1 = new d.Vector3();
1480 d.Vector3 v2 = new d.Vector3();
1481
1482 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1483 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1484
1485 return 1;
1486 }
1487
1488 /// <summary>
1489 /// This is our collision testing routine in ODE
1490 /// </summary>
1491 /// <param name="timeStep"></param>
1492 private void collision_optimized(float timeStep)
1493 {
1494 _perloopContact.Clear();
1495
1496 lock (_characters)
1497 {
1498 foreach (OdeCharacter chr in _characters)
1499 {
1500 // Reset the collision values to false
1501 // since we don't know if we're colliding yet
1502
1503 // For some reason this can happen. Don't ask...
1504 //
1505 if (chr == null)
1506 continue;
1507
1508 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1509 continue;
1510
1511 chr.IsColliding = false;
1512 chr.CollidingGround = false;
1513 chr.CollidingObj = false;
1514
1515 // test the avatar's geometry for collision with the space
1516 // This will return near and the space that they are the closest to
1517 // And we'll run this again against the avatar and the space segment
1518 // This will return with a bunch of possible objects in the space segment
1519 // and we'll run it again on all of them.
1520 try
1521 {
1522 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1523 }
1524 catch (AccessViolationException)
1525 {
1526 m_log.Warn("[PHYSICS]: Unable to space collide");
1527 }
1528 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1529 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1530 //{
1531 //chr.Position.Z = terrainheight + 10.0f;
1532 //forcedZ = true;
1533 //}
1534 }
1535 }
1536
1537 lock (_activeprims)
1538 {
1539 List<OdePrim> removeprims = null;
1540 foreach (OdePrim chr in _activeprims)
1541 {
1542 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1543 {
1544 try
1545 {
1546 lock (chr)
1547 {
1548 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1549 {
1550 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1551 }
1552 else
1553 {
1554 if (removeprims == null)
1555 {
1556 removeprims = new List<OdePrim>();
1557 }
1558 removeprims.Add(chr);
1559 /// Commented this because it triggers on every bullet
1560 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1561 }
1562 }
1563 }
1564 catch (AccessViolationException)
1565 {
1566 m_log.Warn("[PHYSICS]: Unable to space collide");
1567 }
1568 }
1569 }
1570 if (removeprims != null)
1571 {
1572 foreach (OdePrim chr in removeprims)
1573 {
1574 _activeprims.Remove(chr);
1575 }
1576 }
1577 }
1578
1579 _perloopContact.Clear();
1580 }
1581
1582 #endregion
1583
1584 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1585 {
1586 m_worldOffset = offset;
1587 WorldExtents = new Vector2(extents.X, extents.Y);
1588 m_parentScene = pScene;
1589
1590 }
1591
1592 // Recovered for use by fly height. Kitto Flora
1593 public float GetTerrainHeightAtXY(float x, float y)
1594 {
1595
1596 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1597 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1598
1599 IntPtr heightFieldGeom = IntPtr.Zero;
1600
1601 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1602 {
1603 if (heightFieldGeom != IntPtr.Zero)
1604 {
1605 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1606 {
1607
1608 int index;
1609
1610
1611 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1612 (int)x < 0.001f || (int)y < 0.001f)
1613 return 0;
1614
1615 x = x - offsetX;
1616 y = y - offsetY;
1617
1618 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1619
1620 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1621 {
1622 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1623 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1624 }
1625
1626 else
1627 return 0f;
1628 }
1629 else
1630 {
1631 return 0f;
1632 }
1633
1634 }
1635 else
1636 {
1637 return 0f;
1638 }
1639
1640 }
1641 else
1642 {
1643 return 0f;
1644 }
1645
1646
1647 }
1648// End recovered. Kitto Flora
1649
1650 public void addCollisionEventReporting(PhysicsActor obj)
1651 {
1652 lock (_collisionEventPrim)
1653 {
1654 if (!_collisionEventPrim.Contains(obj))
1655 _collisionEventPrim.Add(obj);
1656 }
1657 }
1658
1659 public void remCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Remove(obj);
1665 }
1666 }
1667
1668 #region Add/Remove Entities
1669
1670 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1671 {
1672 Vector3 pos;
1673 pos.X = position.X;
1674 pos.Y = position.Y;
1675 pos.Z = position.Z;
1676 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1677 newAv.Flying = isFlying;
1678 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1679
1680 return newAv;
1681 }
1682
1683 public void AddCharacter(OdeCharacter chr)
1684 {
1685 lock (_characters)
1686 {
1687 if (!_characters.Contains(chr))
1688 {
1689 _characters.Add(chr);
1690 if (chr.bad)
1691 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1692 }
1693 }
1694 }
1695
1696 public void RemoveCharacter(OdeCharacter chr)
1697 {
1698 lock (_characters)
1699 {
1700 if (_characters.Contains(chr))
1701 {
1702 _characters.Remove(chr);
1703 }
1704 }
1705 }
1706 public void BadCharacter(OdeCharacter chr)
1707 {
1708 lock (_badCharacter)
1709 {
1710 if (!_badCharacter.Contains(chr))
1711 _badCharacter.Add(chr);
1712 }
1713 }
1714
1715 public override void RemoveAvatar(PhysicsActor actor)
1716 {
1717 //m_log.Debug("[PHYSICS]:ODELOCK");
1718 ((OdeCharacter) actor).Destroy();
1719
1720 }
1721
1722 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1723 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, bool isphantom, byte shapetype, uint localid)
1724 {
1725
1726 Vector3 pos = position;
1727 Vector3 siz = size;
1728 Quaternion rot = rotation;
1729
1730 OdePrim newPrim;
1731 lock (OdeLock)
1732 {
1733 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, isphantom, shapetype, ode, localid);
1734
1735 lock (_prims)
1736 _prims.Add(newPrim);
1737 }
1738
1739 return newPrim;
1740 }
1741
1742
1743 public void addActivePrim(OdePrim activatePrim)
1744 {
1745 // adds active prim.. (ones that should be iterated over in collisions_optimized
1746 lock (_activeprims)
1747 {
1748 if (!_activeprims.Contains(activatePrim))
1749 _activeprims.Add(activatePrim);
1750 //else
1751 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1752 }
1753 }
1754
1755 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1756 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1757 {
1758 PhysicsActor result;
1759 IMesh mesh = null;
1760
1761 if (needsMeshing(pbs))
1762 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1763
1764 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical,false,0, localid);
1765
1766 return result;
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom,0, localid);
1779
1780 return result;
1781 }
1782
1783 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1784 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
1785 {
1786 PhysicsActor result;
1787 IMesh mesh = null;
1788
1789 if (needsMeshing(pbs))
1790 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1791
1792 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom, shapetype, localid);
1793
1794 return result;
1795 }
1796
1797 public override float TimeDilation
1798 {
1799 get { return m_timeDilation; }
1800 }
1801
1802 public override bool SupportsNINJAJoints
1803 {
1804 get { return m_NINJA_physics_joints_enabled; }
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalAddActiveJoint(PhysicsJoint joint)
1809 {
1810 activeJoints.Add(joint);
1811 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1816 {
1817 pendingJoints.Add(joint);
1818 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1819 }
1820
1821 // internal utility function: must be called within a lock (OdeLock)
1822 private void InternalRemovePendingJoint(PhysicsJoint joint)
1823 {
1824 pendingJoints.Remove(joint);
1825 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1826 }
1827
1828 // internal utility function: must be called within a lock (OdeLock)
1829 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1830 {
1831 activeJoints.Remove(joint);
1832 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1833 }
1834
1835 public override void DumpJointInfo()
1836 {
1837 string hdr = "[NINJA] JOINTINFO: ";
1838 foreach (PhysicsJoint j in pendingJoints)
1839 {
1840 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1841 }
1842 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1843 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1844 {
1845 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1846 }
1847 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1848 foreach (PhysicsJoint j in activeJoints)
1849 {
1850 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1851 }
1852 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1853 foreach (string jointName in SOPName_to_activeJoint.Keys)
1854 {
1855 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1856 }
1857 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1858
1859 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1860 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1861 foreach (string actorName in joints_connecting_actor.Keys)
1862 {
1863 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1864 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1865 {
1866 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1867 }
1868 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1869 }
1870 }
1871
1872 public override void RequestJointDeletion(string ObjectNameInScene)
1873 {
1874 lock (externalJointRequestsLock)
1875 {
1876 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1877 {
1878 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1879 }
1880 }
1881 }
1882
1883 private void DeleteRequestedJoints()
1884 {
1885 List<string> myRequestedJointsToBeDeleted;
1886 lock (externalJointRequestsLock)
1887 {
1888 // make a local copy of the shared list for processing (threading issues)
1889 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1890 }
1891
1892 foreach (string jointName in myRequestedJointsToBeDeleted)
1893 {
1894 lock (OdeLock)
1895 {
1896 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1897 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1898 {
1899 OdePhysicsJoint joint = null;
1900 if (SOPName_to_activeJoint.ContainsKey(jointName))
1901 {
1902 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1903 InternalRemoveActiveJoint(joint);
1904 }
1905 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1906 {
1907 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1908 InternalRemovePendingJoint(joint);
1909 }
1910
1911 if (joint != null)
1912 {
1913 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1914 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1915 {
1916 string bodyName = joint.BodyNames[iBodyName];
1917 if (bodyName != "NULL")
1918 {
1919 joints_connecting_actor[bodyName].Remove(joint);
1920 if (joints_connecting_actor[bodyName].Count == 0)
1921 {
1922 joints_connecting_actor.Remove(bodyName);
1923 }
1924 }
1925 }
1926
1927 DoJointDeactivated(joint);
1928 if (joint.jointID != IntPtr.Zero)
1929 {
1930 d.JointDestroy(joint.jointID);
1931 joint.jointID = IntPtr.Zero;
1932 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1933 }
1934 else
1935 {
1936 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1937 }
1938 }
1939 else
1940 {
1941 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1942 }
1943 }
1944 else
1945 {
1946 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1947 }
1948 }
1949 }
1950
1951 // remove processed joints from the shared list
1952 lock (externalJointRequestsLock)
1953 {
1954 foreach (string jointName in myRequestedJointsToBeDeleted)
1955 {
1956 requestedJointsToBeDeleted.Remove(jointName);
1957 }
1958 }
1959 }
1960
1961 // for pending joints we don't know if their associated bodies exist yet or not.
1962 // the joint is actually created during processing of the taints
1963 private void CreateRequestedJoints()
1964 {
1965 List<PhysicsJoint> myRequestedJointsToBeCreated;
1966 lock (externalJointRequestsLock)
1967 {
1968 // make a local copy of the shared list for processing (threading issues)
1969 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1970 }
1971
1972 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1973 {
1974 lock (OdeLock)
1975 {
1976 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1977 {
1978 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1979 continue;
1980 }
1981 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1982 {
1983 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1984 continue;
1985 }
1986
1987 InternalAddPendingJoint(joint as OdePhysicsJoint);
1988
1989 if (joint.BodyNames.Count >= 2)
1990 {
1991 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1992 {
1993 string bodyName = joint.BodyNames[iBodyName];
1994 if (bodyName != "NULL")
1995 {
1996 if (!joints_connecting_actor.ContainsKey(bodyName))
1997 {
1998 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1999 }
2000 joints_connecting_actor[bodyName].Add(joint);
2001 }
2002 }
2003 }
2004 }
2005 }
2006
2007 // remove processed joints from shared list
2008 lock (externalJointRequestsLock)
2009 {
2010 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2011 {
2012 requestedJointsToBeCreated.Remove(joint);
2013 }
2014 }
2015
2016 }
2017
2018 // public function to add an request for joint creation
2019 // this joint will just be added to a waiting list that is NOT processed during the main
2020 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2021
2022 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2023 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2024
2025 {
2026
2027 OdePhysicsJoint joint = new OdePhysicsJoint();
2028 joint.ObjectNameInScene = objectNameInScene;
2029 joint.Type = jointType;
2030 joint.Position = position;
2031 joint.Rotation = rotation;
2032 joint.RawParams = parms;
2033 joint.BodyNames = new List<string>(bodyNames);
2034 joint.TrackedBodyName = trackedBodyName;
2035 joint.LocalRotation = localRotation;
2036 joint.jointID = IntPtr.Zero;
2037 joint.ErrorMessageCount = 0;
2038
2039 lock (externalJointRequestsLock)
2040 {
2041 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2042 {
2043 requestedJointsToBeCreated.Add(joint);
2044 }
2045 }
2046 return joint;
2047 }
2048
2049 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2050 {
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2052 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2053 {
2054
2055 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2056 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2057 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2058 {
2059 jointsToRemove.Add(j);
2060 }
2061 foreach (PhysicsJoint j in jointsToRemove)
2062 {
2063 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2064 RequestJointDeletion(j.ObjectNameInScene);
2065 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2066 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2067 }
2068 }
2069 }
2070
2071 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2072 {
2073 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2074 lock (OdeLock)
2075 {
2076 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2077 RemoveAllJointsConnectedToActor(actor);
2078 }
2079 }
2080
2081 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2082 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2083 {
2084 Debug.Assert(joint.IsInPhysicsEngine);
2085 d.Vector3 pos = new d.Vector3();
2086
2087 if (!(joint is OdePhysicsJoint))
2088 {
2089 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2090 }
2091 else
2092 {
2093 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2094 switch (odeJoint.Type)
2095 {
2096 case PhysicsJointType.Ball:
2097 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2098 break;
2099 case PhysicsJointType.Hinge:
2100 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2101 break;
2102 }
2103 }
2104 return new Vector3(pos.X, pos.Y, pos.Z);
2105 }
2106
2107 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2108 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2109 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2110 // keeping track of the joint's original orientation relative to one of the involved bodies.
2111 public override Vector3 GetJointAxis(PhysicsJoint joint)
2112 {
2113 Debug.Assert(joint.IsInPhysicsEngine);
2114 d.Vector3 axis = new d.Vector3();
2115
2116 if (!(joint is OdePhysicsJoint))
2117 {
2118 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2119 }
2120 else
2121 {
2122 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2123 switch (odeJoint.Type)
2124 {
2125 case PhysicsJointType.Ball:
2126 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2127 break;
2128 case PhysicsJointType.Hinge:
2129 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2130 break;
2131 }
2132 }
2133 return new Vector3(axis.X, axis.Y, axis.Z);
2134 }
2135
2136
2137 public void remActivePrim(OdePrim deactivatePrim)
2138 {
2139 lock (_activeprims)
2140 {
2141 _activeprims.Remove(deactivatePrim);
2142 }
2143 }
2144
2145 public override void RemovePrim(PhysicsActor prim)
2146 {
2147 if (prim is OdePrim)
2148 {
2149 lock (OdeLock)
2150 {
2151 OdePrim p = (OdePrim) prim;
2152
2153 p.setPrimForRemoval();
2154 AddPhysicsActorTaint(prim);
2155 //RemovePrimThreadLocked(p);
2156 }
2157 }
2158 }
2159
2160 /// <summary>
2161 /// This is called from within simulate but outside the locked portion
2162 /// We need to do our own locking here
2163 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2164 ///
2165 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2166 /// that the space was using.
2167 /// </summary>
2168 /// <param name="prim"></param>
2169 public void RemovePrimThreadLocked(OdePrim prim)
2170 {
2171//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2172 lock (prim)
2173 {
2174 remCollisionEventReporting(prim);
2175 lock (ode)
2176 {
2177 if (prim.prim_geom != IntPtr.Zero)
2178 {
2179 prim.ResetTaints();
2180
2181 try
2182 {
2183 if (prim._triMeshData != IntPtr.Zero)
2184 {
2185 d.GeomTriMeshDataDestroy(prim._triMeshData);
2186 prim._triMeshData = IntPtr.Zero;
2187 }
2188 }
2189 catch { };
2190
2191 if (prim.IsPhysical)
2192 {
2193 prim.disableBody();
2194 if (prim.childPrim)
2195 {
2196 prim.childPrim = false;
2197 prim.Body = IntPtr.Zero;
2198 prim.m_disabled = true;
2199 prim.IsPhysical = false;
2200 }
2201
2202 }
2203 // we don't want to remove the main space
2204
2205 // If the geometry is in the targetspace, remove it from the target space
2206 //m_log.Warn(prim.m_targetSpace);
2207
2208 //if (prim.m_targetSpace != IntPtr.Zero)
2209 //{
2210 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2211 //{
2212
2213 //if (d.GeomIsSpace(prim.m_targetSpace))
2214 //{
2215 //waitForSpaceUnlock(prim.m_targetSpace);
2216 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2217 prim.m_targetSpace = IntPtr.Zero;
2218 //}
2219 //else
2220 //{
2221 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2222 //((OdePrim)prim).m_targetSpace.ToString());
2223 //}
2224
2225 //}
2226 //}
2227 //m_log.Warn(prim.prim_geom);
2228 try
2229 {
2230 if (prim.prim_geom != IntPtr.Zero)
2231 {
2232
2233//string tPA;
2234//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2235//Console.WriteLine("**** Remove {0}", tPA);
2236 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2237 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2238 d.GeomDestroy(prim.prim_geom);
2239 prim.prim_geom = IntPtr.Zero;
2240 }
2241 else
2242 {
2243 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2244 }
2245 }
2246 catch (AccessViolationException)
2247 {
2248 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2249 }
2250 lock (_prims)
2251 _prims.Remove(prim);
2252
2253 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2254 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2255 //{
2256 //if (prim.m_targetSpace != null)
2257 //{
2258 //if (d.GeomIsSpace(prim.m_targetSpace))
2259 //{
2260 //waitForSpaceUnlock(prim.m_targetSpace);
2261 //d.SpaceRemove(space, prim.m_targetSpace);
2262 // free up memory used by the space.
2263 //d.SpaceDestroy(prim.m_targetSpace);
2264 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2265 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2266 //}
2267 //else
2268 //{
2269 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2270 //((OdePrim) prim).m_targetSpace.ToString());
2271 //}
2272 //}
2273 //}
2274
2275 if (SupportsNINJAJoints)
2276 {
2277 RemoveAllJointsConnectedToActorThreadLocked(prim);
2278 }
2279 }
2280 }
2281 }
2282 }
2283
2284 #endregion
2285
2286 #region Space Separation Calculation
2287
2288 /// <summary>
2289 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2290 /// </summary>
2291 /// <param name="pSpace"></param>
2292 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2293 {
2294 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2295 {
2296 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2297 {
2298 if (staticPrimspace[x, y] == pSpace)
2299 staticPrimspace[x, y] = IntPtr.Zero;
2300 }
2301 }
2302 }
2303
2304 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2305 {
2306 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2307 }
2308
2309 /// <summary>
2310 /// Called when a static prim moves. Allocates a space for the prim based on its position
2311 /// </summary>
2312 /// <param name="geom">the pointer to the geom that moved</param>
2313 /// <param name="pos">the position that the geom moved to</param>
2314 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2315 /// <returns>a pointer to the new space it's in</returns>
2316 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2317 {
2318 // Called from setting the Position and Size of an ODEPrim so
2319 // it's already in locked space.
2320
2321 // we don't want to remove the main space
2322 // we don't need to test physical here because this function should
2323 // never be called if the prim is physical(active)
2324
2325 // All physical prim end up in the root space
2326 //Thread.Sleep(20);
2327 if (currentspace != space)
2328 {
2329 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2330 //if (currentspace == IntPtr.Zero)
2331 //{
2332 //int adfadf = 0;
2333 //}
2334 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2335 {
2336 if (d.GeomIsSpace(currentspace))
2337 {
2338 waitForSpaceUnlock(currentspace);
2339 d.SpaceRemove(currentspace, geom);
2340 }
2341 else
2342 {
2343 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2344 " Geom:" + geom);
2345 }
2346 }
2347 else
2348 {
2349 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2350 if (sGeomIsIn != IntPtr.Zero)
2351 {
2352 if (d.GeomIsSpace(currentspace))
2353 {
2354 waitForSpaceUnlock(sGeomIsIn);
2355 d.SpaceRemove(sGeomIsIn, geom);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 sGeomIsIn + " Geom:" + geom);
2361 }
2362 }
2363 }
2364
2365 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2366 if (d.SpaceGetNumGeoms(currentspace) == 0)
2367 {
2368 if (currentspace != IntPtr.Zero)
2369 {
2370 if (d.GeomIsSpace(currentspace))
2371 {
2372 waitForSpaceUnlock(currentspace);
2373 waitForSpaceUnlock(space);
2374 d.SpaceRemove(space, currentspace);
2375 // free up memory used by the space.
2376
2377 //d.SpaceDestroy(currentspace);
2378 resetSpaceArrayItemToZero(currentspace);
2379 }
2380 else
2381 {
2382 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2383 currentspace + " Geom:" + geom);
2384 }
2385 }
2386 }
2387 }
2388 else
2389 {
2390 // this is a physical object that got disabled. ;.;
2391 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2392 {
2393 if (d.SpaceQuery(currentspace, geom))
2394 {
2395 if (d.GeomIsSpace(currentspace))
2396 {
2397 waitForSpaceUnlock(currentspace);
2398 d.SpaceRemove(currentspace, geom);
2399 }
2400 else
2401 {
2402 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2403 currentspace + " Geom:" + geom);
2404 }
2405 }
2406 else
2407 {
2408 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2409 if (sGeomIsIn != IntPtr.Zero)
2410 {
2411 if (d.GeomIsSpace(sGeomIsIn))
2412 {
2413 waitForSpaceUnlock(sGeomIsIn);
2414 d.SpaceRemove(sGeomIsIn, geom);
2415 }
2416 else
2417 {
2418 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2419 sGeomIsIn + " Geom:" + geom);
2420 }
2421 }
2422 }
2423 }
2424 }
2425
2426 // The routines in the Position and Size sections do the 'inserting' into the space,
2427 // so all we have to do is make sure that the space that we're putting the prim into
2428 // is in the 'main' space.
2429 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2430 IntPtr newspace = calculateSpaceForGeom(pos);
2431
2432 if (newspace == IntPtr.Zero)
2433 {
2434 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2435 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2436 }
2437
2438 return newspace;
2439 }
2440
2441 /// <summary>
2442 /// Creates a new space at X Y
2443 /// </summary>
2444 /// <param name="iprimspaceArrItemX"></param>
2445 /// <param name="iprimspaceArrItemY"></param>
2446 /// <returns>A pointer to the created space</returns>
2447 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2448 {
2449 // creating a new space for prim and inserting it into main space.
2450 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2451 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2452 waitForSpaceUnlock(space);
2453 d.SpaceSetSublevel(space, 1);
2454 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2455 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2456 }
2457
2458 /// <summary>
2459 /// Calculates the space the prim should be in by its position
2460 /// </summary>
2461 /// <param name="pos"></param>
2462 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2463 public IntPtr calculateSpaceForGeom(Vector3 pos)
2464 {
2465 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2466 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2467 return staticPrimspace[xyspace[0], xyspace[1]];
2468 }
2469
2470 /// <summary>
2471 /// Holds the space allocation logic
2472 /// </summary>
2473 /// <param name="pos"></param>
2474 /// <returns>an array item based on the position</returns>
2475 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2476 {
2477 int[] returnint = new int[2];
2478
2479 returnint[0] = (int) (pos.X/metersInSpace);
2480
2481 if (returnint[0] > ((int) (259f/metersInSpace)))
2482 returnint[0] = ((int) (259f/metersInSpace));
2483 if (returnint[0] < 0)
2484 returnint[0] = 0;
2485
2486 returnint[1] = (int) (pos.Y/metersInSpace);
2487 if (returnint[1] > ((int) (259f/metersInSpace)))
2488 returnint[1] = ((int) (259f/metersInSpace));
2489 if (returnint[1] < 0)
2490 returnint[1] = 0;
2491
2492 return returnint;
2493 }
2494
2495 #endregion
2496
2497 /// <summary>
2498 /// Routine to figure out if we need to mesh this prim with our mesher
2499 /// </summary>
2500 /// <param name="pbs"></param>
2501 /// <returns></returns>
2502 public bool needsMeshing(PrimitiveBaseShape pbs)
2503 {
2504 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2505 // but we still need to check for sculptie meshing being enabled so this is the most
2506 // convenient place to do it for now...
2507
2508 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2509 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2510 int iPropertiesNotSupportedDefault = 0;
2511
2512 if (pbs.SculptEntry && !meshSculptedPrim)
2513 {
2514#if SPAM
2515 m_log.Warn("NonMesh");
2516#endif
2517 return false;
2518 }
2519
2520 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2521 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2522 {
2523 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2524 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2525 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2526 {
2527
2528 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2529 && pbs.ProfileHollow == 0
2530 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2531 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2532 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2533 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2534 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2535 {
2536#if SPAM
2537 m_log.Warn("NonMesh");
2538#endif
2539 return false;
2540 }
2541 }
2542 }
2543
2544 if (forceSimplePrimMeshing)
2545 return true;
2546
2547 if (pbs.ProfileHollow != 0)
2548 iPropertiesNotSupportedDefault++;
2549
2550 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2551 iPropertiesNotSupportedDefault++;
2552
2553 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2554 iPropertiesNotSupportedDefault++;
2555
2556 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2557 iPropertiesNotSupportedDefault++;
2558
2559 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2560 iPropertiesNotSupportedDefault++;
2561
2562 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2563 iPropertiesNotSupportedDefault++;
2564
2565 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2566 iPropertiesNotSupportedDefault++;
2567
2568 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2569 iPropertiesNotSupportedDefault++;
2570
2571 // test for torus
2572 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2573 {
2574 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2575 {
2576 iPropertiesNotSupportedDefault++;
2577 }
2578 }
2579 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2580 {
2581 if (pbs.PathCurve == (byte)Extrusion.Straight)
2582 {
2583 iPropertiesNotSupportedDefault++;
2584 }
2585
2586 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2587 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2588 {
2589 iPropertiesNotSupportedDefault++;
2590 }
2591 }
2592 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2593 {
2594 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2595 {
2596 iPropertiesNotSupportedDefault++;
2597 }
2598 }
2599 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2600 {
2601 if (pbs.PathCurve == (byte)Extrusion.Straight)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2606 {
2607 iPropertiesNotSupportedDefault++;
2608 }
2609 }
2610
2611 if (pbs.SculptEntry && meshSculptedPrim)
2612 iPropertiesNotSupportedDefault++;
2613
2614 if (iPropertiesNotSupportedDefault == 0)
2615 {
2616#if SPAM
2617 m_log.Warn("NonMesh");
2618#endif
2619 return false;
2620 }
2621#if SPAM
2622 m_log.Debug("Mesh");
2623#endif
2624 return true;
2625 }
2626
2627 /// <summary>
2628 /// Called after our prim properties are set Scale, position etc.
2629 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2630 /// This assures us that we have no race conditions
2631 /// </summary>
2632 /// <param name="prim"></param>
2633 public override void AddPhysicsActorTaint(PhysicsActor prim)
2634 {
2635
2636 if (prim is OdePrim)
2637 {
2638 OdePrim taintedprim = ((OdePrim) prim);
2639 lock (_taintedPrimLock)
2640 {
2641 if (!(_taintedPrimH.Contains(taintedprim)))
2642 {
2643//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2644 _taintedPrimH.Add(taintedprim); // HashSet for searching
2645 _taintedPrimL.Add(taintedprim); // List for ordered readout
2646 }
2647 }
2648 return;
2649 }
2650 else if (prim is OdeCharacter)
2651 {
2652 OdeCharacter taintedchar = ((OdeCharacter)prim);
2653 lock (_taintedActors)
2654 {
2655 if (!(_taintedActors.Contains(taintedchar)))
2656 {
2657 _taintedActors.Add(taintedchar);
2658 if (taintedchar.bad)
2659 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2660 }
2661 }
2662 }
2663 }
2664
2665 /// <summary>
2666 /// This is our main simulate loop
2667 /// It's thread locked by a Mutex in the scene.
2668 /// It holds Collisions, it instructs ODE to step through the physical reactions
2669 /// It moves the objects around in memory
2670 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2671 /// </summary>
2672 /// <param name="timeStep"></param>
2673 /// <returns></returns>
2674 public override float Simulate(float timeStep)
2675 {
2676 if (framecount >= int.MaxValue)
2677 framecount = 0;
2678 //if (m_worldOffset != Vector3.Zero)
2679 // return 0;
2680
2681 framecount++;
2682
2683 DateTime now = DateTime.UtcNow;
2684 TimeSpan SinceLastFrame = now - m_lastframe;
2685 m_lastframe = now;
2686 float realtime = (float)SinceLastFrame.TotalSeconds;
2687// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2688 timeStep = realtime;
2689
2690 // float fps = 1.0f / realtime;
2691 float fps = 0.0f; // number of ODE steps in this Simulate step
2692 //m_log.Info(timeStep.ToString());
2693 step_time += timeStep;
2694
2695 // If We're loaded down by something else,
2696 // or debugging with the Visual Studio project on pause
2697 // skip a few frames to catch up gracefully.
2698 // without shooting the physicsactors all over the place
2699
2700 if (step_time >= m_SkipFramesAtms)
2701 {
2702 // Instead of trying to catch up, it'll do 5 physics frames only
2703 step_time = ODE_STEPSIZE;
2704 m_physicsiterations = 5;
2705 }
2706 else
2707 {
2708 m_physicsiterations = 10;
2709 }
2710
2711 if (SupportsNINJAJoints)
2712 {
2713 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2714 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2715 }
2716
2717 lock (OdeLock)
2718 {
2719 // Process 10 frames if the sim is running normal..
2720 // process 5 frames if the sim is running slow
2721 //try
2722 //{
2723 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2724 //}
2725 //catch (StackOverflowException)
2726 //{
2727 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2728 // ode.drelease(world);
2729 //base.TriggerPhysicsBasedRestart();
2730 //}
2731
2732 int i = 0;
2733
2734 // Figure out the Frames Per Second we're going at.
2735 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2736
2737 // fps = (step_time / ODE_STEPSIZE) * 1000;
2738 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2739 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2740
2741 // step_time = 0.09375f;
2742
2743 while (step_time > 0.0f)
2744 {
2745 //lock (ode)
2746 //{
2747 //if (!ode.lockquery())
2748 //{
2749 // ode.dlock(world);
2750 try
2751 {
2752 // Insert, remove Characters
2753 bool processedtaints = false;
2754
2755 lock (_taintedActors)
2756 {
2757 if (_taintedActors.Count > 0)
2758 {
2759 foreach (OdeCharacter character in _taintedActors)
2760 {
2761
2762 character.ProcessTaints(ODE_STEPSIZE);
2763
2764 processedtaints = true;
2765 //character.m_collisionscore = 0;
2766 }
2767
2768 if (processedtaints)
2769 _taintedActors.Clear();
2770 }
2771 } // end lock _taintedActors
2772
2773 // Modify other objects in the scene.
2774 processedtaints = false;
2775
2776 lock (_taintedPrimLock)
2777 {
2778 foreach (OdePrim prim in _taintedPrimL)
2779 {
2780 if (prim.m_taintremove)
2781 {
2782 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2783 RemovePrimThreadLocked(prim);
2784 }
2785 else
2786 {
2787 //Console.WriteLine("Simulate calls ProcessTaints");
2788 prim.ProcessTaints(ODE_STEPSIZE);
2789 }
2790 processedtaints = true;
2791 prim.m_collisionscore = 0;
2792
2793 // This loop can block up the Heartbeat for a very long time on large regions.
2794 // We need to let the Watchdog know that the Heartbeat is not dead
2795 // NOTE: This is currently commented out, but if things like OAR loading are
2796 // timing the heartbeat out we will need to uncomment it
2797 //Watchdog.UpdateThread();
2798 }
2799
2800 if (SupportsNINJAJoints)
2801 {
2802 // Create pending joints, if possible
2803
2804 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2805 // a joint requires specifying the body id of both involved bodies
2806 if (pendingJoints.Count > 0)
2807 {
2808 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2809 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2810 foreach (PhysicsJoint joint in pendingJoints)
2811 {
2812 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2813 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2814 System.StringSplitOptions.RemoveEmptyEntries);
2815 List<IntPtr> jointBodies = new List<IntPtr>();
2816 bool allJointBodiesAreReady = true;
2817 foreach (string jointParam in jointParams)
2818 {
2819 if (jointParam == "NULL")
2820 {
2821 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2822 jointBodies.Add(IntPtr.Zero);
2823 }
2824 else
2825 {
2826 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2827 bool foundPrim = false;
2828 lock (_prims)
2829 {
2830 foreach (OdePrim prim in _prims) // FIXME: inefficient
2831 {
2832 if (prim.SOPName == jointParam)
2833 {
2834 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2835 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2836 {
2837 jointBodies.Add(prim.Body);
2838 foundPrim = true;
2839 break;
2840 }
2841 else
2842 {
2843 DoJointErrorMessage(joint, "prim name " + jointParam +
2844 " exists but is not (yet) physical; deferring joint creation. " +
2845 "IsPhysical property is " + prim.IsPhysical +
2846 " and body is " + prim.Body);
2847 foundPrim = false;
2848 break;
2849 }
2850 }
2851 }
2852 }
2853 if (foundPrim)
2854 {
2855 // all is fine
2856 }
2857 else
2858 {
2859 allJointBodiesAreReady = false;
2860 break;
2861 }
2862 }
2863 }
2864 if (allJointBodiesAreReady)
2865 {
2866 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2867 if (jointBodies[0] == jointBodies[1])
2868 {
2869 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2870 }
2871 else
2872 {
2873 switch (joint.Type)
2874 {
2875 case PhysicsJointType.Ball:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2879 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetBallAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 //DoJointErrorMessage(joint, "ODE joint setting OK");
2888 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2889 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2890 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2891 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2892
2893 if (joint is OdePhysicsJoint)
2894 {
2895 ((OdePhysicsJoint)joint).jointID = odeJoint;
2896 }
2897 else
2898 {
2899 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2900 }
2901 }
2902 break;
2903 case PhysicsJointType.Hinge:
2904 {
2905 IntPtr odeJoint;
2906 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2907 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2908 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2909 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2910 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2911 d.JointSetHingeAnchor(odeJoint,
2912 joint.Position.X,
2913 joint.Position.Y,
2914 joint.Position.Z);
2915 // We use the orientation of the x-axis of the joint's coordinate frame
2916 // as the axis for the hinge.
2917
2918 // Therefore, we must get the joint's coordinate frame based on the
2919 // joint.Rotation field, which originates from the orientation of the
2920 // joint's proxy object in the scene.
2921
2922 // The joint's coordinate frame is defined as the transformation matrix
2923 // that converts a vector from joint-local coordinates into world coordinates.
2924 // World coordinates are defined as the XYZ coordinate system of the sim,
2925 // as shown in the top status-bar of the viewer.
2926
2927 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2928 // and use that as the hinge axis.
2929
2930 //joint.Rotation.Normalize();
2931 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2932
2933 // Now extract the X axis of the joint's coordinate frame.
2934
2935 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2936 // tar pit of transposed, inverted, and generally messed-up orientations.
2937 // (In other words, Matrix4.AtAxis() is borked.)
2938 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2939
2940 // Instead, compute the X axis of the coordinate frame by transforming
2941 // the (1,0,0) vector. At least that works.
2942
2943 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2944 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2945 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2946 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2947 d.JointSetHingeAxis(odeJoint,
2948 jointAxis.X,
2949 jointAxis.Y,
2950 jointAxis.Z);
2951 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2952 if (joint is OdePhysicsJoint)
2953 {
2954 ((OdePhysicsJoint)joint).jointID = odeJoint;
2955 }
2956 else
2957 {
2958 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2959 }
2960 }
2961 break;
2962 }
2963 successfullyProcessedPendingJoints.Add(joint);
2964 }
2965 }
2966 else
2967 {
2968 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2969 }
2970 }
2971 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2972 {
2973 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2974 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2975 InternalRemovePendingJoint(successfullyProcessedJoint);
2976 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2977 InternalAddActiveJoint(successfullyProcessedJoint);
2978 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2979 }
2980 }
2981 } // end SupportsNINJAJoints
2982
2983 if (processedtaints)
2984//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2985 _taintedPrimH.Clear(); // ??? if this only ???
2986 _taintedPrimL.Clear();
2987 } // end lock _taintedPrimLock
2988
2989 // Move characters
2990 lock (_characters)
2991 {
2992 List<OdeCharacter> defects = new List<OdeCharacter>();
2993 foreach (OdeCharacter actor in _characters)
2994 {
2995 if (actor != null)
2996 actor.Move(ODE_STEPSIZE, defects);
2997 }
2998 if (0 != defects.Count)
2999 {
3000 foreach (OdeCharacter defect in defects)
3001 {
3002 RemoveCharacter(defect);
3003 }
3004 }
3005 } // end lock _characters
3006
3007 // Move other active objects
3008 lock (_activeprims)
3009 {
3010 foreach (OdePrim prim in _activeprims)
3011 {
3012 prim.m_collisionscore = 0;
3013 prim.Move(ODE_STEPSIZE);
3014 }
3015 } // end lock _activeprims
3016
3017 //if ((framecount % m_randomizeWater) == 0)
3018 // randomizeWater(waterlevel);
3019
3020 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3021 m_rayCastManager.ProcessQueuedRequests();
3022
3023 collision_optimized(ODE_STEPSIZE);
3024
3025 lock (_collisionEventPrim)
3026 {
3027 foreach (PhysicsActor obj in _collisionEventPrim)
3028 {
3029 if (obj == null)
3030 continue;
3031
3032 switch ((ActorTypes)obj.PhysicsActorType)
3033 {
3034 case ActorTypes.Agent:
3035 OdeCharacter cobj = (OdeCharacter)obj;
3036 cobj.AddCollisionFrameTime(100);
3037 cobj.SendCollisions();
3038 break;
3039 case ActorTypes.Prim:
3040 OdePrim pobj = (OdePrim)obj;
3041 pobj.SendCollisions();
3042 break;
3043 }
3044 }
3045 } // end lock _collisionEventPrim
3046
3047 //if (m_global_contactcount > 5)
3048 //{
3049 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3050 //}
3051
3052 m_global_contactcount = 0;
3053
3054 d.WorldQuickStep(world, ODE_STEPSIZE);
3055 d.JointGroupEmpty(contactgroup);
3056 fps++;
3057 //ode.dunlock(world);
3058 } // end try
3059 catch (Exception e)
3060 {
3061 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3062 ode.dunlock(world);
3063 }
3064
3065 step_time -= ODE_STEPSIZE;
3066 i++;
3067 //}
3068 //else
3069 //{
3070 //fps = 0;
3071 //}
3072 //}
3073 } // end while (step_time > 0.0f)
3074
3075 lock (_characters)
3076 {
3077 foreach (OdeCharacter actor in _characters)
3078 {
3079 if (actor != null)
3080 {
3081 if (actor.bad)
3082 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3083 actor.UpdatePositionAndVelocity();
3084 }
3085 }
3086 }
3087
3088 lock (_badCharacter)
3089 {
3090 if (_badCharacter.Count > 0)
3091 {
3092 foreach (OdeCharacter chr in _badCharacter)
3093 {
3094 RemoveCharacter(chr);
3095 }
3096 _badCharacter.Clear();
3097 }
3098 }
3099
3100 lock (_activeprims)
3101 {
3102 //if (timeStep < 0.2f)
3103 {
3104 foreach (OdePrim actor in _activeprims)
3105 {
3106 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3107 {
3108 actor.UpdatePositionAndVelocity();
3109
3110 if (SupportsNINJAJoints)
3111 {
3112 // If an actor moved, move its joint proxy objects as well.
3113 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3114 // for this purpose but it is never called! So we just do the joint
3115 // movement code here.
3116
3117 if (actor.SOPName != null &&
3118 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3119 joints_connecting_actor[actor.SOPName] != null &&
3120 joints_connecting_actor[actor.SOPName].Count > 0)
3121 {
3122 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3123 {
3124 if (affectedJoint.IsInPhysicsEngine)
3125 {
3126 DoJointMoved(affectedJoint);
3127 }
3128 else
3129 {
3130 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3131 }
3132 }
3133 }
3134 }
3135 }
3136 }
3137 }
3138 } // end lock _activeprims
3139
3140 //DumpJointInfo();
3141
3142 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3143 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3144 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3145 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3146 {
3147 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3148 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3149
3150 if (physics_logging_append_existing_logfile)
3151 {
3152 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3153 TextWriter fwriter = File.AppendText(fname);
3154 fwriter.WriteLine(header);
3155 fwriter.Close();
3156 }
3157 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3158 }
3159 } // end lock OdeLock
3160
3161 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3162 } // end Simulate
3163
3164 public override void GetResults()
3165 {
3166 }
3167
3168 public override bool IsThreaded
3169 {
3170 // for now we won't be multithreaded
3171 get { return (false); }
3172 }
3173
3174 #region ODE Specific Terrain Fixes
3175 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3176 {
3177 float[] returnarr = new float[262144];
3178 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3179
3180 // Filling out the array into its multi-dimensional components
3181 for (int y = 0; y < WorldExtents.Y; y++)
3182 {
3183 for (int x = 0; x < WorldExtents.X; x++)
3184 {
3185 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3186 }
3187 }
3188
3189 // Resize using Nearest Neighbour
3190
3191 // This particular way is quick but it only works on a multiple of the original
3192
3193 // The idea behind this method can be described with the following diagrams
3194 // second pass and third pass happen in the same loop really.. just separated
3195 // them to show what this does.
3196
3197 // First Pass
3198 // ResultArr:
3199 // 1,1,1,1,1,1
3200 // 1,1,1,1,1,1
3201 // 1,1,1,1,1,1
3202 // 1,1,1,1,1,1
3203 // 1,1,1,1,1,1
3204 // 1,1,1,1,1,1
3205
3206 // Second Pass
3207 // ResultArr2:
3208 // 1,,1,,1,,1,,1,,1,
3209 // ,,,,,,,,,,
3210 // 1,,1,,1,,1,,1,,1,
3211 // ,,,,,,,,,,
3212 // 1,,1,,1,,1,,1,,1,
3213 // ,,,,,,,,,,
3214 // 1,,1,,1,,1,,1,,1,
3215 // ,,,,,,,,,,
3216 // 1,,1,,1,,1,,1,,1,
3217 // ,,,,,,,,,,
3218 // 1,,1,,1,,1,,1,,1,
3219
3220 // Third pass fills in the blanks
3221 // ResultArr2:
3222 // 1,1,1,1,1,1,1,1,1,1,1,1
3223 // 1,1,1,1,1,1,1,1,1,1,1,1
3224 // 1,1,1,1,1,1,1,1,1,1,1,1
3225 // 1,1,1,1,1,1,1,1,1,1,1,1
3226 // 1,1,1,1,1,1,1,1,1,1,1,1
3227 // 1,1,1,1,1,1,1,1,1,1,1,1
3228 // 1,1,1,1,1,1,1,1,1,1,1,1
3229 // 1,1,1,1,1,1,1,1,1,1,1,1
3230 // 1,1,1,1,1,1,1,1,1,1,1,1
3231 // 1,1,1,1,1,1,1,1,1,1,1,1
3232 // 1,1,1,1,1,1,1,1,1,1,1,1
3233
3234 // X,Y = .
3235 // X+1,y = ^
3236 // X,Y+1 = *
3237 // X+1,Y+1 = #
3238
3239 // Filling in like this;
3240 // .*
3241 // ^#
3242 // 1st .
3243 // 2nd *
3244 // 3rd ^
3245 // 4th #
3246 // on single loop.
3247
3248 float[,] resultarr2 = new float[512, 512];
3249 for (int y = 0; y < WorldExtents.Y; y++)
3250 {
3251 for (int x = 0; x < WorldExtents.X; x++)
3252 {
3253 resultarr2[y * 2, x * 2] = resultarr[y, x];
3254
3255 if (y < WorldExtents.Y)
3256 {
3257 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3258 }
3259 if (x < WorldExtents.X)
3260 {
3261 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3262 }
3263 if (x < WorldExtents.X && y < WorldExtents.Y)
3264 {
3265 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3266 }
3267 }
3268 }
3269
3270 //Flatten out the array
3271 int i = 0;
3272 for (int y = 0; y < 512; y++)
3273 {
3274 for (int x = 0; x < 512; x++)
3275 {
3276 if (resultarr2[y, x] <= 0)
3277 returnarr[i] = 0.0000001f;
3278 else
3279 returnarr[i] = resultarr2[y, x];
3280
3281 i++;
3282 }
3283 }
3284
3285 return returnarr;
3286 }
3287
3288 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3289 {
3290 float[] returnarr = new float[262144];
3291 float[,] resultarr = new float[512,512];
3292
3293 // Filling out the array into its multi-dimensional components
3294 for (int y = 0; y < 256; y++)
3295 {
3296 for (int x = 0; x < 256; x++)
3297 {
3298 resultarr[y, x] = heightMap[y * 256 + x];
3299 }
3300 }
3301
3302 // Resize using interpolation
3303
3304 // This particular way is quick but it only works on a multiple of the original
3305
3306 // The idea behind this method can be described with the following diagrams
3307 // second pass and third pass happen in the same loop really.. just separated
3308 // them to show what this does.
3309
3310 // First Pass
3311 // ResultArr:
3312 // 1,1,1,1,1,1
3313 // 1,1,1,1,1,1
3314 // 1,1,1,1,1,1
3315 // 1,1,1,1,1,1
3316 // 1,1,1,1,1,1
3317 // 1,1,1,1,1,1
3318
3319 // Second Pass
3320 // ResultArr2:
3321 // 1,,1,,1,,1,,1,,1,
3322 // ,,,,,,,,,,
3323 // 1,,1,,1,,1,,1,,1,
3324 // ,,,,,,,,,,
3325 // 1,,1,,1,,1,,1,,1,
3326 // ,,,,,,,,,,
3327 // 1,,1,,1,,1,,1,,1,
3328 // ,,,,,,,,,,
3329 // 1,,1,,1,,1,,1,,1,
3330 // ,,,,,,,,,,
3331 // 1,,1,,1,,1,,1,,1,
3332
3333 // Third pass fills in the blanks
3334 // ResultArr2:
3335 // 1,1,1,1,1,1,1,1,1,1,1,1
3336 // 1,1,1,1,1,1,1,1,1,1,1,1
3337 // 1,1,1,1,1,1,1,1,1,1,1,1
3338 // 1,1,1,1,1,1,1,1,1,1,1,1
3339 // 1,1,1,1,1,1,1,1,1,1,1,1
3340 // 1,1,1,1,1,1,1,1,1,1,1,1
3341 // 1,1,1,1,1,1,1,1,1,1,1,1
3342 // 1,1,1,1,1,1,1,1,1,1,1,1
3343 // 1,1,1,1,1,1,1,1,1,1,1,1
3344 // 1,1,1,1,1,1,1,1,1,1,1,1
3345 // 1,1,1,1,1,1,1,1,1,1,1,1
3346
3347 // X,Y = .
3348 // X+1,y = ^
3349 // X,Y+1 = *
3350 // X+1,Y+1 = #
3351
3352 // Filling in like this;
3353 // .*
3354 // ^#
3355 // 1st .
3356 // 2nd *
3357 // 3rd ^
3358 // 4th #
3359 // on single loop.
3360
3361 float[,] resultarr2 = new float[512,512];
3362 for (int y = 0; y < (int)Constants.RegionSize; y++)
3363 {
3364 for (int x = 0; x < (int)Constants.RegionSize; x++)
3365 {
3366 resultarr2[y*2, x*2] = resultarr[y, x];
3367
3368 if (y < (int)Constants.RegionSize)
3369 {
3370 if (y + 1 < (int)Constants.RegionSize)
3371 {
3372 if (x + 1 < (int)Constants.RegionSize)
3373 {
3374 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3375 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3376 }
3377 else
3378 {
3379 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3380 }
3381 }
3382 else
3383 {
3384 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3385 }
3386 }
3387 if (x < (int)Constants.RegionSize)
3388 {
3389 if (x + 1 < (int)Constants.RegionSize)
3390 {
3391 if (y + 1 < (int)Constants.RegionSize)
3392 {
3393 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3394 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3395 }
3396 else
3397 {
3398 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3399 }
3400 }
3401 else
3402 {
3403 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3404 }
3405 }
3406 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3407 {
3408 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3409 {
3410 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3411 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3412 }
3413 else
3414 {
3415 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3416 }
3417 }
3418 }
3419 }
3420 //Flatten out the array
3421 int i = 0;
3422 for (int y = 0; y < 512; y++)
3423 {
3424 for (int x = 0; x < 512; x++)
3425 {
3426 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3427 {
3428 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3429 resultarr2[y, x] = 0;
3430 }
3431 returnarr[i] = resultarr2[y, x];
3432 i++;
3433 }
3434 }
3435
3436 return returnarr;
3437 }
3438
3439 #endregion
3440
3441 public override void SetTerrain(float[] heightMap)
3442 {
3443 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3444 {
3445 if (m_parentScene is OdeScene)
3446 {
3447 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3448 }
3449 }
3450 else
3451 {
3452 SetTerrain(heightMap, m_worldOffset);
3453 }
3454 }
3455
3456 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3457 {
3458
3459 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3460
3461 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3462 int heightmapHeight = regionsize + 2;
3463
3464 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3465 int heightmapHeightSamples = (int)regionsize + 2;
3466
3467 // Array of height samples for ODE
3468 float[] _heightmap;
3469 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3470
3471 // Other ODE parameters
3472 const float scale = 1.0f;
3473 const float offset = 0.0f;
3474 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3475 const int wrap = 0;
3476
3477 float hfmin = 2000f;
3478 float hfmax = -2000f;
3479 float minele = 0.0f; // Dont allow -ve heights
3480
3481 int x = 0;
3482 int y = 0;
3483 int xx = 0;
3484 int yy = 0;
3485
3486 // load the height samples array from the heightMap
3487 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3488 {
3489 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3490 {
3491 xx = x - 1;
3492 if (xx < 0) xx = 0;
3493 if (xx > (regionsize - 1)) xx = regionsize - 1;
3494
3495 yy = y - 1;
3496 if (yy < 0) yy = 0;
3497 if (yy > (regionsize - 1)) yy = regionsize - 1;
3498 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3499 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3500 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3501 if (val < minele) val = minele;
3502 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3503 hfmin = (val < hfmin) ? val : hfmin;
3504 hfmax = (val > hfmax) ? val : hfmax;
3505 }
3506 }
3507
3508 lock (OdeLock)
3509 {
3510 IntPtr GroundGeom = IntPtr.Zero;
3511 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3512 {
3513 RegionTerrain.Remove(pOffset);
3514 if (GroundGeom != IntPtr.Zero)
3515 {
3516 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3517 {
3518 TerrainHeightFieldHeights.Remove(GroundGeom);
3519 }
3520 d.SpaceRemove(space, GroundGeom);
3521 d.GeomDestroy(GroundGeom);
3522 }
3523 }
3524 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3525 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3526 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3527 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3528 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3529 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3530 if (GroundGeom != IntPtr.Zero)
3531 {
3532 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3533 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3534 }
3535 geom_name_map[GroundGeom] = "Terrain";
3536
3537 d.Matrix3 R = new d.Matrix3();
3538
3539 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3540 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3541 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3542
3543 q1 = q1 * q2;
3544 //q1 = q1 * q3;
3545 Vector3 v3;
3546 float angle;
3547 q1.GetAxisAngle(out v3, out angle);
3548
3549 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3550 d.GeomSetRotation(GroundGeom, ref R);
3551 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3552 IntPtr testGround = IntPtr.Zero;
3553 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3554 {
3555 RegionTerrain.Remove(pOffset);
3556 }
3557 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3558 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3559 }
3560 }
3561
3562 public override void DeleteTerrain()
3563 {
3564 }
3565
3566 public float GetWaterLevel()
3567 {
3568 return waterlevel;
3569 }
3570
3571 public override bool SupportsCombining()
3572 {
3573 return true;
3574 }
3575
3576 public override void UnCombine(PhysicsScene pScene)
3577 {
3578 IntPtr localGround = IntPtr.Zero;
3579// float[] localHeightfield;
3580 bool proceed = false;
3581 List<IntPtr> geomDestroyList = new List<IntPtr>();
3582
3583 lock (OdeLock)
3584 {
3585 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3586 {
3587 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3588 {
3589 if (geom == localGround)
3590 {
3591// localHeightfield = TerrainHeightFieldHeights[geom];
3592 proceed = true;
3593 }
3594 else
3595 {
3596 geomDestroyList.Add(geom);
3597 }
3598 }
3599
3600 if (proceed)
3601 {
3602 m_worldOffset = Vector3.Zero;
3603 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3604 m_parentScene = null;
3605
3606 foreach (IntPtr g in geomDestroyList)
3607 {
3608 // removingHeightField needs to be done or the garbage collector will
3609 // collect the terrain data before we tell ODE to destroy it causing
3610 // memory corruption
3611 if (TerrainHeightFieldHeights.ContainsKey(g))
3612 {
3613// float[] removingHeightField = TerrainHeightFieldHeights[g];
3614 TerrainHeightFieldHeights.Remove(g);
3615
3616 if (RegionTerrain.ContainsKey(g))
3617 {
3618 RegionTerrain.Remove(g);
3619 }
3620
3621 d.GeomDestroy(g);
3622 //removingHeightField = new float[0];
3623 }
3624 }
3625
3626 }
3627 else
3628 {
3629 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3630
3631 }
3632 }
3633 }
3634 }
3635
3636 public override void SetWaterLevel(float baseheight)
3637 {
3638 waterlevel = baseheight;
3639 randomizeWater(waterlevel);
3640 }
3641
3642 public void randomizeWater(float baseheight)
3643 {
3644 const uint heightmapWidth = m_regionWidth + 2;
3645 const uint heightmapHeight = m_regionHeight + 2;
3646 const uint heightmapWidthSamples = m_regionWidth + 2;
3647 const uint heightmapHeightSamples = m_regionHeight + 2;
3648 const float scale = 1.0f;
3649 const float offset = 0.0f;
3650 const float thickness = 2.9f;
3651 const int wrap = 0;
3652
3653 for (int i = 0; i < (258 * 258); i++)
3654 {
3655 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3656 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3657 }
3658
3659 lock (OdeLock)
3660 {
3661 if (WaterGeom != IntPtr.Zero)
3662 {
3663 d.SpaceRemove(space, WaterGeom);
3664 }
3665 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3666 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3667 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3668 offset, thickness, wrap);
3669 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3670 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3671 if (WaterGeom != IntPtr.Zero)
3672 {
3673 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3674 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3675
3676 }
3677 geom_name_map[WaterGeom] = "Water";
3678
3679 d.Matrix3 R = new d.Matrix3();
3680
3681 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3682 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3683 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3684
3685 q1 = q1 * q2;
3686 //q1 = q1 * q3;
3687 Vector3 v3;
3688 float angle;
3689 q1.GetAxisAngle(out v3, out angle);
3690
3691 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3692 d.GeomSetRotation(WaterGeom, ref R);
3693 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3694
3695 }
3696
3697 }
3698
3699 public override void Dispose()
3700 {
3701 m_rayCastManager.Dispose();
3702 m_rayCastManager = null;
3703
3704 lock (OdeLock)
3705 {
3706 lock (_prims)
3707 {
3708 foreach (OdePrim prm in _prims)
3709 {
3710 RemovePrim(prm);
3711 }
3712 }
3713
3714 //foreach (OdeCharacter act in _characters)
3715 //{
3716 //RemoveAvatar(act);
3717 //}
3718 d.WorldDestroy(world);
3719 //d.CloseODE();
3720 }
3721 }
3722 public override Dictionary<uint, float> GetTopColliders()
3723 {
3724 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3725 int cnt = 0;
3726 lock (_prims)
3727 {
3728 foreach (OdePrim prm in _prims)
3729 {
3730 if (prm.CollisionScore > 0)
3731 {
3732 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3733 cnt++;
3734 prm.CollisionScore = 0f;
3735 if (cnt > 25)
3736 {
3737 break;
3738 }
3739 }
3740 }
3741 }
3742 return returncolliders;
3743 }
3744
3745 public override bool SupportsRayCast()
3746 {
3747 return true;
3748 }
3749
3750 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3751 {
3752 if (retMethod != null)
3753 {
3754 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3755 }
3756 }
3757
3758#if USE_DRAWSTUFF
3759 // Keyboard callback
3760 public void command(int cmd)
3761 {
3762 IntPtr geom;
3763 d.Mass mass;
3764 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3765
3766
3767
3768 Char ch = Char.ToLower((Char)cmd);
3769 switch ((Char)ch)
3770 {
3771 case 'w':
3772 try
3773 {
3774 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3775
3776 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 }
3779 catch (ArgumentException)
3780 { hpr.X = 0; }
3781 break;
3782
3783 case 'a':
3784 hpr.X++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787
3788 case 's':
3789 try
3790 {
3791 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3792
3793 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3794 ds.SetViewpoint(ref xyz, ref hpr);
3795 }
3796 catch (ArgumentException)
3797 { hpr.X = 0; }
3798 break;
3799 case 'd':
3800 hpr.X--;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 case 'r':
3804 xyz.Z++;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807 case 'f':
3808 xyz.Z--;
3809 ds.SetViewpoint(ref xyz, ref hpr);
3810 break;
3811 case 'e':
3812 xyz.Y++;
3813 ds.SetViewpoint(ref xyz, ref hpr);
3814 break;
3815 case 'q':
3816 xyz.Y--;
3817 ds.SetViewpoint(ref xyz, ref hpr);
3818 break;
3819 }
3820 }
3821
3822 public void step(int pause)
3823 {
3824
3825 ds.SetColor(1.0f, 1.0f, 0.0f);
3826 ds.SetTexture(ds.Texture.Wood);
3827 lock (_prims)
3828 {
3829 foreach (OdePrim prm in _prims)
3830 {
3831 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3832 if (prm.prim_geom != IntPtr.Zero)
3833 {
3834 d.Vector3 pos;
3835 d.GeomCopyPosition(prm.prim_geom, out pos);
3836 //d.BodyCopyPosition(body, out pos);
3837
3838 d.Matrix3 R;
3839 d.GeomCopyRotation(prm.prim_geom, out R);
3840 //d.BodyCopyRotation(body, out R);
3841
3842
3843 d.Vector3 sides = new d.Vector3();
3844 sides.X = prm.Size.X;
3845 sides.Y = prm.Size.Y;
3846 sides.Z = prm.Size.Z;
3847
3848 ds.DrawBox(ref pos, ref R, ref sides);
3849 }
3850 }
3851 }
3852 ds.SetColor(1.0f, 0.0f, 0.0f);
3853 lock (_characters)
3854 {
3855 foreach (OdeCharacter chr in _characters)
3856 {
3857 if (chr.Shell != IntPtr.Zero)
3858 {
3859 IntPtr body = d.GeomGetBody(chr.Shell);
3860
3861 d.Vector3 pos;
3862 d.GeomCopyPosition(chr.Shell, out pos);
3863 //d.BodyCopyPosition(body, out pos);
3864
3865 d.Matrix3 R;
3866 d.GeomCopyRotation(chr.Shell, out R);
3867 //d.BodyCopyRotation(body, out R);
3868
3869 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3870 d.Vector3 sides = new d.Vector3();
3871 sides.X = 0.5f;
3872 sides.Y = 0.5f;
3873 sides.Z = 0.5f;
3874
3875 ds.DrawBox(ref pos, ref R, ref sides);
3876 }
3877 }
3878 }
3879 }
3880
3881 public void start(int unused)
3882 {
3883 ds.SetViewpoint(ref xyz, ref hpr);
3884 }
3885#endif
3886 }
3887}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
new file mode 100644
index 0000000..e7e7bb3
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
@@ -0,0 +1,353 @@
1/* Ubit 2012
2 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
3 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
4 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
5 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
6 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
7 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
8 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
9 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
11 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
12*/
13
14// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
15
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace OpenSim.Region.Physics.OdePlugin
21{
22
23 unsafe public class wstreamer
24 {
25 byte[] buf;
26 int index;
27 byte* src;
28
29 public wstreamer()
30 {
31 buf = new byte[1024];
32 index = 0;
33 }
34 public wstreamer(int size)
35 {
36 buf = new byte[size];
37 index = 0;
38 }
39
40 public byte[] close()
41 {
42 byte[] data = new byte[index];
43 Buffer.BlockCopy(buf, 0, data, 0, index);
44 return data;
45 }
46
47 public void Seek(int pos)
48 {
49 index = pos;
50 }
51
52 public void Seekrel(int pos)
53 {
54 index += pos;
55 }
56
57 public void Wbyte(byte value)
58 {
59 buf[index++] = value;
60 }
61 public void Wshort(short value)
62 {
63 src = (byte*)&value;
64 buf[index++] = *src++;
65 buf[index++] = *src;
66 }
67 public void Wushort(ushort value)
68 {
69 src = (byte*)&value;
70 buf[index++] = *src++;
71 buf[index++] = *src;
72 }
73 public void Wint(int value)
74 {
75 src = (byte*)&value;
76 buf[index++] = *src++;
77 buf[index++] = *src++;
78 buf[index++] = *src++;
79 buf[index++] = *src;
80 }
81 public void Wuint(uint value)
82 {
83 src = (byte*)&value;
84 buf[index++] = *src++;
85 buf[index++] = *src++;
86 buf[index++] = *src++;
87 buf[index++] = *src;
88 }
89 public void Wlong(long value)
90 {
91 src = (byte*)&value;
92 buf[index++] = *src++;
93 buf[index++] = *src++;
94 buf[index++] = *src++;
95 buf[index++] = *src++;
96 buf[index++] = *src++;
97 buf[index++] = *src++;
98 buf[index++] = *src++;
99 buf[index++] = *src;
100 }
101 public void Wulong(ulong value)
102 {
103 src = (byte*)&value;
104 buf[index++] = *src++;
105 buf[index++] = *src++;
106 buf[index++] = *src++;
107 buf[index++] = *src++;
108 buf[index++] = *src++;
109 buf[index++] = *src++;
110 buf[index++] = *src++;
111 buf[index++] = *src;
112 }
113
114 public void Wfloat(float value)
115 {
116 src = (byte*)&value;
117 buf[index++] = *src++;
118 buf[index++] = *src++;
119 buf[index++] = *src++;
120 buf[index++] = *src;
121 }
122
123 public void Wdouble(double value)
124 {
125 src = (byte*)&value;
126 buf[index++] = *src++;
127 buf[index++] = *src++;
128 buf[index++] = *src++;
129 buf[index++] = *src++;
130 buf[index++] = *src++;
131 buf[index++] = *src++;
132 buf[index++] = *src++;
133 buf[index++] = *src;
134 }
135
136 public void Wvector3(Vector3 value)
137 {
138 src = (byte*)&value.X;
139 buf[index++] = *src++;
140 buf[index++] = *src++;
141 buf[index++] = *src++;
142 buf[index++] = *src;
143 src = (byte*)&value.Y; // it may have padding ??
144 buf[index++] = *src++;
145 buf[index++] = *src++;
146 buf[index++] = *src++;
147 buf[index++] = *src;
148 src = (byte*)&value.Z;
149 buf[index++] = *src++;
150 buf[index++] = *src++;
151 buf[index++] = *src++;
152 buf[index++] = *src;
153 }
154 public void Wquat(Quaternion value)
155 {
156 src = (byte*)&value.X;
157 buf[index++] = *src++;
158 buf[index++] = *src++;
159 buf[index++] = *src++;
160 buf[index++] = *src;
161 src = (byte*)&value.Y; // it may have padding ??
162 buf[index++] = *src++;
163 buf[index++] = *src++;
164 buf[index++] = *src++;
165 buf[index++] = *src;
166 src = (byte*)&value.Z;
167 buf[index++] = *src++;
168 buf[index++] = *src++;
169 buf[index++] = *src++;
170 buf[index++] = *src;
171 src = (byte*)&value.W;
172 buf[index++] = *src++;
173 buf[index++] = *src++;
174 buf[index++] = *src++;
175 buf[index++] = *src;
176 }
177 }
178
179 unsafe public class rstreamer
180 {
181 private byte[] rbuf;
182 private int ptr;
183 private byte* dst;
184
185 public rstreamer(byte[] data)
186 {
187 rbuf = data;
188 ptr = 0;
189 }
190
191 public void close()
192 {
193 }
194
195 public void Seek(int pos)
196 {
197 ptr = pos;
198 }
199
200 public void Seekrel(int pos)
201 {
202 ptr += pos;
203 }
204
205 public byte Rbyte()
206 {
207 return (byte)rbuf[ptr++];
208 }
209
210 public short Rshort()
211 {
212 short v;
213 dst = (byte*)&v;
214 *dst++ = rbuf[ptr++];
215 *dst = rbuf[ptr++];
216 return v;
217 }
218 public ushort Rushort()
219 {
220 ushort v;
221 dst = (byte*)&v;
222 *dst++ = rbuf[ptr++];
223 *dst = rbuf[ptr++];
224 return v;
225 }
226 public int Rint()
227 {
228 int v;
229 dst = (byte*)&v;
230 *dst++ = rbuf[ptr++];
231 *dst++ = rbuf[ptr++];
232 *dst++ = rbuf[ptr++];
233 *dst = rbuf[ptr++];
234 return v;
235 }
236 public uint Ruint()
237 {
238 uint v;
239 dst = (byte*)&v;
240 *dst++ = rbuf[ptr++];
241 *dst++ = rbuf[ptr++];
242 *dst++ = rbuf[ptr++];
243 *dst = rbuf[ptr++];
244 return v;
245 }
246 public long Rlong()
247 {
248 long v;
249 dst = (byte*)&v;
250 *dst++ = rbuf[ptr++];
251 *dst++ = rbuf[ptr++];
252 *dst++ = rbuf[ptr++];
253 *dst++ = rbuf[ptr++];
254 *dst++ = rbuf[ptr++];
255 *dst++ = rbuf[ptr++];
256 *dst++ = rbuf[ptr++];
257 *dst = rbuf[ptr++];
258 return v;
259 }
260 public ulong Rulong()
261 {
262 ulong v;
263 dst = (byte*)&v;
264 *dst++ = rbuf[ptr++];
265 *dst++ = rbuf[ptr++];
266 *dst++ = rbuf[ptr++];
267 *dst++ = rbuf[ptr++];
268 *dst++ = rbuf[ptr++];
269 *dst++ = rbuf[ptr++];
270 *dst++ = rbuf[ptr++];
271 *dst = rbuf[ptr++];
272 return v;
273 }
274 public float Rfloat()
275 {
276 float v;
277 dst = (byte*)&v;
278 *dst++ = rbuf[ptr++];
279 *dst++ = rbuf[ptr++];
280 *dst++ = rbuf[ptr++];
281 *dst = rbuf[ptr++];
282 return v;
283 }
284
285 public double Rdouble()
286 {
287 double v;
288 dst = (byte*)&v;
289 *dst++ = rbuf[ptr++];
290 *dst++ = rbuf[ptr++];
291 *dst++ = rbuf[ptr++];
292 *dst++ = rbuf[ptr++];
293 *dst++ = rbuf[ptr++];
294 *dst++ = rbuf[ptr++];
295 *dst++ = rbuf[ptr++];
296 *dst = rbuf[ptr++];
297 return v;
298 }
299
300 public Vector3 Rvector3()
301 {
302 Vector3 v;
303 dst = (byte*)&v.X;
304 *dst++ = rbuf[ptr++];
305 *dst++ = rbuf[ptr++];
306 *dst++ = rbuf[ptr++];
307 *dst = rbuf[ptr++];
308
309 dst = (byte*)&v.Y;
310 *dst++ = rbuf[ptr++];
311 *dst++ = rbuf[ptr++];
312 *dst++ = rbuf[ptr++];
313 *dst = rbuf[ptr++];
314
315 dst = (byte*)&v.Z;
316 *dst++ = rbuf[ptr++];
317 *dst++ = rbuf[ptr++];
318 *dst++ = rbuf[ptr++];
319 *dst = rbuf[ptr++];
320 return v;
321 }
322
323 public Quaternion Rquat()
324 {
325 Quaternion v;
326 dst = (byte*)&v.X;
327 *dst++ = rbuf[ptr++];
328 *dst++ = rbuf[ptr++];
329 *dst++ = rbuf[ptr++];
330 *dst = rbuf[ptr++];
331
332 dst = (byte*)&v.Y;
333 *dst++ = rbuf[ptr++];
334 *dst++ = rbuf[ptr++];
335 *dst++ = rbuf[ptr++];
336 *dst = rbuf[ptr++];
337
338 dst = (byte*)&v.Z;
339 *dst++ = rbuf[ptr++];
340 *dst++ = rbuf[ptr++];
341 *dst++ = rbuf[ptr++];
342 *dst = rbuf[ptr++];
343
344 dst = (byte*)&v.W;
345 *dst++ = rbuf[ptr++];
346 *dst++ = rbuf[ptr++];
347 *dst++ = rbuf[ptr++];
348 *dst = rbuf[ptr++];
349
350 return v;
351 }
352 }
353}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..c32cf38 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -36,6 +36,7 @@ namespace OpenSim.Region.Physics.Manager
36 { 36 {
37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); 37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical,bool convex);
39 } 40 }
40 41
41 // Values for level of detail to be passed to the mesher. 42 // Values for level of detail to be passed to the mesher.
@@ -65,5 +66,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 66 void releasePinned();
66 void Append(IMesh newMesh); 67 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 68 void TransformLinear(float[,] matrix, float[] offset);
69 Vector3 GetCentroid();
68 } 70 }
69} 71}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..b66d7f1 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -68,6 +68,19 @@ namespace OpenSim.Region.Physics.Manager
68 } 68 }
69 } 69 }
70 70
71 public struct ContactData
72 {
73 public float mu;
74 public float bounce;
75 public bool softcolide;
76
77 public ContactData(float _mu, float _bounce, bool _softcolide)
78 {
79 mu = _mu;
80 bounce = _bounce;
81 softcolide = _softcolide;
82 }
83 }
71 /// <summary> 84 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 85 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 86 /// </summary>
@@ -135,6 +148,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 148 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 149 public event CollisionUpdate OnCollisionUpdate;
137 150
151 public virtual void SetVehicle(object vdata) { }
152
138 public event OutOfBounds OnOutOfBounds; 153 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 154#pragma warning restore 67
140 155
@@ -142,11 +157,29 @@ namespace OpenSim.Region.Physics.Manager
142 { 157 {
143 get { return new NullPhysicsActor(); } 158 get { return new NullPhysicsActor(); }
144 } 159 }
160
161 public virtual bool Building { get; set; }
162
163 public virtual void getContactData(ref ContactData cdata)
164 {
165 cdata.mu = 0;
166 cdata.bounce = 0;
167 }
145 168
146 public abstract bool Stopped { get; } 169 public abstract bool Stopped { get; }
147 170
148 public abstract Vector3 Size { get; set; } 171 public abstract Vector3 Size { get; set; }
149 172
173 public virtual bool Phantom { get; set; }
174
175 public virtual bool IsVolumeDtc
176 {
177 get { return false; }
178 set { return; }
179 }
180
181 public virtual byte PhysicsShapeType { get; set; }
182
150 public abstract PrimitiveBaseShape Shape { set; } 183 public abstract PrimitiveBaseShape Shape { set; }
151 184
152 uint m_baseLocalID; 185 uint m_baseLocalID;
@@ -195,6 +228,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 228 }
196 } 229 }
197 230
231 public virtual byte[] Serialize(bool PhysIsRunning)
232 {
233 return new byte[0];
234 }
235
198 public virtual void RaiseOutOfBounds(Vector3 pos) 236 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 237 {
200 // Make a temporary copy of the event to avoid possibility of 238 // Make a temporary copy of the event to avoid possibility of
@@ -222,6 +260,11 @@ namespace OpenSim.Region.Physics.Manager
222 { 260 {
223 } 261 }
224 262
263 public virtual float Density { get; set; }
264 public virtual float GravModifier { get; set; }
265 public virtual float Friction { get; set; }
266 public virtual float Bounce { get; set; }
267
225 /// <summary> 268 /// <summary>
226 /// Position of this actor. 269 /// Position of this actor.
227 /// </summary> 270 /// </summary>
@@ -554,5 +597,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 597 {
555 return false; 598 return false;
556 } 599 }
600
557 } 601 }
558} 602}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..d10a2aa 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -43,6 +43,34 @@ namespace OpenSim.Region.Physics.Manager
43 public delegate void JointDeactivated(PhysicsJoint joint); 43 public delegate void JointDeactivated(PhysicsJoint joint);
44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" 44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
45 45
46 public enum RayFilterFlags:ushort
47 {
48 // the flags
49 water = 0x01,
50 land = 0x02,
51 agent = 0x04,
52 nonphysical = 0x08,
53 physical = 0x10,
54 phantom = 0x20,
55 volumedtc = 0x40,
56
57 // ray cast colision control (may only work for meshs)
58 BackFaceCull = 0x4000,
59 ClosestHit = 0x8000,
60
61 // some combinations
62 LSLPhanton = phantom | volumedtc,
63 PrimsNonPhantom = nonphysical | physical,
64 PrimsNonPhantomAgents = nonphysical | physical | agent,
65
66 AllPrims = nonphysical | phantom | volumedtc | physical,
67 AllButLand = agent | nonphysical | physical | phantom | volumedtc,
68
69 ClosestAndBackCull = ClosestHit | BackFaceCull,
70
71 All = 0x3f
72 }
73
46 /// <summary> 74 /// <summary>
47 /// Contact result from a raycast. 75 /// Contact result from a raycast.
48 /// </summary> 76 /// </summary>
@@ -54,6 +82,8 @@ namespace OpenSim.Region.Physics.Manager
54 public Vector3 Normal; 82 public Vector3 Normal;
55 } 83 }
56 84
85
86
57 public abstract class PhysicsScene 87 public abstract class PhysicsScene
58 { 88 {
59// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 89// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -125,6 +155,25 @@ namespace OpenSim.Region.Physics.Manager
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 155 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 156 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 157
158 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
159 uint localid, byte[] sdata)
160 {
161 return null;
162 }
163
164 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
165 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
166 {
167 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
168 }
169
170
171 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
172 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
173 {
174 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
175 }
176
128 public virtual float TimeDilation 177 public virtual float TimeDilation
129 { 178 {
130 get { return 1.0f; } 179 get { return 1.0f; }
@@ -222,7 +271,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 271 }
223 272
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 273 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 274 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 275 public virtual void UnCombine(PhysicsScene pScene) {}
227 276
228 /// <summary> 277 /// <summary>
@@ -260,5 +309,23 @@ namespace OpenSim.Region.Physics.Manager
260 { 309 {
261 return new List<ContactResult>(); 310 return new List<ContactResult>();
262 } 311 }
312
313 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
314 {
315 return null;
316 }
317
318 public virtual bool SuportsRaycastWorldFiltered()
319 {
320 return false;
321 }
322
323 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
324 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
325 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
326 {
327 return new List<ContactResult>();
328 }
329
263 } 330 }
264} 331}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
index ba19db6..8a3b50b 100644
--- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs
+++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
@@ -67,6 +67,11 @@ namespace OpenSim.Region.Physics.Manager
67 return CreateMesh(primName, primShape, size, lod, false); 67 return CreateMesh(primName, primShape, size, lod, false);
68 } 68 }
69 69
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
71 {
72 return CreateMesh(primName, primShape, size, lod, false);
73 }
74
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 75 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
71 { 76 {
72 // Remove the reference to the encoded JPEG2000 data so it can be GCed 77 // Remove the reference to the encoded JPEG2000 data so it can be GCed
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..c715642 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
83 public void CalcNormals() 151 public void CalcNormals()
84 { 152 {
85 int iTriangles = m_triangles.Count; 153 int iTriangles = m_triangles.Count;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 3bd15ce..825b858 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing
74#endif 74#endif
75 75
76 private bool cacheSculptMaps = true; 76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
77 private string decodedSculptMapPath = null; 79 private string decodedSculptMapPath = null;
78 private bool useMeshiesPhysicsMesh = false; 80 private bool useMeshiesPhysicsMesh = false;
79 81
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing
87 IConfig mesh_config = config.Configs["Mesh"]; 89 IConfig mesh_config = config.Configs["Mesh"];
88 90
89 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); 91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
90 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); 93 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
94
95 if (Environment.OSVersion.Platform == PlatformID.Unix)
96 {
97 cacheSculptAlphaMaps = false;
98 }
99 else
100 cacheSculptAlphaMaps = cacheSculptMaps;
101
91 if(mesh_config != null) 102 if(mesh_config != null)
92 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); 103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
93 104
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing
268 { 279 {
269 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) 280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
270 return null; 281 return null;
282 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
283 // don't loose it
284 // primShape.SculptData = Utils.EmptyBytes;
271 } 285 }
286// primShape.SculptDataLoaded = true;
272 } 287 }
273 else 288 else
274 { 289 {
275 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) 290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
276 return null; 291 return null;
277 } 292 }
278 293 // keep compatible
279 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
280 primShape.SculptData = Utils.EmptyBytes; 294 primShape.SculptData = Utils.EmptyBytes;
281 295
282 int numCoords = coords.Count; 296 int numCoords = coords.Count;
@@ -321,7 +335,7 @@ namespace OpenSim.Region.Physics.Meshing
321 335
322 if (primShape.SculptData.Length <= 0) 336 if (primShape.SculptData.Length <= 0)
323 { 337 {
324 m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); 338 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
325 return false; 339 return false;
326 } 340 }
327 341
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing
482 496
483 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); 497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
484 498
485 if (cacheSculptMaps) 499 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
500 // don't cache images with alpha channel in linux since mono can't load them correctly)
486 { 501 {
487 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } 502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
488 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } 503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
@@ -702,6 +717,11 @@ namespace OpenSim.Region.Physics.Meshing
702 return CreateMesh(primName, primShape, size, lod, false); 717 return CreateMesh(primName, primShape, size, lod, false);
703 } 718 }
704 719
720 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
721 {
722 return CreateMesh(primName, primShape, size, lod, false);
723 }
724
705 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 725 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
706 { 726 {
707#if SPAM 727#if SPAM
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -58,28 +58,24 @@ namespace PrimMesher
58 if (bmW == 0 || bmH == 0) 58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data"); 59 throw new Exception("SculptMap: bitmap has no data");
60 60
61 int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image 61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62 62
63 bool smallMap = bmW * bmH <= numLodPixels;
63 bool needsScaling = false; 64 bool needsScaling = false;
64 65
65 bool smallMap = bmW * bmH <= lod * lod;
66
67 width = bmW; 66 width = bmW;
68 height = bmH; 67 height = bmH;
69 while (width * height > numLodPixels) 68 while (width * height > numLodPixels * 4)
70 { 69 {
71 width >>= 1; 70 width >>= 1;
72 height >>= 1; 71 height >>= 1;
73 needsScaling = true; 72 needsScaling = true;
74 } 73 }
75 74
76
77
78 try 75 try
79 { 76 {
80 if (needsScaling) 77 if (needsScaling)
81 bm = ScaleImage(bm, width, height, 78 bm = ScaleImage(bm, width, height);
82 System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
83 } 79 }
84 80
85 catch (Exception e) 81 catch (Exception e)
@@ -87,7 +83,7 @@ namespace PrimMesher
87 throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); 83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
88 } 84 }
89 85
90 if (width * height > lod * lod) 86 if (width * height > numLodPixels)
91 { 87 {
92 width >>= 1; 88 width >>= 1;
93 height >>= 1; 89 height >>= 1;
@@ -144,15 +140,17 @@ namespace PrimMesher
144 int rowNdx, colNdx; 140 int rowNdx, colNdx;
145 int smNdx = 0; 141 int smNdx = 0;
146 142
143
147 for (rowNdx = 0; rowNdx < numRows; rowNdx++) 144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
148 { 145 {
149 List<Coord> row = new List<Coord>(numCols); 146 List<Coord> row = new List<Coord>(numCols);
150 for (colNdx = 0; colNdx < numCols; colNdx++) 147 for (colNdx = 0; colNdx < numCols; colNdx++)
151 { 148 {
149
152 if (mirror) 150 if (mirror)
153 row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); 151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
154 else 152 else
155 row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); 153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
156 154
157 ++smNdx; 155 ++smNdx;
158 } 156 }
@@ -161,23 +159,39 @@ namespace PrimMesher
161 return rows; 159 return rows;
162 } 160 }
163 161
164 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, 162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
165 System.Drawing.Drawing2D.InterpolationMode interpMode)
166 { 163 {
167 Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
168 scaledImage.SetResolution(96.0f, 96.0f);
169
170 Graphics grPhoto = Graphics.FromImage(scaledImage);
171 grPhoto.InterpolationMode = interpMode;
172 164
173 grPhoto.DrawImage(srcImage, 165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
174 new Rectangle(0, 0, destWidth, destHeight), 166
175 new Rectangle(0, 0, srcImage.Width, srcImage.Height), 167 Color c;
176 GraphicsUnit.Pixel); 168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
177 185
178 grPhoto.Dispose(); 186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
179 return scaledImage; 191 return scaledImage;
180 } 192 }
193
194 }
195
181 } 196 }
182}
183#endif 197#endif
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 0716214..a41c856 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -601,8 +601,8 @@ namespace OpenSim.Region.Physics.OdePlugin
601 break; 601 break;
602 602
603 case HollowShape.Circle: 603 case HollowShape.Circle:
604 // Hollow shape is a perfect cyllinder in respect to the cube's scale 604 // Hollow shape is a perfect cylinder in respect to the cube's scale
605 // Cyllinder hollow volume calculation 605 // Cylinder hollow volume calculation
606 606
607 hollowVolume *= 0.1963495f * 3.07920140172638f; 607 hollowVolume *= 0.1963495f * 3.07920140172638f;
608 break; 608 break;
@@ -2827,7 +2827,7 @@ Console.WriteLine(" JointCreateFixed");
2827 } 2827 }
2828 public override bool PIDActive { set { m_usePID = value; } } 2828 public override bool PIDActive { set { m_usePID = value; } }
2829 public override float PIDTau { set { m_PIDTau = value; } } 2829 public override float PIDTau { set { m_PIDTau = value; } }
2830 2830
2831 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2831 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2832 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2832 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2833 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2833 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
new file mode 100644
index 0000000..2938257
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
@@ -0,0 +1,340 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Diagnostics;
31using System.Globalization;
32using OpenMetaverse;
33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing;
35
36public class Vertex : IComparable<Vertex>
37{
38 Vector3 vector;
39
40 public float X
41 {
42 get { return vector.X; }
43 set { vector.X = value; }
44 }
45
46 public float Y
47 {
48 get { return vector.Y; }
49 set { vector.Y = value; }
50 }
51
52 public float Z
53 {
54 get { return vector.Z; }
55 set { vector.Z = value; }
56 }
57
58 public Vertex(float x, float y, float z)
59 {
60 vector.X = x;
61 vector.Y = y;
62 vector.Z = z;
63 }
64
65 public Vertex normalize()
66 {
67 float tlength = vector.Length();
68 if (tlength != 0f)
69 {
70 float mul = 1.0f / tlength;
71 return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
72 }
73 else
74 {
75 return new Vertex(0f, 0f, 0f);
76 }
77 }
78
79 public Vertex cross(Vertex v)
80 {
81 return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
82 }
83
84 // disable warning: mono compiler moans about overloading
85 // operators hiding base operator but should not according to C#
86 // language spec
87#pragma warning disable 0108
88 public static Vertex operator *(Vertex v, Quaternion q)
89 {
90 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
91
92 Vertex v2 = new Vertex(0f, 0f, 0f);
93
94 v2.X = q.W * q.W * v.X +
95 2f * q.Y * q.W * v.Z -
96 2f * q.Z * q.W * v.Y +
97 q.X * q.X * v.X +
98 2f * q.Y * q.X * v.Y +
99 2f * q.Z * q.X * v.Z -
100 q.Z * q.Z * v.X -
101 q.Y * q.Y * v.X;
102
103 v2.Y =
104 2f * q.X * q.Y * v.X +
105 q.Y * q.Y * v.Y +
106 2f * q.Z * q.Y * v.Z +
107 2f * q.W * q.Z * v.X -
108 q.Z * q.Z * v.Y +
109 q.W * q.W * v.Y -
110 2f * q.X * q.W * v.Z -
111 q.X * q.X * v.Y;
112
113 v2.Z =
114 2f * q.X * q.Z * v.X +
115 2f * q.Y * q.Z * v.Y +
116 q.Z * q.Z * v.Z -
117 2f * q.W * q.Y * v.X -
118 q.Y * q.Y * v.Z +
119 2f * q.W * q.X * v.Y -
120 q.X * q.X * v.Z +
121 q.W * q.W * v.Z;
122
123 return v2;
124 }
125
126 public static Vertex operator +(Vertex v1, Vertex v2)
127 {
128 return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
129 }
130
131 public static Vertex operator -(Vertex v1, Vertex v2)
132 {
133 return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
134 }
135
136 public static Vertex operator *(Vertex v1, Vertex v2)
137 {
138 return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z);
139 }
140
141 public static Vertex operator +(Vertex v1, float am)
142 {
143 v1.X += am;
144 v1.Y += am;
145 v1.Z += am;
146 return v1;
147 }
148
149 public static Vertex operator -(Vertex v1, float am)
150 {
151 v1.X -= am;
152 v1.Y -= am;
153 v1.Z -= am;
154 return v1;
155 }
156
157 public static Vertex operator *(Vertex v1, float am)
158 {
159 v1.X *= am;
160 v1.Y *= am;
161 v1.Z *= am;
162 return v1;
163 }
164
165 public static Vertex operator /(Vertex v1, float am)
166 {
167 if (am == 0f)
168 {
169 return new Vertex(0f,0f,0f);
170 }
171 float mul = 1.0f / am;
172 v1.X *= mul;
173 v1.Y *= mul;
174 v1.Z *= mul;
175 return v1;
176 }
177#pragma warning restore 0108
178
179
180 public float dot(Vertex v)
181 {
182 return X * v.X + Y * v.Y + Z * v.Z;
183 }
184
185 public Vertex(Vector3 v)
186 {
187 vector = v;
188 }
189
190 public Vertex Clone()
191 {
192 return new Vertex(X, Y, Z);
193 }
194
195 public static Vertex FromAngle(double angle)
196 {
197 return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
198 }
199
200 public float Length()
201 {
202 return vector.Length();
203 }
204
205 public virtual bool Equals(Vertex v, float tolerance)
206 {
207 Vertex diff = this - v;
208 float d = diff.Length();
209 if (d < tolerance)
210 return true;
211
212 return false;
213 }
214
215
216 public int CompareTo(Vertex other)
217 {
218 if (X < other.X)
219 return -1;
220
221 if (X > other.X)
222 return 1;
223
224 if (Y < other.Y)
225 return -1;
226
227 if (Y > other.Y)
228 return 1;
229
230 if (Z < other.Z)
231 return -1;
232
233 if (Z > other.Z)
234 return 1;
235
236 return 0;
237 }
238
239 public static bool operator >(Vertex me, Vertex other)
240 {
241 return me.CompareTo(other) > 0;
242 }
243
244 public static bool operator <(Vertex me, Vertex other)
245 {
246 return me.CompareTo(other) < 0;
247 }
248
249 public String ToRaw()
250 {
251 // Why this stuff with the number formatter?
252 // Well, the raw format uses the english/US notation of numbers
253 // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1.
254 // The german notation uses these characters exactly vice versa!
255 // The Float.ToString() routine is a localized one, giving different results depending on the country
256 // settings your machine works with. Unusable for a machine readable file format :-(
257 NumberFormatInfo nfi = new NumberFormatInfo();
258 nfi.NumberDecimalSeparator = ".";
259 nfi.NumberDecimalDigits = 3;
260
261 String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi);
262
263 return s1;
264 }
265}
266
267public class Triangle
268{
269 public Vertex v1;
270 public Vertex v2;
271 public Vertex v3;
272
273 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
274 {
275 v1 = _v1;
276 v2 = _v2;
277 v3 = _v3;
278 }
279
280 public Triangle(float _v1x,float _v1y,float _v1z,
281 float _v2x,float _v2y,float _v2z,
282 float _v3x,float _v3y,float _v3z)
283 {
284 v1 = new Vertex(_v1x, _v1y, _v1z);
285 v2 = new Vertex(_v2x, _v2y, _v2z);
286 v3 = new Vertex(_v3x, _v3y, _v3z);
287 }
288
289 public override String ToString()
290 {
291 NumberFormatInfo nfi = new NumberFormatInfo();
292 nfi.CurrencyDecimalDigits = 2;
293 nfi.CurrencyDecimalSeparator = ".";
294
295 String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
296 String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
297 String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
298
299 return s1 + ";" + s2 + ";" + s3;
300 }
301
302 public Vector3 getNormal()
303 {
304 // Vertices
305
306 // Vectors for edges
307 Vector3 e1;
308 Vector3 e2;
309
310 e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
311 e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
312
313 // Cross product for normal
314 Vector3 n = Vector3.Cross(e1, e2);
315
316 // Length
317 float l = n.Length();
318
319 // Normalized "normal"
320 n = n/l;
321
322 return n;
323 }
324
325 public void invertNormal()
326 {
327 Vertex vt;
328 vt = v1;
329 v1 = v2;
330 v2 = vt;
331 }
332
333 // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
334 // debugging purposes
335 public String ToStringRaw()
336 {
337 String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw();
338 return output;
339 }
340}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
new file mode 100644
index 0000000..c715642
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,401 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Runtime.InteropServices;
32using OpenSim.Region.Physics.Manager;
33using PrimMesher;
34using OpenMetaverse;
35
36namespace OpenSim.Region.Physics.Meshing
37{
38 public class Mesh : IMesh
39 {
40 private Dictionary<Vertex, int> m_vertices;
41 private List<Triangle> m_triangles;
42 GCHandle m_pinnedVertexes;
43 GCHandle m_pinnedIndex;
44 IntPtr m_verticesPtr = IntPtr.Zero;
45 int m_vertexCount = 0;
46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0;
48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
70
71 public Mesh()
72 {
73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
79 }
80
81 public Mesh Clone()
82 {
83 Mesh result = new Mesh();
84
85 foreach (Triangle t in m_triangles)
86 {
87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
88 }
89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
91 return result;
92 }
93
94 public void Add(Triangle triangle)
95 {
96 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
98 // If a vertex of the triangle is not yet in the vertices list,
99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
140 m_triangles.Add(triangle);
141 }
142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
151 public void CalcNormals()
152 {
153 int iTriangles = m_triangles.Count;
154
155 this.m_normals = new float[iTriangles * 3];
156
157 int i = 0;
158 foreach (Triangle t in m_triangles)
159 {
160 float ux, uy, uz;
161 float vx, vy, vz;
162 float wx, wy, wz;
163
164 ux = t.v1.X;
165 uy = t.v1.Y;
166 uz = t.v1.Z;
167
168 vx = t.v2.X;
169 vy = t.v2.Y;
170 vz = t.v2.Z;
171
172 wx = t.v3.X;
173 wy = t.v3.Y;
174 wz = t.v3.Z;
175
176
177 // Vectors for edges
178 float e1x, e1y, e1z;
179 float e2x, e2y, e2z;
180
181 e1x = ux - vx;
182 e1y = uy - vy;
183 e1z = uz - vz;
184
185 e2x = ux - wx;
186 e2y = uy - wy;
187 e2z = uz - wz;
188
189
190 // Cross product for normal
191 float nx, ny, nz;
192 nx = e1y * e2z - e1z * e2y;
193 ny = e1z * e2x - e1x * e2z;
194 nz = e1x * e2y - e1y * e2x;
195
196 // Length
197 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
198 float lReciprocal = 1.0f / l;
199
200 // Normalized "normal"
201 //nx /= l;
202 //ny /= l;
203 //nz /= l;
204
205 m_normals[i] = nx * lReciprocal;
206 m_normals[i + 1] = ny * lReciprocal;
207 m_normals[i + 2] = nz * lReciprocal;
208
209 i += 3;
210 }
211 }
212
213 public List<Vector3> getVertexList()
214 {
215 List<Vector3> result = new List<Vector3>();
216 foreach (Vertex v in m_vertices.Keys)
217 {
218 result.Add(new Vector3(v.X, v.Y, v.Z));
219 }
220 return result;
221 }
222
223 private float[] getVertexListAsFloat()
224 {
225 if (m_vertices == null)
226 throw new NotSupportedException();
227 float[] result = new float[m_vertices.Count * 3];
228 foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
229 {
230 Vertex v = kvp.Key;
231 int i = kvp.Value;
232 result[3 * i + 0] = v.X;
233 result[3 * i + 1] = v.Y;
234 result[3 * i + 2] = v.Z;
235 }
236 return result;
237 }
238
239 public float[] getVertexListAsFloatLocked()
240 {
241 if (m_pinnedVertexes.IsAllocated)
242 return (float[])(m_pinnedVertexes.Target);
243
244 float[] result = getVertexListAsFloat();
245 m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
246 // Inform the garbage collector of this unmanaged allocation so it can schedule
247 // the next GC round more intelligently
248 GC.AddMemoryPressure(Buffer.ByteLength(result));
249
250 return result;
251 }
252
253 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
254 {
255 // A vertex is 3 floats
256 vertexStride = 3 * sizeof(float);
257
258 // If there isn't an unmanaged array allocated yet, do it now
259 if (m_verticesPtr == IntPtr.Zero)
260 {
261 float[] vertexList = getVertexListAsFloat();
262 // Each vertex is 3 elements (floats)
263 m_vertexCount = vertexList.Length / 3;
264 int byteCount = m_vertexCount * vertexStride;
265 m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
266 System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
267 }
268 vertices = m_verticesPtr;
269 vertexCount = m_vertexCount;
270 }
271
272 public int[] getIndexListAsInt()
273 {
274 if (m_triangles == null)
275 throw new NotSupportedException();
276 int[] result = new int[m_triangles.Count * 3];
277 for (int i = 0; i < m_triangles.Count; i++)
278 {
279 Triangle t = m_triangles[i];
280 result[3 * i + 0] = m_vertices[t.v1];
281 result[3 * i + 1] = m_vertices[t.v2];
282 result[3 * i + 2] = m_vertices[t.v3];
283 }
284 return result;
285 }
286
287 /// <summary>
288 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
289 /// </summary>
290 /// <returns></returns>
291 public int[] getIndexListAsIntLocked()
292 {
293 if (m_pinnedIndex.IsAllocated)
294 return (int[])(m_pinnedIndex.Target);
295
296 int[] result = getIndexListAsInt();
297 m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
298 // Inform the garbage collector of this unmanaged allocation so it can schedule
299 // the next GC round more intelligently
300 GC.AddMemoryPressure(Buffer.ByteLength(result));
301
302 return result;
303 }
304
305 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
306 {
307 // If there isn't an unmanaged array allocated yet, do it now
308 if (m_indicesPtr == IntPtr.Zero)
309 {
310 int[] indexList = getIndexListAsInt();
311 m_indexCount = indexList.Length;
312 int byteCount = m_indexCount * sizeof(int);
313 m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
314 System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
315 }
316 // A triangle is 3 ints (indices)
317 triStride = 3 * sizeof(int);
318 indices = m_indicesPtr;
319 indexCount = m_indexCount;
320 }
321
322 public void releasePinned()
323 {
324 if (m_pinnedVertexes.IsAllocated)
325 m_pinnedVertexes.Free();
326 if (m_pinnedIndex.IsAllocated)
327 m_pinnedIndex.Free();
328 if (m_verticesPtr != IntPtr.Zero)
329 {
330 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
331 m_verticesPtr = IntPtr.Zero;
332 }
333 if (m_indicesPtr != IntPtr.Zero)
334 {
335 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
336 m_indicesPtr = IntPtr.Zero;
337 }
338 }
339
340 /// <summary>
341 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
342 /// </summary>
343 public void releaseSourceMeshData()
344 {
345 m_triangles = null;
346 m_vertices = null;
347 }
348
349 public void Append(IMesh newMesh)
350 {
351 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
352 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
353
354 if (!(newMesh is Mesh))
355 return;
356
357 foreach (Triangle t in ((Mesh)newMesh).m_triangles)
358 Add(t);
359 }
360
361 // Do a linear transformation of mesh.
362 public void TransformLinear(float[,] matrix, float[] offset)
363 {
364 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
365 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
366
367 foreach (Vertex v in m_vertices.Keys)
368 {
369 if (v == null)
370 continue;
371 float x, y, z;
372 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
373 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
374 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
375 v.X = x + offset[0];
376 v.Y = y + offset[1];
377 v.Z = z + offset[2];
378 }
379 }
380
381 public void DumpRaw(String path, String name, String title)
382 {
383 if (path == null)
384 return;
385 String fileName = name + "_" + title + ".raw";
386 String completePath = System.IO.Path.Combine(path, fileName);
387 StreamWriter sw = new StreamWriter(completePath);
388 foreach (Triangle t in m_triangles)
389 {
390 String s = t.ToStringRaw();
391 sw.WriteLine(s);
392 }
393 sw.Close();
394 }
395
396 public void TrimExcess()
397 {
398 m_triangles.TrimExcess();
399 }
400 }
401}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..f002bba
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,1026 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27//#define SPAM
28
29using System;
30using System.Collections.Generic;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenMetaverse;
34using OpenMetaverse.StructuredData;
35using System.Drawing;
36using System.Drawing.Imaging;
37using System.IO.Compression;
38using PrimMesher;
39using log4net;
40using Nini.Config;
41using System.Reflection;
42using System.IO;
43using ComponentAce.Compression.Libs.zlib;
44using OpenSim.Region.Physics.ConvexDecompositionDotNet;
45
46namespace OpenSim.Region.Physics.Meshing
47{
48 public class MeshmerizerPlugin : IMeshingPlugin
49 {
50 public MeshmerizerPlugin()
51 {
52 }
53
54 public string GetName()
55 {
56 return "UbitMeshmerizer";
57 }
58
59 public IMesher GetMesher(IConfigSource config)
60 {
61 return new Meshmerizer(config);
62 }
63 }
64
65 public class Meshmerizer : IMesher
66 {
67 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
68
69 // Setting baseDir to a path will enable the dumping of raw files
70 // raw files can be imported by blender so a visual inspection of the results can be done
71#if SPAM
72 const string baseDir = "rawFiles";
73#else
74 private const string baseDir = null; //"rawFiles";
75#endif
76
77 private bool cacheSculptMaps = true;
78 private bool cacheSculptAlphaMaps = true;
79
80 private string decodedSculptMapPath = null;
81 private bool useMeshiesPhysicsMesh = false;
82
83 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
84
85 private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
86
87 public Meshmerizer(IConfigSource config)
88 {
89 IConfig start_config = config.Configs["Startup"];
90 IConfig mesh_config = config.Configs["Mesh"];
91
92 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
93
94 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
95
96 if (Environment.OSVersion.Platform == PlatformID.Unix)
97 {
98 cacheSculptAlphaMaps = false;
99 }
100 else
101 cacheSculptAlphaMaps = cacheSculptMaps;
102
103 if(mesh_config != null)
104 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
105
106 try
107 {
108 if (!Directory.Exists(decodedSculptMapPath))
109 Directory.CreateDirectory(decodedSculptMapPath);
110 }
111 catch (Exception e)
112 {
113 m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
114 }
115 }
116
117 /// <summary>
118 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
119 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
120 /// for some reason
121 /// </summary>
122 /// <param name="minX"></param>
123 /// <param name="maxX"></param>
124 /// <param name="minY"></param>
125 /// <param name="maxY"></param>
126 /// <param name="minZ"></param>
127 /// <param name="maxZ"></param>
128 /// <returns></returns>
129 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
130 {
131 Mesh box = new Mesh();
132 List<Vertex> vertices = new List<Vertex>();
133 // bottom
134
135 vertices.Add(new Vertex(minX, maxY, minZ));
136 vertices.Add(new Vertex(maxX, maxY, minZ));
137 vertices.Add(new Vertex(maxX, minY, minZ));
138 vertices.Add(new Vertex(minX, minY, minZ));
139
140 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
141 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
142
143 // top
144
145 vertices.Add(new Vertex(maxX, maxY, maxZ));
146 vertices.Add(new Vertex(minX, maxY, maxZ));
147 vertices.Add(new Vertex(minX, minY, maxZ));
148 vertices.Add(new Vertex(maxX, minY, maxZ));
149
150 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
151 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
152
153 // sides
154
155 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
156 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
157
158 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
159 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
160
161 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
162 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
163
164 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
165 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
166
167 return box;
168 }
169
170 /// <summary>
171 /// Creates a simple bounding box mesh for a complex input mesh
172 /// </summary>
173 /// <param name="meshIn"></param>
174 /// <returns></returns>
175 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
176 {
177 float minX = float.MaxValue;
178 float maxX = float.MinValue;
179 float minY = float.MaxValue;
180 float maxY = float.MinValue;
181 float minZ = float.MaxValue;
182 float maxZ = float.MinValue;
183
184 foreach (Vector3 v in meshIn.getVertexList())
185 {
186 if (v.X < minX) minX = v.X;
187 if (v.Y < minY) minY = v.Y;
188 if (v.Z < minZ) minZ = v.Z;
189
190 if (v.X > maxX) maxX = v.X;
191 if (v.Y > maxY) maxY = v.Y;
192 if (v.Z > maxZ) maxZ = v.Z;
193 }
194
195 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
196 }
197
198 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
199 {
200 m_log.Error(message);
201 m_log.Error("\nPrim Name: " + primName);
202 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
203 }
204
205 /// <summary>
206 /// Add a submesh to an existing list of coords and faces.
207 /// </summary>
208 /// <param name="subMeshData"></param>
209 /// <param name="size">Size of entire object</param>
210 /// <param name="coords"></param>
211 /// <param name="faces"></param>
212 private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
213 {
214 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
215
216 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
217 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
218 // geometry for this submesh.
219 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
220 return;
221
222 OpenMetaverse.Vector3 posMax;
223 OpenMetaverse.Vector3 posMin;
224 if (subMeshData.ContainsKey("PositionDomain"))
225 {
226 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
227 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
228 }
229 else
230 {
231 posMax = new Vector3(0.5f, 0.5f, 0.5f);
232 posMin = new Vector3(-0.5f, -0.5f, -0.5f);
233 }
234
235 ushort faceIndexOffset = (ushort)coords.Count;
236
237 byte[] posBytes = subMeshData["Position"].AsBinary();
238 for (int i = 0; i < posBytes.Length; i += 6)
239 {
240 ushort uX = Utils.BytesToUInt16(posBytes, i);
241 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
242 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
243
244 Coord c = new Coord(
245 Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
246 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
247 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
248
249 coords.Add(c);
250 }
251
252 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
253 for (int i = 0; i < triangleBytes.Length; i += 6)
254 {
255 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
256 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
257 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
258 Face f = new Face(v1, v2, v3);
259 faces.Add(f);
260 }
261 }
262
263 /// <summary>
264 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
265 /// </summary>
266 /// <param name="primName"></param>
267 /// <param name="primShape"></param>
268 /// <param name="size"></param>
269 /// <param name="lod"></param>
270 /// <returns></returns>
271 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool convex)
272 {
273// m_log.DebugFormat(
274// "[MESH]: Creating physics proxy for {0}, shape {1}",
275// primName, (OpenMetaverse.SculptType)primShape.SculptType);
276
277 List<Coord> coords;
278 List<Face> faces;
279
280 if (primShape.SculptEntry)
281 {
282 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
283 {
284 if (!useMeshiesPhysicsMesh)
285 return null;
286
287 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces, convex))
288 return null;
289 }
290 else
291 {
292 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
293 return null;
294 }
295 }
296 else
297 {
298 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
299 return null;
300 }
301
302 primShape.SculptData = Utils.EmptyBytes;
303
304 int numCoords = coords.Count;
305 int numFaces = faces.Count;
306
307 Mesh mesh = new Mesh();
308 // Add the corresponding triangles to the mesh
309 for (int i = 0; i < numFaces; i++)
310 {
311 Face f = faces[i];
312 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
313 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
314 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
315 }
316
317 return mesh;
318 }
319
320 /// <summary>
321 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
322 /// </summary>
323 /// <param name="primName"></param>
324 /// <param name="primShape"></param>
325 /// <param name="size"></param>
326 /// <param name="coords">Coords are added to this list by the method.</param>
327 /// <param name="faces">Faces are added to this list by the method.</param>
328 /// <returns>true if coords and faces were successfully generated, false if not</returns>
329 private bool GenerateCoordsAndFacesFromPrimMeshData(
330 string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces, bool convex)
331 {
332// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
333
334 bool usemesh = false;
335
336 coords = new List<Coord>();
337 faces = new List<Face>();
338 OSD meshOsd = null;
339
340 if (primShape.SculptData.Length <= 0)
341 {
342 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
343 return false;
344 }
345
346 long start = 0;
347 using (MemoryStream data = new MemoryStream(primShape.SculptData))
348 {
349 try
350 {
351 OSD osd = OSDParser.DeserializeLLSDBinary(data);
352 if (osd is OSDMap)
353 meshOsd = (OSDMap)osd;
354 else
355 {
356 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
357 return false;
358 }
359 }
360 catch (Exception e)
361 {
362 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
363 }
364
365 start = data.Position;
366 }
367
368 if (meshOsd is OSDMap)
369 {
370 OSDMap physicsParms = null;
371 OSDMap map = (OSDMap)meshOsd;
372
373 if (!convex)
374 {
375 if (map.ContainsKey("physics_shape"))
376 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
377 else if (map.ContainsKey("physics_mesh"))
378 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
379
380 if (physicsParms != null)
381 usemesh = true;
382 }
383
384 if(!usemesh && (map.ContainsKey("physics_convex")))
385 physicsParms = (OSDMap)map["physics_convex"];
386
387
388 if (physicsParms == null)
389 {
390 m_log.Warn("[MESH]: unknown mesh type");
391 return false;
392 }
393
394 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
395 int physSize = physicsParms["size"].AsInteger();
396
397 if (physOffset < 0 || physSize == 0)
398 return false; // no mesh data in asset
399
400 OSD decodedMeshOsd = new OSD();
401 byte[] meshBytes = new byte[physSize];
402 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
403// byte[] decompressed = new byte[physSize * 5];
404 try
405 {
406 using (MemoryStream inMs = new MemoryStream(meshBytes))
407 {
408 using (MemoryStream outMs = new MemoryStream())
409 {
410 using (ZOutputStream zOut = new ZOutputStream(outMs))
411 {
412 byte[] readBuffer = new byte[2048];
413 int readLen = 0;
414 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
415 {
416 zOut.Write(readBuffer, 0, readLen);
417 }
418 zOut.Flush();
419 outMs.Seek(0, SeekOrigin.Begin);
420
421 byte[] decompressedBuf = outMs.GetBuffer();
422
423 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
424 }
425 }
426 }
427 }
428 catch (Exception e)
429 {
430 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
431 return false;
432 }
433
434 if (usemesh)
435 {
436 OSDArray decodedMeshOsdArray = null;
437
438 // physics_shape is an array of OSDMaps, one for each submesh
439 if (decodedMeshOsd is OSDArray)
440 {
441 // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
442
443 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
444 foreach (OSD subMeshOsd in decodedMeshOsdArray)
445 {
446 if (subMeshOsd is OSDMap)
447 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
448 }
449 }
450 }
451 else
452 {
453 OSDMap cmap = (OSDMap)decodedMeshOsd;
454 if (cmap == null)
455 return false;
456
457 byte[] data;
458
459 List<float3> vs = new List<float3>();
460 PHullResult hullr = new PHullResult();
461 float3 f3;
462 Coord c;
463 Face f;
464 Vector3 range;
465 Vector3 min;
466
467 const float invMaxU16 = 1.0f / 65535f;
468 int t1;
469 int t2;
470 int t3;
471 int i;
472 int nverts;
473 int nindexs;
474
475 if (cmap.ContainsKey("Max"))
476 range = cmap["Max"].AsVector3();
477 else
478 range = new Vector3(0.5f, 0.5f, 0.5f);
479
480 if (cmap.ContainsKey("Min"))
481 min = cmap["Min"].AsVector3();
482 else
483 min = new Vector3(-0.5f, -0.5f, -0.5f);
484
485 range = range - min;
486 range *= invMaxU16;
487
488 if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions"))
489 {
490 List<int> hsizes = new List<int>();
491 int totalpoints = 0;
492 data = cmap["HullList"].AsBinary();
493 for (i = 0; i < data.Length; i++)
494 {
495 t1 = data[i];
496 if (t1 == 0)
497 t1 = 256;
498 totalpoints += t1;
499 hsizes.Add(t1);
500 }
501
502 data = cmap["Positions"].AsBinary();
503 int ptr = 0;
504 int vertsoffset = 0;
505
506 if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point
507 {
508 foreach (int hullsize in hsizes)
509 {
510 for (i = 0; i < hullsize; i++ )
511 {
512 t1 = data[ptr++];
513 t1 += data[ptr++] << 8;
514 t2 = data[ptr++];
515 t2 += data[ptr++] << 8;
516 t3 = data[ptr++];
517 t3 += data[ptr++] << 8;
518
519 f3 = new float3((t1 * range.X + min.X) * size.X,
520 (t2 * range.Y + min.Y) * size.Y,
521 (t3 * range.Z + min.Z) * size.Z);
522 vs.Add(f3);
523 }
524
525 if(hullsize <3)
526 {
527 vs.Clear();
528 continue;
529 }
530
531 if (hullsize <5)
532 {
533 foreach (float3 point in vs)
534 {
535 c.X = point.x;
536 c.Y = point.y;
537 c.Z = point.z;
538 coords.Add(c);
539 }
540 f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2);
541 faces.Add(f);
542
543 if (hullsize == 4)
544 {
545 // not sure about orientation..
546 f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3);
547 faces.Add(f);
548 f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1);
549 faces.Add(f);
550 f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1);
551 faces.Add(f);
552 }
553 vertsoffset += vs.Count;
554 vs.Clear();
555 continue;
556 }
557
558 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
559 {
560 vs.Clear();
561 continue;
562 }
563
564 nverts = hullr.Vertices.Count;
565 nindexs = hullr.Indices.Count;
566
567 if (nindexs % 3 != 0)
568 {
569 vs.Clear();
570 continue;
571 }
572
573 for (i = 0; i < nverts; i++)
574 {
575 c.X = hullr.Vertices[i].x;
576 c.Y = hullr.Vertices[i].y;
577 c.Z = hullr.Vertices[i].z;
578 coords.Add(c);
579 }
580
581 for (i = 0; i < nindexs; i += 3)
582 {
583 t1 = hullr.Indices[i];
584 if (t1 > nverts)
585 break;
586 t2 = hullr.Indices[i + 1];
587 if (t2 > nverts)
588 break;
589 t3 = hullr.Indices[i + 2];
590 if (t3 > nverts)
591 break;
592 f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3);
593 faces.Add(f);
594 }
595 vertsoffset += nverts;
596 vs.Clear();
597 }
598 }
599 if (coords.Count > 0 && faces.Count > 0)
600 return true;
601 }
602
603 vs.Clear();
604
605 if (cmap.ContainsKey("BoundingVerts"))
606 {
607 data = cmap["BoundingVerts"].AsBinary();
608
609 for (i = 0; i < data.Length; )
610 {
611 t1 = data[i++];
612 t1 += data[i++] << 8;
613 t2 = data[i++];
614 t2 += data[i++] << 8;
615 t3 = data[i++];
616 t3 += data[i++] << 8;
617
618 f3 = new float3((t1 * range.X + min.X) * size.X,
619 (t2 * range.Y + min.Y) * size.Y,
620 (t3 * range.Z + min.Z) * size.Z);
621 vs.Add(f3);
622 }
623
624 if (vs.Count < 3)
625 {
626 vs.Clear();
627 return false;
628 }
629
630 if (vs.Count < 5)
631 {
632 foreach (float3 point in vs)
633 {
634 c.X = point.x;
635 c.Y = point.y;
636 c.Z = point.z;
637 coords.Add(c);
638 }
639 f = new Face(0, 1, 2);
640 faces.Add(f);
641
642 if (vs.Count == 4)
643 {
644 f = new Face(0, 2, 3);
645 faces.Add(f);
646 f = new Face(0, 3, 1);
647 faces.Add(f);
648 f = new Face( 3, 2, 1);
649 faces.Add(f);
650 }
651 vs.Clear();
652 return true;
653 }
654
655 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
656 return false;
657
658 nverts = hullr.Vertices.Count;
659 nindexs = hullr.Indices.Count;
660
661 if (nindexs % 3 != 0)
662 return false;
663
664 for (i = 0; i < nverts; i++)
665 {
666 c.X = hullr.Vertices[i].x;
667 c.Y = hullr.Vertices[i].y;
668 c.Z = hullr.Vertices[i].z;
669 coords.Add(c);
670 }
671 for (i = 0; i < nindexs; i += 3)
672 {
673 t1 = hullr.Indices[i];
674 if (t1 > nverts)
675 break;
676 t2 = hullr.Indices[i + 1];
677 if (t2 > nverts)
678 break;
679 t3 = hullr.Indices[i + 2];
680 if (t3 > nverts)
681 break;
682 f = new Face(t1, t2, t3);
683 faces.Add(f);
684 }
685
686 if (coords.Count > 0 && faces.Count > 0)
687 return true;
688 }
689 else
690 return false;
691 }
692 }
693
694 return true;
695 }
696
697 /// <summary>
698 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
699 /// </summary>
700 /// <param name="primName"></param>
701 /// <param name="primShape"></param>
702 /// <param name="size"></param>
703 /// <param name="lod"></param>
704 /// <param name="coords">Coords are added to this list by the method.</param>
705 /// <param name="faces">Faces are added to this list by the method.</param>
706 /// <returns>true if coords and faces were successfully generated, false if not</returns>
707 private bool GenerateCoordsAndFacesFromPrimSculptData(
708 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
709 {
710 coords = new List<Coord>();
711 faces = new List<Face>();
712 PrimMesher.SculptMesh sculptMesh;
713 Image idata = null;
714 string decodedSculptFileName = "";
715
716 if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
717 {
718 decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
719 try
720 {
721 if (File.Exists(decodedSculptFileName))
722 {
723 idata = Image.FromFile(decodedSculptFileName);
724 }
725 }
726 catch (Exception e)
727 {
728 m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
729
730 }
731 //if (idata != null)
732 // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
733 }
734
735 if (idata == null)
736 {
737 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
738 return false;
739
740 try
741 {
742 OpenMetaverse.Imaging.ManagedImage unusedData;
743 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
744
745 if (idata == null)
746 {
747 // In some cases it seems that the decode can return a null bitmap without throwing
748 // an exception
749 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
750
751 return false;
752 }
753
754 unusedData = null;
755
756 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
757
758 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
759 // don't cache images with alpha channel in linux since mono can't load them correctly)
760 {
761 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
762 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
763 }
764 }
765 catch (DllNotFoundException)
766 {
767 m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
768 return false;
769 }
770 catch (IndexOutOfRangeException)
771 {
772 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
773 return false;
774 }
775 catch (Exception ex)
776 {
777 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
778 return false;
779 }
780 }
781
782 PrimMesher.SculptMesh.SculptType sculptType;
783 switch ((OpenMetaverse.SculptType)primShape.SculptType)
784 {
785 case OpenMetaverse.SculptType.Cylinder:
786 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
787 break;
788 case OpenMetaverse.SculptType.Plane:
789 sculptType = PrimMesher.SculptMesh.SculptType.plane;
790 break;
791 case OpenMetaverse.SculptType.Torus:
792 sculptType = PrimMesher.SculptMesh.SculptType.torus;
793 break;
794 case OpenMetaverse.SculptType.Sphere:
795 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
796 break;
797 default:
798 sculptType = PrimMesher.SculptMesh.SculptType.plane;
799 break;
800 }
801
802 bool mirror = ((primShape.SculptType & 128) != 0);
803 bool invert = ((primShape.SculptType & 64) != 0);
804
805 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
806
807 idata.Dispose();
808
809 sculptMesh.DumpRaw(baseDir, primName, "primMesh");
810
811 sculptMesh.Scale(size.X, size.Y, size.Z);
812
813 coords = sculptMesh.coords;
814 faces = sculptMesh.faces;
815
816 return true;
817 }
818
819 /// <summary>
820 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
821 /// </summary>
822 /// <param name="primName"></param>
823 /// <param name="primShape"></param>
824 /// <param name="size"></param>
825 /// <param name="coords">Coords are added to this list by the method.</param>
826 /// <param name="faces">Faces are added to this list by the method.</param>
827 /// <returns>true if coords and faces were successfully generated, false if not</returns>
828 private bool GenerateCoordsAndFacesFromPrimShapeData(
829 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
830 {
831 PrimMesh primMesh;
832 coords = new List<Coord>();
833 faces = new List<Face>();
834
835 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
836 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
837 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
838 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
839 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
840 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
841
842 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
843 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
844 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
845 if (profileHollow > 0.95f)
846 profileHollow = 0.95f;
847
848 int sides = 4;
849 LevelOfDetail iLOD = (LevelOfDetail)lod;
850 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
851 sides = 3;
852 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
853 {
854 switch (iLOD)
855 {
856 case LevelOfDetail.High: sides = 24; break;
857 case LevelOfDetail.Medium: sides = 12; break;
858 case LevelOfDetail.Low: sides = 6; break;
859 case LevelOfDetail.VeryLow: sides = 3; break;
860 default: sides = 24; break;
861 }
862 }
863 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
864 { // half circle, prim is a sphere
865 switch (iLOD)
866 {
867 case LevelOfDetail.High: sides = 24; break;
868 case LevelOfDetail.Medium: sides = 12; break;
869 case LevelOfDetail.Low: sides = 6; break;
870 case LevelOfDetail.VeryLow: sides = 3; break;
871 default: sides = 24; break;
872 }
873
874 profileBegin = 0.5f * profileBegin + 0.5f;
875 profileEnd = 0.5f * profileEnd + 0.5f;
876 }
877
878 int hollowSides = sides;
879 if (primShape.HollowShape == HollowShape.Circle)
880 {
881 switch (iLOD)
882 {
883 case LevelOfDetail.High: hollowSides = 24; break;
884 case LevelOfDetail.Medium: hollowSides = 12; break;
885 case LevelOfDetail.Low: hollowSides = 6; break;
886 case LevelOfDetail.VeryLow: hollowSides = 3; break;
887 default: hollowSides = 24; break;
888 }
889 }
890 else if (primShape.HollowShape == HollowShape.Square)
891 hollowSides = 4;
892 else if (primShape.HollowShape == HollowShape.Triangle)
893 hollowSides = 3;
894
895 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
896
897 if (primMesh.errorMessage != null)
898 if (primMesh.errorMessage.Length > 0)
899 m_log.Error("[ERROR] " + primMesh.errorMessage);
900
901 primMesh.topShearX = pathShearX;
902 primMesh.topShearY = pathShearY;
903 primMesh.pathCutBegin = pathBegin;
904 primMesh.pathCutEnd = pathEnd;
905
906 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
907 {
908 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
909 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
910 primMesh.taperX = pathScaleX;
911 primMesh.taperY = pathScaleY;
912
913 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
914 {
915 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
916 if (profileBegin < 0.0f) profileBegin = 0.0f;
917 if (profileEnd > 1.0f) profileEnd = 1.0f;
918 }
919#if SPAM
920 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
921#endif
922 try
923 {
924 primMesh.ExtrudeLinear();
925 }
926 catch (Exception ex)
927 {
928 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
929 return false;
930 }
931 }
932 else
933 {
934 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
935 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
936 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
937 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
938 primMesh.skew = 0.01f * primShape.PathSkew;
939 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
940 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
941 primMesh.taperX = primShape.PathTaperX * 0.01f;
942 primMesh.taperY = primShape.PathTaperY * 0.01f;
943
944 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
945 {
946 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
947 if (profileBegin < 0.0f) profileBegin = 0.0f;
948 if (profileEnd > 1.0f) profileEnd = 1.0f;
949 }
950#if SPAM
951 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
952#endif
953 try
954 {
955 primMesh.ExtrudeCircular();
956 }
957 catch (Exception ex)
958 {
959 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
960 return false;
961 }
962 }
963
964 primMesh.DumpRaw(baseDir, primName, "primMesh");
965
966 primMesh.Scale(size.X, size.Y, size.Z);
967
968 coords = primMesh.coords;
969 faces = primMesh.faces;
970
971 return true;
972 }
973
974 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
975 {
976 return CreateMesh(primName, primShape, size, lod, false,false);
977 }
978
979 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
980 {
981 return CreateMesh(primName, primShape, size, lod, false,false);
982 }
983
984 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
985 {
986#if SPAM
987 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
988#endif
989
990 Mesh mesh = null;
991 ulong key = 0;
992
993 // If this mesh has been created already, return it instead of creating another copy
994 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
995 key = primShape.GetMeshKey(size, lod, convex);
996 if (m_uniqueMeshes.TryGetValue(key, out mesh))
997 return mesh;
998
999 if (size.X < 0.01f) size.X = 0.01f;
1000 if (size.Y < 0.01f) size.Y = 0.01f;
1001 if (size.Z < 0.01f) size.Z = 0.01f;
1002
1003 mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod,convex);
1004
1005 if (mesh != null)
1006 {
1007 if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
1008 {
1009#if SPAM
1010 m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
1011 minSizeForComplexMesh.ToString() + " - creating simple bounding box");
1012#endif
1013 mesh = CreateBoundingBoxMesh(mesh);
1014 mesh.DumpRaw(baseDir, primName, "Z extruded");
1015 }
1016
1017 // trim the vertex and triangle lists to free up memory
1018 mesh.TrimExcess();
1019
1020 m_uniqueMeshes.Add(key, mesh);
1021 }
1022
1023 return mesh;
1024 }
1025 }
1026}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..53022ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
@@ -0,0 +1,2284 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Text;
31using System.IO;
32
33namespace PrimMesher
34{
35 public struct Quat
36 {
37 /// <summary>X value</summary>
38 public float X;
39 /// <summary>Y value</summary>
40 public float Y;
41 /// <summary>Z value</summary>
42 public float Z;
43 /// <summary>W value</summary>
44 public float W;
45
46 public Quat(float x, float y, float z, float w)
47 {
48 X = x;
49 Y = y;
50 Z = z;
51 W = w;
52 }
53
54 public Quat(Coord axis, float angle)
55 {
56 axis = axis.Normalize();
57
58 angle *= 0.5f;
59 float c = (float)Math.Cos(angle);
60 float s = (float)Math.Sin(angle);
61
62 X = axis.X * s;
63 Y = axis.Y * s;
64 Z = axis.Z * s;
65 W = c;
66
67 Normalize();
68 }
69
70 public float Length()
71 {
72 return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
73 }
74
75 public Quat Normalize()
76 {
77 const float MAG_THRESHOLD = 0.0000001f;
78 float mag = Length();
79
80 // Catch very small rounding errors when normalizing
81 if (mag > MAG_THRESHOLD)
82 {
83 float oomag = 1f / mag;
84 X *= oomag;
85 Y *= oomag;
86 Z *= oomag;
87 W *= oomag;
88 }
89 else
90 {
91 X = 0f;
92 Y = 0f;
93 Z = 0f;
94 W = 1f;
95 }
96
97 return this;
98 }
99
100 public static Quat operator *(Quat q1, Quat q2)
101 {
102 float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
103 float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
104 float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
105 float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
106 return new Quat(x, y, z, w);
107 }
108
109 public override string ToString()
110 {
111 return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
112 }
113 }
114
115 public struct Coord
116 {
117 public float X;
118 public float Y;
119 public float Z;
120
121 public Coord(float x, float y, float z)
122 {
123 this.X = x;
124 this.Y = y;
125 this.Z = z;
126 }
127
128 public float Length()
129 {
130 return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
131 }
132
133 public Coord Invert()
134 {
135 this.X = -this.X;
136 this.Y = -this.Y;
137 this.Z = -this.Z;
138
139 return this;
140 }
141
142 public Coord Normalize()
143 {
144 const float MAG_THRESHOLD = 0.0000001f;
145 float mag = Length();
146
147 // Catch very small rounding errors when normalizing
148 if (mag > MAG_THRESHOLD)
149 {
150 float oomag = 1.0f / mag;
151 this.X *= oomag;
152 this.Y *= oomag;
153 this.Z *= oomag;
154 }
155 else
156 {
157 this.X = 0.0f;
158 this.Y = 0.0f;
159 this.Z = 0.0f;
160 }
161
162 return this;
163 }
164
165 public override string ToString()
166 {
167 return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
168 }
169
170 public static Coord Cross(Coord c1, Coord c2)
171 {
172 return new Coord(
173 c1.Y * c2.Z - c2.Y * c1.Z,
174 c1.Z * c2.X - c2.Z * c1.X,
175 c1.X * c2.Y - c2.X * c1.Y
176 );
177 }
178
179 public static Coord operator +(Coord v, Coord a)
180 {
181 return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
182 }
183
184 public static Coord operator *(Coord v, Coord m)
185 {
186 return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
187 }
188
189 public static Coord operator *(Coord v, Quat q)
190 {
191 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
192
193 Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
194
195 c2.X = q.W * q.W * v.X +
196 2f * q.Y * q.W * v.Z -
197 2f * q.Z * q.W * v.Y +
198 q.X * q.X * v.X +
199 2f * q.Y * q.X * v.Y +
200 2f * q.Z * q.X * v.Z -
201 q.Z * q.Z * v.X -
202 q.Y * q.Y * v.X;
203
204 c2.Y =
205 2f * q.X * q.Y * v.X +
206 q.Y * q.Y * v.Y +
207 2f * q.Z * q.Y * v.Z +
208 2f * q.W * q.Z * v.X -
209 q.Z * q.Z * v.Y +
210 q.W * q.W * v.Y -
211 2f * q.X * q.W * v.Z -
212 q.X * q.X * v.Y;
213
214 c2.Z =
215 2f * q.X * q.Z * v.X +
216 2f * q.Y * q.Z * v.Y +
217 q.Z * q.Z * v.Z -
218 2f * q.W * q.Y * v.X -
219 q.Y * q.Y * v.Z +
220 2f * q.W * q.X * v.Y -
221 q.X * q.X * v.Z +
222 q.W * q.W * v.Z;
223
224 return c2;
225 }
226 }
227
228 public struct UVCoord
229 {
230 public float U;
231 public float V;
232
233
234 public UVCoord(float u, float v)
235 {
236 this.U = u;
237 this.V = v;
238 }
239 }
240
241 public struct Face
242 {
243 public int primFace;
244
245 // vertices
246 public int v1;
247 public int v2;
248 public int v3;
249
250 //normals
251 public int n1;
252 public int n2;
253 public int n3;
254
255 // uvs
256 public int uv1;
257 public int uv2;
258 public int uv3;
259
260 public Face(int v1, int v2, int v3)
261 {
262 primFace = 0;
263
264 this.v1 = v1;
265 this.v2 = v2;
266 this.v3 = v3;
267
268 this.n1 = 0;
269 this.n2 = 0;
270 this.n3 = 0;
271
272 this.uv1 = 0;
273 this.uv2 = 0;
274 this.uv3 = 0;
275
276 }
277
278 public Face(int v1, int v2, int v3, int n1, int n2, int n3)
279 {
280 primFace = 0;
281
282 this.v1 = v1;
283 this.v2 = v2;
284 this.v3 = v3;
285
286 this.n1 = n1;
287 this.n2 = n2;
288 this.n3 = n3;
289
290 this.uv1 = 0;
291 this.uv2 = 0;
292 this.uv3 = 0;
293 }
294
295 public Coord SurfaceNormal(List<Coord> coordList)
296 {
297 Coord c1 = coordList[this.v1];
298 Coord c2 = coordList[this.v2];
299 Coord c3 = coordList[this.v3];
300
301 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
302 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
303
304 return Coord.Cross(edge1, edge2).Normalize();
305 }
306 }
307
308 public struct ViewerFace
309 {
310 public int primFaceNumber;
311
312 public Coord v1;
313 public Coord v2;
314 public Coord v3;
315
316 public int coordIndex1;
317 public int coordIndex2;
318 public int coordIndex3;
319
320 public Coord n1;
321 public Coord n2;
322 public Coord n3;
323
324 public UVCoord uv1;
325 public UVCoord uv2;
326 public UVCoord uv3;
327
328 public ViewerFace(int primFaceNumber)
329 {
330 this.primFaceNumber = primFaceNumber;
331
332 this.v1 = new Coord();
333 this.v2 = new Coord();
334 this.v3 = new Coord();
335
336 this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
337
338 this.n1 = new Coord();
339 this.n2 = new Coord();
340 this.n3 = new Coord();
341
342 this.uv1 = new UVCoord();
343 this.uv2 = new UVCoord();
344 this.uv3 = new UVCoord();
345 }
346
347 public void Scale(float x, float y, float z)
348 {
349 this.v1.X *= x;
350 this.v1.Y *= y;
351 this.v1.Z *= z;
352
353 this.v2.X *= x;
354 this.v2.Y *= y;
355 this.v2.Z *= z;
356
357 this.v3.X *= x;
358 this.v3.Y *= y;
359 this.v3.Z *= z;
360 }
361
362 public void AddPos(float x, float y, float z)
363 {
364 this.v1.X += x;
365 this.v2.X += x;
366 this.v3.X += x;
367
368 this.v1.Y += y;
369 this.v2.Y += y;
370 this.v3.Y += y;
371
372 this.v1.Z += z;
373 this.v2.Z += z;
374 this.v3.Z += z;
375 }
376
377 public void AddRot(Quat q)
378 {
379 this.v1 *= q;
380 this.v2 *= q;
381 this.v3 *= q;
382
383 this.n1 *= q;
384 this.n2 *= q;
385 this.n3 *= q;
386 }
387
388 public void CalcSurfaceNormal()
389 {
390
391 Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
392 Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
393
394 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
395 }
396 }
397
398 internal struct Angle
399 {
400 internal float angle;
401 internal float X;
402 internal float Y;
403
404 internal Angle(float angle, float x, float y)
405 {
406 this.angle = angle;
407 this.X = x;
408 this.Y = y;
409 }
410 }
411
412 internal class AngleList
413 {
414 private float iX, iY; // intersection point
415
416 private static Angle[] angles3 =
417 {
418 new Angle(0.0f, 1.0f, 0.0f),
419 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
420 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
421 new Angle(1.0f, 1.0f, 0.0f)
422 };
423
424 private static Coord[] normals3 =
425 {
426 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
427 new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
428 new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
429 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
430 };
431
432 private static Angle[] angles4 =
433 {
434 new Angle(0.0f, 1.0f, 0.0f),
435 new Angle(0.25f, 0.0f, 1.0f),
436 new Angle(0.5f, -1.0f, 0.0f),
437 new Angle(0.75f, 0.0f, -1.0f),
438 new Angle(1.0f, 1.0f, 0.0f)
439 };
440
441 private static Coord[] normals4 =
442 {
443 new Coord(0.5f, 0.5f, 0.0f).Normalize(),
444 new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
445 new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
446 new Coord(0.5f, -0.5f, 0.0f).Normalize(),
447 new Coord(0.5f, 0.5f, 0.0f).Normalize()
448 };
449
450 private static Angle[] angles24 =
451 {
452 new Angle(0.0f, 1.0f, 0.0f),
453 new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
454 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
455 new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
456 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
457 new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
458 new Angle(0.25f, 0.0f, 1.0f),
459 new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
460 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
461 new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
462 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
463 new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
464 new Angle(0.5f, -1.0f, 0.0f),
465 new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
466 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
467 new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
468 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
469 new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
470 new Angle(0.75f, 0.0f, -1.0f),
471 new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
472 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
473 new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
474 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
475 new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
476 new Angle(1.0f, 1.0f, 0.0f)
477 };
478
479 private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
480 {
481 float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
482 return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
483 }
484
485 private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
486 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
487 double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
488 double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
489
490 if (denom != 0.0)
491 {
492 double ua = uaNumerator / denom;
493 iX = (float)(x1 + ua * (x2 - x1));
494 iY = (float)(y1 + ua * (y2 - y1));
495 }
496 }
497
498 internal List<Angle> angles;
499 internal List<Coord> normals;
500
501 internal void makeAngles(int sides, float startAngle, float stopAngle)
502 {
503 angles = new List<Angle>();
504 normals = new List<Coord>();
505
506 double twoPi = System.Math.PI * 2.0;
507 float twoPiInv = 1.0f / (float)twoPi;
508
509 if (sides < 1)
510 throw new Exception("number of sides not greater than zero");
511 if (stopAngle <= startAngle)
512 throw new Exception("stopAngle not greater than startAngle");
513
514 if ((sides == 3 || sides == 4 || sides == 24))
515 {
516 startAngle *= twoPiInv;
517 stopAngle *= twoPiInv;
518
519 Angle[] sourceAngles;
520 if (sides == 3)
521 sourceAngles = angles3;
522 else if (sides == 4)
523 sourceAngles = angles4;
524 else sourceAngles = angles24;
525
526 int startAngleIndex = (int)(startAngle * sides);
527 int endAngleIndex = sourceAngles.Length - 1;
528 if (stopAngle < 1.0f)
529 endAngleIndex = (int)(stopAngle * sides) + 1;
530 if (endAngleIndex == startAngleIndex)
531 endAngleIndex++;
532
533 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
534 {
535 angles.Add(sourceAngles[angleIndex]);
536 if (sides == 3)
537 normals.Add(normals3[angleIndex]);
538 else if (sides == 4)
539 normals.Add(normals4[angleIndex]);
540 }
541
542 if (startAngle > 0.0f)
543 angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
544
545 if (stopAngle < 1.0f)
546 {
547 int lastAngleIndex = angles.Count - 1;
548 angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
549 }
550 }
551 else
552 {
553 double stepSize = twoPi / sides;
554
555 int startStep = (int)(startAngle / stepSize);
556 double angle = stepSize * startStep;
557 int step = startStep;
558 double stopAngleTest = stopAngle;
559 if (stopAngle < twoPi)
560 {
561 stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
562 if (stopAngleTest < stopAngle)
563 stopAngleTest += stepSize;
564 if (stopAngleTest > twoPi)
565 stopAngleTest = twoPi;
566 }
567
568 while (angle <= stopAngleTest)
569 {
570 Angle newAngle;
571 newAngle.angle = (float)angle;
572 newAngle.X = (float)System.Math.Cos(angle);
573 newAngle.Y = (float)System.Math.Sin(angle);
574 angles.Add(newAngle);
575 step += 1;
576 angle = stepSize * step;
577 }
578
579 if (startAngle > angles[0].angle)
580 {
581 Angle newAngle;
582 intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
583 newAngle.angle = startAngle;
584 newAngle.X = iX;
585 newAngle.Y = iY;
586 angles[0] = newAngle;
587 }
588
589 int index = angles.Count - 1;
590 if (stopAngle < angles[index].angle)
591 {
592 Angle newAngle;
593 intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
594 newAngle.angle = stopAngle;
595 newAngle.X = iX;
596 newAngle.Y = iY;
597 angles[index] = newAngle;
598 }
599 }
600 }
601 }
602
603 /// <summary>
604 /// generates a profile for extrusion
605 /// </summary>
606 internal class Profile
607 {
608 private const float twoPi = 2.0f * (float)Math.PI;
609
610 internal string errorMessage = null;
611
612 internal List<Coord> coords;
613 internal List<Face> faces;
614 internal List<Coord> vertexNormals;
615 internal List<float> us;
616 internal List<UVCoord> faceUVs;
617 internal List<int> faceNumbers;
618
619 // use these for making individual meshes for each prim face
620 internal List<int> outerCoordIndices = null;
621 internal List<int> hollowCoordIndices = null;
622 internal List<int> cut1CoordIndices = null;
623 internal List<int> cut2CoordIndices = null;
624
625 internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
626 internal Coord cutNormal1 = new Coord();
627 internal Coord cutNormal2 = new Coord();
628
629 internal int numOuterVerts = 0;
630 internal int numHollowVerts = 0;
631
632 internal int outerFaceNumber = -1;
633 internal int hollowFaceNumber = -1;
634
635 internal bool calcVertexNormals = false;
636 internal int bottomFaceNumber = 0;
637 internal int numPrimFaces = 0;
638
639 internal Profile()
640 {
641 this.coords = new List<Coord>();
642 this.faces = new List<Face>();
643 this.vertexNormals = new List<Coord>();
644 this.us = new List<float>();
645 this.faceUVs = new List<UVCoord>();
646 this.faceNumbers = new List<int>();
647 }
648
649 internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
650 {
651 this.calcVertexNormals = calcVertexNormals;
652 this.coords = new List<Coord>();
653 this.faces = new List<Face>();
654 this.vertexNormals = new List<Coord>();
655 this.us = new List<float>();
656 this.faceUVs = new List<UVCoord>();
657 this.faceNumbers = new List<int>();
658
659 Coord center = new Coord(0.0f, 0.0f, 0.0f);
660 //bool hasCenter = false;
661
662 List<Coord> hollowCoords = new List<Coord>();
663 List<Coord> hollowNormals = new List<Coord>();
664 List<float> hollowUs = new List<float>();
665
666 if (calcVertexNormals)
667 {
668 this.outerCoordIndices = new List<int>();
669 this.hollowCoordIndices = new List<int>();
670 this.cut1CoordIndices = new List<int>();
671 this.cut2CoordIndices = new List<int>();
672 }
673
674 bool hasHollow = (hollow > 0.0f);
675
676 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
677
678 AngleList angles = new AngleList();
679 AngleList hollowAngles = new AngleList();
680
681 float xScale = 0.5f;
682 float yScale = 0.5f;
683 if (sides == 4) // corners of a square are sqrt(2) from center
684 {
685 xScale = 0.707f;
686 yScale = 0.707f;
687 }
688
689 float startAngle = profileStart * twoPi;
690 float stopAngle = profileEnd * twoPi;
691
692 try { angles.makeAngles(sides, startAngle, stopAngle); }
693 catch (Exception ex)
694 {
695
696 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
697 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
698
699 return;
700 }
701
702 this.numOuterVerts = angles.angles.Count;
703
704 // flag to create as few triangles as possible for 3 or 4 side profile
705 bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
706
707 if (hasHollow)
708 {
709 if (sides == hollowSides)
710 hollowAngles = angles;
711 else
712 {
713 try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
714 catch (Exception ex)
715 {
716 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
717 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
718
719 return;
720 }
721 }
722 this.numHollowVerts = hollowAngles.angles.Count;
723 }
724 else if (!simpleFace)
725 {
726 this.coords.Add(center);
727 //hasCenter = true;
728 if (this.calcVertexNormals)
729 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
730 this.us.Add(0.0f);
731 }
732
733 float z = 0.0f;
734
735 Angle angle;
736 Coord newVert = new Coord();
737 if (hasHollow && hollowSides != sides)
738 {
739 int numHollowAngles = hollowAngles.angles.Count;
740 for (int i = 0; i < numHollowAngles; i++)
741 {
742 angle = hollowAngles.angles[i];
743 newVert.X = hollow * xScale * angle.X;
744 newVert.Y = hollow * yScale * angle.Y;
745 newVert.Z = z;
746
747 hollowCoords.Add(newVert);
748 if (this.calcVertexNormals)
749 {
750 if (hollowSides < 5)
751 hollowNormals.Add(hollowAngles.normals[i].Invert());
752 else
753 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
754
755 hollowUs.Add(angle.angle * hollow);
756 }
757 }
758 }
759
760 int index = 0;
761 int numAngles = angles.angles.Count;
762
763 for (int i = 0; i < numAngles; i++)
764 {
765 angle = angles.angles[i];
766 newVert.X = angle.X * xScale;
767 newVert.Y = angle.Y * yScale;
768 newVert.Z = z;
769 this.coords.Add(newVert);
770 if (this.calcVertexNormals)
771 {
772 this.outerCoordIndices.Add(this.coords.Count - 1);
773
774 if (sides < 5)
775 {
776 this.vertexNormals.Add(angles.normals[i]);
777 float u = angle.angle;
778 this.us.Add(u);
779 }
780 else
781 {
782 this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
783 this.us.Add(angle.angle);
784 }
785 }
786
787 if (hasHollow)
788 {
789 if (hollowSides == sides)
790 {
791 newVert.X *= hollow;
792 newVert.Y *= hollow;
793 newVert.Z = z;
794 hollowCoords.Add(newVert);
795 if (this.calcVertexNormals)
796 {
797 if (sides < 5)
798 {
799 hollowNormals.Add(angles.normals[i].Invert());
800 }
801
802 else
803 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
804
805 hollowUs.Add(angle.angle * hollow);
806 }
807 }
808 }
809 else if (!simpleFace && createFaces && angle.angle > 0.0001f)
810 {
811 Face newFace = new Face();
812 newFace.v1 = 0;
813 newFace.v2 = index;
814 newFace.v3 = index + 1;
815
816 this.faces.Add(newFace);
817 }
818 index += 1;
819 }
820
821 if (hasHollow)
822 {
823 hollowCoords.Reverse();
824 if (this.calcVertexNormals)
825 {
826 hollowNormals.Reverse();
827 hollowUs.Reverse();
828 }
829
830 if (createFaces)
831 {
832 //int numOuterVerts = this.coords.Count;
833 //numOuterVerts = this.coords.Count;
834 //int numHollowVerts = hollowCoords.Count;
835 int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
836
837 if (this.numOuterVerts == this.numHollowVerts)
838 {
839 Face newFace = new Face();
840
841 for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
842 {
843 newFace.v1 = coordIndex;
844 newFace.v2 = coordIndex + 1;
845 newFace.v3 = numTotalVerts - coordIndex - 1;
846 this.faces.Add(newFace);
847
848 newFace.v1 = coordIndex + 1;
849 newFace.v2 = numTotalVerts - coordIndex - 2;
850 newFace.v3 = numTotalVerts - coordIndex - 1;
851 this.faces.Add(newFace);
852 }
853 }
854 else
855 {
856 if (this.numOuterVerts < this.numHollowVerts)
857 {
858 Face newFace = new Face();
859 int j = 0; // j is the index for outer vertices
860 int maxJ = this.numOuterVerts - 1;
861 for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
862 {
863 if (j < maxJ)
864 if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
865 {
866 newFace.v1 = numTotalVerts - i - 1;
867 newFace.v2 = j;
868 newFace.v3 = j + 1;
869
870 this.faces.Add(newFace);
871 j += 1;
872 }
873
874 newFace.v1 = j;
875 newFace.v2 = numTotalVerts - i - 2;
876 newFace.v3 = numTotalVerts - i - 1;
877
878 this.faces.Add(newFace);
879 }
880 }
881 else // numHollowVerts < numOuterVerts
882 {
883 Face newFace = new Face();
884 int j = 0; // j is the index for inner vertices
885 int maxJ = this.numHollowVerts - 1;
886 for (int i = 0; i < this.numOuterVerts; i++)
887 {
888 if (j < maxJ)
889 if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
890 {
891 newFace.v1 = i;
892 newFace.v2 = numTotalVerts - j - 2;
893 newFace.v3 = numTotalVerts - j - 1;
894
895 this.faces.Add(newFace);
896 j += 1;
897 }
898
899 newFace.v1 = numTotalVerts - j - 1;
900 newFace.v2 = i;
901 newFace.v3 = i + 1;
902
903 this.faces.Add(newFace);
904 }
905 }
906 }
907 }
908
909 if (calcVertexNormals)
910 {
911 foreach (Coord hc in hollowCoords)
912 {
913 this.coords.Add(hc);
914 hollowCoordIndices.Add(this.coords.Count - 1);
915 }
916 }
917 else
918 this.coords.AddRange(hollowCoords);
919
920 if (this.calcVertexNormals)
921 {
922 this.vertexNormals.AddRange(hollowNormals);
923 this.us.AddRange(hollowUs);
924
925 }
926 }
927
928 if (simpleFace && createFaces)
929 {
930 if (sides == 3)
931 this.faces.Add(new Face(0, 1, 2));
932 else if (sides == 4)
933 {
934 this.faces.Add(new Face(0, 1, 2));
935 this.faces.Add(new Face(0, 2, 3));
936 }
937 }
938
939 if (calcVertexNormals && hasProfileCut)
940 {
941 int lastOuterVertIndex = this.numOuterVerts - 1;
942
943 if (hasHollow)
944 {
945 this.cut1CoordIndices.Add(0);
946 this.cut1CoordIndices.Add(this.coords.Count - 1);
947
948 this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
949 this.cut2CoordIndices.Add(lastOuterVertIndex);
950
951 this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
952 this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
953
954 this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
955 this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
956 }
957
958 else
959 {
960 this.cut1CoordIndices.Add(0);
961 this.cut1CoordIndices.Add(1);
962
963 this.cut2CoordIndices.Add(lastOuterVertIndex);
964 this.cut2CoordIndices.Add(0);
965
966 this.cutNormal1.X = this.vertexNormals[1].Y;
967 this.cutNormal1.Y = -this.vertexNormals[1].X;
968
969 this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
970 this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
971
972 }
973 this.cutNormal1.Normalize();
974 this.cutNormal2.Normalize();
975 }
976
977 this.MakeFaceUVs();
978
979 hollowCoords = null;
980 hollowNormals = null;
981 hollowUs = null;
982
983 if (calcVertexNormals)
984 { // calculate prim face numbers
985
986 // face number order is top, outer, hollow, bottom, start cut, end cut
987 // I know it's ugly but so is the whole concept of prim face numbers
988
989 int faceNum = 1; // start with outer faces
990 this.outerFaceNumber = faceNum;
991
992 int startVert = hasProfileCut && !hasHollow ? 1 : 0;
993 if (startVert > 0)
994 this.faceNumbers.Add(-1);
995 for (int i = 0; i < this.numOuterVerts - 1; i++)
996 //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
997 this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum);
998
999 //if (!hasHollow && !hasProfileCut)
1000 // this.bottomFaceNumber = faceNum++;
1001
1002 this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
1003
1004 if (sides > 4 && (hasHollow || hasProfileCut))
1005 faceNum++;
1006
1007 if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
1008 faceNum++;
1009
1010 if (hasHollow)
1011 {
1012 for (int i = 0; i < this.numHollowVerts; i++)
1013 this.faceNumbers.Add(faceNum);
1014
1015 this.hollowFaceNumber = faceNum++;
1016 }
1017 //if (hasProfileCut || hasHollow)
1018 // this.bottomFaceNumber = faceNum++;
1019 this.bottomFaceNumber = faceNum++;
1020
1021 if (hasHollow && hasProfileCut)
1022 this.faceNumbers.Add(faceNum++);
1023
1024 for (int i = 0; i < this.faceNumbers.Count; i++)
1025 if (this.faceNumbers[i] == -1)
1026 this.faceNumbers[i] = faceNum++;
1027
1028 this.numPrimFaces = faceNum;
1029 }
1030
1031 }
1032
1033 internal void MakeFaceUVs()
1034 {
1035 this.faceUVs = new List<UVCoord>();
1036 foreach (Coord c in this.coords)
1037 this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
1038 }
1039
1040 internal Profile Copy()
1041 {
1042 return this.Copy(true);
1043 }
1044
1045 internal Profile Copy(bool needFaces)
1046 {
1047 Profile copy = new Profile();
1048
1049 copy.coords.AddRange(this.coords);
1050 copy.faceUVs.AddRange(this.faceUVs);
1051
1052 if (needFaces)
1053 copy.faces.AddRange(this.faces);
1054 if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
1055 {
1056 copy.vertexNormals.AddRange(this.vertexNormals);
1057 copy.faceNormal = this.faceNormal;
1058 copy.cutNormal1 = this.cutNormal1;
1059 copy.cutNormal2 = this.cutNormal2;
1060 copy.us.AddRange(this.us);
1061 copy.faceNumbers.AddRange(this.faceNumbers);
1062
1063 copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices);
1064 copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices);
1065 copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices);
1066 copy.outerCoordIndices = new List<int>(this.outerCoordIndices);
1067 }
1068 copy.numOuterVerts = this.numOuterVerts;
1069 copy.numHollowVerts = this.numHollowVerts;
1070
1071 return copy;
1072 }
1073
1074 internal void AddPos(Coord v)
1075 {
1076 this.AddPos(v.X, v.Y, v.Z);
1077 }
1078
1079 internal void AddPos(float x, float y, float z)
1080 {
1081 int i;
1082 int numVerts = this.coords.Count;
1083 Coord vert;
1084
1085 for (i = 0; i < numVerts; i++)
1086 {
1087 vert = this.coords[i];
1088 vert.X += x;
1089 vert.Y += y;
1090 vert.Z += z;
1091 this.coords[i] = vert;
1092 }
1093 }
1094
1095 internal void AddRot(Quat q)
1096 {
1097 int i;
1098 int numVerts = this.coords.Count;
1099
1100 for (i = 0; i < numVerts; i++)
1101 this.coords[i] *= q;
1102
1103 if (this.calcVertexNormals)
1104 {
1105 int numNormals = this.vertexNormals.Count;
1106 for (i = 0; i < numNormals; i++)
1107 this.vertexNormals[i] *= q;
1108
1109 this.faceNormal *= q;
1110 this.cutNormal1 *= q;
1111 this.cutNormal2 *= q;
1112
1113 }
1114 }
1115
1116 internal void Scale(float x, float y)
1117 {
1118 int i;
1119 int numVerts = this.coords.Count;
1120 Coord vert;
1121
1122 for (i = 0; i < numVerts; i++)
1123 {
1124 vert = this.coords[i];
1125 vert.X *= x;
1126 vert.Y *= y;
1127 this.coords[i] = vert;
1128 }
1129 }
1130
1131 /// <summary>
1132 /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
1133 /// </summary>
1134 internal void FlipNormals()
1135 {
1136 int i;
1137 int numFaces = this.faces.Count;
1138 Face tmpFace;
1139 int tmp;
1140
1141 for (i = 0; i < numFaces; i++)
1142 {
1143 tmpFace = this.faces[i];
1144 tmp = tmpFace.v3;
1145 tmpFace.v3 = tmpFace.v1;
1146 tmpFace.v1 = tmp;
1147 this.faces[i] = tmpFace;
1148 }
1149
1150 if (this.calcVertexNormals)
1151 {
1152 int normalCount = this.vertexNormals.Count;
1153 if (normalCount > 0)
1154 {
1155 Coord n = this.vertexNormals[normalCount - 1];
1156 n.Z = -n.Z;
1157 this.vertexNormals[normalCount - 1] = n;
1158 }
1159 }
1160
1161 this.faceNormal.X = -this.faceNormal.X;
1162 this.faceNormal.Y = -this.faceNormal.Y;
1163 this.faceNormal.Z = -this.faceNormal.Z;
1164
1165 int numfaceUVs = this.faceUVs.Count;
1166 for (i = 0; i < numfaceUVs; i++)
1167 {
1168 UVCoord uv = this.faceUVs[i];
1169 uv.V = 1.0f - uv.V;
1170 this.faceUVs[i] = uv;
1171 }
1172 }
1173
1174 internal void AddValue2FaceVertexIndices(int num)
1175 {
1176 int numFaces = this.faces.Count;
1177 Face tmpFace;
1178 for (int i = 0; i < numFaces; i++)
1179 {
1180 tmpFace = this.faces[i];
1181 tmpFace.v1 += num;
1182 tmpFace.v2 += num;
1183 tmpFace.v3 += num;
1184
1185 this.faces[i] = tmpFace;
1186 }
1187 }
1188
1189 internal void AddValue2FaceNormalIndices(int num)
1190 {
1191 if (this.calcVertexNormals)
1192 {
1193 int numFaces = this.faces.Count;
1194 Face tmpFace;
1195 for (int i = 0; i < numFaces; i++)
1196 {
1197 tmpFace = this.faces[i];
1198 tmpFace.n1 += num;
1199 tmpFace.n2 += num;
1200 tmpFace.n3 += num;
1201
1202 this.faces[i] = tmpFace;
1203 }
1204 }
1205 }
1206
1207 internal void DumpRaw(String path, String name, String title)
1208 {
1209 if (path == null)
1210 return;
1211 String fileName = name + "_" + title + ".raw";
1212 String completePath = System.IO.Path.Combine(path, fileName);
1213 StreamWriter sw = new StreamWriter(completePath);
1214
1215 for (int i = 0; i < this.faces.Count; i++)
1216 {
1217 string s = this.coords[this.faces[i].v1].ToString();
1218 s += " " + this.coords[this.faces[i].v2].ToString();
1219 s += " " + this.coords[this.faces[i].v3].ToString();
1220
1221 sw.WriteLine(s);
1222 }
1223
1224 sw.Close();
1225 }
1226 }
1227
1228 public struct PathNode
1229 {
1230 public Coord position;
1231 public Quat rotation;
1232 public float xScale;
1233 public float yScale;
1234 public float percentOfPath;
1235 }
1236
1237 public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
1238
1239 public class Path
1240 {
1241 public List<PathNode> pathNodes = new List<PathNode>();
1242
1243 public float twistBegin = 0.0f;
1244 public float twistEnd = 0.0f;
1245 public float topShearX = 0.0f;
1246 public float topShearY = 0.0f;
1247 public float pathCutBegin = 0.0f;
1248 public float pathCutEnd = 1.0f;
1249 public float dimpleBegin = 0.0f;
1250 public float dimpleEnd = 1.0f;
1251 public float skew = 0.0f;
1252 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1253 public float holeSizeY = 0.25f;
1254 public float taperX = 0.0f;
1255 public float taperY = 0.0f;
1256 public float radius = 0.0f;
1257 public float revolutions = 1.0f;
1258 public int stepsPerRevolution = 24;
1259
1260 private const float twoPi = 2.0f * (float)Math.PI;
1261
1262 public void Create(PathType pathType, int steps)
1263 {
1264 if (pathType == PathType.Linear || pathType == PathType.Flexible)
1265 {
1266 int step = 0;
1267
1268 float length = this.pathCutEnd - this.pathCutBegin;
1269 float twistTotal = twistEnd - twistBegin;
1270 float twistTotalAbs = Math.Abs(twistTotal);
1271 if (twistTotalAbs > 0.01f)
1272 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1273
1274 float start = -0.5f;
1275 float stepSize = length / (float)steps;
1276 float percentOfPathMultiplier = stepSize;
1277 float xOffset = 0.0f;
1278 float yOffset = 0.0f;
1279 float zOffset = start;
1280 float xOffsetStepIncrement = this.topShearX / steps;
1281 float yOffsetStepIncrement = this.topShearY / steps;
1282
1283 float percentOfPath = this.pathCutBegin;
1284 zOffset += percentOfPath;
1285
1286 // sanity checks
1287
1288 bool done = false;
1289
1290 while (!done)
1291 {
1292 PathNode newNode = new PathNode();
1293
1294 newNode.xScale = 1.0f;
1295 if (this.taperX == 0.0f)
1296 newNode.xScale = 1.0f;
1297 else if (this.taperX > 0.0f)
1298 newNode.xScale = 1.0f - percentOfPath * this.taperX;
1299 else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
1300
1301 newNode.yScale = 1.0f;
1302 if (this.taperY == 0.0f)
1303 newNode.yScale = 1.0f;
1304 else if (this.taperY > 0.0f)
1305 newNode.yScale = 1.0f - percentOfPath * this.taperY;
1306 else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
1307
1308 float twist = twistBegin + twistTotal * percentOfPath;
1309
1310 newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1311 newNode.position = new Coord(xOffset, yOffset, zOffset);
1312 newNode.percentOfPath = percentOfPath;
1313
1314 pathNodes.Add(newNode);
1315
1316 if (step < steps)
1317 {
1318 step += 1;
1319 percentOfPath += percentOfPathMultiplier;
1320 xOffset += xOffsetStepIncrement;
1321 yOffset += yOffsetStepIncrement;
1322 zOffset += stepSize;
1323 if (percentOfPath > this.pathCutEnd)
1324 done = true;
1325 }
1326 else done = true;
1327 }
1328 } // end of linear path code
1329
1330 else // pathType == Circular
1331 {
1332 float twistTotal = twistEnd - twistBegin;
1333
1334 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
1335 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
1336 // accurately match the viewer
1337 float twistTotalAbs = Math.Abs(twistTotal);
1338 if (twistTotalAbs > 0.01f)
1339 {
1340 if (twistTotalAbs > Math.PI * 1.5f)
1341 steps *= 2;
1342 if (twistTotalAbs > Math.PI * 3.0f)
1343 steps *= 2;
1344 }
1345
1346 float yPathScale = this.holeSizeY * 0.5f;
1347 float pathLength = this.pathCutEnd - this.pathCutBegin;
1348 float totalSkew = this.skew * 2.0f * pathLength;
1349 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
1350 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
1351 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
1352
1353 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
1354 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
1355 // to calculate the sine for generating the path radius appears to approximate it's effects there
1356 // too, but there are some subtle differences in the radius which are noticeable as the prim size
1357 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
1358 // the meshes generated with this technique appear nearly identical in shape to the same prims when
1359 // displayed by the viewer.
1360
1361 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
1362 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
1363 float stepSize = twoPi / this.stepsPerRevolution;
1364
1365 int step = (int)(startAngle / stepSize);
1366 float angle = startAngle;
1367
1368 bool done = false;
1369 while (!done) // loop through the length of the path and add the layers
1370 {
1371 PathNode newNode = new PathNode();
1372
1373 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1374 float yProfileScale = this.holeSizeY;
1375
1376 float percentOfPath = angle / (twoPi * this.revolutions);
1377 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
1378
1379 if (this.taperX > 0.01f)
1380 xProfileScale *= 1.0f - percentOfPath * this.taperX;
1381 else if (this.taperX < -0.01f)
1382 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
1383
1384 if (this.taperY > 0.01f)
1385 yProfileScale *= 1.0f - percentOfPath * this.taperY;
1386 else if (this.taperY < -0.01f)
1387 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
1388
1389 newNode.xScale = xProfileScale;
1390 newNode.yScale = yProfileScale;
1391
1392 float radiusScale = 1.0f;
1393 if (this.radius > 0.001f)
1394 radiusScale = 1.0f - this.radius * percentOfPath;
1395 else if (this.radius < 0.001f)
1396 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
1397
1398 float twist = twistBegin + twistTotal * percentOfPath;
1399
1400 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
1401 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
1402
1403 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
1404
1405 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
1406
1407 newNode.position = new Coord(xOffset, yOffset, zOffset);
1408
1409 // now orient the rotation of the profile layer relative to it's position on the path
1410 // adding taperY to the angle used to generate the quat appears to approximate the viewer
1411
1412 newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
1413
1414 // next apply twist rotation to the profile layer
1415 if (twistTotal != 0.0f || twistBegin != 0.0f)
1416 newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1417
1418 newNode.percentOfPath = percentOfPath;
1419
1420 pathNodes.Add(newNode);
1421
1422 // calculate terms for next iteration
1423 // calculate the angle for the next iteration of the loop
1424
1425 if (angle >= endAngle - 0.01)
1426 done = true;
1427 else
1428 {
1429 step += 1;
1430 angle = stepSize * step;
1431 if (angle > endAngle)
1432 angle = endAngle;
1433 }
1434 }
1435 }
1436 }
1437 }
1438
1439 public class PrimMesh
1440 {
1441 public string errorMessage = "";
1442 private const float twoPi = 2.0f * (float)Math.PI;
1443
1444 public List<Coord> coords;
1445 public List<Coord> normals;
1446 public List<Face> faces;
1447
1448 public List<ViewerFace> viewerFaces;
1449
1450 private int sides = 4;
1451 private int hollowSides = 4;
1452 private float profileStart = 0.0f;
1453 private float profileEnd = 1.0f;
1454 private float hollow = 0.0f;
1455 public int twistBegin = 0;
1456 public int twistEnd = 0;
1457 public float topShearX = 0.0f;
1458 public float topShearY = 0.0f;
1459 public float pathCutBegin = 0.0f;
1460 public float pathCutEnd = 1.0f;
1461 public float dimpleBegin = 0.0f;
1462 public float dimpleEnd = 1.0f;
1463 public float skew = 0.0f;
1464 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1465 public float holeSizeY = 0.25f;
1466 public float taperX = 0.0f;
1467 public float taperY = 0.0f;
1468 public float radius = 0.0f;
1469 public float revolutions = 1.0f;
1470 public int stepsPerRevolution = 24;
1471
1472 private int profileOuterFaceNumber = -1;
1473 private int profileHollowFaceNumber = -1;
1474
1475 private bool hasProfileCut = false;
1476 private bool hasHollow = false;
1477 public bool calcVertexNormals = false;
1478 private bool normalsProcessed = false;
1479 public bool viewerMode = false;
1480 public bool sphereMode = false;
1481
1482 public int numPrimFaces = 0;
1483
1484 /// <summary>
1485 /// Human readable string representation of the parameters used to create a mesh.
1486 /// </summary>
1487 /// <returns></returns>
1488 public string ParamsToDisplayString()
1489 {
1490 string s = "";
1491 s += "sides..................: " + this.sides.ToString();
1492 s += "\nhollowSides..........: " + this.hollowSides.ToString();
1493 s += "\nprofileStart.........: " + this.profileStart.ToString();
1494 s += "\nprofileEnd...........: " + this.profileEnd.ToString();
1495 s += "\nhollow...............: " + this.hollow.ToString();
1496 s += "\ntwistBegin...........: " + this.twistBegin.ToString();
1497 s += "\ntwistEnd.............: " + this.twistEnd.ToString();
1498 s += "\ntopShearX............: " + this.topShearX.ToString();
1499 s += "\ntopShearY............: " + this.topShearY.ToString();
1500 s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
1501 s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
1502 s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
1503 s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
1504 s += "\nskew.................: " + this.skew.ToString();
1505 s += "\nholeSizeX............: " + this.holeSizeX.ToString();
1506 s += "\nholeSizeY............: " + this.holeSizeY.ToString();
1507 s += "\ntaperX...............: " + this.taperX.ToString();
1508 s += "\ntaperY...............: " + this.taperY.ToString();
1509 s += "\nradius...............: " + this.radius.ToString();
1510 s += "\nrevolutions..........: " + this.revolutions.ToString();
1511 s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
1512 s += "\nsphereMode...........: " + this.sphereMode.ToString();
1513 s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
1514 s += "\nhasHollow............: " + this.hasHollow.ToString();
1515 s += "\nviewerMode...........: " + this.viewerMode.ToString();
1516
1517 return s;
1518 }
1519
1520 public int ProfileOuterFaceNumber
1521 {
1522 get { return profileOuterFaceNumber; }
1523 }
1524
1525 public int ProfileHollowFaceNumber
1526 {
1527 get { return profileHollowFaceNumber; }
1528 }
1529
1530 public bool HasProfileCut
1531 {
1532 get { return hasProfileCut; }
1533 }
1534
1535 public bool HasHollow
1536 {
1537 get { return hasHollow; }
1538 }
1539
1540
1541 /// <summary>
1542 /// Constructs a PrimMesh object and creates the profile for extrusion.
1543 /// </summary>
1544 /// <param name="sides"></param>
1545 /// <param name="profileStart"></param>
1546 /// <param name="profileEnd"></param>
1547 /// <param name="hollow"></param>
1548 /// <param name="hollowSides"></param>
1549 public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
1550 {
1551 this.coords = new List<Coord>();
1552 this.faces = new List<Face>();
1553
1554 this.sides = sides;
1555 this.profileStart = profileStart;
1556 this.profileEnd = profileEnd;
1557 this.hollow = hollow;
1558 this.hollowSides = hollowSides;
1559
1560 if (sides < 3)
1561 this.sides = 3;
1562 if (hollowSides < 3)
1563 this.hollowSides = 3;
1564 if (profileStart < 0.0f)
1565 this.profileStart = 0.0f;
1566 if (profileEnd > 1.0f)
1567 this.profileEnd = 1.0f;
1568 if (profileEnd < 0.02f)
1569 this.profileEnd = 0.02f;
1570 if (profileStart >= profileEnd)
1571 this.profileStart = profileEnd - 0.02f;
1572 if (hollow > 0.99f)
1573 this.hollow = 0.99f;
1574 if (hollow < 0.0f)
1575 this.hollow = 0.0f;
1576
1577 //if (sphereMode)
1578 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1579 //else
1580 // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1581 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1582 //this.hasHollow = (this.hollow > 0.001f);
1583 }
1584
1585 /// <summary>
1586 /// Extrudes a profile along a path.
1587 /// </summary>
1588 public void Extrude(PathType pathType)
1589 {
1590 bool needEndFaces = false;
1591
1592 this.coords = new List<Coord>();
1593 this.faces = new List<Face>();
1594
1595 if (this.viewerMode)
1596 {
1597 this.viewerFaces = new List<ViewerFace>();
1598 this.calcVertexNormals = true;
1599 }
1600
1601 if (this.calcVertexNormals)
1602 this.normals = new List<Coord>();
1603
1604 int steps = 1;
1605
1606 float length = this.pathCutEnd - this.pathCutBegin;
1607 normalsProcessed = false;
1608
1609 if (this.viewerMode && this.sides == 3)
1610 {
1611 // prisms don't taper well so add some vertical resolution
1612 // other prims may benefit from this but just do prisms for now
1613 if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
1614 steps = (int)(steps * 4.5 * length);
1615 }
1616
1617 if (sphereMode)
1618 this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1619 else
1620 //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1621 this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1622 this.hasHollow = (this.hollow > 0.001f);
1623
1624 float twistBegin = this.twistBegin / 360.0f * twoPi;
1625 float twistEnd = this.twistEnd / 360.0f * twoPi;
1626 float twistTotal = twistEnd - twistBegin;
1627 float twistTotalAbs = Math.Abs(twistTotal);
1628 if (twistTotalAbs > 0.01f)
1629 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1630
1631 float hollow = this.hollow;
1632
1633 // sanity checks
1634 float initialProfileRot = 0.0f;
1635 if (pathType == PathType.Circular)
1636 {
1637 if (this.sides == 3)
1638 {
1639 initialProfileRot = (float)Math.PI;
1640 if (this.hollowSides == 4)
1641 {
1642 if (hollow > 0.7f)
1643 hollow = 0.7f;
1644 hollow *= 0.707f;
1645 }
1646 else hollow *= 0.5f;
1647 }
1648 else if (this.sides == 4)
1649 {
1650 initialProfileRot = 0.25f * (float)Math.PI;
1651 if (this.hollowSides != 4)
1652 hollow *= 0.707f;
1653 }
1654 else if (this.sides > 4)
1655 {
1656 initialProfileRot = (float)Math.PI;
1657 if (this.hollowSides == 4)
1658 {
1659 if (hollow > 0.7f)
1660 hollow = 0.7f;
1661 hollow /= 0.7f;
1662 }
1663 }
1664 }
1665 else
1666 {
1667 if (this.sides == 3)
1668 {
1669 if (this.hollowSides == 4)
1670 {
1671 if (hollow > 0.7f)
1672 hollow = 0.7f;
1673 hollow *= 0.707f;
1674 }
1675 else hollow *= 0.5f;
1676 }
1677 else if (this.sides == 4)
1678 {
1679 initialProfileRot = 1.25f * (float)Math.PI;
1680 if (this.hollowSides != 4)
1681 hollow *= 0.707f;
1682 }
1683 else if (this.sides == 24 && this.hollowSides == 4)
1684 hollow *= 1.414f;
1685 }
1686
1687 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
1688 this.errorMessage = profile.errorMessage;
1689
1690 this.numPrimFaces = profile.numPrimFaces;
1691
1692 //profileOuterFaceNumber = profile.faceNumbers[0];
1693 //if (!needEndFaces)
1694 // profileOuterFaceNumber--;
1695 //profileOuterFaceNumber = needEndFaces ? 1 : 0;
1696
1697
1698 //if (hasHollow)
1699 //{
1700 // if (needEndFaces)
1701 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1];
1702 // else
1703 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1;
1704 //}
1705
1706
1707 profileOuterFaceNumber = profile.outerFaceNumber;
1708 if (!needEndFaces)
1709 profileOuterFaceNumber--;
1710
1711 if (hasHollow)
1712 {
1713 profileHollowFaceNumber = profile.hollowFaceNumber;
1714 if (!needEndFaces)
1715 profileHollowFaceNumber--;
1716 }
1717
1718 int cut1Vert = -1;
1719 int cut2Vert = -1;
1720 if (hasProfileCut)
1721 {
1722 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
1723 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1724 }
1725
1726 if (initialProfileRot != 0.0f)
1727 {
1728 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
1729 if (viewerMode)
1730 profile.MakeFaceUVs();
1731 }
1732
1733 Coord lastCutNormal1 = new Coord();
1734 Coord lastCutNormal2 = new Coord();
1735 float lastV = 1.0f;
1736
1737 Path path = new Path();
1738 path.twistBegin = twistBegin;
1739 path.twistEnd = twistEnd;
1740 path.topShearX = topShearX;
1741 path.topShearY = topShearY;
1742 path.pathCutBegin = pathCutBegin;
1743 path.pathCutEnd = pathCutEnd;
1744 path.dimpleBegin = dimpleBegin;
1745 path.dimpleEnd = dimpleEnd;
1746 path.skew = skew;
1747 path.holeSizeX = holeSizeX;
1748 path.holeSizeY = holeSizeY;
1749 path.taperX = taperX;
1750 path.taperY = taperY;
1751 path.radius = radius;
1752 path.revolutions = revolutions;
1753 path.stepsPerRevolution = stepsPerRevolution;
1754
1755 path.Create(pathType, steps);
1756
1757
1758 if (pathType == PathType.Circular)
1759 {
1760 needEndFaces = false;
1761 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
1762 needEndFaces = true;
1763 else if (this.taperX != 0.0f || this.taperY != 0.0f)
1764 needEndFaces = true;
1765 else if (this.skew != 0.0f)
1766 needEndFaces = true;
1767 else if (twistTotal != 0.0f)
1768 needEndFaces = true;
1769 else if (this.radius != 0.0f)
1770 needEndFaces = true;
1771 }
1772 else needEndFaces = true;
1773
1774 for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1775 {
1776 PathNode node = path.pathNodes[nodeIndex];
1777 Profile newLayer = profile.Copy();
1778 newLayer.Scale(node.xScale, node.yScale);
1779
1780 newLayer.AddRot(node.rotation);
1781 newLayer.AddPos(node.position);
1782
1783 if (needEndFaces && nodeIndex == 0)
1784 {
1785 newLayer.FlipNormals();
1786
1787 // add the top faces to the viewerFaces list here
1788 if (this.viewerMode)
1789 {
1790 Coord faceNormal = newLayer.faceNormal;
1791 ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
1792 int numFaces = newLayer.faces.Count;
1793 List<Face> faces = newLayer.faces;
1794
1795 for (int i = 0; i < numFaces; i++)
1796 {
1797 Face face = faces[i];
1798 newViewerFace.v1 = newLayer.coords[face.v1];
1799 newViewerFace.v2 = newLayer.coords[face.v2];
1800 newViewerFace.v3 = newLayer.coords[face.v3];
1801
1802 newViewerFace.coordIndex1 = face.v1;
1803 newViewerFace.coordIndex2 = face.v2;
1804 newViewerFace.coordIndex3 = face.v3;
1805
1806 newViewerFace.n1 = faceNormal;
1807 newViewerFace.n2 = faceNormal;
1808 newViewerFace.n3 = faceNormal;
1809
1810 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
1811 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
1812 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
1813
1814 this.viewerFaces.Add(newViewerFace);
1815 }
1816 }
1817 } // if (nodeIndex == 0)
1818
1819 // append this layer
1820
1821 int coordsLen = this.coords.Count;
1822 newLayer.AddValue2FaceVertexIndices(coordsLen);
1823
1824 this.coords.AddRange(newLayer.coords);
1825
1826 if (this.calcVertexNormals)
1827 {
1828 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
1829 this.normals.AddRange(newLayer.vertexNormals);
1830 }
1831
1832 if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
1833 this.faces.AddRange(newLayer.faces);
1834
1835 // fill faces between layers
1836
1837 int numVerts = newLayer.coords.Count;
1838 Face newFace = new Face();
1839
1840 if (nodeIndex > 0)
1841 {
1842 int startVert = coordsLen + 1;
1843 int endVert = this.coords.Count;
1844
1845 if (sides < 5 || this.hasProfileCut || this.hasHollow)
1846 startVert--;
1847
1848 for (int i = startVert; i < endVert; i++)
1849 {
1850 int iNext = i + 1;
1851 if (i == endVert - 1)
1852 iNext = startVert;
1853
1854 int whichVert = i - startVert;
1855
1856 newFace.v1 = i;
1857 newFace.v2 = i - numVerts;
1858 newFace.v3 = iNext - numVerts;
1859 this.faces.Add(newFace);
1860
1861 newFace.v2 = iNext - numVerts;
1862 newFace.v3 = iNext;
1863 this.faces.Add(newFace);
1864
1865 if (this.viewerMode)
1866 {
1867 // add the side faces to the list of viewerFaces here
1868
1869 int primFaceNum = profile.faceNumbers[whichVert];
1870 if (!needEndFaces)
1871 primFaceNum -= 1;
1872
1873 ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
1874 ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
1875
1876 float u1 = newLayer.us[whichVert];
1877 float u2 = 1.0f;
1878 if (whichVert < newLayer.us.Count - 1)
1879 u2 = newLayer.us[whichVert + 1];
1880
1881 if (whichVert == cut1Vert || whichVert == cut2Vert)
1882 {
1883 u1 = 0.0f;
1884 u2 = 1.0f;
1885 }
1886 else if (sides < 5)
1887 {
1888 if (whichVert < profile.numOuterVerts)
1889 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
1890 // to reflect the entire texture width
1891 u1 *= sides;
1892 u2 *= sides;
1893 u2 -= (int)u1;
1894 u1 -= (int)u1;
1895 if (u2 < 0.1f)
1896 u2 = 1.0f;
1897 //this.profileOuterFaceNumber = primFaceNum;
1898 }
1899 else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
1900 {
1901 u1 *= 2.0f;
1902 u2 *= 2.0f;
1903 //this.profileHollowFaceNumber = primFaceNum;
1904 }
1905 }
1906
1907 newViewerFace1.uv1.U = u1;
1908 newViewerFace1.uv2.U = u1;
1909 newViewerFace1.uv3.U = u2;
1910
1911 newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
1912 newViewerFace1.uv2.V = lastV;
1913 newViewerFace1.uv3.V = lastV;
1914
1915 newViewerFace2.uv1.U = u1;
1916 newViewerFace2.uv2.U = u2;
1917 newViewerFace2.uv3.U = u2;
1918
1919 newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
1920 newViewerFace2.uv2.V = lastV;
1921 newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
1922
1923 newViewerFace1.v1 = this.coords[i];
1924 newViewerFace1.v2 = this.coords[i - numVerts];
1925 newViewerFace1.v3 = this.coords[iNext - numVerts];
1926
1927 newViewerFace2.v1 = this.coords[i];
1928 newViewerFace2.v2 = this.coords[iNext - numVerts];
1929 newViewerFace2.v3 = this.coords[iNext];
1930
1931 newViewerFace1.coordIndex1 = i;
1932 newViewerFace1.coordIndex2 = i - numVerts;
1933 newViewerFace1.coordIndex3 = iNext - numVerts;
1934
1935 newViewerFace2.coordIndex1 = i;
1936 newViewerFace2.coordIndex2 = iNext - numVerts;
1937 newViewerFace2.coordIndex3 = iNext;
1938
1939 // profile cut faces
1940 if (whichVert == cut1Vert)
1941 {
1942 newViewerFace1.n1 = newLayer.cutNormal1;
1943 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
1944
1945 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
1946 newViewerFace2.n2 = lastCutNormal1;
1947 }
1948 else if (whichVert == cut2Vert)
1949 {
1950 newViewerFace1.n1 = newLayer.cutNormal2;
1951 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
1952
1953 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
1954 newViewerFace2.n2 = lastCutNormal2;
1955 }
1956
1957 else // outer and hollow faces
1958 {
1959 if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
1960 { // looks terrible when path is twisted... need vertex normals here
1961 newViewerFace1.CalcSurfaceNormal();
1962 newViewerFace2.CalcSurfaceNormal();
1963 }
1964 else
1965 {
1966 newViewerFace1.n1 = this.normals[i];
1967 newViewerFace1.n2 = this.normals[i - numVerts];
1968 newViewerFace1.n3 = this.normals[iNext - numVerts];
1969
1970 newViewerFace2.n1 = this.normals[i];
1971 newViewerFace2.n2 = this.normals[iNext - numVerts];
1972 newViewerFace2.n3 = this.normals[iNext];
1973 }
1974 }
1975
1976 this.viewerFaces.Add(newViewerFace1);
1977 this.viewerFaces.Add(newViewerFace2);
1978
1979 }
1980 }
1981 }
1982
1983 lastCutNormal1 = newLayer.cutNormal1;
1984 lastCutNormal2 = newLayer.cutNormal2;
1985 lastV = 1.0f - node.percentOfPath;
1986
1987 if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
1988 {
1989 // add the top faces to the viewerFaces list here
1990 Coord faceNormal = newLayer.faceNormal;
1991 ViewerFace newViewerFace = new ViewerFace();
1992 newViewerFace.primFaceNumber = 0;
1993 int numFaces = newLayer.faces.Count;
1994 List<Face> faces = newLayer.faces;
1995
1996 for (int i = 0; i < numFaces; i++)
1997 {
1998 Face face = faces[i];
1999 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2000 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2001 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2002
2003 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2004 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2005 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2006
2007 newViewerFace.n1 = faceNormal;
2008 newViewerFace.n2 = faceNormal;
2009 newViewerFace.n3 = faceNormal;
2010
2011 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2012 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2013 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2014
2015 this.viewerFaces.Add(newViewerFace);
2016 }
2017 }
2018
2019
2020 } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
2021
2022 }
2023
2024
2025 /// <summary>
2026 /// DEPRICATED - use Extrude(PathType.Linear) instead
2027 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
2028 /// </summary>
2029 ///
2030 public void ExtrudeLinear()
2031 {
2032 this.Extrude(PathType.Linear);
2033 }
2034
2035
2036 /// <summary>
2037 /// DEPRICATED - use Extrude(PathType.Circular) instead
2038 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
2039 /// </summary>
2040 ///
2041 public void ExtrudeCircular()
2042 {
2043 this.Extrude(PathType.Circular);
2044 }
2045
2046
2047 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
2048 {
2049 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
2050 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
2051
2052 Coord normal = Coord.Cross(edge1, edge2);
2053
2054 normal.Normalize();
2055
2056 return normal;
2057 }
2058
2059 private Coord SurfaceNormal(Face face)
2060 {
2061 return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
2062 }
2063
2064 /// <summary>
2065 /// Calculate the surface normal for a face in the list of faces
2066 /// </summary>
2067 /// <param name="faceIndex"></param>
2068 /// <returns></returns>
2069 public Coord SurfaceNormal(int faceIndex)
2070 {
2071 int numFaces = this.faces.Count;
2072 if (faceIndex < 0 || faceIndex >= numFaces)
2073 throw new Exception("faceIndex out of range");
2074
2075 return SurfaceNormal(this.faces[faceIndex]);
2076 }
2077
2078 /// <summary>
2079 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
2080 /// </summary>
2081 /// <returns></returns>
2082 public PrimMesh Copy()
2083 {
2084 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
2085 copy.twistBegin = this.twistBegin;
2086 copy.twistEnd = this.twistEnd;
2087 copy.topShearX = this.topShearX;
2088 copy.topShearY = this.topShearY;
2089 copy.pathCutBegin = this.pathCutBegin;
2090 copy.pathCutEnd = this.pathCutEnd;
2091 copy.dimpleBegin = this.dimpleBegin;
2092 copy.dimpleEnd = this.dimpleEnd;
2093 copy.skew = this.skew;
2094 copy.holeSizeX = this.holeSizeX;
2095 copy.holeSizeY = this.holeSizeY;
2096 copy.taperX = this.taperX;
2097 copy.taperY = this.taperY;
2098 copy.radius = this.radius;
2099 copy.revolutions = this.revolutions;
2100 copy.stepsPerRevolution = this.stepsPerRevolution;
2101 copy.calcVertexNormals = this.calcVertexNormals;
2102 copy.normalsProcessed = this.normalsProcessed;
2103 copy.viewerMode = this.viewerMode;
2104 copy.numPrimFaces = this.numPrimFaces;
2105 copy.errorMessage = this.errorMessage;
2106
2107 copy.coords = new List<Coord>(this.coords);
2108 copy.faces = new List<Face>(this.faces);
2109 copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
2110 copy.normals = new List<Coord>(this.normals);
2111
2112 return copy;
2113 }
2114
2115 /// <summary>
2116 /// Calculate surface normals for all of the faces in the list of faces in this mesh
2117 /// </summary>
2118 public void CalcNormals()
2119 {
2120 if (normalsProcessed)
2121 return;
2122
2123 normalsProcessed = true;
2124
2125 int numFaces = faces.Count;
2126
2127 if (!this.calcVertexNormals)
2128 this.normals = new List<Coord>();
2129
2130 for (int i = 0; i < numFaces; i++)
2131 {
2132 Face face = faces[i];
2133
2134 this.normals.Add(SurfaceNormal(i).Normalize());
2135
2136 int normIndex = normals.Count - 1;
2137 face.n1 = normIndex;
2138 face.n2 = normIndex;
2139 face.n3 = normIndex;
2140
2141 this.faces[i] = face;
2142 }
2143 }
2144
2145 /// <summary>
2146 /// Adds a value to each XYZ vertex coordinate in the mesh
2147 /// </summary>
2148 /// <param name="x"></param>
2149 /// <param name="y"></param>
2150 /// <param name="z"></param>
2151 public void AddPos(float x, float y, float z)
2152 {
2153 int i;
2154 int numVerts = this.coords.Count;
2155 Coord vert;
2156
2157 for (i = 0; i < numVerts; i++)
2158 {
2159 vert = this.coords[i];
2160 vert.X += x;
2161 vert.Y += y;
2162 vert.Z += z;
2163 this.coords[i] = vert;
2164 }
2165
2166 if (this.viewerFaces != null)
2167 {
2168 int numViewerFaces = this.viewerFaces.Count;
2169
2170 for (i = 0; i < numViewerFaces; i++)
2171 {
2172 ViewerFace v = this.viewerFaces[i];
2173 v.AddPos(x, y, z);
2174 this.viewerFaces[i] = v;
2175 }
2176 }
2177 }
2178
2179 /// <summary>
2180 /// Rotates the mesh
2181 /// </summary>
2182 /// <param name="q"></param>
2183 public void AddRot(Quat q)
2184 {
2185 int i;
2186 int numVerts = this.coords.Count;
2187
2188 for (i = 0; i < numVerts; i++)
2189 this.coords[i] *= q;
2190
2191 if (this.normals != null)
2192 {
2193 int numNormals = this.normals.Count;
2194 for (i = 0; i < numNormals; i++)
2195 this.normals[i] *= q;
2196 }
2197
2198 if (this.viewerFaces != null)
2199 {
2200 int numViewerFaces = this.viewerFaces.Count;
2201
2202 for (i = 0; i < numViewerFaces; i++)
2203 {
2204 ViewerFace v = this.viewerFaces[i];
2205 v.v1 *= q;
2206 v.v2 *= q;
2207 v.v3 *= q;
2208
2209 v.n1 *= q;
2210 v.n2 *= q;
2211 v.n3 *= q;
2212 this.viewerFaces[i] = v;
2213 }
2214 }
2215 }
2216
2217#if VERTEX_INDEXER
2218 public VertexIndexer GetVertexIndexer()
2219 {
2220 if (this.viewerMode && this.viewerFaces.Count > 0)
2221 return new VertexIndexer(this);
2222 return null;
2223 }
2224#endif
2225
2226 /// <summary>
2227 /// Scales the mesh
2228 /// </summary>
2229 /// <param name="x"></param>
2230 /// <param name="y"></param>
2231 /// <param name="z"></param>
2232 public void Scale(float x, float y, float z)
2233 {
2234 int i;
2235 int numVerts = this.coords.Count;
2236 //Coord vert;
2237
2238 Coord m = new Coord(x, y, z);
2239 for (i = 0; i < numVerts; i++)
2240 this.coords[i] *= m;
2241
2242 if (this.viewerFaces != null)
2243 {
2244 int numViewerFaces = this.viewerFaces.Count;
2245 for (i = 0; i < numViewerFaces; i++)
2246 {
2247 ViewerFace v = this.viewerFaces[i];
2248 v.v1 *= m;
2249 v.v2 *= m;
2250 v.v3 *= m;
2251 this.viewerFaces[i] = v;
2252 }
2253
2254 }
2255
2256 }
2257
2258 /// <summary>
2259 /// Dumps the mesh to a Blender compatible "Raw" format file
2260 /// </summary>
2261 /// <param name="path"></param>
2262 /// <param name="name"></param>
2263 /// <param name="title"></param>
2264 public void DumpRaw(String path, String name, String title)
2265 {
2266 if (path == null)
2267 return;
2268 String fileName = name + "_" + title + ".raw";
2269 String completePath = System.IO.Path.Combine(path, fileName);
2270 StreamWriter sw = new StreamWriter(completePath);
2271
2272 for (int i = 0; i < this.faces.Count; i++)
2273 {
2274 string s = this.coords[this.faces[i].v1].ToString();
2275 s += " " + this.coords[this.faces[i].v2].ToString();
2276 s += " " + this.coords[this.faces[i].v3].ToString();
2277
2278 sw.WriteLine(s);
2279 }
2280
2281 sw.Close();
2282 }
2283 }
2284}
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
new file mode 100644
index 0000000..b3d9cb6
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
@@ -0,0 +1,197 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34
35#if SYSTEM_DRAWING
36using System.Drawing;
37using System.Drawing.Imaging;
38
39namespace PrimMesher
40{
41 public class SculptMap
42 {
43 public int width;
44 public int height;
45 public byte[] redBytes;
46 public byte[] greenBytes;
47 public byte[] blueBytes;
48
49 public SculptMap()
50 {
51 }
52
53 public SculptMap(Bitmap bm, int lod)
54 {
55 int bmW = bm.Width;
56 int bmH = bm.Height;
57
58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data");
60
61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62
63 bool smallMap = bmW * bmH <= numLodPixels;
64 bool needsScaling = false;
65
66 width = bmW;
67 height = bmH;
68 while (width * height > numLodPixels * 4)
69 {
70 width >>= 1;
71 height >>= 1;
72 needsScaling = true;
73 }
74
75 try
76 {
77 if (needsScaling)
78 bm = ScaleImage(bm, width, height);
79 }
80
81 catch (Exception e)
82 {
83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
84 }
85
86 if (width * height > numLodPixels)
87 {
88 width >>= 1;
89 height >>= 1;
90 }
91
92 int numBytes = (width + 1) * (height + 1);
93 redBytes = new byte[numBytes];
94 greenBytes = new byte[numBytes];
95 blueBytes = new byte[numBytes];
96
97 int byteNdx = 0;
98
99 try
100 {
101 for (int y = 0; y <= height; y++)
102 {
103 for (int x = 0; x <= width; x++)
104 {
105 Color c;
106
107 if (smallMap)
108 c = bm.GetPixel(x < width ? x : x - 1,
109 y < height ? y : y - 1);
110 else
111 c = bm.GetPixel(x < width ? x * 2 : x * 2 - 1,
112 y < height ? y * 2 : y * 2 - 1);
113
114 redBytes[byteNdx] = c.R;
115 greenBytes[byteNdx] = c.G;
116 blueBytes[byteNdx] = c.B;
117
118 ++byteNdx;
119 }
120 }
121 }
122 catch (Exception e)
123 {
124 throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
125 }
126
127 width++;
128 height++;
129 }
130
131 public List<List<Coord>> ToRows(bool mirror)
132 {
133 int numRows = height;
134 int numCols = width;
135
136 List<List<Coord>> rows = new List<List<Coord>>(numRows);
137
138 float pixScale = 1.0f / 255;
139
140 int rowNdx, colNdx;
141 int smNdx = 0;
142
143
144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
145 {
146 List<Coord> row = new List<Coord>(numCols);
147 for (colNdx = 0; colNdx < numCols; colNdx++)
148 {
149
150 if (mirror)
151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
152 else
153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
154
155 ++smNdx;
156 }
157 rows.Add(row);
158 }
159 return rows;
160 }
161
162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
163 {
164
165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
166
167 Color c;
168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
185
186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
191 return scaledImage;
192 }
193
194 }
195
196 }
197#endif
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
new file mode 100644
index 0000000..4a7f3ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
@@ -0,0 +1,646 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34using System.IO;
35
36#if SYSTEM_DRAWING
37using System.Drawing;
38using System.Drawing.Imaging;
39#endif
40
41namespace PrimMesher
42{
43
44 public class SculptMesh
45 {
46 public List<Coord> coords;
47 public List<Face> faces;
48
49 public List<ViewerFace> viewerFaces;
50 public List<Coord> normals;
51 public List<UVCoord> uvs;
52
53 public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
54
55#if SYSTEM_DRAWING
56
57 public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
58 {
59 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
60 SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
61 bitmap.Dispose();
62 return sculptMesh;
63 }
64
65
66 public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
67 {
68 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
69 _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
70 bitmap.Dispose();
71 }
72#endif
73
74 /// <summary>
75 /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
76 /// Construct a sculpt mesh from a 2D array of floats
77 /// </summary>
78 /// <param name="zMap"></param>
79 /// <param name="xBegin"></param>
80 /// <param name="xEnd"></param>
81 /// <param name="yBegin"></param>
82 /// <param name="yEnd"></param>
83 /// <param name="viewerMode"></param>
84 public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
85 {
86 float xStep, yStep;
87 float uStep, vStep;
88
89 int numYElements = zMap.GetLength(0);
90 int numXElements = zMap.GetLength(1);
91
92 try
93 {
94 xStep = (xEnd - xBegin) / (float)(numXElements - 1);
95 yStep = (yEnd - yBegin) / (float)(numYElements - 1);
96
97 uStep = 1.0f / (numXElements - 1);
98 vStep = 1.0f / (numYElements - 1);
99 }
100 catch (DivideByZeroException)
101 {
102 return;
103 }
104
105 coords = new List<Coord>();
106 faces = new List<Face>();
107 normals = new List<Coord>();
108 uvs = new List<UVCoord>();
109
110 viewerFaces = new List<ViewerFace>();
111
112 int p1, p2, p3, p4;
113
114 int x, y;
115 int xStart = 0, yStart = 0;
116
117 for (y = yStart; y < numYElements; y++)
118 {
119 int rowOffset = y * numXElements;
120
121 for (x = xStart; x < numXElements; x++)
122 {
123 /*
124 * p1-----p2
125 * | \ f2 |
126 * | \ |
127 * | f1 \|
128 * p3-----p4
129 */
130
131 p4 = rowOffset + x;
132 p3 = p4 - 1;
133
134 p2 = p4 - numXElements;
135 p1 = p3 - numXElements;
136
137 Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
138 this.coords.Add(c);
139 if (viewerMode)
140 {
141 this.normals.Add(new Coord());
142 this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
143 }
144
145 if (y > 0 && x > 0)
146 {
147 Face f1, f2;
148
149 if (viewerMode)
150 {
151 f1 = new Face(p1, p4, p3, p1, p4, p3);
152 f1.uv1 = p1;
153 f1.uv2 = p4;
154 f1.uv3 = p3;
155
156 f2 = new Face(p1, p2, p4, p1, p2, p4);
157 f2.uv1 = p1;
158 f2.uv2 = p2;
159 f2.uv3 = p4;
160 }
161 else
162 {
163 f1 = new Face(p1, p4, p3);
164 f2 = new Face(p1, p2, p4);
165 }
166
167 this.faces.Add(f1);
168 this.faces.Add(f2);
169 }
170 }
171 }
172
173 if (viewerMode)
174 calcVertexNormals(SculptType.plane, numXElements, numYElements);
175 }
176
177#if SYSTEM_DRAWING
178 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
179 {
180 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
181 }
182
183 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
184 {
185 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
186 }
187#endif
188
189 public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
190 {
191 _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
192 }
193
194#if SYSTEM_DRAWING
195 /// <summary>
196 /// converts a bitmap to a list of lists of coords, while scaling the image.
197 /// the scaling is done in floating point so as to allow for reduced vertex position
198 /// quantization as the position will be averaged between pixel values. this routine will
199 /// likely fail if the bitmap width and height are not powers of 2.
200 /// </summary>
201 /// <param name="bitmap"></param>
202 /// <param name="scale"></param>
203 /// <param name="mirror"></param>
204 /// <returns></returns>
205 private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
206 {
207 int numRows = bitmap.Height / scale;
208 int numCols = bitmap.Width / scale;
209 List<List<Coord>> rows = new List<List<Coord>>(numRows);
210
211 float pixScale = 1.0f / (scale * scale);
212 pixScale /= 255;
213
214 int imageX, imageY = 0;
215
216 int rowNdx, colNdx;
217
218 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
219 {
220 List<Coord> row = new List<Coord>(numCols);
221 for (colNdx = 0; colNdx < numCols; colNdx++)
222 {
223 imageX = colNdx * scale;
224 int imageYStart = rowNdx * scale;
225 int imageYEnd = imageYStart + scale;
226 int imageXEnd = imageX + scale;
227 float rSum = 0.0f;
228 float gSum = 0.0f;
229 float bSum = 0.0f;
230 for (; imageX < imageXEnd; imageX++)
231 {
232 for (imageY = imageYStart; imageY < imageYEnd; imageY++)
233 {
234 Color c = bitmap.GetPixel(imageX, imageY);
235 if (c.A != 255)
236 {
237 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
238 c = bitmap.GetPixel(imageX, imageY);
239 }
240 rSum += c.R;
241 gSum += c.G;
242 bSum += c.B;
243 }
244 }
245 if (mirror)
246 row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
247 else
248 row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
249
250 }
251 rows.Add(row);
252 }
253 return rows;
254 }
255
256 private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror)
257 {
258 int numRows = bitmap.Height / scale;
259 int numCols = bitmap.Width / scale;
260 List<List<Coord>> rows = new List<List<Coord>>(numRows);
261
262 float pixScale = 1.0f / 256.0f;
263
264 int imageX, imageY = 0;
265
266 int rowNdx, colNdx;
267
268 for (rowNdx = 0; rowNdx <= numRows; rowNdx++)
269 {
270 List<Coord> row = new List<Coord>(numCols);
271 imageY = rowNdx * scale;
272 if (rowNdx == numRows) imageY--;
273 for (colNdx = 0; colNdx <= numCols; colNdx++)
274 {
275 imageX = colNdx * scale;
276 if (colNdx == numCols) imageX--;
277
278 Color c = bitmap.GetPixel(imageX, imageY);
279 if (c.A != 255)
280 {
281 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
282 c = bitmap.GetPixel(imageX, imageY);
283 }
284
285 if (mirror)
286 row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
287 else
288 row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
289
290 }
291 rows.Add(row);
292 }
293 return rows;
294 }
295
296
297 void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
298 {
299 _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert);
300 }
301#endif
302
303 void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
304 {
305 coords = new List<Coord>();
306 faces = new List<Face>();
307 normals = new List<Coord>();
308 uvs = new List<UVCoord>();
309
310 sculptType = (SculptType)(((int)sculptType) & 0x07);
311
312 if (mirror)
313 invert = !invert;
314
315 viewerFaces = new List<ViewerFace>();
316
317 int width = rows[0].Count;
318
319 int p1, p2, p3, p4;
320
321 int imageX, imageY;
322
323 if (sculptType != SculptType.plane)
324 {
325 if (rows.Count % 2 == 0)
326 {
327 for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
328 rows[rowNdx].Add(rows[rowNdx][0]);
329 }
330 else
331 {
332 int lastIndex = rows[0].Count - 1;
333
334 for (int i = 0; i < rows.Count; i++)
335 rows[i][0] = rows[i][lastIndex];
336 }
337 }
338
339 Coord topPole = rows[0][width / 2];
340 Coord bottomPole = rows[rows.Count - 1][width / 2];
341
342 if (sculptType == SculptType.sphere)
343 {
344 if (rows.Count % 2 == 0)
345 {
346 int count = rows[0].Count;
347 List<Coord> topPoleRow = new List<Coord>(count);
348 List<Coord> bottomPoleRow = new List<Coord>(count);
349
350 for (int i = 0; i < count; i++)
351 {
352 topPoleRow.Add(topPole);
353 bottomPoleRow.Add(bottomPole);
354 }
355 rows.Insert(0, topPoleRow);
356 rows.Add(bottomPoleRow);
357 }
358 else
359 {
360 int count = rows[0].Count;
361
362 List<Coord> topPoleRow = rows[0];
363 List<Coord> bottomPoleRow = rows[rows.Count - 1];
364
365 for (int i = 0; i < count; i++)
366 {
367 topPoleRow[i] = topPole;
368 bottomPoleRow[i] = bottomPole;
369 }
370 }
371 }
372
373 if (sculptType == SculptType.torus)
374 rows.Add(rows[0]);
375
376 int coordsDown = rows.Count;
377 int coordsAcross = rows[0].Count;
378// int lastColumn = coordsAcross - 1;
379
380 float widthUnit = 1.0f / (coordsAcross - 1);
381 float heightUnit = 1.0f / (coordsDown - 1);
382
383 for (imageY = 0; imageY < coordsDown; imageY++)
384 {
385 int rowOffset = imageY * coordsAcross;
386
387 for (imageX = 0; imageX < coordsAcross; imageX++)
388 {
389 /*
390 * p1-----p2
391 * | \ f2 |
392 * | \ |
393 * | f1 \|
394 * p3-----p4
395 */
396
397 p4 = rowOffset + imageX;
398 p3 = p4 - 1;
399
400 p2 = p4 - coordsAcross;
401 p1 = p3 - coordsAcross;
402
403 this.coords.Add(rows[imageY][imageX]);
404 if (viewerMode)
405 {
406 this.normals.Add(new Coord());
407 this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
408 }
409
410 if (imageY > 0 && imageX > 0)
411 {
412 Face f1, f2;
413
414 if (viewerMode)
415 {
416 if (invert)
417 {
418 f1 = new Face(p1, p4, p3, p1, p4, p3);
419 f1.uv1 = p1;
420 f1.uv2 = p4;
421 f1.uv3 = p3;
422
423 f2 = new Face(p1, p2, p4, p1, p2, p4);
424 f2.uv1 = p1;
425 f2.uv2 = p2;
426 f2.uv3 = p4;
427 }
428 else
429 {
430 f1 = new Face(p1, p3, p4, p1, p3, p4);
431 f1.uv1 = p1;
432 f1.uv2 = p3;
433 f1.uv3 = p4;
434
435 f2 = new Face(p1, p4, p2, p1, p4, p2);
436 f2.uv1 = p1;
437 f2.uv2 = p4;
438 f2.uv3 = p2;
439 }
440 }
441 else
442 {
443 if (invert)
444 {
445 f1 = new Face(p1, p4, p3);
446 f2 = new Face(p1, p2, p4);
447 }
448 else
449 {
450 f1 = new Face(p1, p3, p4);
451 f2 = new Face(p1, p4, p2);
452 }
453 }
454
455 this.faces.Add(f1);
456 this.faces.Add(f2);
457 }
458 }
459 }
460
461 if (viewerMode)
462 calcVertexNormals(sculptType, coordsAcross, coordsDown);
463 }
464
465 /// <summary>
466 /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
467 /// </summary>
468 /// <returns></returns>
469 public SculptMesh Copy()
470 {
471 return new SculptMesh(this);
472 }
473
474 public SculptMesh(SculptMesh sm)
475 {
476 coords = new List<Coord>(sm.coords);
477 faces = new List<Face>(sm.faces);
478 viewerFaces = new List<ViewerFace>(sm.viewerFaces);
479 normals = new List<Coord>(sm.normals);
480 uvs = new List<UVCoord>(sm.uvs);
481 }
482
483 private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
484 { // compute vertex normals by summing all the surface normals of all the triangles sharing
485 // each vertex and then normalizing
486 int numFaces = this.faces.Count;
487 for (int i = 0; i < numFaces; i++)
488 {
489 Face face = this.faces[i];
490 Coord surfaceNormal = face.SurfaceNormal(this.coords);
491 this.normals[face.n1] += surfaceNormal;
492 this.normals[face.n2] += surfaceNormal;
493 this.normals[face.n3] += surfaceNormal;
494 }
495
496 int numNormals = this.normals.Count;
497 for (int i = 0; i < numNormals; i++)
498 this.normals[i] = this.normals[i].Normalize();
499
500 if (sculptType != SculptType.plane)
501 { // blend the vertex normals at the cylinder seam
502 for (int y = 0; y < ySize; y++)
503 {
504 int rowOffset = y * xSize;
505
506 this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
507 }
508 }
509
510 foreach (Face face in this.faces)
511 {
512 ViewerFace vf = new ViewerFace(0);
513 vf.v1 = this.coords[face.v1];
514 vf.v2 = this.coords[face.v2];
515 vf.v3 = this.coords[face.v3];
516
517 vf.coordIndex1 = face.v1;
518 vf.coordIndex2 = face.v2;
519 vf.coordIndex3 = face.v3;
520
521 vf.n1 = this.normals[face.n1];
522 vf.n2 = this.normals[face.n2];
523 vf.n3 = this.normals[face.n3];
524
525 vf.uv1 = this.uvs[face.uv1];
526 vf.uv2 = this.uvs[face.uv2];
527 vf.uv3 = this.uvs[face.uv3];
528
529 this.viewerFaces.Add(vf);
530 }
531 }
532
533 /// <summary>
534 /// Adds a value to each XYZ vertex coordinate in the mesh
535 /// </summary>
536 /// <param name="x"></param>
537 /// <param name="y"></param>
538 /// <param name="z"></param>
539 public void AddPos(float x, float y, float z)
540 {
541 int i;
542 int numVerts = this.coords.Count;
543 Coord vert;
544
545 for (i = 0; i < numVerts; i++)
546 {
547 vert = this.coords[i];
548 vert.X += x;
549 vert.Y += y;
550 vert.Z += z;
551 this.coords[i] = vert;
552 }
553
554 if (this.viewerFaces != null)
555 {
556 int numViewerFaces = this.viewerFaces.Count;
557
558 for (i = 0; i < numViewerFaces; i++)
559 {
560 ViewerFace v = this.viewerFaces[i];
561 v.AddPos(x, y, z);
562 this.viewerFaces[i] = v;
563 }
564 }
565 }
566
567 /// <summary>
568 /// Rotates the mesh
569 /// </summary>
570 /// <param name="q"></param>
571 public void AddRot(Quat q)
572 {
573 int i;
574 int numVerts = this.coords.Count;
575
576 for (i = 0; i < numVerts; i++)
577 this.coords[i] *= q;
578
579 int numNormals = this.normals.Count;
580 for (i = 0; i < numNormals; i++)
581 this.normals[i] *= q;
582
583 if (this.viewerFaces != null)
584 {
585 int numViewerFaces = this.viewerFaces.Count;
586
587 for (i = 0; i < numViewerFaces; i++)
588 {
589 ViewerFace v = this.viewerFaces[i];
590 v.v1 *= q;
591 v.v2 *= q;
592 v.v3 *= q;
593
594 v.n1 *= q;
595 v.n2 *= q;
596 v.n3 *= q;
597
598 this.viewerFaces[i] = v;
599 }
600 }
601 }
602
603 public void Scale(float x, float y, float z)
604 {
605 int i;
606 int numVerts = this.coords.Count;
607
608 Coord m = new Coord(x, y, z);
609 for (i = 0; i < numVerts; i++)
610 this.coords[i] *= m;
611
612 if (this.viewerFaces != null)
613 {
614 int numViewerFaces = this.viewerFaces.Count;
615 for (i = 0; i < numViewerFaces; i++)
616 {
617 ViewerFace v = this.viewerFaces[i];
618 v.v1 *= m;
619 v.v2 *= m;
620 v.v3 *= m;
621 this.viewerFaces[i] = v;
622 }
623 }
624 }
625
626 public void DumpRaw(String path, String name, String title)
627 {
628 if (path == null)
629 return;
630 String fileName = name + "_" + title + ".raw";
631 String completePath = System.IO.Path.Combine(path, fileName);
632 StreamWriter sw = new StreamWriter(completePath);
633
634 for (int i = 0; i < this.faces.Count; i++)
635 {
636 string s = this.coords[this.faces[i].v1].ToString();
637 s += " " + this.coords[this.faces[i].v2].ToString();
638 s += " " + this.coords[this.faces[i].v3].ToString();
639
640 sw.WriteLine(s);
641 }
642
643 sw.Close();
644 }
645 }
646}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d46341b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("Ubit Variation")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..6ffcb9e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1411 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity;
79 private Vector3 _target_velocity;
80 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity;
82 private float m_mass = 80f;
83 public float m_density = 60f;
84 private bool m_pidControllerActive = true;
85 public float PID_D = 800.0f;
86 public float PID_P = 900.0f;
87 //private static float POSTURE_SERVO = 10000.0f;
88 public float CAPSULE_RADIUS = 0.37f;
89 public float CAPSULE_LENGTH = 2.140599f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_iscollidingObj = false;
96 private bool m_alwaysRun = false;
97 private int m_requestedUpdateFrequency = 0;
98 public uint m_localID = 0;
99 public bool m_returnCollisions = false;
100 // taints and their non-tainted counterparts
101 public bool m_isPhysical = false; // the current physical status
102 public float MinimumGroundFlightOffset = 3f;
103
104 private float m_buoyancy = 0f;
105
106 // private CollisionLocker ode;
107
108 private string m_name = String.Empty;
109 // other filter control
110 int m_colliderfilter = 0;
111 // int m_colliderGroundfilter = 0;
112 int m_colliderObjectfilter = 0;
113
114 // Default we're a Character
115 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
116
117 // Default, Collide with Other Geometries, spaces, bodies and characters.
118 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
119 | CollisionCategories.Geom
120 | CollisionCategories.VolumeDtc
121 );
122 // we do land collisions not ode | CollisionCategories.Land);
123 public IntPtr Body = IntPtr.Zero;
124 private OdeScene _parent_scene;
125 public IntPtr Shell = IntPtr.Zero;
126 public IntPtr Amotor = IntPtr.Zero;
127 public d.Mass ShellMass;
128// public bool collidelock = false;
129
130 private bool m_haseventsubscription = false;
131 public int m_eventsubscription = 0;
132 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
133
134 // unique UUID of this character object
135 public UUID m_uuid;
136 public bool bad = false;
137
138 float mu;
139
140 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
141 {
142 m_uuid = UUID.Random();
143
144 if (pos.IsFinite())
145 {
146 if (pos.Z > 99999f)
147 {
148 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
149 }
150 if (pos.Z < -100f) // shouldn't this be 0 ?
151 {
152 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
153 }
154 _position = pos;
155 }
156 else
157 {
158 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
159 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
160 }
161
162 _parent_scene = parent_scene;
163
164 PID_D = pid_d;
165 PID_P = pid_p;
166 CAPSULE_RADIUS = capsule_radius;
167 m_density = density;
168 m_mass = 80f; // sure we have a default
169
170 mu = parent_scene.AvatarFriction;
171
172 walkDivisor = walk_divisor;
173 runDivisor = rundivisor;
174
175 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
176 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
177
178 m_isPhysical = false; // current status: no ODE information exists
179
180 m_name = avName;
181
182 AddChange(changes.Add, null);
183 }
184
185 public override int PhysicsActorType
186 {
187 get { return (int)ActorTypes.Agent; }
188 set { return; }
189 }
190
191 public override void getContactData(ref ContactData cdata)
192 {
193 cdata.mu = mu;
194 cdata.bounce = 0;
195 cdata.softcolide = false;
196 }
197
198 public override bool Building { get; set; }
199
200 /// <summary>
201 /// If this is set, the avatar will move faster
202 /// </summary>
203 public override bool SetAlwaysRun
204 {
205 get { return m_alwaysRun; }
206 set { m_alwaysRun = value; }
207 }
208
209 public override uint LocalID
210 {
211 set { m_localID = value; }
212 }
213
214 public override bool Grabbed
215 {
216 set { return; }
217 }
218
219 public override bool Selected
220 {
221 set { return; }
222 }
223
224 public override float Buoyancy
225 {
226 get { return m_buoyancy; }
227 set { m_buoyancy = value; }
228 }
229
230 public override bool FloatOnWater
231 {
232 set { return; }
233 }
234
235 public override bool IsPhysical
236 {
237 get { return false; }
238 set { return; }
239 }
240
241 public override bool ThrottleUpdates
242 {
243 get { return false; }
244 set { return; }
245 }
246
247 public override bool Flying
248 {
249 get { return flying; }
250 set
251 {
252 flying = value;
253 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
254 }
255 }
256
257 /// <summary>
258 /// Returns if the avatar is colliding in general.
259 /// This includes the ground and objects and avatar.
260 /// </summary>
261 public override bool IsColliding
262 {
263 get { return (m_iscolliding || m_iscollidingGround); }
264 set
265 {
266 if (value)
267 {
268 m_colliderfilter += 2;
269 if (m_colliderfilter > 2)
270 m_colliderfilter = 2;
271 }
272 else
273 {
274 m_colliderfilter--;
275 if (m_colliderfilter < 0)
276 m_colliderfilter = 0;
277 }
278
279 if (m_colliderfilter == 0)
280 m_iscolliding = false;
281 else
282 {
283// SetPidStatus(false);
284 m_pidControllerActive = true;
285 m_iscolliding = true;
286 }
287 }
288 }
289
290 /// <summary>
291 /// Returns if an avatar is colliding with the ground
292 /// </summary>
293 public override bool CollidingGround
294 {
295 get { return m_iscollidingGround; }
296 set
297 {
298 /* we now control this
299 if (value)
300 {
301 m_colliderGroundfilter += 2;
302 if (m_colliderGroundfilter > 2)
303 m_colliderGroundfilter = 2;
304 }
305 else
306 {
307 m_colliderGroundfilter--;
308 if (m_colliderGroundfilter < 0)
309 m_colliderGroundfilter = 0;
310 }
311
312 if (m_colliderGroundfilter == 0)
313 m_iscollidingGround = false;
314 else
315 m_iscollidingGround = true;
316 */
317 }
318
319 }
320
321 /// <summary>
322 /// Returns if the avatar is colliding with an object
323 /// </summary>
324 public override bool CollidingObj
325 {
326 get { return m_iscollidingObj; }
327 set
328 {
329 // Ubit filter this also
330 if (value)
331 {
332 m_colliderObjectfilter += 2;
333 if (m_colliderObjectfilter > 2)
334 m_colliderObjectfilter = 2;
335 }
336 else
337 {
338 m_colliderObjectfilter--;
339 if (m_colliderObjectfilter < 0)
340 m_colliderObjectfilter = 0;
341 }
342
343 if (m_colliderObjectfilter == 0)
344 m_iscollidingObj = false;
345 else
346 m_iscollidingObj = true;
347
348 // m_iscollidingObj = value;
349/*
350 if (m_iscollidingObj)
351 m_pidControllerActive = false;
352 else
353 m_pidControllerActive = true;
354 */
355 }
356 }
357
358 /// <summary>
359 /// turn the PID controller on or off.
360 /// The PID Controller will turn on all by itself in many situations
361 /// </summary>
362 /// <param name="status"></param>
363 public void SetPidStatus(bool status)
364 {
365 m_pidControllerActive = status;
366 }
367
368 public override bool Stopped
369 {
370 get { return _zeroFlag; }
371 }
372
373 /// <summary>
374 /// This 'puts' an avatar somewhere in the physics space.
375 /// Not really a good choice unless you 'know' it's a good
376 /// spot otherwise you're likely to orbit the avatar.
377 /// </summary>
378 public override Vector3 Position
379 {
380 get { return _position; }
381 set
382 {
383 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
384 {
385 if (value.IsFinite())
386 {
387 if (value.Z > 9999999f)
388 {
389 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
390 }
391 if (value.Z < -100f)
392 {
393 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
394 }
395 AddChange(changes.Position, value);
396 }
397 else
398 {
399 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
400 }
401 }
402 }
403 }
404
405 public override Vector3 RotationalVelocity
406 {
407 get { return m_rotationalVelocity; }
408 set { m_rotationalVelocity = value; }
409 }
410
411 /// <summary>
412 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
413 /// and use it to offset landings properly
414 /// </summary>
415 public override Vector3 Size
416 {
417 get {
418 float d = CAPSULE_RADIUS * 2;
419 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
420 set
421 {
422 if (value.IsFinite())
423 {
424 AddChange(changes.Size, value);
425 }
426 else
427 {
428 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
429 }
430 }
431 }
432
433 /// <summary>
434 /// This creates the Avatar's physical Surrogate at the position supplied
435 /// </summary>
436 /// <param name="npositionX"></param>
437 /// <param name="npositionY"></param>
438 /// <param name="npositionZ"></param>
439
440 //
441 /// <summary>
442 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
443 /// This may be used in calculations in the scene/scenepresence
444 /// </summary>
445 public override float Mass
446 {
447 get
448 {
449 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
450 return m_density * AVvolume;
451 }
452 }
453 public override void link(PhysicsActor obj)
454 {
455
456 }
457
458 public override void delink()
459 {
460
461 }
462
463 public override void LockAngularMotion(Vector3 axis)
464 {
465
466 }
467
468
469 public override Vector3 Force
470 {
471 get { return _target_velocity; }
472 set { return; }
473 }
474
475 public override int VehicleType
476 {
477 get { return 0; }
478 set { return; }
479 }
480
481 public override void VehicleFloatParam(int param, float value)
482 {
483
484 }
485
486 public override void VehicleVectorParam(int param, Vector3 value)
487 {
488
489 }
490
491 public override void VehicleRotationParam(int param, Quaternion rotation)
492 {
493
494 }
495
496 public override void VehicleFlags(int param, bool remove)
497 {
498
499 }
500
501 public override void SetVolumeDetect(int param)
502 {
503
504 }
505
506 public override Vector3 CenterOfMass
507 {
508 get
509 {
510 Vector3 pos = _position;
511 return pos;
512 }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get
518 {
519 Vector3 pos = _position;
520 return pos;
521 }
522 }
523
524 //UBit mess
525 /* for later use
526 public override Vector3 PrimOOBsize
527 {
528 get
529 {
530 Vector3 s=Size;
531 s.X *=0.5f;
532 s.Y *=0.5f;
533 s.Z *=0.5f;
534 return s;
535 }
536 }
537
538 public override Vector3 PrimOOBoffset
539 {
540 get
541 {
542 return Vector3.Zero;
543 }
544 }
545 */
546
547 public override PrimitiveBaseShape Shape
548 {
549 set { return; }
550 }
551
552 public override Vector3 Velocity
553 {
554 get
555 {
556 return _velocity;
557 }
558 set
559 {
560 if (value.IsFinite())
561 {
562 AddChange(changes.Velocity, value);
563 }
564 else
565 {
566 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
567 }
568 }
569 }
570
571 public override Vector3 Torque
572 {
573 get { return Vector3.Zero; }
574 set { return; }
575 }
576
577 public override float CollisionScore
578 {
579 get { return 0f; }
580 set { }
581 }
582
583 public override bool Kinematic
584 {
585 get { return false; }
586 set { }
587 }
588
589 public override Quaternion Orientation
590 {
591 get { return Quaternion.Identity; }
592 set
593 {
594 }
595 }
596
597 public override Vector3 Acceleration
598 {
599 get { return _acceleration; }
600 set { }
601 }
602
603 public void SetAcceleration(Vector3 accel)
604 {
605 m_pidControllerActive = true;
606 _acceleration = accel;
607 }
608
609 /// <summary>
610 /// Adds the force supplied to the Target Velocity
611 /// The PID controller takes this target velocity and tries to make it a reality
612 /// </summary>
613 /// <param name="force"></param>
614 public override void AddForce(Vector3 force, bool pushforce)
615 {
616 if (force.IsFinite())
617 {
618 if (pushforce)
619 {
620 AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
621 }
622 else
623 {
624 AddChange(changes.Velocity, force);
625 }
626 }
627 else
628 {
629 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
630 }
631 //m_lastUpdateSent = false;
632 }
633
634 public override void AddAngularForce(Vector3 force, bool pushforce)
635 {
636
637 }
638
639 public override void SetMomentum(Vector3 momentum)
640 {
641 if (momentum.IsFinite())
642 AddChange(changes.Momentum, momentum);
643 }
644
645
646 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
647 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
648 // place that is safe to call this routine AvatarGeomAndBodyCreation.
649 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
650 {
651 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
652 if (CAPSULE_LENGTH <= 0)
653 {
654 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
655 CAPSULE_LENGTH = 0.01f;
656
657 }
658
659 if (CAPSULE_RADIUS <= 0)
660 {
661 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
662 CAPSULE_RADIUS = 0.01f;
663
664 }
665 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
666
667 d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories);
668 d.GeomSetCollideBits(Shell, (uint)m_collisionFlags);
669
670 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
671
672 m_mass = ShellMass.mass; // update mass
673
674 // rescale PID parameters
675 PID_D = _parent_scene.avPIDD;
676 PID_P = _parent_scene.avPIDP;
677
678 // rescale PID parameters so that this aren't affected by mass
679 // and so don't get unstable for some masses
680 // also scale by ode time step so you don't need to refix them
681
682 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
683 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
684 PID_P /= 50 * 80;
685 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
686
687 Body = d.BodyCreate(_parent_scene.world);
688
689 _zeroFlag = false;
690 m_pidControllerActive = true;
691
692 d.BodySetAutoDisableFlag(Body, false);
693 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
694
695 _position.X = npositionX;
696 _position.Y = npositionY;
697 _position.Z = npositionZ;
698
699 d.BodySetMass(Body, ref ShellMass);
700 d.GeomSetBody(Shell, Body);
701
702 // The purpose of the AMotor here is to keep the avatar's physical
703 // surrogate from rotating while moving
704 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
705 d.JointAttach(Amotor, Body, IntPtr.Zero);
706
707 d.JointSetAMotorMode(Amotor, 0);
708 d.JointSetAMotorNumAxes(Amotor, 3);
709 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
710 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
711 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
712
713 d.JointSetAMotorAngle(Amotor, 0, 0);
714 d.JointSetAMotorAngle(Amotor, 1, 0);
715 d.JointSetAMotorAngle(Amotor, 2, 0);
716
717 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
718 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
719 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
720 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
721 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
722 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
723
724 // These lowstops and high stops are effectively (no wiggle room)
725 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
726 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
727 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
728 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
729 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
730 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
731
732 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
733 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
734 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
735
736 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
737 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
738 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
739 }
740
741 /// <summary>
742 /// Destroys the avatar body and geom
743
744 private void AvatarGeomAndBodyDestroy()
745 {
746 // Kill the Amotor
747 if (Amotor != IntPtr.Zero)
748 {
749 d.JointDestroy(Amotor);
750 Amotor = IntPtr.Zero;
751 }
752
753 if (Body != IntPtr.Zero)
754 {
755 //kill the body
756 d.BodyDestroy(Body);
757 Body = IntPtr.Zero;
758 }
759
760 //kill the Geometry
761 if (Shell != IntPtr.Zero)
762 {
763 _parent_scene.geom_name_map.Remove(Shell);
764 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
765 d.GeomDestroy(Shell);
766 Shell = IntPtr.Zero;
767 }
768 }
769
770 /// <summary>
771 /// Called from Simulate
772 /// This is the avatar's movement control + PID Controller
773 /// </summary>
774 /// <param name="timeStep"></param>
775 public void Move(float timeStep, List<OdeCharacter> defects)
776 {
777 if (Body == IntPtr.Zero)
778 return;
779
780 d.Vector3 dtmp = d.BodyGetPosition(Body);
781 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
782
783 // the Amotor still lets avatar rotation to drift during colisions
784 // so force it back to identity
785
786 d.Quaternion qtmp;
787 qtmp.W = 1;
788 qtmp.X = 0;
789 qtmp.Y = 0;
790 qtmp.Z = 0;
791 d.BodySetQuaternion(Body, ref qtmp);
792
793 if (m_pidControllerActive == false)
794 {
795 _zeroPosition = localpos;
796 }
797
798 if (!localpos.IsFinite())
799 {
800 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
801 defects.Add(this);
802 // _parent_scene.RemoveCharacter(this);
803
804 // destroy avatar capsule and related ODE data
805 AvatarGeomAndBodyDestroy();
806 return;
807 }
808
809 // check outbounds forcing to be in world
810 bool fixbody = false;
811 if (localpos.X < 0.0f)
812 {
813 fixbody = true;
814 localpos.X = 0.1f;
815 }
816 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
817 {
818 fixbody = true;
819 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
820 }
821 if (localpos.Y < 0.0f)
822 {
823 fixbody = true;
824 localpos.Y = 0.1f;
825 }
826 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
827 {
828 fixbody = true;
829 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
830 }
831 if (fixbody)
832 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
833
834 Vector3 vec = Vector3.Zero;
835 dtmp = d.BodyGetLinearVel(Body);
836 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
837
838 float movementdivisor = 1f;
839 //Ubit change divisions into multiplications below
840 if (!m_alwaysRun)
841 movementdivisor = 1 / walkDivisor;
842 else
843 movementdivisor = 1 / runDivisor;
844
845 //******************************************
846 // colide with land
847 d.AABB aabb;
848 d.GeomGetAABB(Shell, out aabb);
849 float chrminZ = aabb.MinZ;
850
851 Vector3 posch = localpos;
852
853 float ftmp;
854
855 if (flying)
856 {
857 ftmp = timeStep;
858 posch.X += vel.X * ftmp;
859 posch.Y += vel.Y * ftmp;
860 }
861
862 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
863 if (chrminZ < terrainheight)
864 {
865 float depth = terrainheight - chrminZ;
866 if (!flying)
867 {
868 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
869 }
870 else
871 vec.Z = depth * PID_P * 50;
872
873 if (depth < 0.1f)
874 {
875 m_iscolliding = true;
876 m_colliderfilter = 2;
877 m_iscollidingGround = true;
878
879 ContactPoint contact = new ContactPoint();
880 contact.PenetrationDepth = depth;
881 contact.Position.X = localpos.X;
882 contact.Position.Y = localpos.Y;
883 contact.Position.Z = chrminZ;
884 contact.SurfaceNormal.X = 0f;
885 contact.SurfaceNormal.Y = 0f;
886 contact.SurfaceNormal.Z = -1f;
887 AddCollisionEvent(0, contact);
888
889 vec.Z *= 0.5f;
890 }
891
892 else
893 m_iscollidingGround = false;
894 }
895 else
896 m_iscollidingGround = false;
897
898 //******************************************
899
900 // if velocity is zero, use position control; otherwise, velocity control
901 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
902 && m_iscolliding)
903 {
904 // keep track of where we stopped. No more slippin' & slidin'
905 if (!_zeroFlag)
906 {
907 _zeroFlag = true;
908 _zeroPosition = localpos;
909 }
910 if (m_pidControllerActive)
911 {
912 // We only want to deactivate the PID Controller if we think we want to have our surrogate
913 // react to the physics scene by moving it's position.
914 // Avatar to Avatar collisions
915 // Prim to avatar collisions
916
917 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
918 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
919 if (flying)
920 {
921 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
922 }
923 }
924 //PidStatus = true;
925 }
926 else
927 {
928 m_pidControllerActive = true;
929 _zeroFlag = false;
930
931 if (m_iscolliding)
932 {
933 if (!flying)
934 {
935 if (_target_velocity.Z > 0.0f)
936 {
937 // We're colliding with something and we're not flying but we're moving
938 // This means we're walking or running. JUMPING
939 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
940 }
941 // We're standing on something
942 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
943 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
944 }
945 else
946 {
947 // We're flying and colliding with something
948 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
949 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
950 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
951 }
952 }
953 else // ie not colliding
954 {
955 if (flying) //(!m_iscolliding && flying)
956 {
957 // we're in mid air suspended
958 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
959 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
960 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
961 }
962
963 else
964 {
965 // we're not colliding and we're not flying so that means we're falling!
966 // m_iscolliding includes collisions with the ground.
967
968 // d.Vector3 pos = d.BodyGetPosition(Body);
969 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
970 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
971 }
972 }
973 }
974
975 if (flying)
976 {
977 vec.Z -= _parent_scene.gravityz * m_mass;
978
979 //Added for auto fly height. Kitto Flora
980 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
981
982 if (localpos.Z < target_altitude)
983 {
984 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
985 }
986 // end add Kitto Flora
987 }
988
989 if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50m/s apply breaks
990 {
991 float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
992 vec.X -= breakfactor * vel.X;
993 vec.Y -= breakfactor * vel.Y;
994 vec.Z -= breakfactor * vel.Z;
995 }
996
997 if (vec.IsFinite())
998 {
999 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1000 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1001 }
1002 else
1003 {
1004 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1005 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1006 defects.Add(this);
1007 // _parent_scene.RemoveCharacter(this);
1008 // destroy avatar capsule and related ODE data
1009 AvatarGeomAndBodyDestroy();
1010 return;
1011 }
1012
1013 // update our local ideia of position velocity and aceleration
1014 _position = localpos;
1015 if (_zeroFlag)
1016 {
1017 _velocity = Vector3.Zero;
1018 _acceleration = Vector3.Zero;
1019 }
1020 else
1021 {
1022 _acceleration = _velocity; // previus velocity
1023 _velocity = vel;
1024 _acceleration = (vel - _acceleration) / timeStep;
1025 }
1026
1027 }
1028
1029 /// <summary>
1030 /// Updates the reported position and velocity.
1031 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1032 /// also outbounds checking
1033 /// copy and outbounds now done in move(..) at ode rate
1034 ///
1035 /// </summary>
1036 public void UpdatePositionAndVelocity()
1037 {
1038 return;
1039
1040// if (Body == IntPtr.Zero)
1041// return;
1042
1043 }
1044
1045 /// <summary>
1046 /// Cleanup the things we use in the scene.
1047 /// </summary>
1048 public void Destroy()
1049 {
1050 AddChange(changes.Remove, null);
1051 }
1052
1053 public override void CrossingFailure()
1054 {
1055 }
1056
1057 public override Vector3 PIDTarget { set { return; } }
1058 public override bool PIDActive { set { return; } }
1059 public override float PIDTau { set { return; } }
1060
1061 public override float PIDHoverHeight { set { return; } }
1062 public override bool PIDHoverActive { set { return; } }
1063 public override PIDHoverType PIDHoverType { set { return; } }
1064 public override float PIDHoverTau { set { return; } }
1065
1066 public override Quaternion APIDTarget { set { return; } }
1067
1068 public override bool APIDActive { set { return; } }
1069
1070 public override float APIDStrength { set { return; } }
1071
1072 public override float APIDDamping { set { return; } }
1073
1074
1075 public override void SubscribeEvents(int ms)
1076 {
1077 m_requestedUpdateFrequency = ms;
1078 m_eventsubscription = ms;
1079 _parent_scene.AddCollisionEventReporting(this);
1080 m_haseventsubscription = true;
1081 }
1082
1083 public override void UnSubscribeEvents()
1084 {
1085 m_haseventsubscription = false;
1086 _parent_scene.RemoveCollisionEventReporting(this);
1087 m_requestedUpdateFrequency = 0;
1088 m_eventsubscription = 0;
1089 }
1090
1091 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1092 {
1093 if (m_haseventsubscription)
1094 {
1095 // m_log.DebugFormat(
1096 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1097
1098 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1099 }
1100 }
1101
1102 public void SendCollisions()
1103 {
1104 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1105 {
1106 if (CollisionEventsThisFrame != null)
1107 {
1108 base.SendCollisionUpdate(CollisionEventsThisFrame);
1109 }
1110 CollisionEventsThisFrame = new CollisionEventUpdate();
1111 m_eventsubscription = 0;
1112 }
1113 }
1114
1115 public override bool SubscribedEvents()
1116 {
1117 return m_haseventsubscription;
1118 }
1119
1120 private void changePhysicsStatus(bool NewStatus)
1121 {
1122 if (NewStatus != m_isPhysical)
1123 {
1124 if (NewStatus)
1125 {
1126 // Create avatar capsule and related ODE data
1127 if ((Shell != IntPtr.Zero))
1128 {
1129 // a lost shell ?
1130 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1131 + (Shell != IntPtr.Zero ? "Shell " : "")
1132 + (Body != IntPtr.Zero ? "Body " : "")
1133 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1134 AvatarGeomAndBodyDestroy();
1135 }
1136
1137 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1138 _parent_scene.geom_name_map[Shell] = m_name;
1139 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1140 _parent_scene.AddCharacter(this);
1141 }
1142 else
1143 {
1144 _parent_scene.RemoveCharacter(this);
1145 // destroy avatar capsule and related ODE data
1146 AvatarGeomAndBodyDestroy();
1147 }
1148
1149 m_isPhysical = NewStatus;
1150 }
1151 }
1152
1153 private void changeAdd()
1154 {
1155 changePhysicsStatus(true);
1156 }
1157
1158 private void changeRemove()
1159 {
1160 changePhysicsStatus(false);
1161 }
1162
1163 private void changeShape(PrimitiveBaseShape arg)
1164 {
1165 }
1166
1167 private void changeSize(Vector3 Size)
1168 {
1169 if (Size.IsFinite())
1170 {
1171 float caplen = Size.Z;
1172
1173 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1174
1175 if (caplen != CAPSULE_LENGTH)
1176 {
1177 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1178 {
1179 AvatarGeomAndBodyDestroy();
1180
1181 float prevCapsule = CAPSULE_LENGTH;
1182 CAPSULE_LENGTH = caplen;
1183
1184 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1185 _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
1186
1187 Velocity = Vector3.Zero;
1188
1189 _parent_scene.geom_name_map[Shell] = m_name;
1190 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1191 }
1192 else
1193 {
1194 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1195 + (Shell == IntPtr.Zero ? "Shell " : "")
1196 + (Body == IntPtr.Zero ? "Body " : "")
1197 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1198 }
1199 }
1200
1201 m_pidControllerActive = true;
1202 }
1203 else
1204 {
1205 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1206 }
1207 }
1208
1209 private void changePosition( Vector3 newPos)
1210 {
1211 if (Body != IntPtr.Zero)
1212 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1213 _position = newPos;
1214 }
1215
1216 private void changeOrientation(Quaternion newOri)
1217 {
1218 }
1219
1220 private void changeVelocity(Vector3 newVel)
1221 {
1222 m_pidControllerActive = true;
1223 _target_velocity = newVel;
1224 }
1225
1226 private void changeSetTorque(Vector3 newTorque)
1227 {
1228 }
1229
1230 private void changeAddForce(Vector3 newForce)
1231 {
1232 }
1233
1234 private void changeAddAngularForce(Vector3 arg)
1235 {
1236 }
1237
1238 private void changeAngularLock(Vector3 arg)
1239 {
1240 }
1241
1242 private void changeFloatOnWater(bool arg)
1243 {
1244 }
1245
1246 private void changeVolumedetetion(bool arg)
1247 {
1248 }
1249
1250 private void changeSelectedStatus(bool arg)
1251 {
1252 }
1253
1254 private void changeDisable(bool arg)
1255 {
1256 }
1257
1258 private void changeBuilding(bool arg)
1259 {
1260 }
1261
1262 private void changeForce(Vector3 newForce)
1263 {
1264 m_pidControllerActive = false;
1265 if (Body != IntPtr.Zero)
1266 {
1267 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1268 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1269 }
1270 }
1271
1272 // for now momentum is actually velocity
1273 private void changeMomentum(Vector3 newmomentum)
1274 {
1275 _velocity = newmomentum;
1276 _target_velocity = newmomentum;
1277 m_pidControllerActive = true;
1278 if (Body != IntPtr.Zero)
1279 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1280 }
1281
1282 private void donullchange()
1283 {
1284 }
1285
1286 public bool DoAChange(changes what, object arg)
1287 {
1288 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1289 {
1290 return false;
1291 }
1292
1293 // nasty switch
1294 switch (what)
1295 {
1296 case changes.Add:
1297 changeAdd();
1298 break;
1299 case changes.Remove:
1300 changeRemove();
1301 break;
1302
1303 case changes.Position:
1304 changePosition((Vector3)arg);
1305 break;
1306
1307 case changes.Orientation:
1308 changeOrientation((Quaternion)arg);
1309 break;
1310
1311 case changes.PosOffset:
1312 donullchange();
1313 break;
1314
1315 case changes.OriOffset:
1316 donullchange();
1317 break;
1318
1319 case changes.Velocity:
1320 changeVelocity((Vector3)arg);
1321 break;
1322
1323 // case changes.Acceleration:
1324 // changeacceleration((Vector3)arg);
1325 // break;
1326 // case changes.AngVelocity:
1327 // changeangvelocity((Vector3)arg);
1328 // break;
1329
1330 case changes.Force:
1331 changeForce((Vector3)arg);
1332 break;
1333
1334 case changes.Torque:
1335 changeSetTorque((Vector3)arg);
1336 break;
1337
1338 case changes.AddForce:
1339 changeAddForce((Vector3)arg);
1340 break;
1341
1342 case changes.AddAngForce:
1343 changeAddAngularForce((Vector3)arg);
1344 break;
1345
1346 case changes.AngLock:
1347 changeAngularLock((Vector3)arg);
1348 break;
1349
1350 case changes.Size:
1351 changeSize((Vector3)arg);
1352 break;
1353
1354 case changes.Momentum:
1355 changeMomentum((Vector3)arg);
1356 break;
1357/* not in use for now
1358 case changes.Shape:
1359 changeShape((PrimitiveBaseShape)arg);
1360 break;
1361
1362 case changes.CollidesWater:
1363 changeFloatOnWater((bool)arg);
1364 break;
1365
1366 case changes.VolumeDtc:
1367 changeVolumedetetion((bool)arg);
1368 break;
1369
1370 case changes.Physical:
1371 changePhysicsStatus((bool)arg);
1372 break;
1373
1374 case changes.Selected:
1375 changeSelectedStatus((bool)arg);
1376 break;
1377
1378 case changes.disabled:
1379 changeDisable((bool)arg);
1380 break;
1381
1382 case changes.building:
1383 changeBuilding((bool)arg);
1384 break;
1385*/
1386 case changes.Null:
1387 donullchange();
1388 break;
1389
1390 default:
1391 donullchange();
1392 break;
1393 }
1394 return false;
1395 }
1396
1397 public void AddChange(changes what, object arg)
1398 {
1399 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1400 }
1401
1402
1403 internal void AddCollisionFrameTime(int p)
1404 {
1405 // protect it from overflow crashing
1406 if (m_eventsubscription + p >= int.MaxValue)
1407 m_eventsubscription = 0;
1408 m_eventsubscription += p;
1409 }
1410 }
1411}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..dcd02e2
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,997 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Extensive change Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
67 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
68
69 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
70
71 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
72 // HOVER_TERRAIN_ONLY
73 // HOVER_GLOBAL_HEIGHT
74 // NO_DEFLECTION_UP
75 // HOVER_WATER_ONLY
76 // HOVER_UP_ONLY
77 // LIMIT_MOTOR_UP
78 // LIMIT_ROLL_ONLY
79 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
80
81 // Linear properties
82 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
83 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
84 private float m_linearMotorDecayTimescale = 120;
85 private float m_linearMotorTimescale = 1000;
86 private Vector3 m_linearMotorOffset = Vector3.Zero;
87
88 //Angular properties
89 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
90 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
91 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
92 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
93
94 //Deflection properties
95 private float m_angularDeflectionEfficiency = 0;
96 private float m_angularDeflectionTimescale = 1000;
97 private float m_linearDeflectionEfficiency = 0;
98 private float m_linearDeflectionTimescale = 1000;
99
100 //Banking properties
101 private float m_bankingEfficiency = 0;
102 private float m_bankingMix = 0;
103 private float m_bankingTimescale = 1000;
104
105 //Hover and Buoyancy properties
106 private float m_VhoverHeight = 0f;
107 private float m_VhoverEfficiency = 0f;
108 private float m_VhoverTimescale = 1000f;
109 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
110 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
111 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
112 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
113
114 //Attractor properties
115 private float m_verticalAttractionEfficiency = 1.0f; // damped
116 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
117
118
119 // auxiliar
120 private float m_lmEfect = 0; // current linear motor eficiency
121 private float m_amEfect = 0; // current angular motor eficiency
122 private float m_ffactor = 1.0f;
123
124 public float FrictionFactor
125 {
126 get
127 {
128 return m_ffactor;
129 }
130 }
131
132 public ODEDynamics(OdePrim rootp)
133 {
134 rootPrim = rootp;
135 _pParentScene = rootPrim._parent_scene;
136 }
137
138 public void DoSetVehicle(VehicleData vd)
139 {
140
141 float timestep = _pParentScene.ODE_STEPSIZE;
142 float invtimestep = 1.0f / timestep;
143
144 m_type = vd.m_type;
145 m_flags = vd.m_flags;
146
147 // Linear properties
148 m_linearMotorDirection = vd.m_linearMotorDirection;
149
150 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
151 if (m_linearFrictionTimescale.X < timestep) m_linearFrictionTimescale.X = timestep;
152 if (m_linearFrictionTimescale.Y < timestep) m_linearFrictionTimescale.Y = timestep;
153 if (m_linearFrictionTimescale.Z < timestep) m_linearFrictionTimescale.Z = timestep;
154
155 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
156 if (m_linearMotorDecayTimescale < timestep) m_linearMotorDecayTimescale = timestep;
157 m_linearMotorDecayTimescale *= invtimestep;
158
159 m_linearMotorTimescale = vd.m_linearMotorTimescale;
160 if (m_linearMotorTimescale < timestep) m_linearMotorTimescale = timestep;
161
162
163 m_linearMotorOffset = vd.m_linearMotorOffset;
164
165 //Angular properties
166 m_angularMotorDirection = vd.m_angularMotorDirection;
167 m_angularMotorTimescale = vd.m_angularMotorTimescale;
168 if (m_angularMotorTimescale < timestep) m_angularMotorTimescale = timestep;
169
170 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
171 if (m_angularMotorDecayTimescale < timestep) m_angularMotorDecayTimescale = timestep;
172 m_angularMotorDecayTimescale *= invtimestep;
173
174 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
175 if (m_angularFrictionTimescale.X < timestep) m_angularFrictionTimescale.X = timestep;
176 if (m_angularFrictionTimescale.Y < timestep) m_angularFrictionTimescale.Y = timestep;
177 if (m_angularFrictionTimescale.Z < timestep) m_angularFrictionTimescale.Z = timestep;
178
179 //Deflection properties
180 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
181 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
182 if (m_angularDeflectionTimescale < timestep) m_angularDeflectionTimescale = timestep;
183
184 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
185 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
186 if (m_linearDeflectionTimescale < timestep) m_linearDeflectionTimescale = timestep;
187
188 //Banking properties
189 m_bankingEfficiency = vd.m_bankingEfficiency;
190 m_bankingMix = vd.m_bankingMix;
191 m_bankingTimescale = vd.m_bankingTimescale;
192 if (m_bankingTimescale < timestep) m_bankingTimescale = timestep;
193
194 //Hover and Buoyancy properties
195 m_VhoverHeight = vd.m_VhoverHeight;
196 m_VhoverEfficiency = vd.m_VhoverEfficiency;
197 m_VhoverTimescale = vd.m_VhoverTimescale;
198 if (m_VhoverTimescale < timestep) m_VhoverTimescale = timestep;
199
200 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
201
202 //Attractor properties
203 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
204 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
205 if (m_verticalAttractionTimescale < timestep) m_verticalAttractionTimescale = timestep;
206
207 // Axis
208 m_referenceFrame = vd.m_referenceFrame;
209
210 m_lmEfect = 0;
211 m_amEfect = 0;
212 m_ffactor = 1.0f;
213 }
214
215 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
216 {
217 float len;
218 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
219 float timestep = _pParentScene.ODE_STEPSIZE;
220
221 switch (pParam)
222 {
223 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
224 if (pValue < 0f) pValue = 0f;
225 if (pValue > 1f) pValue = 1f;
226 m_angularDeflectionEfficiency = pValue;
227 break;
228 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
229 if (pValue < timestep) pValue = timestep;
230 m_angularDeflectionTimescale = pValue;
231 break;
232 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
233 if (pValue < timestep) pValue = timestep;
234 // try to make impulses to work a bit better
235// if (pValue < 0.5f) pValue = 0.5f;
236 else if (pValue > 120) pValue = 120;
237 m_angularMotorDecayTimescale = pValue * invtimestep;
238 break;
239 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
240 if (pValue < timestep) pValue = timestep;
241 m_angularMotorTimescale = pValue;
242 break;
243 case Vehicle.BANKING_EFFICIENCY:
244 if (pValue < -1f) pValue = -1f;
245 if (pValue > 1f) pValue = 1f;
246 m_bankingEfficiency = pValue;
247 break;
248 case Vehicle.BANKING_MIX:
249 if (pValue < 0f) pValue = 0f;
250 if (pValue > 1f) pValue = 1f;
251 m_bankingMix = pValue;
252 break;
253 case Vehicle.BANKING_TIMESCALE:
254 if (pValue < timestep) pValue = timestep;
255 m_bankingTimescale = pValue;
256 break;
257 case Vehicle.BUOYANCY:
258 if (pValue < -1f) pValue = -1f;
259 if (pValue > 1f) pValue = 1f;
260 m_VehicleBuoyancy = pValue;
261 break;
262 case Vehicle.HOVER_EFFICIENCY:
263 if (pValue < 0f) pValue = 0f;
264 if (pValue > 1f) pValue = 1f;
265 m_VhoverEfficiency = pValue;
266 break;
267 case Vehicle.HOVER_HEIGHT:
268 m_VhoverHeight = pValue;
269 break;
270 case Vehicle.HOVER_TIMESCALE:
271 if (pValue < timestep) pValue = timestep;
272 m_VhoverTimescale = pValue;
273 break;
274 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
275 if (pValue < 0f) pValue = 0f;
276 if (pValue > 1f) pValue = 1f;
277 m_linearDeflectionEfficiency = pValue;
278 break;
279 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
280 if (pValue < timestep) pValue = timestep;
281 m_linearDeflectionTimescale = pValue;
282 break;
283 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
284 if (pValue < timestep) pValue = timestep;
285 // try to make impulses to work a bit better
286 //if (pValue < 0.5f) pValue = 0.5f;
287 else if (pValue > 120) pValue = 120;
288 m_linearMotorDecayTimescale = pValue * invtimestep;
289 break;
290 case Vehicle.LINEAR_MOTOR_TIMESCALE:
291 if (pValue < timestep) pValue = timestep;
292 m_linearMotorTimescale = pValue;
293 break;
294 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
295 if (pValue < 0f) pValue = 0f;
296 if (pValue > 1f) pValue = 1f;
297 m_verticalAttractionEfficiency = pValue;
298 break;
299 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
300 if (pValue < timestep) pValue = timestep;
301 m_verticalAttractionTimescale = pValue;
302 break;
303
304 // These are vector properties but the engine lets you use a single float value to
305 // set all of the components to the same value
306 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
307 if (pValue < timestep) pValue = timestep;
308 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
309 break;
310 case Vehicle.ANGULAR_MOTOR_DIRECTION:
311 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
312 len = m_angularMotorDirection.Length();
313 if (len > 12.566f)
314 m_angularMotorDirection *= (12.566f / len);
315 m_amEfect = 1.0f; // turn it on
316 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
317 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
318 d.BodyEnable(rootPrim.Body);
319 break;
320 case Vehicle.LINEAR_FRICTION_TIMESCALE:
321 if (pValue < timestep) pValue = timestep;
322 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
323 break;
324 case Vehicle.LINEAR_MOTOR_DIRECTION:
325 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
326 len = m_linearMotorDirection.Length();
327 if (len > 30.0f)
328 m_linearMotorDirection *= (30.0f / len);
329 m_lmEfect = 1.0f; // turn it on
330 m_ffactor = 0.01f;
331 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
332 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
333 d.BodyEnable(rootPrim.Body);
334 break;
335 case Vehicle.LINEAR_MOTOR_OFFSET:
336 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
337 len = m_linearMotorOffset.Length();
338 if (len > 100.0f)
339 m_linearMotorOffset *= (100.0f / len);
340 break;
341 }
342 }//end ProcessFloatVehicleParam
343
344 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
345 {
346 float len;
347 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
348 float timestep = _pParentScene.ODE_STEPSIZE;
349 switch (pParam)
350 {
351 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
352 if (pValue.X < timestep) pValue.X = timestep;
353 if (pValue.Y < timestep) pValue.Y = timestep;
354 if (pValue.Z < timestep) pValue.Z = timestep;
355
356 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
357 break;
358 case Vehicle.ANGULAR_MOTOR_DIRECTION:
359 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
360 // Limit requested angular speed to 2 rps= 4 pi rads/sec
361 len = m_angularMotorDirection.Length();
362 if (len > 12.566f)
363 m_angularMotorDirection *= (12.566f / len);
364 m_amEfect = 1.0f; // turn it on
365 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
366 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
367 d.BodyEnable(rootPrim.Body);
368 break;
369 case Vehicle.LINEAR_FRICTION_TIMESCALE:
370 if (pValue.X < timestep) pValue.X = timestep;
371 if (pValue.Y < timestep) pValue.Y = timestep;
372 if (pValue.Z < timestep) pValue.Z = timestep;
373 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
374 break;
375 case Vehicle.LINEAR_MOTOR_DIRECTION:
376 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
377 len = m_linearMotorDirection.Length();
378 if (len > 30.0f)
379 m_linearMotorDirection *= (30.0f / len);
380 m_lmEfect = 1.0f; // turn it on
381 m_ffactor = 0.01f;
382 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
383 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
384 d.BodyEnable(rootPrim.Body);
385 break;
386 case Vehicle.LINEAR_MOTOR_OFFSET:
387 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
388 len = m_linearMotorOffset.Length();
389 if (len > 100.0f)
390 m_linearMotorOffset *= (100.0f / len);
391 break;
392 case Vehicle.BLOCK_EXIT:
393 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
394 break;
395 }
396 }//end ProcessVectorVehicleParam
397
398 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
399 {
400 switch (pParam)
401 {
402 case Vehicle.REFERENCE_FRAME:
403 m_referenceFrame = Quaternion.Inverse(pValue);
404 break;
405 case Vehicle.ROLL_FRAME:
406 m_RollreferenceFrame = pValue;
407 break;
408 }
409 }//end ProcessRotationVehicleParam
410
411 internal void ProcessVehicleFlags(int pParam, bool remove)
412 {
413 if (remove)
414 {
415 m_flags &= ~((VehicleFlag)pParam);
416 }
417 else
418 {
419 m_flags |= (VehicleFlag)pParam;
420 }
421 }//end ProcessVehicleFlags
422
423 internal void ProcessTypeChange(Vehicle pType)
424 {
425 float invtimestep = _pParentScene.ODE_STEPSIZE;
426 m_lmEfect = 0;
427 m_amEfect = 0;
428 m_ffactor = 1f;
429
430 m_linearMotorDirection = Vector3.Zero;
431 m_angularMotorDirection = Vector3.Zero;
432
433 m_BlockingEndPoint = Vector3.Zero;
434 m_RollreferenceFrame = Quaternion.Identity;
435 m_linearMotorOffset = Vector3.Zero;
436
437 m_referenceFrame = Quaternion.Identity;
438
439 // Set Defaults For Type
440 m_type = pType;
441 switch (pType)
442 {
443 case Vehicle.TYPE_NONE:
444 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
445 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
446 m_linearMotorTimescale = 1000;
447 m_linearMotorDecayTimescale = 120 * invtimestep;
448 m_angularMotorTimescale = 1000;
449 m_angularMotorDecayTimescale = 1000 * invtimestep;
450 m_VhoverHeight = 0;
451 m_VhoverEfficiency = 1;
452 m_VhoverTimescale = 1000;
453 m_VehicleBuoyancy = 0;
454 m_linearDeflectionEfficiency = 0;
455 m_linearDeflectionTimescale = 1000;
456 m_angularDeflectionEfficiency = 0;
457 m_angularDeflectionTimescale = 1000;
458 m_bankingEfficiency = 0;
459 m_bankingMix = 1;
460 m_bankingTimescale = 1000;
461 m_verticalAttractionEfficiency = 0;
462 m_verticalAttractionTimescale = 1000;
463
464 m_flags = (VehicleFlag)0;
465 break;
466
467 case Vehicle.TYPE_SLED:
468 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
469 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
470 m_linearMotorTimescale = 1000;
471 m_linearMotorDecayTimescale = 120 * invtimestep;
472 m_angularMotorTimescale = 1000;
473 m_angularMotorDecayTimescale = 120 * invtimestep;
474 m_VhoverHeight = 0;
475 m_VhoverEfficiency = 1;
476 m_VhoverTimescale = 10;
477 m_VehicleBuoyancy = 0;
478 m_linearDeflectionEfficiency = 1;
479 m_linearDeflectionTimescale = 1;
480 m_angularDeflectionEfficiency = 0;
481 m_angularDeflectionTimescale = 1000;
482 m_bankingEfficiency = 0;
483 m_bankingMix = 1;
484 m_bankingTimescale = 10;
485 m_flags &=
486 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
487 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
488 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
489 break;
490 case Vehicle.TYPE_CAR:
491 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
492 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
493 m_linearMotorTimescale = 1;
494 m_linearMotorDecayTimescale = 60 * invtimestep;
495 m_angularMotorTimescale = 1;
496 m_angularMotorDecayTimescale = 0.8f * invtimestep;
497 m_VhoverHeight = 0;
498 m_VhoverEfficiency = 0;
499 m_VhoverTimescale = 1000;
500 m_VehicleBuoyancy = 0;
501 m_linearDeflectionEfficiency = 1;
502 m_linearDeflectionTimescale = 2;
503 m_angularDeflectionEfficiency = 0;
504 m_angularDeflectionTimescale = 10;
505 m_verticalAttractionEfficiency = 1f;
506 m_verticalAttractionTimescale = 10f;
507 m_bankingEfficiency = -0.2f;
508 m_bankingMix = 1;
509 m_bankingTimescale = 1;
510 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
511 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
512 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
513 break;
514 case Vehicle.TYPE_BOAT:
515 m_linearFrictionTimescale = new Vector3(10, 3, 2);
516 m_angularFrictionTimescale = new Vector3(10, 10, 10);
517 m_linearMotorTimescale = 5;
518 m_linearMotorDecayTimescale = 60 * invtimestep;
519 m_angularMotorTimescale = 4;
520 m_angularMotorDecayTimescale = 4 * invtimestep;
521 m_VhoverHeight = 0;
522 m_VhoverEfficiency = 0.5f;
523 m_VhoverTimescale = 2;
524 m_VehicleBuoyancy = 1;
525 m_linearDeflectionEfficiency = 0.5f;
526 m_linearDeflectionTimescale = 3;
527 m_angularDeflectionEfficiency = 0.5f;
528 m_angularDeflectionTimescale = 5;
529 m_verticalAttractionEfficiency = 0.5f;
530 m_verticalAttractionTimescale = 5f;
531 m_bankingEfficiency = -0.3f;
532 m_bankingMix = 0.8f;
533 m_bankingTimescale = 1;
534 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
535 VehicleFlag.HOVER_GLOBAL_HEIGHT |
536 VehicleFlag.HOVER_UP_ONLY |
537 VehicleFlag.LIMIT_ROLL_ONLY);
538 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
539 VehicleFlag.LIMIT_MOTOR_UP |
540 VehicleFlag.HOVER_WATER_ONLY);
541 break;
542 case Vehicle.TYPE_AIRPLANE:
543 m_linearFrictionTimescale = new Vector3(200, 10, 5);
544 m_angularFrictionTimescale = new Vector3(20, 20, 20);
545 m_linearMotorTimescale = 2;
546 m_linearMotorDecayTimescale = 60 * invtimestep;
547 m_angularMotorTimescale = 4;
548 m_angularMotorDecayTimescale = 8 * invtimestep;
549 m_VhoverHeight = 0;
550 m_VhoverEfficiency = 0.5f;
551 m_VhoverTimescale = 1000;
552 m_VehicleBuoyancy = 0;
553 m_linearDeflectionEfficiency = 0.5f;
554 m_linearDeflectionTimescale = 0.5f;
555 m_angularDeflectionEfficiency = 1;
556 m_angularDeflectionTimescale = 2;
557 m_verticalAttractionEfficiency = 0.9f;
558 m_verticalAttractionTimescale = 2f;
559 m_bankingEfficiency = 1;
560 m_bankingMix = 0.7f;
561 m_bankingTimescale = 2;
562 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
563 VehicleFlag.HOVER_TERRAIN_ONLY |
564 VehicleFlag.HOVER_GLOBAL_HEIGHT |
565 VehicleFlag.HOVER_UP_ONLY |
566 VehicleFlag.NO_DEFLECTION_UP |
567 VehicleFlag.LIMIT_MOTOR_UP);
568 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
569 break;
570 case Vehicle.TYPE_BALLOON:
571 m_linearFrictionTimescale = new Vector3(5, 5, 5);
572 m_angularFrictionTimescale = new Vector3(10, 10, 10);
573 m_linearMotorTimescale = 5;
574 m_linearMotorDecayTimescale = 60 * invtimestep;
575 m_angularMotorTimescale = 6;
576 m_angularMotorDecayTimescale = 10 * invtimestep;
577 m_VhoverHeight = 5;
578 m_VhoverEfficiency = 0.8f;
579 m_VhoverTimescale = 10;
580 m_VehicleBuoyancy = 1;
581 m_linearDeflectionEfficiency = 0;
582 m_linearDeflectionTimescale = 5 * invtimestep;
583 m_angularDeflectionEfficiency = 0;
584 m_angularDeflectionTimescale = 5;
585 m_verticalAttractionEfficiency = 0f;
586 m_verticalAttractionTimescale = 1000f;
587 m_bankingEfficiency = 0;
588 m_bankingMix = 0.7f;
589 m_bankingTimescale = 5;
590 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
591 VehicleFlag.HOVER_TERRAIN_ONLY |
592 VehicleFlag.HOVER_UP_ONLY |
593 VehicleFlag.NO_DEFLECTION_UP |
594 VehicleFlag.LIMIT_MOTOR_UP);
595 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
596 VehicleFlag.HOVER_GLOBAL_HEIGHT);
597 break;
598 }
599
600 }//end SetDefaultsForType
601
602 internal void Stop()
603 {
604 m_lmEfect = 0;
605 m_amEfect = 0;
606 m_ffactor = 1f;
607 }
608
609 public static Vector3 Xrot(Quaternion rot)
610 {
611 Vector3 vec;
612 rot.Normalize(); // just in case
613 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
614 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
615 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
616 return vec;
617 }
618
619 public static Vector3 Zrot(Quaternion rot)
620 {
621 Vector3 vec;
622 rot.Normalize(); // just in case
623 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
624 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
625 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
626
627 return vec;
628 }
629
630 private const float pi = (float)Math.PI;
631 private const float halfpi = 0.5f * (float)Math.PI;
632
633 public static Vector3 ubitRot2Euler(Quaternion rot)
634 {
635 // returns roll in X
636 // pitch in Y
637 // yaw in Z
638 Vector3 vec;
639
640 // assuming rot is normalised
641 // rot.Normalize();
642
643 float zX = rot.X * rot.Z + rot.Y * rot.W;
644
645 if (zX < -0.49999f)
646 {
647 vec.X = 0;
648 vec.Y = -halfpi;
649 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
650 }
651 else if (zX > 0.49999f)
652 {
653 vec.X = 0;
654 vec.Y = halfpi;
655 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
656 }
657 else
658 {
659 vec.Y = (float)Math.Asin(2 * zX);
660
661 float sqw = rot.W * rot.W;
662
663 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
664 float zZ = rot.Z * rot.Z + sqw - 0.5f;
665
666 vec.X = (float)Math.Atan2(minuszY, zZ);
667
668 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
669 float yY = rot.X * rot.X + sqw - 0.5f;
670 vec.Z = (float)Math.Atan2(yX, yY);
671 }
672 return vec;
673 }
674
675 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
676 {
677 // assuming rot is normalised
678 // rot.Normalize();
679
680 float zX = rot.X * rot.Z + rot.Y * rot.W;
681
682 if (zX < -0.49999f)
683 {
684 roll = 0;
685 pitch = -halfpi;
686 }
687 else if (zX > 0.49999f)
688 {
689 roll = 0;
690 pitch = halfpi;
691 }
692 else
693 {
694 pitch = (float)Math.Asin(2 * zX);
695
696 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
697 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
698
699 roll = (float)Math.Atan2(minuszY, zZ);
700 }
701 return ;
702 }
703
704 internal void Step()//float pTimestep)
705 {
706 IntPtr Body = rootPrim.Body;
707
708 d.Quaternion rot = d.BodyGetQuaternion(Body);
709 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
710 Quaternion rotq = objrotq; // rotq = rotation of object
711 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
712 Quaternion irotq = Quaternion.Inverse(rotq);
713
714 d.Vector3 dvtmp;
715 Vector3 tmpV;
716 Vector3 curVel; // velocity in world
717 Vector3 curAngVel; // angular velocity in world
718 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
719 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
720 d.Vector3 dtorque = new d.Vector3();
721
722 dvtmp = d.BodyGetLinearVel(Body);
723 curVel.X = dvtmp.X;
724 curVel.Y = dvtmp.Y;
725 curVel.Z = dvtmp.Z;
726 Vector3 curLocalVel = curVel * irotq; // current velocity in local
727
728 dvtmp = d.BodyGetAngularVel(Body);
729 curAngVel.X = dvtmp.X;
730 curAngVel.Y = dvtmp.Y;
731 curAngVel.Z = dvtmp.Z;
732 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
733
734 // linear motor
735 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
736 {
737 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
738 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
739 tmpV *= rotq; // to world
740
741 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
742 tmpV.Z = 0;
743
744 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
745 {
746 // have offset, do it now
747 tmpV *= rootPrim.Mass;
748 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
749 }
750 else
751 {
752 force.X += tmpV.X;
753 force.Y += tmpV.Y;
754 force.Z += tmpV.Z;
755 }
756 m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
757
758 m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
759 }
760 else
761 {
762 m_lmEfect = 0;
763 m_ffactor = 1f;
764 }
765
766 // friction
767 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
768 {
769 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
770 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
771 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
772 tmpV *= rotq; // to world
773 force.X += tmpV.X;
774 force.Y += tmpV.Y;
775 force.Z += tmpV.Z;
776 }
777
778 // hover
779 if (m_VhoverTimescale < 300)
780 {
781 d.Vector3 pos = d.BodyGetPosition(Body);
782
783 // default to global
784 float perr = m_VhoverHeight - pos.Z;;
785
786 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
787 {
788 perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
789 }
790 else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
791 {
792 perr += _pParentScene.GetWaterLevel();
793 }
794 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
795 {
796 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
797 float w = _pParentScene.GetWaterLevel();
798 if (t > w)
799 perr += t;
800 else
801 perr += w;
802 }
803
804 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
805 {
806 force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE;
807 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
808 }
809 else // no buoyancy
810 force.Z += _pParentScene.gravityz;
811 }
812 else
813 {
814 // default gravity and buoancy
815 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
816 }
817
818 // linear deflection
819 if (m_linearDeflectionEfficiency > 0)
820 {
821 float len = curVel.Length();
822 Vector3 atAxis;
823 atAxis = Xrot(rotq); // where are we pointing to
824 atAxis *= len; // make it same size as world velocity vector
825 tmpV = -atAxis; // oposite direction
826 atAxis -= curVel; // error to one direction
827 len = atAxis.LengthSquared();
828 tmpV -= curVel; // error to oposite
829 float lens = tmpV.LengthSquared();
830 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
831 {
832 if (len < lens)
833 tmpV = atAxis;
834
835 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
836 force.X += tmpV.X;
837 force.Y += tmpV.Y;
838 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
839 force.Z += tmpV.Z;
840 }
841 }
842
843 // angular motor
844 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
845 {
846 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
847 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
848 torque.X += tmpV.X;
849 torque.Y += tmpV.Y;
850 torque.Z += tmpV.Z;
851 m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
852 }
853 else
854 m_amEfect = 0;
855
856 // angular friction
857 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
858 {
859 torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
860 torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
861 torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
862 }
863
864 // angular deflection
865 if (m_angularDeflectionEfficiency > 0)
866 {
867 Vector3 dirv;
868
869 if (curLocalVel.X > 0.01f)
870 dirv = curLocalVel;
871 else if (curLocalVel.X < -0.01f)
872 // use oposite
873 dirv = -curLocalVel;
874 else
875 {
876 // make it fall into small positive x case
877 dirv.X = 0.01f;
878 dirv.Y = curLocalVel.Y;
879 dirv.Z = curLocalVel.Z;
880 }
881
882 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
883
884 if (Math.Abs(dirv.Z) > 0.01)
885 {
886 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
887 }
888
889 if (Math.Abs(dirv.Y) > 0.01)
890 {
891 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
892 }
893 }
894
895 // vertical atractor
896 if (m_verticalAttractionTimescale < 300)
897 {
898 float roll;
899 float pitch;
900
901 GetRollPitch(irotq, out roll, out pitch);
902
903 float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
904 float ftmp2;
905 if (m_bankingEfficiency == 0)
906 ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
907 else
908 ftmp2 = 0;
909
910 if (roll > halfpi)
911 roll = pi - roll;
912 else if (roll < -halfpi)
913 roll = -pi - roll;
914
915 float effroll = pitch / halfpi;
916 effroll *= effroll;
917 effroll = 1 - effroll;
918 effroll *= roll;
919
920 if (Math.Abs(effroll) > 0.01) // roll
921 {
922 torque.X -= -effroll * ftmp + curLocalAngVel.X * ftmp2;
923 }
924
925 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
926 {
927 float effpitch = roll / halfpi;
928 effpitch *= effpitch;
929 effpitch = 1 - effpitch;
930 effpitch *= pitch;
931
932 if (Math.Abs(effpitch) > 0.01) // pitch
933 {
934 torque.Y -= -effpitch * ftmp + curLocalAngVel.Y * ftmp2;
935 }
936 }
937
938 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
939 {
940
941 float broll = effroll;
942/*
943 if (broll > halfpi)
944 broll = pi - broll;
945 else if (broll < -halfpi)
946 broll = -pi - broll;
947*/
948 broll *= m_bankingEfficiency;
949 if (m_bankingMix != 0)
950 {
951 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
952 if (vfact > 1.0f) vfact = 1.0f;
953
954 if (curLocalVel.X >= 0)
955 broll *= (1 + (vfact - 1) * m_bankingMix);
956 else
957 broll *= -(1 + (vfact - 1) * m_bankingMix);
958 }
959 // make z rot be in world Z not local as seems to be in sl
960
961 broll = broll / m_bankingTimescale;
962
963 ftmp = -Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
964
965 tmpV.X = ftmp * curAngVel.X;
966 tmpV.Y = ftmp * curAngVel.Y;
967 tmpV.Z = broll + ftmp * curAngVel.Z;
968 tmpV *= irotq;
969
970 torque.X += tmpV.X;
971 torque.Y += tmpV.Y;
972 torque.Z += tmpV.Z;
973 }
974 }
975
976 d.Mass dmass;
977 d.BodyGetMass(Body,out dmass);
978
979 if (force.X != 0 || force.Y != 0 || force.Z != 0)
980 {
981 force *= dmass.mass;
982 d.BodySetForce(Body, force.X, force.Y, force.Z);
983 }
984
985 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
986 {
987 torque *= m_referenceFrame; // to object frame
988 dtorque.X = torque.X;
989 dtorque.Y = torque.Y;
990 dtorque.Z = torque.Z;
991
992 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
993 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
994 }
995 }
996 }
997}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..dc6c18d
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3935 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60
61namespace OpenSim.Region.Physics.OdePlugin
62{
63 public class OdePrim : PhysicsActor
64 {
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private bool m_isphysical;
68 private bool m_fakeisphysical;
69 private bool m_isphantom;
70 private bool m_fakeisphantom;
71 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
73
74 protected bool m_building;
75 protected bool m_forcePosOrRotation;
76 private bool m_iscolliding;
77
78 internal bool m_isSelected;
79 private bool m_delaySelect;
80 private bool m_lastdoneSelected;
81 internal bool m_outbounds;
82
83 private Quaternion m_lastorientation = new Quaternion();
84 private Quaternion _orientation;
85
86 private Vector3 _position;
87 private Vector3 _velocity;
88 private Vector3 _torque;
89 private Vector3 m_lastVelocity;
90 private Vector3 m_lastposition;
91 private Vector3 m_rotationalVelocity;
92 private Vector3 _size;
93 private Vector3 _acceleration;
94 private Vector3 m_angularlock = Vector3.One;
95 private IntPtr Amotor = IntPtr.Zero;
96
97 private Vector3 m_force;
98 private Vector3 m_forceacc;
99 private Vector3 m_angularForceacc;
100
101 private float m_invTimeStep = 50.0f;
102 private float m_timeStep = .02f;
103
104
105 private Vector3 m_PIDTarget;
106 private float m_PIDTau;
107 private bool m_usePID;
108
109 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
110 // and are for non-VEHICLES only.
111
112 private float m_PIDHoverHeight;
113 private float m_PIDHoverTau;
114 private bool m_useHoverPID;
115 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
116 private float m_targetHoverHeight;
117 private float m_groundHeight;
118 private float m_waterHeight;
119 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
120
121 private int body_autodisable_frames = 5;
122 private int bodydisablecontrol = 0;
123
124
125 // Default we're a Geometry
126 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
127 // Default colide nonphysical don't try to colide with anything
128 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
129
130 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
131 CollisionCategories.Character |
132 CollisionCategories.Land |
133 CollisionCategories.VolumeDtc);
134
135// private bool m_collidesLand = true;
136 private bool m_collidesWater;
137 public bool m_returnCollisions;
138
139 private bool m_NoColide; // for now only for internal use for bad meshs
140
141
142 // Default, Collide with Other Geometries, spaces and Bodies
143 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
144
145 public bool m_disabled;
146
147 public uint m_localID;
148
149 private IMesh m_mesh;
150 private object m_meshlock = new object();
151 private PrimitiveBaseShape _pbs;
152 public OdeScene _parent_scene;
153
154 /// <summary>
155 /// The physics space which contains prim geometry
156 /// </summary>
157 public IntPtr m_targetSpace = IntPtr.Zero;
158
159 public IntPtr prim_geom;
160 public IntPtr _triMeshData;
161
162 private PhysicsActor _parent;
163
164 private List<OdePrim> childrenPrim = new List<OdePrim>();
165
166
167 private bool m_throttleUpdates;
168 private int throttleCounter;
169 public float m_collisionscore;
170 int m_colliderfilter = 0;
171
172 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
173
174 private float m_density = 10.000006836f; // Aluminum g/cm3;
175 private byte m_shapetype;
176 public bool _zeroFlag;
177 private bool m_lastUpdateSent;
178
179 public IntPtr Body = IntPtr.Zero;
180 public String Name { get; private set; }
181 private Vector3 _target_velocity;
182
183 public Vector3 primOOBsize; // prim real dimensions from mesh
184 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
185 public float primOOBradiusSQ;
186 public d.Mass primdMass; // prim inertia information on it's own referencial
187 float primMass; // prim own mass
188 float primVolume; // prim own volume;
189 float _mass; // object mass acording to case
190 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
191
192 public int givefakepos = 0;
193 private Vector3 fakepos;
194 public int givefakeori = 0;
195 private Quaternion fakeori;
196
197 public int m_eventsubscription;
198 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
199
200 public volatile bool childPrim;
201
202 public ODEDynamics m_vehicle;
203
204 internal int m_material = (int)Material.Wood;
205 private float mu;
206 private float bounce;
207
208 /// <summary>
209 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
210 /// </summary>
211 public override bool IsPhysical // this is not reliable for internal use
212 {
213 get { return m_fakeisphysical; }
214 set
215 {
216 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
217 // and also to stop imediatly some updates
218 // but real change will only happen in taintprocessing
219
220 if (!value) // Zero the remembered last velocity
221 m_lastVelocity = Vector3.Zero;
222 AddChange(changes.Physical, value);
223 }
224 }
225
226 public override bool IsVolumeDtc
227 {
228 get { return m_fakeisVolumeDetect; }
229 set
230 {
231 m_fakeisVolumeDetect = value;
232 AddChange(changes.VolumeDtc, value);
233 }
234 }
235
236
237 public override bool Phantom // this is not reliable for internal use
238 {
239 get { return m_fakeisphantom; }
240 set
241 {
242 m_fakeisphantom = value;
243 AddChange(changes.Phantom, value);
244 }
245 }
246
247 public override bool Building // this is not reliable for internal use
248 {
249 get { return m_building; }
250 set
251 {
252 if (value)
253 m_building = true;
254 AddChange(changes.building, value);
255 }
256 }
257
258 public override void getContactData(ref ContactData cdata)
259 {
260 cdata.mu = mu;
261 cdata.bounce = bounce;
262
263 // cdata.softcolide = m_softcolide;
264 cdata.softcolide = false;
265
266 if (m_isphysical)
267 {
268 ODEDynamics veh;
269 if (_parent != null)
270 veh = ((OdePrim)_parent).m_vehicle;
271 else
272 veh = m_vehicle;
273
274 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
275 cdata.mu *= veh.FrictionFactor;
276 }
277 }
278
279 public override int PhysicsActorType
280 {
281 get { return (int)ActorTypes.Prim; }
282 set { return; }
283 }
284
285 public override bool SetAlwaysRun
286 {
287 get { return false; }
288 set { return; }
289 }
290
291 public override uint LocalID
292 {
293 get
294 {
295 return m_localID;
296 }
297 set
298 {
299 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
300 m_localID = value;
301 }
302 }
303
304 public override bool Grabbed
305 {
306 set { return; }
307 }
308
309 public override bool Selected
310 {
311 set
312 {
313 if (value)
314 m_isSelected = value; // if true set imediatly to stop moves etc
315 AddChange(changes.Selected, value);
316 }
317 }
318
319 public override bool Flying
320 {
321 // no flying prims for you
322 get { return false; }
323 set { }
324 }
325
326 public override bool IsColliding
327 {
328 get { return m_iscolliding; }
329 set
330 {
331 if (value)
332 {
333 m_colliderfilter += 2;
334 if (m_colliderfilter > 2)
335 m_colliderfilter = 2;
336 }
337 else
338 {
339 m_colliderfilter--;
340 if (m_colliderfilter < 0)
341 m_colliderfilter = 0;
342 }
343
344 if (m_colliderfilter == 0)
345 m_iscolliding = false;
346 else
347 m_iscolliding = true;
348 }
349 }
350
351 public override bool CollidingGround
352 {
353 get { return false; }
354 set { return; }
355 }
356
357 public override bool CollidingObj
358 {
359 get { return false; }
360 set { return; }
361 }
362
363 public override bool ThrottleUpdates
364 {
365 get { return m_throttleUpdates; }
366 set { m_throttleUpdates = value; }
367 }
368
369 public override bool Stopped
370 {
371 get { return _zeroFlag; }
372 }
373
374 public override Vector3 Position
375 {
376 get
377 {
378 if (givefakepos > 0)
379 return fakepos;
380 else
381 return _position;
382 }
383
384 set
385 {
386 fakepos = value;
387 givefakepos++;
388 AddChange(changes.Position, value);
389 }
390 }
391
392 public override Vector3 Size
393 {
394 get { return _size; }
395 set
396 {
397 if (value.IsFinite())
398 {
399 AddChange(changes.Size, value);
400 }
401 else
402 {
403 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
404 }
405 }
406 }
407
408 public override float Mass
409 {
410 get { return primMass; }
411 }
412
413 public override Vector3 Force
414 {
415 //get { return Vector3.Zero; }
416 get { return m_force; }
417 set
418 {
419 if (value.IsFinite())
420 {
421 AddChange(changes.Force, value);
422 }
423 else
424 {
425 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
426 }
427 }
428 }
429
430 public override void SetVolumeDetect(int param)
431 {
432 m_fakeisVolumeDetect = (param != 0);
433 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
434 }
435
436 public override Vector3 GeometricCenter
437 {
438 // this is not real geometric center but a average of positions relative to root prim acording to
439 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
440 // ignoring tortured prims details since sl also seems to ignore
441 // so no real use in doing it on physics
442 get
443 {
444 return Vector3.Zero;
445 }
446 }
447
448 public override Vector3 CenterOfMass
449 {
450 get
451 {
452 d.Vector3 dtmp;
453 if (IsPhysical && !childPrim && Body != IntPtr.Zero)
454 {
455 dtmp = d.BodyGetPosition(Body);
456 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
457 }
458 else if (prim_geom != IntPtr.Zero)
459 {
460 d.Quaternion dq;
461 d.GeomCopyQuaternion(prim_geom, out dq);
462 Quaternion q;
463 q.X = dq.X;
464 q.Y = dq.Y;
465 q.Z = dq.Z;
466 q.W = dq.W;
467
468 Vector3 vtmp = primOOBoffset * q;
469 dtmp = d.GeomGetPosition(prim_geom);
470 return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
471 }
472 else
473 return Vector3.Zero;
474 }
475 }
476 /*
477 public override Vector3 PrimOOBsize
478 {
479 get
480 {
481 return primOOBsize;
482 }
483 }
484
485 public override Vector3 PrimOOBoffset
486 {
487 get
488 {
489 return primOOBoffset;
490 }
491 }
492
493 public override float PrimOOBRadiusSQ
494 {
495 get
496 {
497 return primOOBradiusSQ;
498 }
499 }
500 */
501 public override PrimitiveBaseShape Shape
502 {
503 set
504 {
505/*
506 IMesh mesh = null;
507 if (_parent_scene.needsMeshing(value))
508 {
509 bool convex;
510 if (m_shapetype == 0)
511 convex = false;
512 else
513 convex = true;
514 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
515 }
516
517 if (mesh != null)
518 {
519 lock (m_meshlock)
520 m_mesh = mesh;
521 }
522*/
523 AddChange(changes.Shape, value);
524 }
525 }
526
527 public override byte PhysicsShapeType
528 {
529 get
530 {
531 return m_shapetype;
532 }
533 set
534 {
535 m_shapetype = value;
536 AddChange(changes.Shape, null);
537 }
538 }
539
540
541 public override Vector3 Velocity
542 {
543 get
544 {
545 if (_zeroFlag)
546 return Vector3.Zero;
547 return _velocity;
548 }
549 set
550 {
551 if (value.IsFinite())
552 {
553 AddChange(changes.Velocity, value);
554 // _velocity = value;
555
556 }
557 else
558 {
559 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
560 }
561
562 }
563 }
564
565 public override Vector3 Torque
566 {
567 get
568 {
569 if (!IsPhysical || Body == IntPtr.Zero)
570 return Vector3.Zero;
571
572 return _torque;
573 }
574
575 set
576 {
577 if (value.IsFinite())
578 {
579 AddChange(changes.Torque, value);
580 }
581 else
582 {
583 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
584 }
585 }
586 }
587
588 public override float CollisionScore
589 {
590 get { return m_collisionscore; }
591 set { m_collisionscore = value; }
592 }
593
594 public override bool Kinematic
595 {
596 get { return false; }
597 set { }
598 }
599
600 public override Quaternion Orientation
601 {
602 get
603 {
604 if (givefakeori > 0)
605 return fakeori;
606 else
607
608 return _orientation;
609 }
610 set
611 {
612 if (QuaternionIsFinite(value))
613 {
614 fakeori = value;
615 givefakeori++;
616 AddChange(changes.Orientation, value);
617 }
618 else
619 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
620
621 }
622 }
623
624 public override Vector3 Acceleration
625 {
626 get { return _acceleration; }
627 set { }
628 }
629
630 public override Vector3 RotationalVelocity
631 {
632 get
633 {
634 Vector3 pv = Vector3.Zero;
635 if (_zeroFlag)
636 return pv;
637
638 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
639 return pv;
640
641 return m_rotationalVelocity;
642 }
643 set
644 {
645 if (value.IsFinite())
646 {
647 m_rotationalVelocity = value;
648 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
649 d.BodyEnable(Body);
650 }
651 else
652 {
653 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
654 }
655 }
656 }
657
658
659 public override float Buoyancy
660 {
661 get { return m_buoyancy; }
662 set
663 {
664 m_buoyancy = value;
665 }
666 }
667
668 public override bool FloatOnWater
669 {
670 set
671 {
672 AddChange(changes.CollidesWater, value);
673 }
674 }
675
676 public override Vector3 PIDTarget
677 {
678 set
679 {
680 if (value.IsFinite())
681 {
682 m_PIDTarget = value;
683 }
684 else
685 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
686 }
687 }
688
689 public override bool PIDActive { set { m_usePID = value; } }
690 public override float PIDTau
691 {
692 set
693 {
694 if (value <= 0)
695 m_PIDTau = 0;
696 else
697 {
698 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
699 if (value < mint)
700 m_PIDTau = mint;
701 else
702 m_PIDTau = value;
703 }
704 }
705 }
706
707 public override float PIDHoverHeight
708 {
709 set
710 {
711 m_PIDHoverHeight = value;
712 if (value == 0)
713 m_useHoverPID = false;
714 }
715 }
716 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
717 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
718 public override float PIDHoverTau
719 {
720 set
721 {
722 if (value <= 0)
723 m_PIDHoverTau = 0;
724 else
725 {
726 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
727 if (value < mint)
728 m_PIDHoverTau = mint;
729 else
730 m_PIDHoverTau = value;
731 }
732 }
733 }
734
735 public override Quaternion APIDTarget { set { return; } }
736
737 public override bool APIDActive { set { return; } }
738
739 public override float APIDStrength { set { return; } }
740
741 public override float APIDDamping { set { return; } }
742
743 public override int VehicleType
744 {
745 // we may need to put a fake on this
746 get
747 {
748 if (m_vehicle == null)
749 return (int)Vehicle.TYPE_NONE;
750 else
751 return (int)m_vehicle.Type;
752 }
753 set
754 {
755 AddChange(changes.VehicleType, value);
756 }
757 }
758
759 public override void VehicleFloatParam(int param, float value)
760 {
761 strVehicleFloatParam fp = new strVehicleFloatParam();
762 fp.param = param;
763 fp.value = value;
764 AddChange(changes.VehicleFloatParam, fp);
765 }
766
767 public override void VehicleVectorParam(int param, Vector3 value)
768 {
769 strVehicleVectorParam fp = new strVehicleVectorParam();
770 fp.param = param;
771 fp.value = value;
772 AddChange(changes.VehicleVectorParam, fp);
773 }
774
775 public override void VehicleRotationParam(int param, Quaternion value)
776 {
777 strVehicleQuatParam fp = new strVehicleQuatParam();
778 fp.param = param;
779 fp.value = value;
780 AddChange(changes.VehicleRotationParam, fp);
781 }
782
783 public override void VehicleFlags(int param, bool value)
784 {
785 strVehicleBoolParam bp = new strVehicleBoolParam();
786 bp.param = param;
787 bp.value = value;
788 AddChange(changes.VehicleFlags, bp);
789 }
790
791 public override void SetVehicle(object vdata)
792 {
793 AddChange(changes.SetVehicle, vdata);
794 }
795 public void SetAcceleration(Vector3 accel)
796 {
797 _acceleration = accel;
798 }
799
800 public override void AddForce(Vector3 force, bool pushforce)
801 {
802 if (force.IsFinite())
803 {
804 AddChange(changes.AddForce, force * m_invTimeStep);
805 }
806 else
807 {
808 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
809 }
810 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
811 }
812
813 public override void AddAngularForce(Vector3 force, bool pushforce)
814 {
815 if (force.IsFinite())
816 {
817 AddChange(changes.AddAngForce, force * m_invTimeStep);
818 }
819 else
820 {
821 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
822 }
823 }
824
825 public override void CrossingFailure()
826 {
827 if (m_outbounds)
828 {
829 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
830 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
831 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
832
833 m_lastposition = _position;
834 _velocity.X = 0;
835 _velocity.Y = 0;
836 _velocity.Z = 0;
837
838 m_lastVelocity = _velocity;
839 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
840 m_vehicle.Stop();
841
842 if(Body != IntPtr.Zero)
843 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
844 if (prim_geom != IntPtr.Zero)
845 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
846
847 m_outbounds = false;
848 changeDisable(false);
849 base.RequestPhysicsterseUpdate();
850 }
851 }
852
853 public override void SetMomentum(Vector3 momentum)
854 {
855 }
856
857 public override void SetMaterial(int pMaterial)
858 {
859 m_material = pMaterial;
860 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
861 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
862 }
863
864 public void setPrimForRemoval()
865 {
866 AddChange(changes.Remove, null);
867 }
868
869 public override void link(PhysicsActor obj)
870 {
871 AddChange(changes.Link, obj);
872 }
873
874 public override void delink()
875 {
876 AddChange(changes.DeLink, null);
877 }
878
879 public override void LockAngularMotion(Vector3 axis)
880 {
881 // reverse the zero/non zero values for ODE.
882 if (axis.IsFinite())
883 {
884 axis.X = (axis.X > 0) ? 1f : 0f;
885 axis.Y = (axis.Y > 0) ? 1f : 0f;
886 axis.Z = (axis.Z > 0) ? 1f : 0f;
887 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
888 AddChange(changes.AngLock, axis);
889 }
890 else
891 {
892 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
893 }
894 }
895
896 public override void SubscribeEvents(int ms)
897 {
898 m_eventsubscription = ms;
899 _parent_scene.AddCollisionEventReporting(this);
900 }
901
902 public override void UnSubscribeEvents()
903 {
904 _parent_scene.RemoveCollisionEventReporting(this);
905 m_eventsubscription = 0;
906 }
907
908 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
909 {
910 if (CollisionEventsThisFrame == null)
911 CollisionEventsThisFrame = new CollisionEventUpdate();
912
913 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
914 }
915
916 public void SendCollisions()
917 {
918 if (CollisionEventsThisFrame == null)
919 return;
920
921 base.SendCollisionUpdate(CollisionEventsThisFrame);
922
923 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
924 CollisionEventsThisFrame = null;
925 else
926 CollisionEventsThisFrame = new CollisionEventUpdate();
927 }
928
929 public override bool SubscribedEvents()
930 {
931 if (m_eventsubscription > 0)
932 return true;
933 return false;
934 }
935
936
937 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
938 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
939 {
940 Name = primName;
941 LocalID = plocalID;
942
943 m_vehicle = null;
944
945 if (!pos.IsFinite())
946 {
947 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
948 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
949 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
950 }
951 _position = pos;
952 givefakepos = 0;
953
954 m_timeStep = parent_scene.ODE_STEPSIZE;
955 m_invTimeStep = 1f / m_timeStep;
956
957 m_density = parent_scene.geomDefaultDensity;
958 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
959 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
960
961 prim_geom = IntPtr.Zero;
962 collide_geom = IntPtr.Zero;
963 Body = IntPtr.Zero;
964
965 if (!size.IsFinite())
966 {
967 size = new Vector3(0.5f, 0.5f, 0.5f);
968 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
969 }
970
971 if (size.X <= 0) size.X = 0.01f;
972 if (size.Y <= 0) size.Y = 0.01f;
973 if (size.Z <= 0) size.Z = 0.01f;
974
975 _size = size;
976
977 if (!QuaternionIsFinite(rotation))
978 {
979 rotation = Quaternion.Identity;
980 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
981 }
982
983 _orientation = rotation;
984 givefakeori = 0;
985
986 _pbs = pbs;
987
988 _parent_scene = parent_scene;
989 m_targetSpace = IntPtr.Zero;
990
991 if (pos.Z < 0)
992 {
993 m_isphysical = false;
994 }
995 else
996 {
997 m_isphysical = pisPhysical;
998 }
999 m_fakeisphysical = m_isphysical;
1000
1001 m_isVolumeDetect = false;
1002 m_fakeisVolumeDetect = false;
1003
1004 m_force = Vector3.Zero;
1005
1006 m_iscolliding = false;
1007 m_colliderfilter = 0;
1008 m_NoColide = false;
1009
1010 hasOOBoffsetFromMesh = false;
1011 _triMeshData = IntPtr.Zero;
1012
1013 m_shapetype = _shapeType;
1014
1015 m_lastdoneSelected = false;
1016 m_isSelected = false;
1017 m_delaySelect = false;
1018
1019 m_isphantom = pisPhantom;
1020 m_fakeisphantom = pisPhantom;
1021
1022 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1023 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1024
1025 CalcPrimBodyData();
1026
1027 m_mesh = null;
1028 if (_parent_scene.needsMeshing(pbs))
1029 {
1030 bool convex;
1031 if (m_shapetype == 0)
1032 convex = false;
1033 else
1034 convex = true;
1035
1036 m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1037 }
1038
1039
1040 m_building = true; // control must set this to false when done
1041
1042 AddChange(changes.Add, null);
1043 }
1044
1045 private void resetCollisionAccounting()
1046 {
1047 m_collisionscore = 0;
1048 }
1049
1050 private void UpdateCollisionCatFlags()
1051 {
1052 if(m_isphysical && m_disabled)
1053 {
1054 m_collisionCategories = 0;
1055 m_collisionFlags = 0;
1056 }
1057
1058 else if (m_isSelected)
1059 {
1060 m_collisionCategories = CollisionCategories.Selected;
1061 m_collisionFlags = 0;
1062 }
1063
1064 else if (m_isVolumeDetect)
1065 {
1066 m_collisionCategories = CollisionCategories.VolumeDtc;
1067 if (m_isphysical)
1068 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1069 else
1070 m_collisionFlags = 0;
1071 }
1072 else if (m_isphantom)
1073 {
1074 m_collisionCategories = CollisionCategories.Phantom;
1075 if (m_isphysical)
1076 m_collisionFlags = CollisionCategories.Land;
1077 else
1078 m_collisionFlags = 0;
1079 }
1080 else
1081 {
1082 m_collisionCategories = CollisionCategories.Geom;
1083 if (m_isphysical)
1084 m_collisionFlags = m_default_collisionFlagsPhysical;
1085 else
1086 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1087 }
1088 }
1089
1090 private void ApplyCollisionCatFlags()
1091 {
1092 if (prim_geom != IntPtr.Zero)
1093 {
1094 if (!childPrim && childrenPrim.Count > 0)
1095 {
1096 foreach (OdePrim prm in childrenPrim)
1097 {
1098 if (m_isphysical && m_disabled)
1099 {
1100 prm.m_collisionCategories = 0;
1101 prm.m_collisionFlags = 0;
1102 }
1103 else
1104 {
1105 // preserve some
1106 if (prm.m_isSelected)
1107 {
1108 prm.m_collisionCategories = CollisionCategories.Selected;
1109 prm.m_collisionFlags = 0;
1110 }
1111 else if (prm.m_isVolumeDetect)
1112 {
1113 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1114 if (m_isphysical)
1115 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1116 else
1117 prm.m_collisionFlags = 0;
1118 }
1119 else if (prm.m_isphantom)
1120 {
1121 prm.m_collisionCategories = CollisionCategories.Phantom;
1122 if (m_isphysical)
1123 prm.m_collisionFlags = CollisionCategories.Land;
1124 else
1125 prm.m_collisionFlags = 0;
1126 }
1127 else
1128 {
1129 prm.m_collisionCategories = m_collisionCategories;
1130 prm.m_collisionFlags = m_collisionFlags;
1131 }
1132 }
1133
1134 if (prm.prim_geom != IntPtr.Zero)
1135 {
1136 if (prm.m_NoColide)
1137 {
1138 d.GeomSetCategoryBits(prm.prim_geom, 0);
1139 if (m_isphysical)
1140 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1141 else
1142 d.GeomSetCollideBits(prm.prim_geom, 0);
1143 }
1144 else
1145 {
1146 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1147 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1148 }
1149 }
1150 }
1151 }
1152
1153 if (m_NoColide)
1154 {
1155 d.GeomSetCategoryBits(prim_geom, 0);
1156 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1157 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1158 {
1159 d.GeomSetCategoryBits(collide_geom, 0);
1160 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1161 }
1162 }
1163 else
1164 {
1165 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1166 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1167 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1168 {
1169 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1170 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1171 }
1172 }
1173 }
1174 }
1175
1176 private void createAMotor(Vector3 axis)
1177 {
1178 if (Body == IntPtr.Zero)
1179 return;
1180
1181 if (Amotor != IntPtr.Zero)
1182 {
1183 d.JointDestroy(Amotor);
1184 Amotor = IntPtr.Zero;
1185 }
1186
1187 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1188
1189 if (axisnum <= 0)
1190 return;
1191
1192 // stop it
1193 d.BodySetTorque(Body, 0, 0, 0);
1194 d.BodySetAngularVel(Body, 0, 0, 0);
1195
1196 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1197 d.JointAttach(Amotor, Body, IntPtr.Zero);
1198
1199 d.JointSetAMotorMode(Amotor, 0);
1200
1201 d.JointSetAMotorNumAxes(Amotor, axisnum);
1202
1203 // get current orientation to lock
1204
1205 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1206 Quaternion curr; // crap convertion between identical things
1207 curr.X = dcur.X;
1208 curr.Y = dcur.Y;
1209 curr.Z = dcur.Z;
1210 curr.W = dcur.W;
1211 Vector3 ax;
1212
1213 int i = 0;
1214 int j = 0;
1215 if (axis.X == 0)
1216 {
1217 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1218 // ODE should do this with axis relative to body 1 but seems to fail
1219 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1220 d.JointSetAMotorAngle(Amotor, 0, 0);
1221 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1222 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1223 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1224 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1225 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1226 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1227 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1228 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1229 i++;
1230 j = 256; // move to next axis set
1231 }
1232
1233 if (axis.Y == 0)
1234 {
1235 ax = (new Vector3(0, 1, 0)) * curr;
1236 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1237 d.JointSetAMotorAngle(Amotor, i, 0);
1238 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1239 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1240 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1241 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1242 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1243 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1244 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1245 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1246 i++;
1247 j += 256;
1248 }
1249
1250 if (axis.Z == 0)
1251 {
1252 ax = (new Vector3(0, 0, 1)) * curr;
1253 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1254 d.JointSetAMotorAngle(Amotor, i, 0);
1255 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1256 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1257 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1258 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1259 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1260 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1261 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1262 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1263 }
1264 }
1265
1266 private bool setMesh(OdeScene parent_scene)
1267 {
1268 IntPtr vertices, indices;
1269 int vertexCount, indexCount;
1270 int vertexStride, triStride;
1271
1272 if (Body != IntPtr.Zero)
1273 {
1274 if (childPrim)
1275 {
1276 if (_parent != null)
1277 {
1278 OdePrim parent = (OdePrim)_parent;
1279 parent.ChildDelink(this, false);
1280 }
1281 }
1282 else
1283 {
1284 DestroyBody();
1285 }
1286 }
1287
1288 IMesh mesh = null;
1289
1290
1291 lock (m_meshlock)
1292 {
1293 if (m_mesh == null)
1294 {
1295 bool convex;
1296 if (m_shapetype == 0)
1297 convex = false;
1298 else
1299 convex = true;
1300
1301 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1302 }
1303 else
1304 {
1305 mesh = m_mesh;
1306 }
1307
1308 if (mesh == null)
1309 {
1310 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1311 return false;
1312 }
1313
1314
1315 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1316 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1317
1318 if (vertexCount == 0 || indexCount == 0)
1319 {
1320 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1321 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1322 mesh.releaseSourceMeshData();
1323 return false;
1324 }
1325
1326 primOOBoffset = mesh.GetCentroid();
1327 hasOOBoffsetFromMesh = true;
1328
1329 mesh.releaseSourceMeshData();
1330 m_mesh = null;
1331 }
1332
1333 IntPtr geo = IntPtr.Zero;
1334
1335 try
1336 {
1337 _triMeshData = d.GeomTriMeshDataCreate();
1338
1339 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1340 d.GeomTriMeshDataPreprocess(_triMeshData);
1341
1342 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1343 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1344 }
1345
1346 catch (Exception e)
1347 {
1348 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1349 if (_triMeshData != IntPtr.Zero)
1350 {
1351 d.GeomTriMeshDataDestroy(_triMeshData);
1352 _triMeshData = IntPtr.Zero;
1353 }
1354 return false;
1355 }
1356
1357 SetGeom(geo);
1358 return true;
1359 }
1360
1361 private void SetGeom(IntPtr geom)
1362 {
1363 prim_geom = geom;
1364 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1365 if (prim_geom != IntPtr.Zero)
1366 {
1367 if (m_NoColide)
1368 {
1369 d.GeomSetCategoryBits(prim_geom, 0);
1370 if (m_isphysical)
1371 {
1372 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1373 }
1374 else
1375 {
1376 d.GeomSetCollideBits(prim_geom, 0);
1377 d.GeomDisable(prim_geom);
1378 }
1379 }
1380 else
1381 {
1382 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1383 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1384 }
1385
1386 CalcPrimBodyData();
1387
1388 _parent_scene.geom_name_map[prim_geom] = Name;
1389 _parent_scene.actor_name_map[prim_geom] = this;
1390
1391 }
1392 else
1393 m_log.Warn("Setting bad Geom");
1394 }
1395
1396
1397 /// <summary>
1398 /// Create a geometry for the given mesh in the given target space.
1399 /// </summary>
1400 /// <param name="m_targetSpace"></param>
1401 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1402 private void CreateGeom()
1403 {
1404 if (_triMeshData != IntPtr.Zero)
1405 {
1406 d.GeomTriMeshDataDestroy(_triMeshData);
1407 _triMeshData = IntPtr.Zero;
1408 }
1409
1410 bool haveMesh = false;
1411 hasOOBoffsetFromMesh = false;
1412 m_NoColide = false;
1413
1414 if (_parent_scene.needsMeshing(_pbs))
1415 {
1416 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1417 if (!haveMesh)
1418 m_NoColide = true;
1419 }
1420
1421 if (!haveMesh)
1422 {
1423 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1424 && _size.X == _size.Y && _size.Y == _size.Z)
1425 { // it's a sphere
1426 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1427 try
1428 {
1429 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1430 }
1431 catch (Exception e)
1432 {
1433 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1434 return;
1435 }
1436 }
1437 else
1438 {// do it as a box
1439 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1440 try
1441 {
1442 //Console.WriteLine(" CreateGeom 4");
1443 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1444 }
1445 catch (Exception e)
1446 {
1447 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1448 return;
1449 }
1450 }
1451 }
1452 }
1453
1454 /// <summary>
1455 /// Set a new geometry for this prim.
1456 /// </summary>
1457 /// <param name="geom"></param>
1458 private void RemoveGeom()
1459 {
1460 if (prim_geom != IntPtr.Zero)
1461 {
1462 _parent_scene.geom_name_map.Remove(prim_geom);
1463 _parent_scene.actor_name_map.Remove(prim_geom);
1464 try
1465 {
1466 d.GeomDestroy(prim_geom);
1467 if (_triMeshData != IntPtr.Zero)
1468 {
1469 d.GeomTriMeshDataDestroy(_triMeshData);
1470 _triMeshData = IntPtr.Zero;
1471 }
1472 }
1473 // catch (System.AccessViolationException)
1474 catch (Exception e)
1475 {
1476 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1477 }
1478
1479 prim_geom = IntPtr.Zero;
1480 collide_geom = IntPtr.Zero;
1481 }
1482 else
1483 {
1484 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1485 }
1486 Body = IntPtr.Zero;
1487 hasOOBoffsetFromMesh = false;
1488 CalcPrimBodyData();
1489 }
1490/*
1491 private void ChildSetGeom(OdePrim odePrim)
1492 {
1493 // well..
1494 DestroyBody();
1495 MakeBody();
1496 }
1497*/
1498 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1499 // should only be called for non physical prims unless they are becoming non physical
1500 private void SetInStaticSpace(OdePrim prim)
1501 {
1502 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1503 prim.m_targetSpace = targetSpace;
1504 collide_geom = IntPtr.Zero;
1505 }
1506
1507 public void enableBodySoft()
1508 {
1509 m_disabled = false;
1510 if (!childPrim && !m_isSelected)
1511 {
1512 if (m_isphysical && Body != IntPtr.Zero)
1513 {
1514 UpdateCollisionCatFlags();
1515 ApplyCollisionCatFlags();
1516
1517 d.BodyEnable(Body);
1518 }
1519 }
1520 resetCollisionAccounting();
1521 }
1522
1523 private void disableBodySoft()
1524 {
1525 m_disabled = true;
1526 if (!childPrim)
1527 {
1528 if (m_isphysical && Body != IntPtr.Zero)
1529 {
1530 if (m_isSelected)
1531 m_collisionFlags = CollisionCategories.Selected;
1532 else
1533 m_collisionCategories = 0;
1534 m_collisionFlags = 0;
1535 ApplyCollisionCatFlags();
1536 d.BodyDisable(Body);
1537 }
1538 }
1539 }
1540
1541 private void MakeBody()
1542 {
1543 if (!m_isphysical) // only physical get bodies
1544 return;
1545
1546 if (childPrim) // child prims don't get bodies;
1547 return;
1548
1549 if (m_building)
1550 return;
1551
1552 if (prim_geom == IntPtr.Zero)
1553 {
1554 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1555 return;
1556 }
1557
1558 if (Body != IntPtr.Zero)
1559 {
1560 d.BodyDestroy(Body);
1561 Body = IntPtr.Zero;
1562 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1563 }
1564
1565
1566 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1567 {
1568 d.GeomSetBody(prim_geom, IntPtr.Zero);
1569 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1570 }
1571
1572 d.Matrix3 mymat = new d.Matrix3();
1573 d.Quaternion myrot = new d.Quaternion();
1574 d.Mass objdmass = new d.Mass { };
1575
1576 Body = d.BodyCreate(_parent_scene.world);
1577
1578 DMassDup(ref primdMass, out objdmass);
1579
1580 // rotate inertia
1581 myrot.X = _orientation.X;
1582 myrot.Y = _orientation.Y;
1583 myrot.Z = _orientation.Z;
1584 myrot.W = _orientation.W;
1585
1586 d.RfromQ(out mymat, ref myrot);
1587 d.MassRotate(ref objdmass, ref mymat);
1588
1589 // set the body rotation
1590 d.BodySetRotation(Body, ref mymat);
1591
1592 // recompute full object inertia if needed
1593 if (childrenPrim.Count > 0)
1594 {
1595 d.Matrix3 mat = new d.Matrix3();
1596 d.Quaternion quat = new d.Quaternion();
1597 d.Mass tmpdmass = new d.Mass { };
1598 Vector3 rcm;
1599
1600 rcm.X = _position.X + objdmass.c.X;
1601 rcm.Y = _position.Y + objdmass.c.Y;
1602 rcm.Z = _position.Z + objdmass.c.Z;
1603
1604 lock (childrenPrim)
1605 {
1606 foreach (OdePrim prm in childrenPrim)
1607 {
1608 if (prm.prim_geom == IntPtr.Zero)
1609 {
1610 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1611 continue;
1612 }
1613
1614 DMassCopy(ref prm.primdMass, ref tmpdmass);
1615
1616 // apply prim current rotation to inertia
1617 quat.X = prm._orientation.X;
1618 quat.Y = prm._orientation.Y;
1619 quat.Z = prm._orientation.Z;
1620 quat.W = prm._orientation.W;
1621 d.RfromQ(out mat, ref quat);
1622 d.MassRotate(ref tmpdmass, ref mat);
1623
1624 Vector3 ppos = prm._position;
1625 ppos.X += tmpdmass.c.X - rcm.X;
1626 ppos.Y += tmpdmass.c.Y - rcm.Y;
1627 ppos.Z += tmpdmass.c.Z - rcm.Z;
1628
1629 // refer inertia to root prim center of mass position
1630 d.MassTranslate(ref tmpdmass,
1631 ppos.X,
1632 ppos.Y,
1633 ppos.Z);
1634
1635 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1636 // fix prim colision cats
1637
1638 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1639 {
1640 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1641 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1642 }
1643
1644 d.GeomClearOffset(prm.prim_geom);
1645 d.GeomSetBody(prm.prim_geom, Body);
1646 prm.Body = Body;
1647 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1648 }
1649 }
1650 }
1651
1652 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1653 // associate root geom with body
1654 d.GeomSetBody(prim_geom, Body);
1655
1656 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1657 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1658
1659 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1660 myrot.W = -myrot.W;
1661 d.RfromQ(out mymat, ref myrot);
1662 d.MassRotate(ref objdmass, ref mymat);
1663 d.BodySetMass(Body, ref objdmass);
1664 _mass = objdmass.mass;
1665
1666 // disconnect from world gravity so we can apply buoyancy
1667 d.BodySetGravityMode(Body, false);
1668
1669 d.BodySetAutoDisableFlag(Body, true);
1670 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1671 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1672 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1673 d.BodySetDamping(Body, .002f, .002f);
1674
1675 if (m_targetSpace != IntPtr.Zero)
1676 {
1677 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1678 if (d.SpaceQuery(m_targetSpace, prim_geom))
1679 d.SpaceRemove(m_targetSpace, prim_geom);
1680 }
1681
1682
1683 if (childrenPrim.Count == 0)
1684 {
1685 collide_geom = prim_geom;
1686 m_targetSpace = _parent_scene.ActiveSpace;
1687 d.SpaceAdd(m_targetSpace, prim_geom);
1688 }
1689 else
1690 {
1691 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1692 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1693 d.SpaceSetSublevel(m_targetSpace, 3);
1694 d.SpaceSetCleanup(m_targetSpace, false);
1695 d.SpaceAdd(m_targetSpace, prim_geom);
1696
1697 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1698 CollisionCategories.Geom |
1699 CollisionCategories.Phantom |
1700 CollisionCategories.VolumeDtc
1701 ));
1702 d.GeomSetCollideBits(m_targetSpace, 0);
1703 collide_geom = m_targetSpace;
1704 }
1705
1706 if (m_delaySelect)
1707 {
1708 m_isSelected = true;
1709 m_delaySelect = false;
1710 }
1711
1712 lock (childrenPrim)
1713 {
1714 foreach (OdePrim prm in childrenPrim)
1715 {
1716 if (prm.prim_geom == IntPtr.Zero)
1717 continue;
1718
1719 Vector3 ppos = prm._position;
1720 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1721
1722 if (prm.m_targetSpace != m_targetSpace)
1723 {
1724 if (prm.m_targetSpace != IntPtr.Zero)
1725 {
1726 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1727 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1728 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1729 }
1730 prm.m_targetSpace = m_targetSpace;
1731 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1732 }
1733
1734 prm.m_collisionscore = 0;
1735
1736 if(!m_disabled)
1737 prm.m_disabled = false;
1738
1739 _parent_scene.addActivePrim(prm);
1740 }
1741 }
1742
1743 // The body doesn't already have a finite rotation mode set here
1744 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1745 {
1746 createAMotor(m_angularlock);
1747 }
1748
1749 m_collisionscore = 0;
1750
1751 UpdateCollisionCatFlags();
1752 ApplyCollisionCatFlags();
1753
1754 if (m_isSelected || m_disabled)
1755 {
1756 d.BodyDisable(Body);
1757 }
1758 else
1759 {
1760 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1761 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1762 }
1763
1764 _parent_scene.addActivePrim(this);
1765 _parent_scene.addActiveGroups(this);
1766 }
1767
1768 private void DestroyBody()
1769 {
1770 if (Body != IntPtr.Zero)
1771 {
1772 _parent_scene.remActivePrim(this);
1773
1774 collide_geom = IntPtr.Zero;
1775
1776 if (m_disabled)
1777 m_collisionCategories = 0;
1778 else if (m_isSelected)
1779 m_collisionCategories = CollisionCategories.Selected;
1780 else if (m_isVolumeDetect)
1781 m_collisionCategories = CollisionCategories.VolumeDtc;
1782 else if (m_isphantom)
1783 m_collisionCategories = CollisionCategories.Phantom;
1784 else
1785 m_collisionCategories = CollisionCategories.Geom;
1786
1787 m_collisionFlags = 0;
1788
1789 if (prim_geom != IntPtr.Zero)
1790 {
1791 if (m_NoColide)
1792 {
1793 d.GeomSetCategoryBits(prim_geom, 0);
1794 d.GeomSetCollideBits(prim_geom, 0);
1795 }
1796 else
1797 {
1798 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1799 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1800 }
1801 UpdateDataFromGeom();
1802 d.GeomSetBody(prim_geom, IntPtr.Zero);
1803 SetInStaticSpace(this);
1804 }
1805
1806 if (!childPrim)
1807 {
1808 lock (childrenPrim)
1809 {
1810 foreach (OdePrim prm in childrenPrim)
1811 {
1812 _parent_scene.remActivePrim(prm);
1813
1814 if (prm.m_isSelected)
1815 prm.m_collisionCategories = CollisionCategories.Selected;
1816 else if (prm.m_isVolumeDetect)
1817 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1818 else if (prm.m_isphantom)
1819 prm.m_collisionCategories = CollisionCategories.Phantom;
1820 else
1821 prm.m_collisionCategories = CollisionCategories.Geom;
1822
1823 prm.m_collisionFlags = 0;
1824
1825 if (prm.prim_geom != IntPtr.Zero)
1826 {
1827 if (prm.m_NoColide)
1828 {
1829 d.GeomSetCategoryBits(prm.prim_geom, 0);
1830 d.GeomSetCollideBits(prm.prim_geom, 0);
1831 }
1832 else
1833 {
1834 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1835 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1836 }
1837 prm.UpdateDataFromGeom();
1838 SetInStaticSpace(prm);
1839 }
1840 prm.Body = IntPtr.Zero;
1841 prm._mass = prm.primMass;
1842 prm.m_collisionscore = 0;
1843 }
1844 }
1845 if (Amotor != IntPtr.Zero)
1846 {
1847 d.JointDestroy(Amotor);
1848 Amotor = IntPtr.Zero;
1849 }
1850 _parent_scene.remActiveGroup(this);
1851 d.BodyDestroy(Body);
1852 }
1853 Body = IntPtr.Zero;
1854 }
1855 _mass = primMass;
1856 m_collisionscore = 0;
1857 }
1858
1859 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1860 {
1861 d.Matrix3 mat = new d.Matrix3();
1862 d.Quaternion quat = new d.Quaternion();
1863
1864 d.Mass tmpdmass = new d.Mass { };
1865 d.Mass objdmass = new d.Mass { };
1866
1867 d.BodyGetMass(Body, out tmpdmass);
1868 objdmass = tmpdmass;
1869
1870 d.Vector3 dobjpos;
1871 d.Vector3 thispos;
1872
1873 // get current object position and rotation
1874 dobjpos = d.BodyGetPosition(Body);
1875
1876 // get prim own inertia in its local frame
1877 tmpdmass = primdMass;
1878
1879 // transform to object frame
1880 mat = d.GeomGetOffsetRotation(prim_geom);
1881 d.MassRotate(ref tmpdmass, ref mat);
1882
1883 thispos = d.GeomGetOffsetPosition(prim_geom);
1884 d.MassTranslate(ref tmpdmass,
1885 thispos.X,
1886 thispos.Y,
1887 thispos.Z);
1888
1889 // subtract current prim inertia from object
1890 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1891
1892 // back prim own inertia
1893 tmpdmass = primdMass;
1894
1895 // update to new position and orientation
1896 _position = NewPos;
1897 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1898 _orientation = newrot;
1899 quat.X = newrot.X;
1900 quat.Y = newrot.Y;
1901 quat.Z = newrot.Z;
1902 quat.W = newrot.W;
1903 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1904
1905 mat = d.GeomGetOffsetRotation(prim_geom);
1906 d.MassRotate(ref tmpdmass, ref mat);
1907
1908 thispos = d.GeomGetOffsetPosition(prim_geom);
1909 d.MassTranslate(ref tmpdmass,
1910 thispos.X,
1911 thispos.Y,
1912 thispos.Z);
1913
1914 d.MassAdd(ref objdmass, ref tmpdmass);
1915
1916 // fix all positions
1917 IntPtr g = d.BodyGetFirstGeom(Body);
1918 while (g != IntPtr.Zero)
1919 {
1920 thispos = d.GeomGetOffsetPosition(g);
1921 thispos.X -= objdmass.c.X;
1922 thispos.Y -= objdmass.c.Y;
1923 thispos.Z -= objdmass.c.Z;
1924 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1925 g = d.dBodyGetNextGeom(g);
1926 }
1927 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1928
1929 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1930 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1931 d.BodySetMass(Body, ref objdmass);
1932 _mass = objdmass.mass;
1933 }
1934
1935
1936
1937 private void FixInertia(Vector3 NewPos)
1938 {
1939 d.Matrix3 primmat = new d.Matrix3();
1940 d.Mass tmpdmass = new d.Mass { };
1941 d.Mass objdmass = new d.Mass { };
1942 d.Mass primmass = new d.Mass { };
1943
1944 d.Vector3 dobjpos;
1945 d.Vector3 thispos;
1946
1947 d.BodyGetMass(Body, out objdmass);
1948
1949 // get prim own inertia in its local frame
1950 primmass = primdMass;
1951 // transform to object frame
1952 primmat = d.GeomGetOffsetRotation(prim_geom);
1953 d.MassRotate(ref primmass, ref primmat);
1954
1955 tmpdmass = primmass;
1956
1957 thispos = d.GeomGetOffsetPosition(prim_geom);
1958 d.MassTranslate(ref tmpdmass,
1959 thispos.X,
1960 thispos.Y,
1961 thispos.Z);
1962
1963 // subtract current prim inertia from object
1964 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1965
1966 // update to new position
1967 _position = NewPos;
1968 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1969
1970 thispos = d.GeomGetOffsetPosition(prim_geom);
1971 d.MassTranslate(ref primmass,
1972 thispos.X,
1973 thispos.Y,
1974 thispos.Z);
1975
1976 d.MassAdd(ref objdmass, ref primmass);
1977
1978 // fix all positions
1979 IntPtr g = d.BodyGetFirstGeom(Body);
1980 while (g != IntPtr.Zero)
1981 {
1982 thispos = d.GeomGetOffsetPosition(g);
1983 thispos.X -= objdmass.c.X;
1984 thispos.Y -= objdmass.c.Y;
1985 thispos.Z -= objdmass.c.Z;
1986 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1987 g = d.dBodyGetNextGeom(g);
1988 }
1989
1990 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
1991
1992 // get current object position and rotation
1993 dobjpos = d.BodyGetPosition(Body);
1994
1995 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1996 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1997 d.BodySetMass(Body, ref objdmass);
1998 _mass = objdmass.mass;
1999 }
2000
2001 private void FixInertia(Quaternion newrot)
2002 {
2003 d.Matrix3 mat = new d.Matrix3();
2004 d.Quaternion quat = new d.Quaternion();
2005
2006 d.Mass tmpdmass = new d.Mass { };
2007 d.Mass objdmass = new d.Mass { };
2008 d.Vector3 dobjpos;
2009 d.Vector3 thispos;
2010
2011 d.BodyGetMass(Body, out objdmass);
2012
2013 // get prim own inertia in its local frame
2014 tmpdmass = primdMass;
2015 mat = d.GeomGetOffsetRotation(prim_geom);
2016 d.MassRotate(ref tmpdmass, ref mat);
2017 // transform to object frame
2018 thispos = d.GeomGetOffsetPosition(prim_geom);
2019 d.MassTranslate(ref tmpdmass,
2020 thispos.X,
2021 thispos.Y,
2022 thispos.Z);
2023
2024 // subtract current prim inertia from object
2025 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2026
2027 // update to new orientation
2028 _orientation = newrot;
2029 quat.X = newrot.X;
2030 quat.Y = newrot.Y;
2031 quat.Z = newrot.Z;
2032 quat.W = newrot.W;
2033 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2034
2035 tmpdmass = primdMass;
2036 mat = d.GeomGetOffsetRotation(prim_geom);
2037 d.MassRotate(ref tmpdmass, ref mat);
2038 d.MassTranslate(ref tmpdmass,
2039 thispos.X,
2040 thispos.Y,
2041 thispos.Z);
2042
2043 d.MassAdd(ref objdmass, ref tmpdmass);
2044
2045 // fix all positions
2046 IntPtr g = d.BodyGetFirstGeom(Body);
2047 while (g != IntPtr.Zero)
2048 {
2049 thispos = d.GeomGetOffsetPosition(g);
2050 thispos.X -= objdmass.c.X;
2051 thispos.Y -= objdmass.c.Y;
2052 thispos.Z -= objdmass.c.Z;
2053 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2054 g = d.dBodyGetNextGeom(g);
2055 }
2056
2057 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2058 // get current object position and rotation
2059 dobjpos = d.BodyGetPosition(Body);
2060
2061 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2062 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2063 d.BodySetMass(Body, ref objdmass);
2064 _mass = objdmass.mass;
2065 }
2066
2067
2068 #region Mass Calculation
2069
2070 private float CalculatePrimVolume()
2071 {
2072 float volume = _size.X * _size.Y * _size.Z; // default
2073 float tmp;
2074
2075 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
2076 float hollowVolume = hollowAmount * hollowAmount;
2077
2078 switch (_pbs.ProfileShape)
2079 {
2080 case ProfileShape.Square:
2081 // default box
2082
2083 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2084 {
2085 if (hollowAmount > 0.0)
2086 {
2087 switch (_pbs.HollowShape)
2088 {
2089 case HollowShape.Square:
2090 case HollowShape.Same:
2091 break;
2092
2093 case HollowShape.Circle:
2094
2095 hollowVolume *= 0.78539816339f;
2096 break;
2097
2098 case HollowShape.Triangle:
2099
2100 hollowVolume *= (0.5f * .5f);
2101 break;
2102
2103 default:
2104 hollowVolume = 0;
2105 break;
2106 }
2107 volume *= (1.0f - hollowVolume);
2108 }
2109 }
2110
2111 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2112 {
2113 //a tube
2114
2115 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
2116 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
2117 volume -= volume * tmp * tmp;
2118
2119 if (hollowAmount > 0.0)
2120 {
2121 hollowVolume *= hollowAmount;
2122
2123 switch (_pbs.HollowShape)
2124 {
2125 case HollowShape.Square:
2126 case HollowShape.Same:
2127 break;
2128
2129 case HollowShape.Circle:
2130 hollowVolume *= 0.78539816339f;
2131 break;
2132
2133 case HollowShape.Triangle:
2134 hollowVolume *= 0.5f * 0.5f;
2135 break;
2136 default:
2137 hollowVolume = 0;
2138 break;
2139 }
2140 volume *= (1.0f - hollowVolume);
2141 }
2142 }
2143
2144 break;
2145
2146 case ProfileShape.Circle:
2147
2148 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2149 {
2150 volume *= 0.78539816339f; // elipse base
2151
2152 if (hollowAmount > 0.0)
2153 {
2154 switch (_pbs.HollowShape)
2155 {
2156 case HollowShape.Same:
2157 case HollowShape.Circle:
2158 break;
2159
2160 case HollowShape.Square:
2161 hollowVolume *= 0.5f * 2.5984480504799f;
2162 break;
2163
2164 case HollowShape.Triangle:
2165 hollowVolume *= .5f * 1.27323954473516f;
2166 break;
2167
2168 default:
2169 hollowVolume = 0;
2170 break;
2171 }
2172 volume *= (1.0f - hollowVolume);
2173 }
2174 }
2175
2176 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2177 {
2178 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
2179 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2180 volume *= (1.0f - tmp * tmp);
2181
2182 if (hollowAmount > 0.0)
2183 {
2184
2185 // calculate the hollow volume by it's shape compared to the prim shape
2186 hollowVolume *= hollowAmount;
2187
2188 switch (_pbs.HollowShape)
2189 {
2190 case HollowShape.Same:
2191 case HollowShape.Circle:
2192 break;
2193
2194 case HollowShape.Square:
2195 hollowVolume *= 0.5f * 2.5984480504799f;
2196 break;
2197
2198 case HollowShape.Triangle:
2199 hollowVolume *= .5f * 1.27323954473516f;
2200 break;
2201
2202 default:
2203 hollowVolume = 0;
2204 break;
2205 }
2206 volume *= (1.0f - hollowVolume);
2207 }
2208 }
2209 break;
2210
2211 case ProfileShape.HalfCircle:
2212 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2213 {
2214 volume *= 0.52359877559829887307710723054658f;
2215 }
2216 break;
2217
2218 case ProfileShape.EquilateralTriangle:
2219
2220 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2221 {
2222 volume *= 0.32475953f;
2223
2224 if (hollowAmount > 0.0)
2225 {
2226
2227 // calculate the hollow volume by it's shape compared to the prim shape
2228 switch (_pbs.HollowShape)
2229 {
2230 case HollowShape.Same:
2231 case HollowShape.Triangle:
2232 hollowVolume *= .25f;
2233 break;
2234
2235 case HollowShape.Square:
2236 hollowVolume *= 0.499849f * 3.07920140172638f;
2237 break;
2238
2239 case HollowShape.Circle:
2240 // Hollow shape is a perfect cyllinder in respect to the cube's scale
2241 // Cyllinder hollow volume calculation
2242
2243 hollowVolume *= 0.1963495f * 3.07920140172638f;
2244 break;
2245
2246 default:
2247 hollowVolume = 0;
2248 break;
2249 }
2250 volume *= (1.0f - hollowVolume);
2251 }
2252 }
2253 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2254 {
2255 volume *= 0.32475953f;
2256 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
2257 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2258 volume *= (1.0f - tmp * tmp);
2259
2260 if (hollowAmount > 0.0)
2261 {
2262
2263 hollowVolume *= hollowAmount;
2264
2265 switch (_pbs.HollowShape)
2266 {
2267 case HollowShape.Same:
2268 case HollowShape.Triangle:
2269 hollowVolume *= .25f;
2270 break;
2271
2272 case HollowShape.Square:
2273 hollowVolume *= 0.499849f * 3.07920140172638f;
2274 break;
2275
2276 case HollowShape.Circle:
2277
2278 hollowVolume *= 0.1963495f * 3.07920140172638f;
2279 break;
2280
2281 default:
2282 hollowVolume = 0;
2283 break;
2284 }
2285 volume *= (1.0f - hollowVolume);
2286 }
2287 }
2288 break;
2289
2290 default:
2291 break;
2292 }
2293
2294 float taperX1;
2295 float taperY1;
2296 float taperX;
2297 float taperY;
2298 float pathBegin;
2299 float pathEnd;
2300 float profileBegin;
2301 float profileEnd;
2302
2303 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
2304 {
2305 taperX1 = _pbs.PathScaleX * 0.01f;
2306 if (taperX1 > 1.0f)
2307 taperX1 = 2.0f - taperX1;
2308 taperX = 1.0f - taperX1;
2309
2310 taperY1 = _pbs.PathScaleY * 0.01f;
2311 if (taperY1 > 1.0f)
2312 taperY1 = 2.0f - taperY1;
2313 taperY = 1.0f - taperY1;
2314 }
2315 else
2316 {
2317 taperX = _pbs.PathTaperX * 0.01f;
2318 if (taperX < 0.0f)
2319 taperX = -taperX;
2320 taperX1 = 1.0f - taperX;
2321
2322 taperY = _pbs.PathTaperY * 0.01f;
2323 if (taperY < 0.0f)
2324 taperY = -taperY;
2325 taperY1 = 1.0f - taperY;
2326 }
2327
2328 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
2329
2330 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
2331 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
2332 volume *= (pathEnd - pathBegin);
2333
2334 // this is crude aproximation
2335 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
2336 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
2337 volume *= (profileEnd - profileBegin);
2338
2339 return volume;
2340 }
2341
2342
2343 private void CalcPrimBodyData()
2344 {
2345 float volume;
2346
2347 if (prim_geom == IntPtr.Zero)
2348 {
2349 // Ubit let's have a initial basic OOB
2350 primOOBsize.X = _size.X;
2351 primOOBsize.Y = _size.Y;
2352 primOOBsize.Z = _size.Z;
2353 primOOBoffset = Vector3.Zero;
2354 }
2355 else
2356 {
2357 d.AABB AABB;
2358 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2359
2360 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2361 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2362 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2363 if (!hasOOBoffsetFromMesh)
2364 {
2365 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2366 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2367 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2368 }
2369 }
2370
2371 // also its own inertia and mass
2372 // keep using basic shape mass for now
2373 volume = CalculatePrimVolume();
2374
2375 primVolume = volume;
2376 primMass = m_density * volume;
2377
2378 if (primMass <= 0)
2379 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2380 if (primMass > _parent_scene.maximumMassObject)
2381 primMass = _parent_scene.maximumMassObject;
2382
2383 _mass = primMass; // just in case
2384
2385 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2386
2387 d.MassTranslate(ref primdMass,
2388 primOOBoffset.X,
2389 primOOBoffset.Y,
2390 primOOBoffset.Z);
2391
2392 primOOBsize *= 0.5f; // let obb size be a corner coords
2393 primOOBradiusSQ = primOOBsize.LengthSquared();
2394 }
2395
2396
2397 #endregion
2398
2399
2400 /// <summary>
2401 /// Add a child prim to this parent prim.
2402 /// </summary>
2403 /// <param name="prim">Child prim</param>
2404 // I'm the parent
2405 // prim is the child
2406 public void ParentPrim(OdePrim prim)
2407 {
2408 //Console.WriteLine("ParentPrim " + m_primName);
2409 if (this.m_localID != prim.m_localID)
2410 {
2411 DestroyBody(); // for now we need to rebuil entire object on link change
2412
2413 lock (childrenPrim)
2414 {
2415 // adopt the prim
2416 if (!childrenPrim.Contains(prim))
2417 childrenPrim.Add(prim);
2418
2419 // see if this prim has kids and adopt them also
2420 // should not happen for now
2421 foreach (OdePrim prm in prim.childrenPrim)
2422 {
2423 if (!childrenPrim.Contains(prm))
2424 {
2425 if (prm.Body != IntPtr.Zero)
2426 {
2427 if (prm.prim_geom != IntPtr.Zero)
2428 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2429 if (prm.Body != prim.Body)
2430 prm.DestroyBody(); // don't loose bodies around
2431 prm.Body = IntPtr.Zero;
2432 }
2433
2434 childrenPrim.Add(prm);
2435 prm._parent = this;
2436 }
2437 }
2438 }
2439 //Remove old children from the prim
2440 prim.childrenPrim.Clear();
2441
2442 if (prim.Body != IntPtr.Zero)
2443 {
2444 if (prim.prim_geom != IntPtr.Zero)
2445 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2446 prim.DestroyBody(); // don't loose bodies around
2447 prim.Body = IntPtr.Zero;
2448 }
2449
2450 prim.childPrim = true;
2451 prim._parent = this;
2452
2453 MakeBody(); // full nasty reconstruction
2454 }
2455 }
2456
2457 private void UpdateChildsfromgeom()
2458 {
2459 if (childrenPrim.Count > 0)
2460 {
2461 foreach (OdePrim prm in childrenPrim)
2462 prm.UpdateDataFromGeom();
2463 }
2464 }
2465
2466 private void UpdateDataFromGeom()
2467 {
2468 if (prim_geom != IntPtr.Zero)
2469 {
2470 d.Quaternion qtmp = new d.Quaternion { };
2471 d.GeomCopyQuaternion(prim_geom, out qtmp);
2472 _orientation.W = qtmp.W;
2473 _orientation.X = qtmp.X;
2474 _orientation.Y = qtmp.Y;
2475 _orientation.Z = qtmp.Z;
2476
2477 d.Vector3 lpos;
2478 d.GeomCopyPosition(prim_geom, out lpos);
2479 _position.X = lpos.X;
2480 _position.Y = lpos.Y;
2481 _position.Z = lpos.Z;
2482 }
2483 }
2484
2485 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2486 {
2487 // Okay, we have a delinked child.. destroy all body and remake
2488 if (odePrim != this && !childrenPrim.Contains(odePrim))
2489 return;
2490
2491 DestroyBody();
2492
2493 if (odePrim == this) // delinking the root prim
2494 {
2495 OdePrim newroot = null;
2496 lock (childrenPrim)
2497 {
2498 if (childrenPrim.Count > 0)
2499 {
2500 newroot = childrenPrim[0];
2501 childrenPrim.RemoveAt(0);
2502 foreach (OdePrim prm in childrenPrim)
2503 {
2504 newroot.childrenPrim.Add(prm);
2505 }
2506 childrenPrim.Clear();
2507 }
2508 if (newroot != null)
2509 {
2510 newroot.childPrim = false;
2511 newroot._parent = null;
2512 if (remakebodies)
2513 newroot.MakeBody();
2514 }
2515 }
2516 }
2517
2518 else
2519 {
2520 lock (childrenPrim)
2521 {
2522 childrenPrim.Remove(odePrim);
2523 odePrim.childPrim = false;
2524 odePrim._parent = null;
2525 // odePrim.UpdateDataFromGeom();
2526 if (remakebodies)
2527 odePrim.MakeBody();
2528 }
2529 }
2530 if (remakebodies)
2531 MakeBody();
2532 }
2533
2534 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2535 {
2536 // Okay, we have a delinked child.. destroy all body and remake
2537 if (odePrim != this && !childrenPrim.Contains(odePrim))
2538 return;
2539
2540 DestroyBody();
2541
2542 if (odePrim == this)
2543 {
2544 OdePrim newroot = null;
2545 lock (childrenPrim)
2546 {
2547 if (childrenPrim.Count > 0)
2548 {
2549 newroot = childrenPrim[0];
2550 childrenPrim.RemoveAt(0);
2551 foreach (OdePrim prm in childrenPrim)
2552 {
2553 newroot.childrenPrim.Add(prm);
2554 }
2555 childrenPrim.Clear();
2556 }
2557 if (newroot != null)
2558 {
2559 newroot.childPrim = false;
2560 newroot._parent = null;
2561 newroot.MakeBody();
2562 }
2563 }
2564 if (reMakeBody)
2565 MakeBody();
2566 return;
2567 }
2568 else
2569 {
2570 lock (childrenPrim)
2571 {
2572 childrenPrim.Remove(odePrim);
2573 odePrim.childPrim = false;
2574 odePrim._parent = null;
2575 if (reMakeBody)
2576 odePrim.MakeBody();
2577 }
2578 }
2579 MakeBody();
2580 }
2581
2582 #region changes
2583
2584 private void changeadd()
2585 {
2586 CreateGeom();
2587
2588 if (prim_geom != IntPtr.Zero)
2589 {
2590 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2591 d.Quaternion myrot = new d.Quaternion();
2592 myrot.X = _orientation.X;
2593 myrot.Y = _orientation.Y;
2594 myrot.Z = _orientation.Z;
2595 myrot.W = _orientation.W;
2596 d.GeomSetQuaternion(prim_geom, ref myrot);
2597
2598 if (!m_isphysical)
2599 {
2600 SetInStaticSpace(this);
2601 UpdateCollisionCatFlags();
2602 ApplyCollisionCatFlags();
2603 }
2604 else
2605 MakeBody();
2606 }
2607 }
2608
2609 private void changeAngularLock(Vector3 newLock)
2610 {
2611 // do we have a Physical object?
2612 if (Body != IntPtr.Zero)
2613 {
2614 //Check that we have a Parent
2615 //If we have a parent then we're not authorative here
2616 if (_parent == null)
2617 {
2618 if (!newLock.ApproxEquals(Vector3.One, 0f))
2619 {
2620 createAMotor(newLock);
2621 }
2622 else
2623 {
2624 if (Amotor != IntPtr.Zero)
2625 {
2626 d.JointDestroy(Amotor);
2627 Amotor = IntPtr.Zero;
2628 }
2629 }
2630 }
2631 }
2632 // Store this for later in case we get turned into a separate body
2633 m_angularlock = newLock;
2634 }
2635
2636 private void changeLink(OdePrim NewParent)
2637 {
2638 if (_parent == null && NewParent != null)
2639 {
2640 NewParent.ParentPrim(this);
2641 }
2642 else if (_parent != null)
2643 {
2644 if (_parent is OdePrim)
2645 {
2646 if (NewParent != _parent)
2647 {
2648 (_parent as OdePrim).ChildDelink(this, false); // for now...
2649 childPrim = false;
2650
2651 if (NewParent != null)
2652 {
2653 NewParent.ParentPrim(this);
2654 }
2655 }
2656 }
2657 }
2658 _parent = NewParent;
2659 }
2660
2661
2662 private void Stop()
2663 {
2664 if (!childPrim)
2665 {
2666 m_force = Vector3.Zero;
2667 m_forceacc = Vector3.Zero;
2668 m_angularForceacc = Vector3.Zero;
2669 _torque = Vector3.Zero;
2670 _velocity = Vector3.Zero;
2671 _acceleration = Vector3.Zero;
2672 m_rotationalVelocity = Vector3.Zero;
2673 _target_velocity = Vector3.Zero;
2674 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2675 m_vehicle.Stop();
2676 }
2677
2678 if (Body != IntPtr.Zero)
2679 {
2680 d.BodySetForce(Body, 0f, 0f, 0f);
2681 d.BodySetTorque(Body, 0f, 0f, 0f);
2682 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2683 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2684 }
2685 }
2686
2687 private void changePhantomStatus(bool newval)
2688 {
2689 m_isphantom = newval;
2690
2691 UpdateCollisionCatFlags();
2692 ApplyCollisionCatFlags();
2693 }
2694
2695/* not in use
2696 internal void ChildSelectedChange(bool childSelect)
2697 {
2698 if(childPrim)
2699 return;
2700
2701 if (childSelect == m_isSelected)
2702 return;
2703
2704 if (childSelect)
2705 {
2706 DoSelectedStatus(true);
2707 }
2708
2709 else
2710 {
2711 foreach (OdePrim prm in childrenPrim)
2712 {
2713 if (prm.m_isSelected)
2714 return;
2715 }
2716 DoSelectedStatus(false);
2717 }
2718 }
2719*/
2720 private void changeSelectedStatus(bool newval)
2721 {
2722 if (m_lastdoneSelected == newval)
2723 return;
2724
2725 m_lastdoneSelected = newval;
2726 DoSelectedStatus(newval);
2727 }
2728
2729 private void CheckDelaySelect()
2730 {
2731 if (m_delaySelect)
2732 {
2733 DoSelectedStatus(m_isSelected);
2734 }
2735 }
2736
2737 private void DoSelectedStatus(bool newval)
2738 {
2739 m_isSelected = newval;
2740 Stop();
2741
2742 if (newval)
2743 {
2744 if (!childPrim && Body != IntPtr.Zero)
2745 d.BodyDisable(Body);
2746
2747 if (m_delaySelect || m_isphysical)
2748 {
2749 m_collisionCategories = CollisionCategories.Selected;
2750 m_collisionFlags = 0;
2751
2752 if (!childPrim)
2753 {
2754 foreach (OdePrim prm in childrenPrim)
2755 {
2756 prm.m_collisionCategories = m_collisionCategories;
2757 prm.m_collisionFlags = m_collisionFlags;
2758
2759 if (prm.prim_geom != null)
2760 {
2761
2762 if (prm.m_NoColide)
2763 {
2764 d.GeomSetCategoryBits(prm.prim_geom, 0);
2765 d.GeomSetCollideBits(prm.prim_geom, 0);
2766 }
2767 else
2768 {
2769 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2770 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2771 }
2772 }
2773 prm.m_delaySelect = false;
2774 }
2775 }
2776// else if (_parent != null)
2777// ((OdePrim)_parent).ChildSelectedChange(true);
2778
2779
2780 if (prim_geom != null)
2781 {
2782 if (m_NoColide)
2783 {
2784 d.GeomSetCategoryBits(prim_geom, 0);
2785 d.GeomSetCollideBits(prim_geom, 0);
2786 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2787 {
2788 d.GeomSetCategoryBits(collide_geom, 0);
2789 d.GeomSetCollideBits(collide_geom, 0);
2790 }
2791
2792 }
2793 else
2794 {
2795 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2796 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2797 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2798 {
2799 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2800 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2801 }
2802 }
2803 }
2804
2805 m_delaySelect = false;
2806 }
2807 else if(!m_isphysical)
2808 {
2809 m_delaySelect = true;
2810 }
2811 }
2812 else
2813 {
2814 if (!childPrim)
2815 {
2816 if (Body != IntPtr.Zero && !m_disabled)
2817 d.BodyEnable(Body);
2818 }
2819// else if (_parent != null)
2820// ((OdePrim)_parent).ChildSelectedChange(false);
2821
2822 UpdateCollisionCatFlags();
2823 ApplyCollisionCatFlags();
2824
2825 m_delaySelect = false;
2826 }
2827
2828 resetCollisionAccounting();
2829 }
2830
2831 private void changePosition(Vector3 newPos)
2832 {
2833 CheckDelaySelect();
2834 if (m_isphysical)
2835 {
2836 if (childPrim) // inertia is messed, must rebuild
2837 {
2838 if (m_building)
2839 {
2840 _position = newPos;
2841 }
2842
2843 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2844 {
2845 FixInertia(newPos);
2846 if (!d.BodyIsEnabled(Body))
2847 d.BodyEnable(Body);
2848 }
2849 }
2850 else
2851 {
2852 if (_position != newPos)
2853 {
2854 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2855 _position = newPos;
2856 }
2857 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2858 d.BodyEnable(Body);
2859 }
2860 }
2861 else
2862 {
2863 if (prim_geom != IntPtr.Zero)
2864 {
2865 if (newPos != _position)
2866 {
2867 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2868 _position = newPos;
2869
2870 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2871 }
2872 }
2873 }
2874 givefakepos--;
2875 if (givefakepos < 0)
2876 givefakepos = 0;
2877 // changeSelectedStatus();
2878 resetCollisionAccounting();
2879 }
2880
2881 private void changeOrientation(Quaternion newOri)
2882 {
2883 CheckDelaySelect();
2884 if (m_isphysical)
2885 {
2886 if (childPrim) // inertia is messed, must rebuild
2887 {
2888 if (m_building)
2889 {
2890 _orientation = newOri;
2891 }
2892 /*
2893 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2894 {
2895 FixInertia(_position, newOri);
2896 if (!d.BodyIsEnabled(Body))
2897 d.BodyEnable(Body);
2898 }
2899 */
2900 }
2901 else
2902 {
2903 if (newOri != _orientation)
2904 {
2905 d.Quaternion myrot = new d.Quaternion();
2906 myrot.X = newOri.X;
2907 myrot.Y = newOri.Y;
2908 myrot.Z = newOri.Z;
2909 myrot.W = newOri.W;
2910 d.GeomSetQuaternion(prim_geom, ref myrot);
2911 _orientation = newOri;
2912 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2913 createAMotor(m_angularlock);
2914 }
2915 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2916 d.BodyEnable(Body);
2917 }
2918 }
2919 else
2920 {
2921 if (prim_geom != IntPtr.Zero)
2922 {
2923 if (newOri != _orientation)
2924 {
2925 d.Quaternion myrot = new d.Quaternion();
2926 myrot.X = newOri.X;
2927 myrot.Y = newOri.Y;
2928 myrot.Z = newOri.Z;
2929 myrot.W = newOri.W;
2930 d.GeomSetQuaternion(prim_geom, ref myrot);
2931 _orientation = newOri;
2932 }
2933 }
2934 }
2935 givefakeori--;
2936 if (givefakeori < 0)
2937 givefakeori = 0;
2938 resetCollisionAccounting();
2939 }
2940
2941 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2942 {
2943 CheckDelaySelect();
2944 if (m_isphysical)
2945 {
2946 if (childPrim && m_building) // inertia is messed, must rebuild
2947 {
2948 _position = newPos;
2949 _orientation = newOri;
2950 }
2951 else
2952 {
2953 if (newOri != _orientation)
2954 {
2955 d.Quaternion myrot = new d.Quaternion();
2956 myrot.X = newOri.X;
2957 myrot.Y = newOri.Y;
2958 myrot.Z = newOri.Z;
2959 myrot.W = newOri.W;
2960 d.GeomSetQuaternion(prim_geom, ref myrot);
2961 _orientation = newOri;
2962 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2963 createAMotor(m_angularlock);
2964 }
2965 if (_position != newPos)
2966 {
2967 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2968 _position = newPos;
2969 }
2970 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2971 d.BodyEnable(Body);
2972 }
2973 }
2974 else
2975 {
2976 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2977 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2978
2979 if (prim_geom != IntPtr.Zero)
2980 {
2981 if (newOri != _orientation)
2982 {
2983 d.Quaternion myrot = new d.Quaternion();
2984 myrot.X = newOri.X;
2985 myrot.Y = newOri.Y;
2986 myrot.Z = newOri.Z;
2987 myrot.W = newOri.W;
2988 d.GeomSetQuaternion(prim_geom, ref myrot);
2989 _orientation = newOri;
2990 }
2991
2992 if (newPos != _position)
2993 {
2994 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2995 _position = newPos;
2996
2997 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2998 }
2999 }
3000 }
3001 givefakepos--;
3002 if (givefakepos < 0)
3003 givefakepos = 0;
3004 givefakeori--;
3005 if (givefakeori < 0)
3006 givefakeori = 0;
3007 resetCollisionAccounting();
3008 }
3009
3010
3011 private void changeDisable(bool disable)
3012 {
3013 if (disable)
3014 {
3015 if (!m_disabled)
3016 disableBodySoft();
3017 }
3018 else
3019 {
3020 if (m_disabled)
3021 enableBodySoft();
3022 }
3023 }
3024
3025 private void changePhysicsStatus(bool NewStatus)
3026 {
3027 CheckDelaySelect();
3028
3029 m_isphysical = NewStatus;
3030
3031 if (!childPrim)
3032 {
3033 if (NewStatus)
3034 {
3035 if (Body == IntPtr.Zero)
3036 MakeBody();
3037 }
3038 else
3039 {
3040 if (Body != IntPtr.Zero)
3041 {
3042 DestroyBody();
3043 }
3044 Stop();
3045 }
3046 }
3047
3048 resetCollisionAccounting();
3049 }
3050
3051 private void changeprimsizeshape()
3052 {
3053 CheckDelaySelect();
3054
3055 OdePrim parent = (OdePrim)_parent;
3056
3057 bool chp = childPrim;
3058
3059 if (chp)
3060 {
3061 if (parent != null)
3062 {
3063 parent.DestroyBody();
3064 }
3065 }
3066 else
3067 {
3068 DestroyBody();
3069 }
3070
3071 RemoveGeom();
3072
3073 // we don't need to do space calculation because the client sends a position update also.
3074 if (_size.X <= 0)
3075 _size.X = 0.01f;
3076 if (_size.Y <= 0)
3077 _size.Y = 0.01f;
3078 if (_size.Z <= 0)
3079 _size.Z = 0.01f;
3080 // Construction of new prim
3081
3082 CreateGeom();
3083
3084 if (prim_geom != IntPtr.Zero)
3085 {
3086 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3087 d.Quaternion myrot = new d.Quaternion();
3088 myrot.X = _orientation.X;
3089 myrot.Y = _orientation.Y;
3090 myrot.Z = _orientation.Z;
3091 myrot.W = _orientation.W;
3092 d.GeomSetQuaternion(prim_geom, ref myrot);
3093 }
3094
3095 if (m_isphysical)
3096 {
3097 if (chp)
3098 {
3099 if (parent != null)
3100 {
3101 parent.MakeBody();
3102 }
3103 }
3104 else
3105 MakeBody();
3106 }
3107
3108 else
3109 {
3110 UpdateCollisionCatFlags();
3111 ApplyCollisionCatFlags();
3112 }
3113
3114 resetCollisionAccounting();
3115 }
3116
3117 private void changeSize(Vector3 newSize)
3118 {
3119 _size = newSize;
3120 changeprimsizeshape();
3121 }
3122
3123 private void changeShape(PrimitiveBaseShape newShape)
3124 {
3125 if(newShape != null)
3126 _pbs = newShape;
3127 changeprimsizeshape();
3128 }
3129
3130 private void changeFloatOnWater(bool newval)
3131 {
3132 m_collidesWater = newval;
3133
3134 UpdateCollisionCatFlags();
3135 ApplyCollisionCatFlags();
3136 }
3137
3138 private void changeSetTorque(Vector3 newtorque)
3139 {
3140 if (!m_isSelected)
3141 {
3142 if (m_isphysical && Body != IntPtr.Zero)
3143 {
3144 if (m_disabled)
3145 enableBodySoft();
3146 else if (!d.BodyIsEnabled(Body))
3147 d.BodyEnable(Body);
3148
3149 }
3150 _torque = newtorque;
3151 }
3152 }
3153
3154 private void changeForce(Vector3 force)
3155 {
3156 m_force = force;
3157 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3158 d.BodyEnable(Body);
3159 }
3160
3161
3162 private void changeAddImpulse(Vector3 impulse)
3163 {
3164 m_forceacc += impulse * m_invTimeStep;
3165 if (!m_isSelected)
3166 {
3167 lock (this)
3168 {
3169 //m_log.Info("[PHYSICS]: dequeing forcelist");
3170 if (m_isphysical && Body != IntPtr.Zero)
3171 {
3172 if (m_disabled)
3173 enableBodySoft();
3174 else if (!d.BodyIsEnabled(Body))
3175 d.BodyEnable(Body);
3176 }
3177 }
3178
3179 m_collisionscore = 0;
3180 }
3181 }
3182
3183 // actually angular impulse
3184 private void changeAddAngularImpulse(Vector3 aimpulse)
3185 {
3186 m_angularForceacc += aimpulse * m_invTimeStep;
3187 if (!m_isSelected)
3188 {
3189 lock (this)
3190 {
3191 if (m_isphysical && Body != IntPtr.Zero)
3192 {
3193 if (m_disabled)
3194 enableBodySoft();
3195 else if (!d.BodyIsEnabled(Body))
3196 d.BodyEnable(Body);
3197 }
3198 }
3199 m_collisionscore = 0;
3200 }
3201 }
3202
3203 private void changevelocity(Vector3 newVel)
3204 {
3205 if (!m_isSelected)
3206 {
3207 if (Body != IntPtr.Zero)
3208 {
3209 if (m_disabled)
3210 enableBodySoft();
3211 else if (!d.BodyIsEnabled(Body))
3212 d.BodyEnable(Body);
3213
3214 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3215 }
3216 //resetCollisionAccounting();
3217 }
3218 _velocity = newVel;
3219 }
3220
3221 private void changeVolumedetetion(bool newVolDtc)
3222 {
3223 m_isVolumeDetect = newVolDtc;
3224 m_fakeisVolumeDetect = newVolDtc;
3225 UpdateCollisionCatFlags();
3226 ApplyCollisionCatFlags();
3227 }
3228
3229 protected void changeBuilding(bool newbuilding)
3230 {
3231 if ((bool)newbuilding)
3232 {
3233 m_building = true;
3234 if (!childPrim)
3235 DestroyBody();
3236 }
3237 else
3238 {
3239 m_building = false;
3240 CheckDelaySelect();
3241 if (!childPrim)
3242 MakeBody();
3243 }
3244 if (!childPrim && childrenPrim.Count > 0)
3245 {
3246 foreach (OdePrim prm in childrenPrim)
3247 prm.changeBuilding(m_building); // call directly
3248 }
3249 }
3250
3251 public void changeSetVehicle(VehicleData vdata)
3252 {
3253 if (m_vehicle == null)
3254 m_vehicle = new ODEDynamics(this);
3255 m_vehicle.DoSetVehicle(vdata);
3256 }
3257 private void changeVehicleType(int value)
3258 {
3259 if (value == (int)Vehicle.TYPE_NONE)
3260 {
3261 if (m_vehicle != null)
3262 m_vehicle = null;
3263 }
3264 else
3265 {
3266 if (m_vehicle == null)
3267 m_vehicle = new ODEDynamics(this);
3268
3269 m_vehicle.ProcessTypeChange((Vehicle)value);
3270 }
3271 }
3272
3273 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3274 {
3275 if (m_vehicle == null)
3276 return;
3277
3278 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3279 }
3280
3281 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3282 {
3283 if (m_vehicle == null)
3284 return;
3285 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3286 }
3287
3288 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3289 {
3290 if (m_vehicle == null)
3291 return;
3292 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3293 }
3294
3295 private void changeVehicleFlags(strVehicleBoolParam bp)
3296 {
3297 if (m_vehicle == null)
3298 return;
3299 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3300 }
3301
3302 #endregion
3303
3304 public void Move()
3305 {
3306 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3307 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3308 {
3309 if (!d.BodyIsEnabled(Body))
3310 {
3311 // let vehicles sleep
3312 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3313 return;
3314
3315 if (++bodydisablecontrol < 20)
3316 return;
3317
3318 bodydisablecontrol = 0;
3319 d.BodyEnable(Body);
3320 }
3321
3322 // check outside region
3323 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3324
3325 if (lpos.Z < -100 || lpos.Z > 100000f)
3326 {
3327 m_outbounds = true;
3328
3329 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3330 _acceleration.X = 0;
3331 _acceleration.Y = 0;
3332 _acceleration.Z = 0;
3333
3334 _velocity.X = 0;
3335 _velocity.Y = 0;
3336 _velocity.Z = 0;
3337 m_rotationalVelocity.X = 0;
3338 m_rotationalVelocity.Y = 0;
3339 m_rotationalVelocity.Z = 0;
3340
3341 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3342 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3343 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3344 m_lastposition = _position;
3345 m_lastorientation = _orientation;
3346
3347 base.RequestPhysicsterseUpdate();
3348
3349 throttleCounter = 0;
3350 _zeroFlag = true;
3351
3352 disableBodySoft(); // disable it and colisions
3353 base.RaiseOutOfBounds(_position);
3354 return;
3355 }
3356
3357 if (lpos.X < 0f)
3358 {
3359 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3360 m_outbounds = true;
3361 }
3362 else if (lpos.X > _parent_scene.WorldExtents.X)
3363 {
3364 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3365 m_outbounds = true;
3366 }
3367 if (lpos.Y < 0f)
3368 {
3369 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3370 m_outbounds = true;
3371 }
3372 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3373 {
3374 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3375 m_outbounds = true;
3376 }
3377
3378 if (m_outbounds)
3379 {
3380 m_lastposition = _position;
3381 m_lastorientation = _orientation;
3382
3383 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3384 m_rotationalVelocity.X = dtmp.X;
3385 m_rotationalVelocity.Y = dtmp.Y;
3386 m_rotationalVelocity.Z = dtmp.Z;
3387
3388 dtmp = d.BodyGetLinearVel(Body);
3389 _velocity.X = dtmp.X;
3390 _velocity.Y = dtmp.Y;
3391 _velocity.Z = dtmp.Z;
3392
3393 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3394 d.BodySetAngularVel(Body, 0, 0, 0);
3395 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3396 disableBodySoft(); // stop collisions
3397 base.RequestPhysicsterseUpdate();
3398 return;
3399 }
3400
3401 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3402 {
3403 // 'VEHICLES' are dealt with in ODEDynamics.cs
3404 m_vehicle.Step();
3405 return;
3406 }
3407
3408 float fx = 0;
3409 float fy = 0;
3410 float fz = 0;
3411
3412 float m_mass = _mass;
3413
3414 if (m_usePID && m_PIDTau > 0)
3415 {
3416 // for now position error
3417 _target_velocity =
3418 new Vector3(
3419 (m_PIDTarget.X - lpos.X),
3420 (m_PIDTarget.Y - lpos.Y),
3421 (m_PIDTarget.Z - lpos.Z)
3422 );
3423
3424 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3425 {
3426 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3427 d.BodySetLinearVel(Body, 0, 0, 0);
3428 return;
3429 }
3430 else
3431 {
3432 _zeroFlag = false;
3433
3434 float tmp = 1 / m_PIDTau;
3435 _target_velocity *= tmp;
3436
3437 // apply limits
3438 tmp = _target_velocity.Length();
3439 if (tmp > 50.0f)
3440 {
3441 tmp = 50 / tmp;
3442 _target_velocity *= tmp;
3443 }
3444 else if (tmp < 0.05f)
3445 {
3446 tmp = 0.05f / tmp;
3447 _target_velocity *= tmp;
3448 }
3449
3450 d.Vector3 vel = d.BodyGetLinearVel(Body);
3451 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3452 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3453 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3454 }
3455 } // end if (m_usePID)
3456
3457 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3458 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3459 {
3460
3461 // Non-Vehicles have a limited set of Hover options.
3462 // determine what our target height really is based on HoverType
3463
3464 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3465
3466 switch (m_PIDHoverType)
3467 {
3468 case PIDHoverType.Ground:
3469 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3470 break;
3471
3472 case PIDHoverType.GroundAndWater:
3473 m_waterHeight = _parent_scene.GetWaterLevel();
3474 if (m_groundHeight > m_waterHeight)
3475 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3476 else
3477 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3478 break;
3479 } // end switch (m_PIDHoverType)
3480
3481 // don't go underground unless volumedetector
3482
3483 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3484 {
3485 d.Vector3 vel = d.BodyGetLinearVel(Body);
3486
3487 fz = (m_targetHoverHeight - lpos.Z);
3488
3489 // if error is zero, use position control; otherwise, velocity control
3490 if (Math.Abs(fz) < 0.01f)
3491 {
3492 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3493 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3494 return;
3495 }
3496 else
3497 {
3498 _zeroFlag = false;
3499 fz /= m_PIDHoverTau;
3500
3501 float tmp = Math.Abs(fz);
3502 if (tmp > 50)
3503 fz = 50 * Math.Sign(fz);
3504 else if (tmp < 0.1)
3505 fz = 0.1f * Math.Sign(fz);
3506
3507 fz = ((fz - vel.Z) * m_invTimeStep);
3508 }
3509 }
3510 }
3511 else
3512 {
3513 float b = (1.0f - m_buoyancy);
3514 fx = _parent_scene.gravityx * b;
3515 fy = _parent_scene.gravityy * b;
3516 fz = _parent_scene.gravityz * b;
3517 }
3518
3519 fx *= m_mass;
3520 fy *= m_mass;
3521 fz *= m_mass;
3522
3523 // constant force
3524 fx += m_force.X;
3525 fy += m_force.Y;
3526 fz += m_force.Z;
3527
3528 fx += m_forceacc.X;
3529 fy += m_forceacc.Y;
3530 fz += m_forceacc.Z;
3531
3532 m_forceacc = Vector3.Zero;
3533
3534 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3535 if (fx != 0 || fy != 0 || fz != 0)
3536 {
3537 d.BodyAddForce(Body, fx, fy, fz);
3538 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3539 }
3540
3541 Vector3 trq;
3542
3543 trq = _torque;
3544 trq += m_angularForceacc;
3545 m_angularForceacc = Vector3.Zero;
3546 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3547 {
3548 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3549 }
3550 }
3551 else
3552 { // is not physical, or is not a body or is selected
3553 // _zeroPosition = d.BodyGetPosition(Body);
3554 return;
3555 //Console.WriteLine("Nothing " + Name);
3556
3557 }
3558 }
3559
3560 public void UpdatePositionAndVelocity()
3561 {
3562 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3563 {
3564 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3565 {
3566 bool lastZeroFlag = _zeroFlag;
3567
3568 d.Vector3 lpos;
3569 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
3570
3571 d.Quaternion ori;
3572 d.GeomCopyQuaternion(prim_geom, out ori);
3573
3574 // decide if moving
3575 // use positions since this are integrated quantities
3576 // tolerance values depende a lot on simulation noise...
3577 // use simple math.abs since we dont need to be exact
3578
3579 if (
3580 (Math.Abs(_position.X - lpos.X) < 0.001f)
3581 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3582 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3583 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3584 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3585 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3586 )
3587 {
3588 _zeroFlag = true;
3589 }
3590 else
3591 _zeroFlag = false;
3592
3593 // update velocities and aceleration
3594 if (!(_zeroFlag && lastZeroFlag))
3595 {
3596 d.Vector3 vel = d.BodyGetLinearVel(Body);
3597
3598 _acceleration = _velocity;
3599
3600 if ((Math.Abs(vel.X) < 0.001f) &&
3601 (Math.Abs(vel.Y) < 0.001f) &&
3602 (Math.Abs(vel.Z) < 0.001f))
3603 {
3604 _velocity = Vector3.Zero;
3605 float t = -m_invTimeStep;
3606 _acceleration = _acceleration * t;
3607 }
3608 else
3609 {
3610 _velocity.X = vel.X;
3611 _velocity.Y = vel.Y;
3612 _velocity.Z = vel.Z;
3613 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3614 }
3615
3616 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3617 (Math.Abs(_acceleration.Y) < 0.01f) &&
3618 (Math.Abs(_acceleration.Z) < 0.01f))
3619 {
3620 _acceleration = Vector3.Zero;
3621 }
3622
3623 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3624 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3625 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3626 )
3627 {
3628 m_rotationalVelocity = Vector3.Zero;
3629 }
3630 else
3631 {
3632 vel = d.BodyGetAngularVel(Body);
3633 m_rotationalVelocity.X = vel.X;
3634 m_rotationalVelocity.Y = vel.Y;
3635 m_rotationalVelocity.Z = vel.Z;
3636 }
3637 }
3638
3639 if (_zeroFlag)
3640 {
3641 if (lastZeroFlag)
3642 {
3643 _velocity = Vector3.Zero;
3644 _acceleration = Vector3.Zero;
3645 m_rotationalVelocity = Vector3.Zero;
3646 }
3647
3648 if (!m_lastUpdateSent)
3649 {
3650 base.RequestPhysicsterseUpdate();
3651 if (lastZeroFlag)
3652 m_lastUpdateSent = true;
3653 }
3654 return;
3655 }
3656
3657 _position.X = lpos.X;
3658 _position.Y = lpos.Y;
3659 _position.Z = lpos.Z;
3660
3661 _orientation.X = ori.X;
3662 _orientation.Y = ori.Y;
3663 _orientation.Z = ori.Z;
3664 _orientation.W = ori.W;
3665 base.RequestPhysicsterseUpdate();
3666 m_lastUpdateSent = false;
3667 }
3668 }
3669 }
3670
3671 internal static bool QuaternionIsFinite(Quaternion q)
3672 {
3673 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3674 return false;
3675 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3676 return false;
3677 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3678 return false;
3679 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3680 return false;
3681 return true;
3682 }
3683
3684 internal static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3685 {
3686 dst.c.W = src.c.W;
3687 dst.c.X = src.c.X;
3688 dst.c.Y = src.c.Y;
3689 dst.c.Z = src.c.Z;
3690 dst.mass = src.mass;
3691 dst.I.M00 = src.I.M00;
3692 dst.I.M01 = src.I.M01;
3693 dst.I.M02 = src.I.M02;
3694 dst.I.M10 = src.I.M10;
3695 dst.I.M11 = src.I.M11;
3696 dst.I.M12 = src.I.M12;
3697 dst.I.M20 = src.I.M20;
3698 dst.I.M21 = src.I.M21;
3699 dst.I.M22 = src.I.M22;
3700 }
3701
3702 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3703 {
3704 // assumes object center of mass is zero
3705 float smass = part.mass;
3706 theobj.mass -= smass;
3707
3708 smass *= 1.0f / (theobj.mass); ;
3709
3710 theobj.c.X -= part.c.X * smass;
3711 theobj.c.Y -= part.c.Y * smass;
3712 theobj.c.Z -= part.c.Z * smass;
3713
3714 theobj.I.M00 -= part.I.M00;
3715 theobj.I.M01 -= part.I.M01;
3716 theobj.I.M02 -= part.I.M02;
3717 theobj.I.M10 -= part.I.M10;
3718 theobj.I.M11 -= part.I.M11;
3719 theobj.I.M12 -= part.I.M12;
3720 theobj.I.M20 -= part.I.M20;
3721 theobj.I.M21 -= part.I.M21;
3722 theobj.I.M22 -= part.I.M22;
3723 }
3724
3725 private static void DMassDup(ref d.Mass src, out d.Mass dst)
3726 {
3727 dst = new d.Mass { };
3728
3729 dst.c.W = src.c.W;
3730 dst.c.X = src.c.X;
3731 dst.c.Y = src.c.Y;
3732 dst.c.Z = src.c.Z;
3733 dst.mass = src.mass;
3734 dst.I.M00 = src.I.M00;
3735 dst.I.M01 = src.I.M01;
3736 dst.I.M02 = src.I.M02;
3737 dst.I.M10 = src.I.M10;
3738 dst.I.M11 = src.I.M11;
3739 dst.I.M12 = src.I.M12;
3740 dst.I.M20 = src.I.M20;
3741 dst.I.M21 = src.I.M21;
3742 dst.I.M22 = src.I.M22;
3743 }
3744 private void donullchange()
3745 {
3746 }
3747
3748 public bool DoAChange(changes what, object arg)
3749 {
3750 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3751 {
3752 return false;
3753 }
3754
3755 // nasty switch
3756 switch (what)
3757 {
3758 case changes.Add:
3759 changeadd();
3760 break;
3761 case changes.Remove:
3762 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3763 //When we return true, it destroys all of the prims in the linkset anyway
3764 if (_parent != null)
3765 {
3766 OdePrim parent = (OdePrim)_parent;
3767 parent.ChildRemove(this, false);
3768 }
3769 else
3770 ChildRemove(this, false);
3771
3772 m_vehicle = null;
3773 RemoveGeom();
3774 m_targetSpace = IntPtr.Zero;
3775 if (m_eventsubscription > 0)
3776 UnSubscribeEvents();
3777 return true;
3778
3779 case changes.Link:
3780 OdePrim tmp = (OdePrim)arg;
3781 changeLink(tmp);
3782 break;
3783
3784 case changes.DeLink:
3785 changeLink(null);
3786 break;
3787
3788 case changes.Position:
3789 changePosition((Vector3)arg);
3790 break;
3791
3792 case changes.Orientation:
3793 changeOrientation((Quaternion)arg);
3794 break;
3795
3796 case changes.PosOffset:
3797 donullchange();
3798 break;
3799
3800 case changes.OriOffset:
3801 donullchange();
3802 break;
3803
3804 case changes.Velocity:
3805 changevelocity((Vector3)arg);
3806 break;
3807
3808 // case changes.Acceleration:
3809 // changeacceleration((Vector3)arg);
3810 // break;
3811 // case changes.AngVelocity:
3812 // changeangvelocity((Vector3)arg);
3813 // break;
3814
3815 case changes.Force:
3816 changeForce((Vector3)arg);
3817 break;
3818
3819 case changes.Torque:
3820 changeSetTorque((Vector3)arg);
3821 break;
3822
3823 case changes.AddForce:
3824 changeAddImpulse((Vector3)arg);
3825 break;
3826
3827 case changes.AddAngForce:
3828 changeAddAngularImpulse((Vector3)arg);
3829 break;
3830
3831 case changes.AngLock:
3832 changeAngularLock((Vector3)arg);
3833 break;
3834
3835 case changes.Size:
3836 changeSize((Vector3)arg);
3837 break;
3838
3839 case changes.Shape:
3840 changeShape((PrimitiveBaseShape)arg);
3841 break;
3842
3843 case changes.CollidesWater:
3844 changeFloatOnWater((bool)arg);
3845 break;
3846
3847 case changes.VolumeDtc:
3848 changeVolumedetetion((bool)arg);
3849 break;
3850
3851 case changes.Phantom:
3852 changePhantomStatus((bool)arg);
3853 break;
3854
3855 case changes.Physical:
3856 changePhysicsStatus((bool)arg);
3857 break;
3858
3859 case changes.Selected:
3860 changeSelectedStatus((bool)arg);
3861 break;
3862
3863 case changes.disabled:
3864 changeDisable((bool)arg);
3865 break;
3866
3867 case changes.building:
3868 changeBuilding((bool)arg);
3869 break;
3870
3871 case changes.VehicleType:
3872 changeVehicleType((int)arg);
3873 break;
3874
3875 case changes.VehicleFlags:
3876 changeVehicleFlags((strVehicleBoolParam) arg);
3877 break;
3878
3879 case changes.VehicleFloatParam:
3880 changeVehicleFloatParam((strVehicleFloatParam) arg);
3881 break;
3882
3883 case changes.VehicleVectorParam:
3884 changeVehicleVectorParam((strVehicleVectorParam) arg);
3885 break;
3886
3887 case changes.VehicleRotationParam:
3888 changeVehicleRotationParam((strVehicleQuatParam) arg);
3889 break;
3890
3891 case changes.SetVehicle:
3892 changeSetVehicle((VehicleData) arg);
3893 break;
3894 case changes.Null:
3895 donullchange();
3896 break;
3897
3898 default:
3899 donullchange();
3900 break;
3901 }
3902 return false;
3903 }
3904
3905 public void AddChange(changes what, object arg)
3906 {
3907 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3908 }
3909
3910
3911 private struct strVehicleBoolParam
3912 {
3913 public int param;
3914 public bool value;
3915 }
3916
3917 private struct strVehicleFloatParam
3918 {
3919 public int param;
3920 public float value;
3921 }
3922
3923 private struct strVehicleQuatParam
3924 {
3925 public int param;
3926 public Quaternion value;
3927 }
3928
3929 private struct strVehicleVectorParam
3930 {
3931 public int param;
3932 public Vector3 value;
3933 }
3934 }
3935} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..5122ebf
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,603 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.OdePlugin
40{
41 /// <summary>
42 /// Processes raycast requests as ODE is in a state to be able to do them.
43 /// This ensures that it's thread safe and there will be no conflicts.
44 /// Requests get returned by a different thread then they were requested by.
45 /// </summary>
46 public class ODERayCastRequestManager
47 {
48 /// <summary>
49 /// Pending ray requests
50 /// </summary>
51 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
52
53 /// <summary>
54 /// Scene that created this object.
55 /// </summary>
56 private OdeScene m_scene;
57
58 IntPtr ray; // the ray. we only need one for our lifetime
59
60 private const int ColisionContactGeomsPerTest = 5;
61 private const int DefaultMaxCount = 25;
62 private const int MaxTimePerCallMS = 30;
63
64 /// <summary>
65 /// ODE near callback delegate
66 /// </summary>
67 private d.NearCallback nearCallback;
68 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
69 private List<ContactResult> m_contactResults = new List<ContactResult>();
70 private RayFilterFlags CurrentRayFilter;
71 private int CurrentMaxCount;
72
73 public ODERayCastRequestManager(OdeScene pScene)
74 {
75 m_scene = pScene;
76 nearCallback = near;
77 ray = d.CreateRay(IntPtr.Zero, 1.0f);
78 d.GeomSetCategoryBits(ray,0);
79 }
80
81 /// <summary>
82 /// Queues request for a raycast to all world
83 /// </summary>
84 /// <param name="position">Origin of Ray</param>
85 /// <param name="direction">Ray direction</param>
86 /// <param name="length">Ray length</param>
87 /// <param name="retMethod">Return method to send the results</param>
88 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
89 {
90 ODERayRequest req = new ODERayRequest();
91 req.geom = IntPtr.Zero;
92 req.callbackMethod = retMethod;
93 req.Count = DefaultMaxCount;
94 req.length = length;
95 req.Normal = direction;
96 req.Origin = position;
97 req.filter = RayFilterFlags.AllPrims;
98
99 m_PendingRequests.Enqueue(req);
100 }
101
102 /// <summary>
103 /// Queues request for a raycast to particular part
104 /// </summary>
105 /// <param name="position">Origin of Ray</param>
106 /// <param name="direction">Ray direction</param>
107 /// <param name="length">Ray length</param>
108 /// <param name="retMethod">Return method to send the results</param>
109 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
110 {
111 ODERayRequest req = new ODERayRequest();
112 req.geom = geom;
113 req.callbackMethod = retMethod;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117 req.Count = DefaultMaxCount;
118 req.filter = RayFilterFlags.AllPrims;
119
120 m_PendingRequests.Enqueue(req);
121 }
122
123 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
124 {
125 ODERayRequest req = new ODERayRequest();
126 req.geom = IntPtr.Zero;
127 req.callbackMethod = retMethod;
128 req.Count = DefaultMaxCount;
129 req.length = length;
130 req.Normal = direction;
131 req.Origin = position;
132 req.filter = RayFilterFlags.AllPrims;
133
134 m_PendingRequests.Enqueue(req);
135 }
136
137 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
138 {
139 ODERayRequest req = new ODERayRequest();
140 req.geom = geom;
141 req.callbackMethod = retMethod;
142 req.length = length;
143 req.Normal = direction;
144 req.Origin = position;
145 req.Count = DefaultMaxCount;
146 req.filter = RayFilterFlags.AllPrims;
147
148 m_PendingRequests.Enqueue(req);
149 }
150
151 /// <summary>
152 /// Queues a raycast
153 /// </summary>
154 /// <param name="position">Origin of Ray</param>
155 /// <param name="direction">Ray normal</param>
156 /// <param name="length">Ray length</param>
157 /// <param name="count"></param>
158 /// <param name="retMethod">Return method to send the results</param>
159 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
160 {
161 ODERayRequest req = new ODERayRequest();
162 req.geom = IntPtr.Zero;
163 req.callbackMethod = retMethod;
164 req.length = length;
165 req.Normal = direction;
166 req.Origin = position;
167 req.Count = count;
168 req.filter = RayFilterFlags.AllPrims;
169
170 m_PendingRequests.Enqueue(req);
171 }
172
173
174 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count,RayFilterFlags filter , RayCallback retMethod)
175 {
176 ODERayRequest req = new ODERayRequest();
177 req.geom = IntPtr.Zero;
178 req.callbackMethod = retMethod;
179 req.length = length;
180 req.Normal = direction;
181 req.Origin = position;
182 req.Count = count;
183 req.filter = filter;
184
185 m_PendingRequests.Enqueue(req);
186 }
187
188 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
189 {
190 ODERayRequest req = new ODERayRequest();
191 req.geom = geom;
192 req.callbackMethod = retMethod;
193 req.length = length;
194 req.Normal = direction;
195 req.Origin = position;
196 req.Count = count;
197 req.filter = RayFilterFlags.AllPrims;
198
199 m_PendingRequests.Enqueue(req);
200 }
201
202 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
203 {
204 ODERayRequest req = new ODERayRequest();
205 req.geom = IntPtr.Zero;
206 req.callbackMethod = retMethod;
207 req.length = length;
208 req.Normal = direction;
209 req.Origin = position;
210 req.Count = count;
211 req.filter = RayFilterFlags.AllPrims;
212
213 m_PendingRequests.Enqueue(req);
214 }
215
216 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
217 {
218 ODERayRequest req = new ODERayRequest();
219 req.geom = geom;
220 req.callbackMethod = retMethod;
221 req.length = length;
222 req.Normal = direction;
223 req.Origin = position;
224 req.Count = count;
225 req.filter = RayFilterFlags.AllPrims;
226
227 m_PendingRequests.Enqueue(req);
228 }
229
230 /// <summary>
231 /// Process all queued raycast requests
232 /// </summary>
233 /// <returns>Time in MS the raycasts took to process.</returns>
234 public int ProcessQueuedRequests()
235 {
236
237 if (m_PendingRequests.Count <= 0)
238 return 0;
239
240 if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
241 // oops something got wrong or scene isn't ready still
242 {
243 m_PendingRequests.Clear();
244 return 0;
245 }
246
247 int time = Util.EnvironmentTickCount();
248
249 ODERayRequest req;
250 int closestHit;
251 int backfacecull;
252 CollisionCategories catflags;
253
254 while (m_PendingRequests.Dequeue(out req))
255 {
256 if (req.callbackMethod != null)
257 {
258 CurrentRayFilter = req.filter;
259 CurrentMaxCount = req.Count;
260
261 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
262 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
263
264 d.GeomRaySetLength(ray, req.length);
265 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
266 d.GeomRaySetParams(ray, 0, backfacecull);
267 d.GeomRaySetClosestHit(ray, closestHit);
268
269 if (req.callbackMethod is RaycastCallback)
270 // if we only want one get only one per colision pair saving memory
271 CurrentRayFilter |= RayFilterFlags.ClosestHit;
272
273 if (req.geom == IntPtr.Zero)
274 {
275 // translate ray filter to colision flags
276 catflags = 0;
277 if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
278 catflags |= CollisionCategories.VolumeDtc;
279 if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
280 catflags |= CollisionCategories.Phantom;
281 if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
282 catflags |= CollisionCategories.Character;
283 if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
284 catflags |= CollisionCategories.Geom;
285 if ((CurrentRayFilter & RayFilterFlags.land) != 0)
286 catflags |= CollisionCategories.Land;
287 if ((CurrentRayFilter & RayFilterFlags.water) != 0)
288 catflags |= CollisionCategories.Water;
289
290 if (catflags != 0)
291 doSpaceRay(req);
292 }
293 else
294 {
295 // if we select a geom don't use filters
296 d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
297 doGeomRay(req);
298 }
299 }
300
301 if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
302 break;
303 }
304
305 lock (m_contactResults)
306 m_contactResults.Clear();
307
308 return Util.EnvironmentTickCountSubtract(time);
309 }
310 /// <summary>
311 /// Method that actually initiates the raycast with spaces
312 /// </summary>
313 /// <param name="req"></param>
314 ///
315
316 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton;
317 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
318
319 private void doSpaceRay(ODERayRequest req)
320 {
321 // Collide tests
322 if ((CurrentRayFilter & FilterActiveSpace) != 0)
323 d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
324 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
325 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
326
327 if (req.callbackMethod is RaycastCallback)
328 {
329 // Define default results
330 bool hitYN = false;
331 uint hitConsumerID = 0;
332 float distance = float.MaxValue;
333 Vector3 closestcontact = Vector3.Zero;
334 Vector3 snormal = Vector3.Zero;
335
336 // Find closest contact and object.
337 lock (m_contactResults)
338 {
339 foreach (ContactResult cResult in m_contactResults)
340 {
341 if(cResult.Depth < distance)
342 {
343 closestcontact = cResult.Pos;
344 hitConsumerID = cResult.ConsumerID;
345 distance = cResult.Depth;
346 snormal = cResult.Normal;
347 }
348 }
349 m_contactResults.Clear();
350 }
351
352 if (distance > 0 && distance < float.MaxValue)
353 hitYN = true;
354 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
355 }
356 else
357 {
358 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
359 lock (m_PendingRequests)
360 {
361 cresult.AddRange(m_contactResults);
362 m_contactResults.Clear();
363 }
364 ((RayCallback)req.callbackMethod)(cresult);
365 }
366 }
367
368 /// <summary>
369 /// Method that actually initiates the raycast with a geom
370 /// </summary>
371 /// <param name="req"></param>
372 private void doGeomRay(ODERayRequest req)
373 {
374 // Collide test
375 d.SpaceCollide2(ray, req.geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
376
377 if (req.callbackMethod is RaycastCallback)
378 {
379 // Define default results
380 bool hitYN = false;
381 uint hitConsumerID = 0;
382 float distance = float.MaxValue;
383 Vector3 closestcontact = Vector3.Zero;
384 Vector3 snormal = Vector3.Zero;
385
386 // Find closest contact and object.
387 lock (m_contactResults)
388 {
389 foreach (ContactResult cResult in m_contactResults)
390 {
391 if(cResult.Depth < distance )
392 {
393 closestcontact = cResult.Pos;
394 hitConsumerID = cResult.ConsumerID;
395 distance = cResult.Depth;
396 snormal = cResult.Normal;
397 }
398 }
399 m_contactResults.Clear();
400 }
401
402 if (distance > 0 && distance < float.MaxValue)
403 hitYN = true;
404
405 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
406 }
407 else
408 {
409 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
410 lock (m_PendingRequests)
411 {
412 cresult.AddRange(m_contactResults);
413 m_contactResults.Clear();
414 }
415 ((RayCallback)req.callbackMethod)(cresult);
416 }
417 }
418
419 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
420 {
421 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
422 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
423 return false;
424
425 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
426 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
427 return true;
428 }
429
430 // This is the standard Near. g1 is the ray
431 private void near(IntPtr space, IntPtr g1, IntPtr g2)
432 {
433 if (g2 == IntPtr.Zero || g1 == g2)
434 return;
435
436 if (m_contactResults.Count >= CurrentMaxCount)
437 return;
438
439 if (d.GeomIsSpace(g2))
440 {
441 try
442 {
443 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
444 }
445 catch (Exception e)
446 {
447 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
448 }
449 return;
450 }
451
452 int count = 0;
453 try
454 {
455 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
456 }
457 catch (Exception e)
458 {
459 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
460 return;
461 }
462
463 if (count == 0)
464 return;
465
466 uint ID = 0;
467 PhysicsActor p2 = null;
468
469 m_scene.actor_name_map.TryGetValue(g2, out p2);
470
471 if (p2 == null)
472 {
473 string name;
474
475 if (!m_scene.geom_name_map.TryGetValue(g2, out name))
476 return;
477
478 if (name == "Terrain")
479 {
480 // land colision
481 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
482 return;
483 }
484 else if (name == "Water")
485 {
486 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
487 return;
488 }
489 else
490 return;
491 }
492 else
493 {
494 if (p2 is OdePrim)
495 {
496 RayFilterFlags thisFlags;
497
498 if (p2.IsPhysical)
499 thisFlags = RayFilterFlags.physical;
500 else
501 thisFlags = RayFilterFlags.nonphysical;
502
503 if (p2.Phantom)
504 thisFlags |= RayFilterFlags.phantom;
505
506 if (p2.IsVolumeDtc)
507 thisFlags |= RayFilterFlags.volumedtc;
508
509 if ((thisFlags & CurrentRayFilter) == 0)
510 return;
511
512 ID = ((OdePrim)p2).m_localID;
513 }
514 else if (p2 is OdeCharacter)
515 {
516 if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
517 return;
518 else
519 ID = ((OdeCharacter)p2).m_localID;
520 }
521 else //??
522 return;
523 }
524
525 d.ContactGeom curcontact = new d.ContactGeom();
526
527 // closestHit for now only works for meshs, so must do it for others
528 if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
529 {
530 // Loop all contacts, build results.
531 for (int i = 0; i < count; i++)
532 {
533 if (!GetCurContactGeom(i, ref curcontact))
534 break;
535
536 ContactResult collisionresult = new ContactResult();
537 collisionresult.ConsumerID = ID;
538 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
539 collisionresult.Depth = curcontact.depth;
540 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
541 curcontact.normal.Z);
542 lock (m_contactResults)
543 {
544 m_contactResults.Add(collisionresult);
545 if (m_contactResults.Count >= CurrentMaxCount)
546 return;
547 }
548 }
549 }
550 else
551 {
552 // keep only closest contact
553 ContactResult collisionresult = new ContactResult();
554 collisionresult.ConsumerID = ID;
555 collisionresult.Depth = float.MaxValue;
556
557 for (int i = 0; i < count; i++)
558 {
559 if (!GetCurContactGeom(i, ref curcontact))
560 break;
561
562 if (curcontact.depth < collisionresult.Depth)
563 {
564 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
565 collisionresult.Depth = curcontact.depth;
566 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
567 curcontact.normal.Z);
568 }
569 }
570
571 if (collisionresult.Depth != float.MaxValue)
572 {
573 lock (m_contactResults)
574 m_contactResults.Add(collisionresult);
575 }
576 }
577 }
578
579 /// <summary>
580 /// Dereference the creator scene so that it can be garbage collected if needed.
581 /// </summary>
582 internal void Dispose()
583 {
584 m_scene = null;
585 if (ray != IntPtr.Zero)
586 {
587 d.GeomDestroy(ray);
588 ray = IntPtr.Zero;
589 }
590 }
591 }
592
593 public struct ODERayRequest
594 {
595 public IntPtr geom;
596 public Vector3 Origin;
597 public Vector3 Normal;
598 public int Count;
599 public float length;
600 public object callbackMethod;
601 public RayFilterFlags filter;
602 }
603} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..0e4961b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,2005 @@
1/*
2 * based on:
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 * changes by opensim team;
39 * changes by Aurora team http://www.aurora-sim.org/
40
41 * Revision/fixs by Ubit Umarov
42 */
43
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47
48namespace OdeAPI
49{
50//#if dDOUBLE
51// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
52// at least we save same memory and memory access time, FPU performance on intel usually is similar
53// using dReal = System.Double;
54//#else
55 using dReal = System.Single;
56//#endif
57
58 public static class d
59 {
60 public static dReal Infinity = dReal.MaxValue;
61 public static int NTotalBodies = 0;
62 public static int NTotalGeoms = 0;
63
64 #region Flags and Enumerations
65
66 [Flags]
67 public enum AllocateODEDataFlags : uint
68 {
69 BasicData = 0,
70 CollisionData = 0x00000001,
71 All = ~0u
72 }
73
74 [Flags]
75 public enum IniteODEFlags : uint
76 {
77 dInitFlagManualThreadCleanup = 0x00000001
78 }
79
80 [Flags]
81 public enum ContactFlags : int
82 {
83 Mu2 = 0x001,
84 FDir1 = 0x002,
85 Bounce = 0x004,
86 SoftERP = 0x008,
87 SoftCFM = 0x010,
88 Motion1 = 0x020,
89 Motion2 = 0x040,
90 MotionN = 0x080,
91 Slip1 = 0x100,
92 Slip2 = 0x200,
93 Approx0 = 0x0000,
94 Approx1_1 = 0x1000,
95 Approx1_2 = 0x2000,
96 Approx1 = 0x3000
97 }
98
99 public enum GeomClassID : int
100 {
101 SphereClass,
102 BoxClass,
103 CapsuleClass,
104 CylinderClass,
105 PlaneClass,
106 RayClass,
107 ConvexClass,
108 GeomTransformClass,
109 TriMeshClass,
110 HeightfieldClass,
111 FirstSpaceClass,
112 SimpleSpaceClass = FirstSpaceClass,
113 HashSpaceClass,
114 QuadTreeSpaceClass,
115 LastSpaceClass = QuadTreeSpaceClass,
116 UbitTerrainClass,
117 FirstUserClass,
118 LastUserClass = FirstUserClass + MaxUserClasses - 1,
119 NumClasses,
120 MaxUserClasses = 5
121 }
122
123 public enum JointType : int
124 {
125 None,
126 Ball,
127 Hinge,
128 Slider,
129 Contact,
130 Universal,
131 Hinge2,
132 Fixed,
133 Null,
134 AMotor,
135 LMotor,
136 Plane2D
137 }
138
139 public enum JointParam : int
140 {
141 LoStop,
142 HiStop,
143 Vel,
144 FMax,
145 FudgeFactor,
146 Bounce,
147 CFM,
148 StopERP,
149 StopCFM,
150 SuspensionERP,
151 SuspensionCFM,
152 LoStop2 = 256,
153 HiStop2,
154 Vel2,
155 FMax2,
156 FudgeFactor2,
157 Bounce2,
158 CFM2,
159 StopERP2,
160 StopCFM2,
161 SuspensionERP2,
162 SuspensionCFM2,
163 LoStop3 = 512,
164 HiStop3,
165 Vel3,
166 FMax3,
167 FudgeFactor3,
168 Bounce3,
169 CFM3,
170 StopERP3,
171 StopCFM3,
172 SuspensionERP3,
173 SuspensionCFM3
174 }
175
176 public enum dSweepAndPruneAxis : int
177 {
178 XYZ = ((0)|(1<<2)|(2<<4)),
179 XZY = ((0)|(2<<2)|(1<<4)),
180 YXZ = ((1)|(0<<2)|(2<<4)),
181 YZX = ((1)|(2<<2)|(0<<4)),
182 ZXY = ((2)|(0<<2)|(1<<4)),
183 ZYX = ((2)|(1<<2)|(0<<4))
184 }
185
186 #endregion
187
188 #region Callbacks
189
190 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
191 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
192
193 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
194 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
195
196 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
197 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
198
199 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
200 public delegate ColliderFn GetColliderFnFn(int num);
201
202 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
203 public delegate void GeomDtorFn(IntPtr o);
204
205 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
206 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
207
208 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
209 public delegate dReal UbitTerrainGetHeight(IntPtr p_user_data, int x, int z);
210
211 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
212 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
213
214 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
215 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
216
217 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
218 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
219
220 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
221 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
222
223 #endregion
224
225 #region Structs
226
227 [StructLayout(LayoutKind.Sequential)]
228 public struct AABB
229 {
230 public dReal MinX, MaxX;
231 public dReal MinY, MaxY;
232 public dReal MinZ, MaxZ;
233 }
234
235
236 [StructLayout(LayoutKind.Sequential)]
237 public struct Contact
238 {
239 public SurfaceParameters surface;
240 public ContactGeom geom;
241 public Vector3 fdir1;
242 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
243 }
244
245
246 [StructLayout(LayoutKind.Sequential)]
247 public struct ContactGeom
248 {
249
250 public Vector3 pos;
251 public Vector3 normal;
252 public dReal depth;
253 public IntPtr g1;
254 public IntPtr g2;
255 public int side1;
256 public int side2;
257 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
258 }
259
260 [StructLayout(LayoutKind.Sequential)]
261 public struct GeomClass
262 {
263 public int bytes;
264 public GetColliderFnFn collider;
265 public GetAABBFn aabb;
266 public AABBTestFn aabb_test;
267 public GeomDtorFn dtor;
268 }
269
270
271 [StructLayout(LayoutKind.Sequential)]
272 public struct JointFeedback
273 {
274 public Vector3 f1;
275 public Vector3 t1;
276 public Vector3 f2;
277 public Vector3 t2;
278 }
279
280
281 [StructLayout(LayoutKind.Sequential)]
282 public struct Mass
283 {
284 public dReal mass;
285 public Vector4 c;
286 public Matrix3 I;
287 }
288
289
290 [StructLayout(LayoutKind.Sequential)]
291 public struct Matrix3
292 {
293 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
294 {
295 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
296 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
297 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
298 }
299 public dReal M00, M10, M20;
300 private dReal _m30;
301 public dReal M01, M11, M21;
302 private dReal _m31;
303 public dReal M02, M12, M22;
304 private dReal _m32;
305 }
306
307 [StructLayout(LayoutKind.Sequential)]
308 public struct Matrix4
309 {
310 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
311 dReal m01, dReal m11, dReal m21, dReal m31,
312 dReal m02, dReal m12, dReal m22, dReal m32,
313 dReal m03, dReal m13, dReal m23, dReal m33)
314 {
315 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
316 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
317 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
318 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
319 }
320 public dReal M00, M10, M20, M30;
321 public dReal M01, M11, M21, M31;
322 public dReal M02, M12, M22, M32;
323 public dReal M03, M13, M23, M33;
324 }
325
326 [StructLayout(LayoutKind.Sequential)]
327 public struct Quaternion
328 {
329 public dReal W, X, Y, Z;
330 }
331
332
333 [StructLayout(LayoutKind.Sequential)]
334 public struct SurfaceParameters
335 {
336 public ContactFlags mode;
337 public dReal mu;
338 public dReal mu2;
339 public dReal bounce;
340 public dReal bounce_vel;
341 public dReal soft_erp;
342 public dReal soft_cfm;
343 public dReal motion1;
344 public dReal motion2;
345 public dReal motionN;
346 public dReal slip1;
347 public dReal slip2;
348 }
349
350
351 [StructLayout(LayoutKind.Sequential)]
352 public struct Vector3
353 {
354 public Vector3(dReal x, dReal y, dReal z)
355 {
356 X = x; Y = y; Z = z; _w = 0.0f;
357 }
358 public dReal X, Y, Z;
359 private dReal _w;
360 }
361
362
363 [StructLayout(LayoutKind.Sequential)]
364 public struct Vector4
365 {
366 public Vector4(dReal x, dReal y, dReal z, dReal w)
367 {
368 X = x; Y = y; Z = z; W = w;
369 }
370 public dReal X, Y, Z, W;
371 }
372
373 #endregion
374
375 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
376 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
377
378 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
379 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
380
381 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
382 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
383
384 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
385 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
386
387 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
388 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
389
390 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
391 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
392
393 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
394 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
395
396 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
397 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
398
399 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
400 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
401
402 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
403 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
404
405 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
406 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
407
408 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
409 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
410
411 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
412 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
413
414 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
415 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
416
417 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
418 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
419
420 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
421 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
422
423 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
424 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
425
426 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
427 public static extern IntPtr BodyiCreate(IntPtr world);
428 public static IntPtr BodyCreate(IntPtr world)
429 {
430 NTotalBodies++;
431 return BodyiCreate(world);
432 }
433
434 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
435 public static extern void BodyiDestroy(IntPtr body);
436 public static void BodyDestroy(IntPtr body)
437 {
438 NTotalBodies--;
439 BodyiDestroy(body);
440 }
441
442 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
443 public static extern void BodyDisable(IntPtr body);
444
445 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
446 public static extern void BodyEnable(IntPtr body);
447
448 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
449 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
450
451 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
452 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
453
454 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
455 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
456
457 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
458 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
459
460 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
461 public static extern int BodyGetAutoDisableSteps(IntPtr body);
462
463 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
464 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
465
466 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
467 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
468 public static Vector3 BodyGetAngularVel(IntPtr body)
469 {
470 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
471 }
472
473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
474 public static extern IntPtr BodyGetData(IntPtr body);
475
476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
477 public static extern int BodyGetFiniteRotationMode(IntPtr body);
478
479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
480 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
481
482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
483 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
484 public static Vector3 BodyGetForce(IntPtr body)
485 {
486 unsafe { return *(BodyGetForceUnsafe(body)); }
487 }
488
489 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
490 public static extern bool BodyGetGravityMode(IntPtr body);
491
492 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
493 public static extern int BodyGetGyroscopicMode(IntPtr body);
494
495 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
496 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
497
498 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
499 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
500 public static Vector3 BodyGetLinearVel(IntPtr body)
501 {
502 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
503 }
504
505 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
506 public static extern void BodyGetMass(IntPtr body, out Mass mass);
507
508 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
509 public static extern int BodyGetNumJoints(IntPtr body);
510
511 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
512 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
513
514 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
515 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
516 public static Vector3 BodyGetPosition(IntPtr body)
517 {
518 unsafe { return *(BodyGetPositionUnsafe(body)); }
519 }
520
521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
522 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
523
524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
525 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
526 public static Quaternion BodyGetQuaternion(IntPtr body)
527 {
528 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
529 }
530
531 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
532 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
533
534 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
535 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
536
537 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
538 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
539 public static Matrix3 BodyGetRotation(IntPtr body)
540 {
541 unsafe { return *(BodyGetRotationUnsafe(body)); }
542 }
543
544 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
545 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
546 public static Vector3 BodyGetTorque(IntPtr body)
547 {
548 unsafe { return *(BodyGetTorqueUnsafe(body)); }
549 }
550
551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
552 public static extern IntPtr BodyGetWorld(IntPtr body);
553
554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
555 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
556
557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
558 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
559
560
561 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
562 public static extern bool BodyIsEnabled(IntPtr body);
563
564 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
565 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
566
567 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
568 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
569
570 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
571 public static extern void BodySetAutoDisableDefaults(IntPtr body);
572
573 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
574 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
575
576 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
577 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
578
579 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
580 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
581
582 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
583 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
584
585 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
586 public static extern void BodySetData(IntPtr body, IntPtr data);
587
588 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
589 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
590
591 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
592 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
593
594 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
595 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
596
597 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
598 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
599
600 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
601 public static extern dReal BodyGetLinearDamping(IntPtr body);
602
603 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
604 public static extern dReal BodyGetAngularDamping(IntPtr body);
605
606 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
607 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
608
609 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
610 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
611
612 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
613 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
614
615 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
616 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
617
618 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
619 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
620
621 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
622 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
623
624 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
625 public static extern void BodySetGravityMode(IntPtr body, bool mode);
626
627 /// <summary>
628 /// Sets the Gyroscopic term status on the body specified.
629 /// </summary>
630 /// <param name="body">Pointer to body</param>
631 /// <param name="enabled">NonZero enabled, Zero disabled</param>
632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
633 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
634
635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
636 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
637
638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
639 public static extern void BodySetMass(IntPtr body, ref Mass mass);
640
641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
642 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
643
644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
645 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
646
647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
648 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
649
650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
651 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
652
653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
654 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
655
656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
657 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
658
659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
660 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
661
662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
663 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
664
665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
666 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
667 ref Vector3 side1, ref Vector3 p2,
668 ref Matrix3 R2, ref Vector3 side2,
669 ref Vector3 normal, out dReal depth, out int return_code,
670 int maxc, out ContactGeom contact, int skip);
671
672 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
673 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
674 ref Vector3 side1, ref Vector3 _p2,
675 ref Matrix3 R2, ref Vector3 side2);
676
677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
678 public static extern void CleanupODEAllDataForThread();
679
680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
681 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
682 ref Vector3 b1, ref Vector3 b2,
683 ref Vector3 cp1, ref Vector3 cp2);
684
685 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
686 public static extern void CloseODE();
687
688 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
689 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
691 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
692
693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
694 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
695
696 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
697 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
698 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
699 {
700 NTotalGeoms++;
701 return CreateiBox(space, lx, ly, lz);
702 }
703
704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
705 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
706 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
707 {
708 NTotalGeoms++;
709 return CreateiCapsule(space, radius, length);
710 }
711
712 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
713 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
714 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
715 {
716 NTotalGeoms++;
717 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
718 }
719
720 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
721 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
722 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
723 {
724 NTotalGeoms++;
725 return CreateiCylinder(space, radius, length);
726 }
727
728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
729 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
730 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
731 {
732 NTotalGeoms++;
733 return CreateiHeightfield(space, data, bPlaceable);
734 }
735
736 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateUbitTerrain"), SuppressUnmanagedCodeSecurity]
737 public static extern IntPtr CreateiUbitTerrain(IntPtr space, IntPtr data, int bPlaceable);
738 public static IntPtr CreateUbitTerrain(IntPtr space, IntPtr data, int bPlaceable)
739 {
740 NTotalGeoms++;
741 return CreateiUbitTerrain(space, data, bPlaceable);
742 }
743
744
745
746
747
748 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
749 public static extern IntPtr CreateiGeom(int classnum);
750 public static IntPtr CreateGeom(int classnum)
751 {
752 NTotalGeoms++;
753 return CreateiGeom(classnum);
754 }
755
756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
757 public static extern int CreateGeomClass(ref GeomClass classptr);
758
759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
760 public static extern IntPtr CreateGeomTransform(IntPtr space);
761
762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
763 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
764 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
765 {
766 NTotalGeoms++;
767 return CreateiPlane(space, a, b, c, d);
768 }
769
770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
771 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
772 public static IntPtr CreateRay(IntPtr space, dReal length)
773 {
774 NTotalGeoms++;
775 return CreateiRay(space, length);
776 }
777
778 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
779 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
780 public static IntPtr CreateSphere(IntPtr space, dReal radius)
781 {
782 NTotalGeoms++;
783 return CreateiSphere(space, radius);
784 }
785
786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
787 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
788 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
789 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
790 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
791 {
792 NTotalGeoms++;
793 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
794 }
795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
796 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
797
798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
799 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
800
801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
802 public static extern int FactorCholesky(ref dReal A00, int n);
803
804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
805 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
806
807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
808 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
809
810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
811 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
812
813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
814 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
815
816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
817 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
818
819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
820 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
821
822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
823 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
824
825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
826 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
827
828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
829 public static extern void GeomClearOffset(IntPtr geom);
830
831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
832 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
833
834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
835 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
836
837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
838 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
839
840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
841 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
842
843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
844 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
845
846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
847 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
848
849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
850 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
851
852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
853 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
854
855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
856 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
857
858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
859 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
860
861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
862 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
863
864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
865 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
866
867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
868 public static extern void GeomiDestroy(IntPtr geom);
869 public static void GeomDestroy(IntPtr geom)
870 {
871 NTotalGeoms--;
872 GeomiDestroy(geom);
873 }
874
875
876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
877 public static extern void GeomDisable(IntPtr geom);
878
879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
880 public static extern void GeomEnable(IntPtr geom);
881
882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
883 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
884
885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
886 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
887
888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
889 public static extern IntPtr GeomGetBody(IntPtr geom);
890
891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
892 public static extern uint GeomGetCategoryBits(IntPtr geom);
893
894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
895 public static extern IntPtr GeomGetClassData(IntPtr geom);
896
897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
898 public static extern uint GeomGetCollideBits(IntPtr geom);
899
900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
901 public static extern GeomClassID GeomGetClass(IntPtr geom);
902
903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
904 public static extern IntPtr GeomGetData(IntPtr geom);
905
906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
907 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
908 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
909 {
910 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
911 }
912
913 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
914 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
915 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
916 {
917 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
918 }
919
920 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
921 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
922 public static Vector3 GeomGetPosition(IntPtr geom)
923 {
924 unsafe { return *(GeomGetPositionUnsafe(geom)); }
925 }
926
927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
928 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
929
930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
931 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
932
933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
934 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
935 public static Matrix3 GeomGetRotation(IntPtr geom)
936 {
937 unsafe { return *(GeomGetRotationUnsafe(geom)); }
938 }
939
940 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
941 public static extern IntPtr GeomGetSpace(IntPtr geom);
942
943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
944 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
945 dReal width, dReal depth, int widthSamples, int depthSamples,
946 dReal scale, dReal offset, dReal thickness, int bWrap);
947
948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
949 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
950 dReal width, dReal depth, int widthSamples, int depthSamples,
951 dReal scale, dReal offset, dReal thickness, int bWrap);
952
953 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
954 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
955 dReal width, dReal depth, int widthSamples, int depthSamples,
956 dReal scale, dReal offset, dReal thickness, int bWrap);
957
958 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
959 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
960 dReal width, dReal depth, int widthSamples, int depthSamples,
961 dReal scale, dReal offset, dReal thickness, int bWrap);
962
963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
964 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
965 dReal width, dReal depth, int widthSamples, int depthSamples,
966 dReal scale, dReal offset, dReal thickness, int bWrap);
967
968 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
969 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
970 dReal width, dReal depth, int widthSamples, int depthSamples,
971 dReal scale, dReal offset, dReal thickness, int bWrap);
972
973 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
974 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
975 dReal width, dReal depth, int widthSamples, int depthSamples,
976 dReal scale, dReal offset, dReal thickness, int bWrap);
977
978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
979 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
980 dReal width, dReal depth, int widthSamples, int depthSamples,
981 dReal scale, dReal offset, dReal thickness, int bWrap);
982
983
984
985 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
986 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
987 dReal width, dReal depth, int widthSamples, int depthSamples,
988 dReal scale, dReal offset, dReal thickness, int bWrap);
989
990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
991 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
992 dReal width, dReal depth, int widthSamples, int depthSamples,
993 dReal scale, dReal offset, dReal thickness, int bWrap);
994
995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
996 public static extern IntPtr GeomHeightfieldDataCreate();
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
999 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
1000
1001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
1002 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1003
1004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1005 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
1006
1007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1008 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
1009
1010
1011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1012 public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
1013 dReal sampleSize, int widthSamples, int depthSamples,
1014 dReal offset, dReal thickness, int bWrap);
1015
1016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1017 public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1018 dReal sampleSize, int widthSamples, int depthSamples,
1019 dReal thickness, int bWrap);
1020
1021 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
1022 public static extern IntPtr GeomUbitTerrainDataCreate();
1023
1024 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
1025 public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
1026
1027 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
1028 public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1029
1030 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1031 public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
1032
1033 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1034 public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
1035
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
1038 public static extern bool GeomIsEnabled(IntPtr geom);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
1041 public static extern bool GeomIsOffset(IntPtr geom);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1044 public static extern bool GeomIsSpace(IntPtr geom);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1048
1049 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1050 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1051
1052 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1053 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1054
1055 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1056 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1057
1058 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1059 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1060
1061 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1062 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1063
1064 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1065 public static extern int GeomRayGetClosestHit(IntPtr ray);
1066
1067 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1068 public static extern dReal GeomRayGetLength(IntPtr ray);
1069
1070 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1071 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1072
1073 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1074 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1075
1076 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1077 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1078
1079 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1080 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1081
1082 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1083 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1084
1085 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1086 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1087
1088 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1089 public static extern void GeomSetCategoryBits(IntPtr geom, uint bits);
1090
1091 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1092 public static extern void GeomSetCollideBits(IntPtr geom, uint bits);
1093
1094 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1095 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1096
1097 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1098 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1099
1100 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1101 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1102
1103 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1104 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1105
1106 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1107 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1108
1109 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1110 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1111
1112 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1113 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1114
1115 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1116 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1117
1118 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1119 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1120
1121 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1122 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1123
1124 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1125 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1126
1127 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1128 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1129
1130 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1131 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1132
1133 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1134 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1135
1136 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1137 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1138
1139 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1140 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1141
1142 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1143 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1144
1145 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1146 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1147
1148 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1149 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1150
1151 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1152 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1153
1154 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1155 public static extern int GeomTransformGetCleanup(IntPtr geom);
1156
1157 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1158 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1159
1160 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1161 public static extern int GeomTransformGetInfo(IntPtr geom);
1162
1163 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1164 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1165
1166 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1167 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1168
1169 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1170 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1171
1172 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1173 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1174 double[] vertices, int vertexStride, int vertexCount,
1175 int[] indices, int indexCount, int triStride);
1176
1177 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1178 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1179 IntPtr vertices, int vertexStride, int vertexCount,
1180 IntPtr indices, int indexCount, int triStride);
1181
1182 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1183 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1184 double[] vertices, int vertexStride, int vertexCount,
1185 int[] indices, int indexCount, int triStride,
1186 double[] normals);
1187
1188 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1189 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1190 IntPtr vertices, int vertexStride, int vertexCount,
1191 IntPtr indices, int indexCount, int triStride,
1192 IntPtr normals);
1193
1194 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1195 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1196 dReal[] vertices, int vertexStride, int vertexCount,
1197 int[] indices, int indexCount, int triStride);
1198
1199 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1200 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1201 IntPtr vertices, int vertexStride, int vertexCount,
1202 IntPtr indices, int indexCount, int triStride);
1203
1204 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1205 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1206 dReal[] vertices, int vertexStride, int vertexCount,
1207 int[] indices, int indexCount, int triStride,
1208 dReal[] normals);
1209
1210 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1211 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1212 IntPtr vertices, int vertexStride, int vertexCount,
1213 IntPtr indices, int indexCount, int triStride,
1214 IntPtr normals);
1215
1216 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1217 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1218 float[] vertices, int vertexStride, int vertexCount,
1219 int[] indices, int indexCount, int triStride);
1220
1221 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1222 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1223 IntPtr vertices, int vertexStride, int vertexCount,
1224 IntPtr indices, int indexCount, int triStride);
1225
1226 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1227 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1228 float[] vertices, int vertexStride, int vertexCount,
1229 int[] indices, int indexCount, int triStride,
1230 float[] normals);
1231
1232 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1233 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1234 IntPtr vertices, int vertexStride, int vertexCount,
1235 IntPtr indices, int indexCount, int triStride,
1236 IntPtr normals);
1237
1238 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1239 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1240
1241 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1242 public static extern IntPtr GeomTriMeshDataCreate();
1243
1244 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1245 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1246
1247 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1248 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1249
1250 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1251 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1252
1253 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1254 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1255
1256 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1257 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1258
1259 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1260 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1261
1262 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1263 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1264
1265 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1266 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1267
1268 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1269 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1270
1271 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1272 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1273 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1274 {
1275 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1276 }
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1279 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1282 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1285 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1286
1287 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1288 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1289
1290 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1291 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1292
1293 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1294 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1295
1296 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1297 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1298
1299 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1300 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1301
1302 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1303 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1304
1305 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1306 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1307
1308 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1309 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1310
1311 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1312 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1313
1314 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1315 public static extern string GetConfiguration(string str);
1316
1317 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1318 public static extern IntPtr HashSpaceCreate(IntPtr space);
1319
1320 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1321 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1322
1323 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1324 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1325
1326 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1327 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1328
1329 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1330 public static extern void InitODE();
1331
1332 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1333 public static extern int InitODE2(uint ODEInitFlags);
1334
1335 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1336 public static extern int IsPositiveDefinite(ref dReal A, int n);
1337
1338 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1339 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1340
1341 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1342 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1343
1344 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1345 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1346
1347 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1348 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1349
1350 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1351 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1352
1353 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1354 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1355
1356 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1357 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1358
1359 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1360 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1361
1362 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1363 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1364
1365 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1366 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1367
1368 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1369 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1370 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1371 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1372
1373 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1374 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1375
1376 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1377 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1378
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1380 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1383 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1392 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1393
1394 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1395 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1396
1397 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1398 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1399
1400 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1401 public static extern void JointDestroy(IntPtr j);
1402
1403 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1404 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1405
1406 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1407 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1408
1409 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1410 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1411
1412 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1413 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1414
1415 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1416 public static extern int JointGetAMotorMode(IntPtr j);
1417
1418 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1419 public static extern int JointGetAMotorNumAxes(IntPtr j);
1420
1421 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1422 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1423
1424 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1425 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1426
1427 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1428 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1429
1430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1431 public static extern IntPtr JointGetBody(IntPtr j);
1432
1433 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1434 public static extern IntPtr JointGetData(IntPtr j);
1435
1436 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1437 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1438 public static JointFeedback JointGetFeedback(IntPtr j)
1439 {
1440 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1441 }
1442
1443 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1444 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1445
1446 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1447 public static extern dReal JointGetHingeAngle(IntPtr j);
1448
1449 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1450 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1456 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1462 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1468 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1471 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1474 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1477 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1480 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1483 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1489 public static extern int JointGetLMotorNumAxes(IntPtr j);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1495 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1498 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1501 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1504 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1507 public static extern dReal JointGetPRPosition(IntPtr j);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1510 public static extern dReal JointGetPRPositionRate(IntPtr j);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1513 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1516 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1519 public static extern dReal JointGetSliderPosition(IntPtr j);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1522 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1525 public static extern JointType JointGetType(IntPtr j);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1528 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1531 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1534 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1537 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1540 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1543 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1546 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1549 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1552 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1555 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1558 public static extern IntPtr JointGroupCreate(int max_size);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointGroupDestroy(IntPtr group);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1564 public static extern void JointGroupEmpty(IntPtr group);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1567 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetData(IntPtr j, IntPtr data);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetFixed(IntPtr j);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1627 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1630 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1633 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1636 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1639 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1642 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1645 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1648 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1651 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1654 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1657 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1660 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1663 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1664
1665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1666 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1669 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1672 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1675 public static extern void MassAdd(ref Mass a, ref Mass b);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1678 public static extern void MassAdjust(ref Mass m, dReal newmass);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1681 public static extern bool MassCheck(ref Mass m);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1684 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1687 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1688
1689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1690 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1691
1692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1693 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1694
1695 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1696 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1697
1698 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1699 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1700
1701 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1702 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1703
1704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1705 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1706
1707 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1708 public static extern void MassSetParameters(out Mass mass, dReal themass,
1709 dReal cgx, dReal cgy, dReal cgz,
1710 dReal i11, dReal i22, dReal i33,
1711 dReal i12, dReal i13, dReal i23);
1712
1713 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1714 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1715
1716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1717 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1718
1719 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1720 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1721
1722 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1723 public static extern void MassSetZero(out Mass mass);
1724
1725 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1726 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1727
1728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1729 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1730
1731 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1732 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1733 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1734 {
1735 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1736 }
1737
1738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1739 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1740
1741 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1742 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1743
1744 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1745 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1748 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1751 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1754 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1757 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1760 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1763 public static extern void QSetIdentity(out Quaternion q);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1766 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1769 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1772 public static extern dReal RandReal();
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1775 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1778 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1781 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1784 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1787 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1790 public static extern void RSetIdentity(out Matrix3 R);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1793 public static extern void SetValue(out dReal a, int n);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1796 public static extern void SetZero(out dReal a, int n);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1799 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1808 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1811 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1814 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1817 public static extern bool SpaceLockQuery(IntPtr space);
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1820 public static extern void SpaceClean(IntPtr space);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1823 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1826 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1829 public static extern void SpaceDestroy(IntPtr space);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1832 public static extern bool SpaceGetCleanup(IntPtr space);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1835 public static extern int SpaceGetNumGeoms(IntPtr space);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1838 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1841 public static extern int SpaceGetSublevel(IntPtr space);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1844 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1847 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1850 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1853 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1856 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1859 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1862 public static extern IntPtr WorldCreate();
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1865 public static extern void WorldDestroy(IntPtr world);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1868 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1871 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1874 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1877 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1880 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1883 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1886 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1889 public static extern dReal WorldGetCFM(IntPtr world);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1892 public static extern dReal WorldGetERP(IntPtr world);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1895 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1898 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1901 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1904 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1907 public static extern dReal WorldGetAngularDamping(IntPtr world);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1910 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1913 public static extern dReal WorldGetLinearDamping(IntPtr world);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1916 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1919 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1922 public static extern dReal WorldGetQuickStepW(IntPtr world);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1925 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1928 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1931 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1934 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1959
1960 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1961 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1962
1963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1964 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1965
1966 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1967 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1968
1969 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1970 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1971
1972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1973 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1974
1975 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1976 public static extern void WorldSetERP(IntPtr world, dReal erp);
1977
1978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1979 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1980
1981 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1982 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1983
1984 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1985 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1986
1987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1988 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1989
1990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1991 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1992
1993 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1994 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
1995
1996 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
1997 public static extern void WorldStep(IntPtr world, dReal stepsize);
1998
1999 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
2000 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
2001
2002 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
2003 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
2004 }
2005}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..d32188e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,90 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Threading;
33using System.IO;
34using System.Diagnostics;
35using log4net;
36using Nini.Config;
37using OdeAPI;
38using OpenSim.Framework;
39using OpenSim.Region.Physics.Manager;
40using OpenMetaverse;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// ODE plugin
46 /// </summary>
47 public class OdePlugin : IPhysicsPlugin
48 {
49 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
50
51 private OdeScene m_scene;
52
53 public bool Init()
54 {
55 if (Util.IsWindows())
56 Util.LoadArchSpecificWindowsDll("ode.dll");
57
58 if (d.InitODE2(0) != 0)
59 {
60 if (d.AllocateODEDataForThread(~0U) == 0)
61 {
62 d.CloseODE();
63 return false;
64 }
65 return true;
66 }
67 return false;
68 }
69
70 public PhysicsScene GetScene(String sceneIdentifier)
71 {
72 if (m_scene == null)
73 {
74
75 m_scene = new OdeScene(sceneIdentifier);
76 }
77 return (m_scene);
78 }
79
80 public string GetName()
81 {
82 return ("UbitODE");
83 }
84
85 public void Dispose()
86 {
87 d.CloseODE();
88 }
89 }
90} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
new file mode 100644
index 0000000..cf74f14
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2692 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define SPAM
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63 // colision flags of things others can colide with
64 // rays, sensors, probes removed since can't be colided with
65 // The top space where things are placed provided further selection
66 // ie physical are in active space nonphysical in static
67 // this should be exclusive as possible
68
69 [Flags]
70 public enum CollisionCategories : uint
71 {
72 Disabled = 0,
73 //by 'things' types
74 Space = 0x01,
75 Geom = 0x02, // aka prim/part
76 Character = 0x04,
77 Land = 0x08,
78 Water = 0x010,
79
80 // by state
81 Phantom = 0x01000,
82 VolumeDtc = 0x02000,
83 Selected = 0x04000,
84 NoShape = 0x08000,
85
86
87 All = 0xffffffff
88 }
89
90 /// <summary>
91 /// Material type for a primitive
92 /// </summary>
93 public enum Material : int
94 {
95 /// <summary></summary>
96 Stone = 0,
97 /// <summary></summary>
98 Metal = 1,
99 /// <summary></summary>
100 Glass = 2,
101 /// <summary></summary>
102 Wood = 3,
103 /// <summary></summary>
104 Flesh = 4,
105 /// <summary></summary>
106 Plastic = 5,
107 /// <summary></summary>
108 Rubber = 6,
109
110 light = 7 // compatibility with old viewers
111 }
112
113 public enum changes : int
114 {
115 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
116 Remove,
117 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
118 // or removes from a object if arg is null
119 DeLink,
120 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
121 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
122 PosOffset, // not in use
123 // arg Vector3 new position in local coords. Changes prim position in object
124 OriOffset, // not in use
125 // arg Vector3 new position in local coords. Changes prim position in object
126 Velocity,
127 AngVelocity,
128 Acceleration,
129 Force,
130 Torque,
131 Momentum,
132
133 AddForce,
134 AddAngForce,
135 AngLock,
136
137 Size,
138 Shape,
139
140 CollidesWater,
141 VolumeDtc,
142
143 Physical,
144 Phantom,
145 Selected,
146 disabled,
147 building,
148
149 VehicleType,
150 VehicleFloatParam,
151 VehicleVectorParam,
152 VehicleRotationParam,
153 VehicleFlags,
154 SetVehicle,
155
156 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
157 }
158
159 public struct ODEchangeitem
160 {
161 public PhysicsActor actor;
162 public OdeCharacter character;
163 public changes what;
164 public Object arg;
165 }
166
167 public class OdeScene : PhysicsScene
168 {
169 private readonly ILog m_log;
170 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
171
172 public bool OdeUbitLib = false;
173// private int threadid = 0;
174 private Random fluidRandomizer = new Random(Environment.TickCount);
175
176 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
177 const float MaxERP = 0.8f;
178 const float minERP = 0.1f;
179 const float comumContactCFM = 0.0001f;
180
181 float frictionMovementMult = 0.3f;
182
183 float TerrainBounce = 0.1f;
184 float TerrainFriction = 0.3f;
185
186 public float AvatarFriction = 0;// 0.9f * 0.5f;
187
188 private const uint m_regionWidth = Constants.RegionSize;
189 private const uint m_regionHeight = Constants.RegionSize;
190
191 public float ODE_STEPSIZE = 0.020f;
192 public float HalfOdeStep = 0.01f;
193 private float metersInSpace = 25.6f;
194 private float m_timeDilation = 1.0f;
195
196 DateTime m_lastframe;
197
198 public float gravityx = 0f;
199 public float gravityy = 0f;
200 public float gravityz = -9.8f;
201
202 private float waterlevel = 0f;
203 private int framecount = 0;
204
205 private IntPtr WaterGeom = IntPtr.Zero;
206 private IntPtr WaterHeightmapData = IntPtr.Zero;
207 private GCHandle WaterMapHandler = new GCHandle();
208
209 public float avPIDD = 2200f; // make it visible
210 public float avPIDP = 900f; // make it visible
211 private float avCapRadius = 0.37f;
212 private float avDensity = 3f;
213 private float avMovementDivisorWalk = 1.3f;
214 private float avMovementDivisorRun = 0.8f;
215 private float minimumGroundFlightOffset = 3f;
216 public float maximumMassObject = 10000.01f;
217
218 public bool meshSculptedPrim = true;
219 public bool forceSimplePrimMeshing = false;
220
221 public float meshSculptLOD = 32;
222 public float MeshSculptphysicalLOD = 32;
223
224 public float geomDefaultDensity = 10.000006836f;
225
226 public int geomContactPointsStartthrottle = 3;
227 public int geomUpdatesPerThrottledUpdate = 15;
228
229 public float bodyPIDD = 35f;
230 public float bodyPIDG = 25;
231
232// public int geomCrossingFailuresBeforeOutofbounds = 6;
233
234 public int bodyFramesAutoDisable = 5;
235
236
237 private d.NearCallback nearCallback;
238
239 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
240 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
241 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
242 private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
243
244 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
245
246 /// <summary>
247 /// A list of actors that should receive collision events.
248 /// </summary>
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250
251 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
252 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
253 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
254
255 private float contactsurfacelayer = 0.002f;
256
257 private int contactsPerCollision = 80;
258 internal IntPtr ContactgeomsArray = IntPtr.Zero;
259 private IntPtr GlobalContactsArray = IntPtr.Zero;
260
261 const int maxContactsbeforedeath = 4000;
262 private volatile int m_global_contactcount = 0;
263
264
265 private readonly IntPtr contactgroup;
266
267 public ContactData[] m_materialContactsData = new ContactData[8];
268
269 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
270 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
271 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
272
273 private int m_physicsiterations = 10;
274 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
275 private readonly PhysicsActor PANull = new NullPhysicsActor();
276 private float step_time = 0.0f;
277
278 public IntPtr world;
279
280 private uint obj2LocalID = 0;
281 private OdeCharacter cc1;
282 private OdePrim cp1;
283 private OdeCharacter cc2;
284 private OdePrim cp2;
285
286 // split the spaces acording to contents type
287 // ActiveSpace contains characters and active prims
288 // StaticSpace contains land and other that is mostly static in enviroment
289 // this can contain subspaces, like the grid in staticspace
290 // as now space only contains this 2 top spaces
291
292 public IntPtr TopSpace; // the global space
293 public IntPtr ActiveSpace; // space for active prims
294 public IntPtr StaticSpace; // space for the static things around
295
296 // some speedup variables
297 private int spaceGridMaxX;
298 private int spaceGridMaxY;
299 private float spacesPerMeter;
300
301 // split static geometry collision into a grid as before
302 private IntPtr[,] staticPrimspace;
303
304 private Object OdeLock;
305 private static Object SimulationLock;
306
307 public IMesher mesher;
308
309 private IConfigSource m_config;
310
311 public bool physics_logging = false;
312 public int physics_logging_interval = 0;
313 public bool physics_logging_append_existing_logfile = false;
314
315 private Vector3 m_worldOffset = Vector3.Zero;
316 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
317 private PhysicsScene m_parentScene = null;
318
319 private ODERayCastRequestManager m_rayCastManager;
320
321
322/* maybe needed if ode uses tls
323 private void checkThread()
324 {
325
326 int th = Thread.CurrentThread.ManagedThreadId;
327 if(th != threadid)
328 {
329 threadid = th;
330 d.AllocateODEDataForThread(~0U);
331 }
332 }
333 */
334 /// <summary>
335 /// Initiailizes the scene
336 /// Sets many properties that ODE requires to be stable
337 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
338 /// </summary>
339 public OdeScene(string sceneIdentifier)
340 {
341 m_log
342 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
343
344// checkThread();
345 Name = sceneIdentifier;
346
347 OdeLock = new Object();
348 SimulationLock = new Object();
349
350 nearCallback = near;
351
352 m_rayCastManager = new ODERayCastRequestManager(this);
353 lock (OdeLock)
354 {
355 // Create the world and the first space
356 try
357 {
358 world = d.WorldCreate();
359 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
360
361 // now the major subspaces
362 ActiveSpace = d.HashSpaceCreate(TopSpace);
363 StaticSpace = d.HashSpaceCreate(TopSpace);
364 }
365 catch
366 {
367 // i must RtC#FM
368 }
369
370 d.HashSpaceSetLevels(TopSpace, -2, 8);
371 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
372 d.HashSpaceSetLevels(StaticSpace, -2, 8);
373
374 // demote to second level
375 d.SpaceSetSublevel(ActiveSpace, 1);
376 d.SpaceSetSublevel(StaticSpace, 1);
377
378 d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
379 CollisionCategories.Geom |
380 CollisionCategories.Character |
381 CollisionCategories.Phantom |
382 CollisionCategories.VolumeDtc
383 ));
384 d.GeomSetCollideBits(ActiveSpace, 0);
385 d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
386 CollisionCategories.Geom |
387 CollisionCategories.Land |
388 CollisionCategories.Water |
389 CollisionCategories.Phantom |
390 CollisionCategories.VolumeDtc
391 ));
392 d.GeomSetCollideBits(StaticSpace, 0);
393
394 contactgroup = d.JointGroupCreate(0);
395 //contactgroup
396
397 d.WorldSetAutoDisableFlag(world, false);
398 }
399 }
400
401 // Initialize the mesh plugin
402// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
403 public override void Initialise(IMesher meshmerizer, IConfigSource config)
404 {
405// checkThread();
406 mesher = meshmerizer;
407 m_config = config;
408/*
409 string ode_config = d.GetConfiguration("ODE");
410 if (ode_config != null && ode_config != "")
411 {
412 m_log.WarnFormat("ODE configuration: {0}", ode_config);
413
414 if (ode_config.Contains("ODE_Ubit"))
415 {
416 OdeUbitLib = true;
417 }
418 }
419*/
420 /*
421 if (region != null)
422 {
423 WorldExtents.X = region.RegionSizeX;
424 WorldExtents.Y = region.RegionSizeY;
425 }
426 */
427
428 // Defaults
429
430 int contactsPerCollision = 80;
431
432 if (m_config != null)
433 {
434 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
435 if (physicsconfig != null)
436 {
437 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
438 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
439 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
440
441 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
442
443 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
444
445 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
446 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
447
448 avDensity = physicsconfig.GetFloat("av_density", avDensity);
449 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
450 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
451 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
452
453 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
454
455 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
456 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
457// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
458
459 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
460 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
461/*
462 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
463 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
464*/
465 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
466 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
467 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
468 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
469/*
470 if (Environment.OSVersion.Platform == PlatformID.Unix)
471 {
472 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
473 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
474 }
475 else
476 {
477
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
480 }
481*/
482 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
483 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
484 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
485
486 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
487 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
488 }
489 }
490
491 HalfOdeStep = ODE_STEPSIZE * 0.5f;
492
493 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
494 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
495
496 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
497 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
498
499 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
500 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
501
502 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
503 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
504
505 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
506 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
507
508 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
509 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
510
511 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
512 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
513
514 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
515 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
516
517 m_materialContactsData[(int)Material.light].mu = 0.0f;
518 m_materialContactsData[(int)Material.light].bounce = 0.0f;
519
520 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
521
522 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
523 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
524
525 d.WorldSetLinearDamping(world, 0.001f);
526 d.WorldSetAngularDamping(world, 0.001f);
527 d.WorldSetAngularDampingThreshold(world, 0f);
528 d.WorldSetLinearDampingThreshold(world, 0f);
529 d.WorldSetMaxAngularSpeed(world, 100f);
530
531 d.WorldSetCFM(world,1e-6f); // a bit harder than default
532 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
533 d.WorldSetERP(world, 0.6f); // higher than original
534
535 // Set how many steps we go without running collision testing
536 // This is in addition to the step size.
537 // Essentially Steps * m_physicsiterations
538 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
539 d.WorldSetContactMaxCorrectingVel(world, 100.0f);
540
541 spacesPerMeter = 1 / metersInSpace;
542 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
543 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
544
545 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
546
547 // create all spaces now
548 int i, j;
549 IntPtr newspace;
550 for (i = 0; i < spaceGridMaxX; i++)
551 for (j = 0; j < spaceGridMaxY; j++)
552 {
553 newspace = d.HashSpaceCreate(StaticSpace);
554 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
555 waitForSpaceUnlock(newspace);
556 d.SpaceSetSublevel(newspace, 2);
557 d.HashSpaceSetLevels(newspace, -2, 8);
558 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
559 CollisionCategories.Geom |
560 CollisionCategories.Land |
561 CollisionCategories.Water |
562 CollisionCategories.Phantom |
563 CollisionCategories.VolumeDtc
564 ));
565 d.GeomSetCollideBits(newspace, 0);
566
567 staticPrimspace[i, j] = newspace;
568 }
569 // let this now be real maximum values
570 spaceGridMaxX--;
571 spaceGridMaxY--;
572 m_lastframe = DateTime.UtcNow;
573 }
574
575 internal void waitForSpaceUnlock(IntPtr space)
576 {
577 //if (space != IntPtr.Zero)
578 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
579 }
580
581 #region Collision Detection
582
583 // sets a global contact for a joint for contactgeom , and base contact description)
584
585 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
586 {
587 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
588 return IntPtr.Zero;
589
590 float erp = contactGeom.depth;
591 erp *= erpscale;
592 if (erp < minERP)
593 erp = minERP;
594 else if (erp > MaxERP)
595 erp = MaxERP;
596
597 float depth = contactGeom.depth * dscale;
598 if (depth > 0.5f)
599 depth = 0.5f;
600
601 d.Contact newcontact = new d.Contact();
602 newcontact.geom.depth = depth;
603 newcontact.geom.g1 = contactGeom.g1;
604 newcontact.geom.g2 = contactGeom.g2;
605 newcontact.geom.pos = contactGeom.pos;
606 newcontact.geom.normal = contactGeom.normal;
607 newcontact.geom.side1 = contactGeom.side1;
608 newcontact.geom.side2 = contactGeom.side2;
609
610 // this needs bounce also
611 newcontact.surface.mode = comumContactFlags;
612 newcontact.surface.mu = mu;
613 newcontact.surface.bounce = bounce;
614 newcontact.surface.soft_cfm = cfm;
615 newcontact.surface.soft_erp = erp;
616
617 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
618 Marshal.StructureToPtr(newcontact, contact, true);
619 return d.JointCreateContactPtr(world, contactgroup, contact);
620 }
621
622
623
624 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
625 {
626 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
627 return false;
628
629 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
630 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
631 return true;
632 }
633
634 /// <summary>
635 /// This is our near callback. A geometry is near a body
636 /// </summary>
637 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
638 /// <param name="g1">a geometry or space</param>
639 /// <param name="g2">another geometry or space</param>
640 ///
641
642 private void near(IntPtr space, IntPtr g1, IntPtr g2)
643 {
644 // no lock here! It's invoked from within Simulate(), which is thread-locked
645
646 if (m_global_contactcount >= maxContactsbeforedeath)
647 return;
648
649 // Test if we're colliding a geom with a space.
650 // If so we have to drill down into the space recursively
651
652 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
653 return;
654
655 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
656 {
657 // We'll be calling near recursivly if one
658 // of them is a space to find all of the
659 // contact points in the space
660 try
661 {
662 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
663 }
664 catch (AccessViolationException)
665 {
666 m_log.Warn("[PHYSICS]: Unable to collide test a space");
667 return;
668 }
669 //here one should check collisions of geoms inside a space
670 // but on each space we only should have geoms that not colide amoung each other
671 // so we don't dig inside spaces
672 return;
673 }
674
675 // get geom bodies to check if we already a joint contact
676 // guess this shouldn't happen now
677 IntPtr b1 = d.GeomGetBody(g1);
678 IntPtr b2 = d.GeomGetBody(g2);
679
680 // d.GeomClassID id = d.GeomGetClass(g1);
681
682 // Figure out how many contact points we have
683 int count = 0;
684 try
685 {
686 // Colliding Geom To Geom
687 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
688
689 if (g1 == g2)
690 return; // Can't collide with yourself
691
692 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
693 return;
694
695 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
696 }
697 catch (SEHException)
698 {
699 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
700// ode.drelease(world);
701 base.TriggerPhysicsBasedRestart();
702 }
703 catch (Exception e)
704 {
705 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
706 return;
707 }
708
709 // id contacts done
710 if (count == 0)
711 return;
712
713 // try get physical actors
714 PhysicsActor p1;
715 PhysicsActor p2;
716
717 if (!actor_name_map.TryGetValue(g1, out p1))
718 {
719 p1 = PANull;
720 }
721
722 if (!actor_name_map.TryGetValue(g2, out p2))
723 {
724 p2 = PANull;
725 }
726
727 // update actors collision score
728 if (p1.CollisionScore >= float.MaxValue - count)
729 p1.CollisionScore = 0;
730 p1.CollisionScore += count;
731
732 if (p2.CollisionScore >= float.MaxValue - count)
733 p2.CollisionScore = 0;
734 p2.CollisionScore += count;
735
736
737 // get first contact
738 d.ContactGeom curContact = new d.ContactGeom();
739 if (!GetCurContactGeom(0, ref curContact))
740 return;
741 // for now it's the one with max depth
742 ContactPoint maxDepthContact = new ContactPoint(
743 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
744 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
745 curContact.depth
746 );
747 // do volume detection case
748 if (
749 (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) ||
750 (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
751 {
752 collision_accounting_events(p1, p2, maxDepthContact);
753 return;
754 }
755
756 // big messy collision analises
757 float mu = 0;
758 float bounce = 0;
759 float cfm = 0.0001f;
760 float erp = 0.1f;
761 float erpscale = 1.0f;
762 float dscale = 1.0f;
763 bool IgnoreNegSides = false;
764
765
766 ContactData contactdata1 = new ContactData(0, 0, false);
767 ContactData contactdata2 = new ContactData(0, 0, false);
768
769 String name = null;
770 bool dop1foot = false;
771 bool dop2foot = false;
772 bool ignore = false;
773
774 switch (p1.PhysicsActorType)
775 {
776 case (int)ActorTypes.Agent:
777 {
778 bounce = 0;
779 mu = 0;
780 cfm = 0.0001f;
781
782 switch (p2.PhysicsActorType)
783 {
784 case (int)ActorTypes.Agent:
785/*
786 p1.getContactData(ref contactdata1);
787 p2.getContactData(ref contactdata2);
788
789 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
790
791 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
792 mu *= frictionMovementMult;
793*/
794 p1.CollidingObj = true;
795 p2.CollidingObj = true;
796 break;
797 case (int)ActorTypes.Prim:
798/*
799 p1.getContactData(ref contactdata1);
800 p2.getContactData(ref contactdata2);
801
802
803 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
804
805 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
806 mu *= frictionMovementMult;
807 */
808 if (p2.Velocity.LengthSquared() > 0.0f)
809 p2.CollidingObj = true;
810
811 dop1foot = true;
812 break;
813 default:
814 ignore = true; // avatar to terrain and water ignored
815 break;
816 }
817 break;
818 }
819
820 case (int)ActorTypes.Prim:
821 switch (p2.PhysicsActorType)
822 {
823 case (int)ActorTypes.Agent:
824// p1.getContactData(ref contactdata1);
825// p2.getContactData(ref contactdata2);
826
827 bounce = 0;
828 mu = 0;
829 cfm = 0.0001f;
830/*
831 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
832
833 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
834 mu *= frictionMovementMult;
835*/
836 dop2foot = true;
837 if (p1.Velocity.LengthSquared() > 0.0f)
838 p1.CollidingObj = true;
839 break;
840 case (int)ActorTypes.Prim:
841 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
842 {
843 p1.CollidingObj = true;
844 p2.CollidingObj = true;
845 }
846 p1.getContactData(ref contactdata1);
847 p2.getContactData(ref contactdata2);
848 bounce = contactdata1.bounce * contactdata2.bounce;
849 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
850
851 cfm = p1.Mass;
852 if (cfm > p2.Mass)
853 cfm = p2.Mass;
854 dscale = 10 / cfm;
855 dscale = (float)Math.Sqrt(dscale);
856 if (dscale > 1.0f)
857 dscale = 1.0f;
858 erpscale = cfm * 0.01f;
859 cfm = 0.0001f / cfm;
860 if (cfm > 0.01f)
861 cfm = 0.01f;
862
863 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
864 mu *= frictionMovementMult;
865
866 break;
867 default:
868 if (geom_name_map.TryGetValue(g2, out name))
869 {
870 if (name == "Terrain")
871 {
872 p1.getContactData(ref contactdata1);
873 bounce = contactdata1.bounce * TerrainBounce;
874 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
875 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
876 mu *= frictionMovementMult;
877 p1.CollidingGround = true;
878
879 cfm = p1.Mass;
880 dscale = 10 / cfm;
881 dscale = (float)Math.Sqrt(dscale);
882 if (dscale > 1.0f)
883 dscale = 1.0f;
884 erpscale = cfm * 0.01f;
885 cfm = 0.0001f / cfm;
886 if (cfm > 0.01f)
887 cfm = 0.01f;
888
889 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
890 {
891 if (curContact.side1 > 0)
892 IgnoreNegSides = true;
893 }
894
895 }
896 else if (name == "Water")
897 {
898 ignore = true;
899 }
900 }
901 else
902 ignore=true;
903 break;
904 }
905 break;
906
907 default:
908 if (geom_name_map.TryGetValue(g1, out name))
909 {
910 if (name == "Terrain")
911 {
912 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
913 {
914 p2.CollidingGround = true;
915 p2.getContactData(ref contactdata2);
916 bounce = contactdata2.bounce * TerrainBounce;
917 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
918
919 cfm = p2.Mass;
920 dscale = 10 / cfm;
921 dscale = (float)Math.Sqrt(dscale);
922
923 if (dscale > 1.0f)
924 dscale = 1.0f;
925
926 erpscale = cfm * 0.01f;
927 cfm = 0.0001f / cfm;
928 if (cfm > 0.01f)
929 cfm = 0.01f;
930
931 if (curContact.side1 > 0) // should be 2 ?
932 IgnoreNegSides = true;
933
934 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
935 mu *= frictionMovementMult;
936 }
937 else
938 ignore = true;
939
940 }
941 else if (name == "Water" &&
942 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
943 {
944 ignore = true;
945 }
946 }
947 else
948 ignore = true;
949 break;
950 }
951
952 if (ignore)
953 return;
954
955 IntPtr Joint;
956
957 int i = 0;
958 while(true)
959 {
960
961 if (IgnoreNegSides && curContact.side1 < 0)
962 {
963 if (++i >= count)
964 break;
965
966 if (!GetCurContactGeom(i, ref curContact))
967 break;
968 }
969 else
970
971 {
972 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
973 p1.IsColliding = true;
974 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
975 p2.IsColliding = true;
976
977 Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
978 d.JointAttach(Joint, b1, b2);
979
980 if (++m_global_contactcount >= maxContactsbeforedeath)
981 break;
982
983 if (++i >= count)
984 break;
985
986 if (!GetCurContactGeom(i, ref curContact))
987 break;
988
989 if (curContact.depth > maxDepthContact.PenetrationDepth)
990 {
991 maxDepthContact.Position.X = curContact.pos.X;
992 maxDepthContact.Position.Y = curContact.pos.Y;
993 maxDepthContact.Position.Z = curContact.pos.Z;
994 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
995 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
996 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
997 maxDepthContact.PenetrationDepth = curContact.depth;
998 }
999 }
1000 }
1001
1002 collision_accounting_events(p1, p2, maxDepthContact);
1003
1004/*
1005 if (notskipedcount > geomContactPointsStartthrottle)
1006 {
1007 // If there are more then 3 contact points, it's likely
1008 // that we've got a pile of objects, so ...
1009 // We don't want to send out hundreds of terse updates over and over again
1010 // so lets throttle them and send them again after it's somewhat sorted out.
1011 this needs checking so out for now
1012 if (b1 != IntPtr.Zero)
1013 p1.ThrottleUpdates = true;
1014 if (b2 != IntPtr.Zero)
1015 p2.ThrottleUpdates = true;
1016
1017 }
1018 */
1019 }
1020
1021 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1022 {
1023 // obj1LocalID = 0;
1024 //returncollisions = false;
1025 obj2LocalID = 0;
1026 //ctype = 0;
1027 //cStartStop = 0;
1028 if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
1029 return;
1030
1031 switch ((ActorTypes)p1.PhysicsActorType)
1032 {
1033 case ActorTypes.Agent:
1034 cc1 = (OdeCharacter)p1;
1035 switch ((ActorTypes)p2.PhysicsActorType)
1036 {
1037 case ActorTypes.Agent:
1038 cc2 = (OdeCharacter)p2;
1039 obj2LocalID = cc2.m_localID;
1040 if (p2.SubscribedEvents())
1041 cc2.AddCollisionEvent(cc1.m_localID, contact);
1042 break;
1043
1044 case ActorTypes.Prim:
1045 if (p2 is OdePrim)
1046 {
1047 cp2 = (OdePrim)p2;
1048 obj2LocalID = cp2.m_localID;
1049 if (p2.SubscribedEvents())
1050 cp2.AddCollisionEvent(cc1.m_localID, contact);
1051 }
1052 break;
1053
1054 case ActorTypes.Ground:
1055 case ActorTypes.Unknown:
1056 default:
1057 obj2LocalID = 0;
1058 break;
1059 }
1060 if (p1.SubscribedEvents())
1061 {
1062 contact.SurfaceNormal = -contact.SurfaceNormal;
1063 cc1.AddCollisionEvent(obj2LocalID, contact);
1064 }
1065 break;
1066
1067 case ActorTypes.Prim:
1068
1069 if (p1 is OdePrim)
1070 {
1071 cp1 = (OdePrim)p1;
1072
1073 // obj1LocalID = cp2.m_localID;
1074 switch ((ActorTypes)p2.PhysicsActorType)
1075 {
1076 case ActorTypes.Agent:
1077 if (p2 is OdeCharacter)
1078 {
1079 cc2 = (OdeCharacter)p2;
1080 obj2LocalID = cc2.m_localID;
1081 if (p2.SubscribedEvents())
1082 cc2.AddCollisionEvent(cp1.m_localID, contact);
1083 }
1084 break;
1085 case ActorTypes.Prim:
1086
1087 if (p2 is OdePrim)
1088 {
1089 cp2 = (OdePrim)p2;
1090 obj2LocalID = cp2.m_localID;
1091 if (p2.SubscribedEvents())
1092 cp2.AddCollisionEvent(cp1.m_localID, contact);
1093 }
1094 break;
1095
1096 case ActorTypes.Ground:
1097 case ActorTypes.Unknown:
1098 default:
1099 obj2LocalID = 0;
1100 break;
1101 }
1102 if (p1.SubscribedEvents())
1103 {
1104 contact.SurfaceNormal = -contact.SurfaceNormal;
1105 cp1.AddCollisionEvent(obj2LocalID, contact);
1106 }
1107 }
1108 break;
1109 }
1110 }
1111
1112 /// <summary>
1113 /// This is our collision testing routine in ODE
1114 /// </summary>
1115 /// <param name="timeStep"></param>
1116 private void collision_optimized()
1117 {
1118 lock (_characters)
1119 {
1120 try
1121 {
1122 foreach (OdeCharacter chr in _characters)
1123 {
1124 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1125 continue;
1126
1127 chr.IsColliding = false;
1128 // chr.CollidingGround = false; not done here
1129 chr.CollidingObj = false;
1130 // do colisions with static space
1131 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1132 }
1133 }
1134 catch (AccessViolationException)
1135 {
1136 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1137 }
1138
1139 }
1140
1141 lock (_activeprims)
1142 {
1143 foreach (OdePrim aprim in _activeprims)
1144 {
1145 aprim.CollisionScore = 0;
1146 aprim.IsColliding = false;
1147 }
1148 }
1149
1150 // collide active prims with static enviroment
1151 lock (_activegroups)
1152 {
1153 try
1154 {
1155 foreach (OdePrim prm in _activegroups)
1156 {
1157 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1158 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1159 }
1160 }
1161 catch (AccessViolationException)
1162 {
1163 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1164 }
1165 }
1166 // finally colide active things amoung them
1167 try
1168 {
1169 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1170 }
1171 catch (AccessViolationException)
1172 {
1173 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1174 }
1175// _perloopContact.Clear();
1176 }
1177
1178 #endregion
1179
1180
1181
1182 /// <summary>
1183 /// Add actor to the list that should receive collision events in the simulate loop.
1184 /// </summary>
1185 /// <param name="obj"></param>
1186 public void AddCollisionEventReporting(PhysicsActor obj)
1187 {
1188 lock (_collisionEventPrim)
1189 {
1190 if (!_collisionEventPrim.Contains(obj))
1191 _collisionEventPrim.Add(obj);
1192 }
1193 }
1194
1195 /// <summary>
1196 /// Remove actor from the list that should receive collision events in the simulate loop.
1197 /// </summary>
1198 /// <param name="obj"></param>
1199 public void RemoveCollisionEventReporting(PhysicsActor obj)
1200 {
1201 lock (_collisionEventPrim)
1202 {
1203 if (_collisionEventPrim.Contains(obj))
1204 _collisionEventPrim.Remove(obj);
1205 }
1206 }
1207
1208 #region Add/Remove Entities
1209
1210 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1211 {
1212 Vector3 pos;
1213 pos.X = position.X;
1214 pos.Y = position.Y;
1215 pos.Z = position.Z;
1216 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1217 newAv.Flying = isFlying;
1218 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1219
1220 return newAv;
1221 }
1222
1223 public void AddCharacter(OdeCharacter chr)
1224 {
1225 lock (_characters)
1226 {
1227 if (!_characters.Contains(chr))
1228 {
1229 _characters.Add(chr);
1230 if (chr.bad)
1231 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1232 }
1233 }
1234 }
1235
1236 public void RemoveCharacter(OdeCharacter chr)
1237 {
1238 lock (_characters)
1239 {
1240 if (_characters.Contains(chr))
1241 {
1242 _characters.Remove(chr);
1243 }
1244 }
1245 }
1246
1247 public void BadCharacter(OdeCharacter chr)
1248 {
1249 lock (_badCharacter)
1250 {
1251 if (!_badCharacter.Contains(chr))
1252 _badCharacter.Add(chr);
1253 }
1254 }
1255
1256 public override void RemoveAvatar(PhysicsActor actor)
1257 {
1258 //m_log.Debug("[PHYSICS]:ODELOCK");
1259 ((OdeCharacter) actor).Destroy();
1260 }
1261
1262 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1263 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1264 {
1265 Vector3 pos = position;
1266 Vector3 siz = size;
1267 Quaternion rot = rotation;
1268
1269 OdePrim newPrim;
1270 lock (OdeLock)
1271 {
1272 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
1273
1274 lock (_prims)
1275 _prims.Add(newPrim);
1276 }
1277 return newPrim;
1278 }
1279
1280 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1281 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1282 {
1283 Vector3 pos = position;
1284 Vector3 siz = size;
1285 Quaternion rot = rotation;
1286
1287 OdePrim newPrim;
1288 lock (OdeLock)
1289 {
1290 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
1291
1292 lock (_prims)
1293 _prims.Add(newPrim);
1294 }
1295 return newPrim;
1296 }
1297
1298 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1299 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1300 {
1301 Vector3 pos = position;
1302 Vector3 siz = size;
1303 Quaternion rot = rotation;
1304
1305 OdePrim newPrim;
1306 lock (OdeLock)
1307 {
1308 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
1309
1310 lock (_prims)
1311 _prims.Add(newPrim);
1312 }
1313 return newPrim;
1314 }
1315
1316 public void addActivePrim(OdePrim activatePrim)
1317 {
1318 // adds active prim..
1319 lock (_activeprims)
1320 {
1321 if (!_activeprims.Contains(activatePrim))
1322 _activeprims.Add(activatePrim);
1323 }
1324 }
1325
1326 public void addActiveGroups(OdePrim activatePrim)
1327 {
1328 lock (_activegroups)
1329 {
1330 if (!_activegroups.Contains(activatePrim))
1331 _activegroups.Add(activatePrim);
1332 }
1333 }
1334
1335 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1336 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1337 {
1338 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1339 }
1340
1341
1342 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1343 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1344 {
1345#if SPAM
1346 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1347#endif
1348
1349 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1350 }
1351
1352 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1353 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1354 {
1355#if SPAM
1356 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1357#endif
1358
1359 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1360 }
1361
1362 public override float TimeDilation
1363 {
1364 get { return m_timeDilation; }
1365 }
1366
1367 public override bool SupportsNINJAJoints
1368 {
1369 get { return false; }
1370 }
1371
1372
1373 public void remActivePrim(OdePrim deactivatePrim)
1374 {
1375 lock (_activeprims)
1376 {
1377 _activeprims.Remove(deactivatePrim);
1378 }
1379 }
1380 public void remActiveGroup(OdePrim deactivatePrim)
1381 {
1382 lock (_activegroups)
1383 {
1384 _activegroups.Remove(deactivatePrim);
1385 }
1386 }
1387
1388 public override void RemovePrim(PhysicsActor prim)
1389 {
1390 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1391 // removed in the next physics simulate pass.
1392 if (prim is OdePrim)
1393 {
1394// lock (OdeLock)
1395 {
1396 OdePrim p = (OdePrim)prim;
1397 p.setPrimForRemoval();
1398 }
1399 }
1400 }
1401 /// <summary>
1402 /// This is called from within simulate but outside the locked portion
1403 /// We need to do our own locking here
1404 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1405 /// Simulate() -- justincc).
1406 ///
1407 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1408 ///
1409 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1410 /// that the space was using.
1411 /// </summary>
1412 /// <param name="prim"></param>
1413 public void RemovePrimThreadLocked(OdePrim prim)
1414 {
1415 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1416 lock (prim)
1417 {
1418 RemoveCollisionEventReporting(prim);
1419 lock (_prims)
1420 _prims.Remove(prim);
1421 }
1422
1423 }
1424 #endregion
1425
1426 #region Space Separation Calculation
1427
1428 /// <summary>
1429 /// Called when a static prim moves or becomes static
1430 /// Places the prim in a space one the static sub-spaces grid
1431 /// </summary>
1432 /// <param name="geom">the pointer to the geom that moved</param>
1433 /// <param name="pos">the position that the geom moved to</param>
1434 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1435 /// <returns>a pointer to the new space it's in</returns>
1436 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1437 {
1438 // moves a prim into another static sub-space or from another space into a static sub-space
1439
1440 // Called ODEPrim so
1441 // it's already in locked space.
1442
1443 if (geom == IntPtr.Zero) // shouldn't happen
1444 return IntPtr.Zero;
1445
1446 // get the static sub-space for current position
1447 IntPtr newspace = calculateSpaceForGeom(pos);
1448
1449 if (newspace == currentspace) // if we are there all done
1450 return newspace;
1451
1452 // else remove it from its current space
1453 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1454 {
1455 if (d.GeomIsSpace(currentspace))
1456 {
1457 waitForSpaceUnlock(currentspace);
1458 d.SpaceRemove(currentspace, geom);
1459
1460 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1461 {
1462 d.SpaceDestroy(currentspace);
1463 }
1464 }
1465 else
1466 {
1467 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1468 " Geom:" + geom);
1469 }
1470 }
1471 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1472 {
1473 currentspace = d.GeomGetSpace(geom);
1474 if (currentspace != IntPtr.Zero)
1475 {
1476 if (d.GeomIsSpace(currentspace))
1477 {
1478 waitForSpaceUnlock(currentspace);
1479 d.SpaceRemove(currentspace, geom);
1480
1481 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1482 {
1483 d.SpaceDestroy(currentspace);
1484 }
1485
1486 }
1487 }
1488 }
1489
1490 // put the geom in the newspace
1491 waitForSpaceUnlock(newspace);
1492 d.SpaceAdd(newspace, geom);
1493
1494 // let caller know this newspace
1495 return newspace;
1496 }
1497
1498 /// <summary>
1499 /// Calculates the space the prim should be in by its position
1500 /// </summary>
1501 /// <param name="pos"></param>
1502 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1503 public IntPtr calculateSpaceForGeom(Vector3 pos)
1504 {
1505 int x, y;
1506 x = (int)(pos.X * spacesPerMeter);
1507 if (x < 0)
1508 x = 0;
1509 else if (x > spaceGridMaxX)
1510 x = spaceGridMaxX;
1511
1512 y = (int)(pos.Y * spacesPerMeter);
1513 if (y < 0)
1514 y = 0;
1515 else if (y >spaceGridMaxY)
1516 y = spaceGridMaxY;
1517
1518 IntPtr tmpSpace = staticPrimspace[x, y];
1519 return tmpSpace;
1520 }
1521
1522 #endregion
1523
1524 /// <summary>
1525 /// Routine to figure out if we need to mesh this prim with our mesher
1526 /// </summary>
1527 /// <param name="pbs"></param>
1528 /// <returns></returns>
1529 public bool needsMeshing(PrimitiveBaseShape pbs)
1530 {
1531 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1532 // but we still need to check for sculptie meshing being enabled so this is the most
1533 // convenient place to do it for now...
1534
1535 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1536 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1537 int iPropertiesNotSupportedDefault = 0;
1538
1539 if (pbs.SculptEntry)
1540 {
1541 if(!meshSculptedPrim)
1542 return false;
1543 }
1544
1545 // 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
1546 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1547 {
1548 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1549 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1550 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1551 {
1552
1553 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1554 && pbs.ProfileHollow == 0
1555 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1556 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1557 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1558 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1559 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1560 {
1561#if SPAM
1562 m_log.Warn("NonMesh");
1563#endif
1564 return false;
1565 }
1566 }
1567 }
1568
1569 // following code doesn't give meshs to boxes and spheres ever
1570 // and it's odd.. so for now just return true if asked to force meshs
1571 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1572
1573 if (forceSimplePrimMeshing)
1574 return true;
1575
1576 if (pbs.ProfileHollow != 0)
1577 iPropertiesNotSupportedDefault++;
1578
1579 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1580 iPropertiesNotSupportedDefault++;
1581
1582 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1583 iPropertiesNotSupportedDefault++;
1584
1585 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1586 iPropertiesNotSupportedDefault++;
1587
1588 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1589 iPropertiesNotSupportedDefault++;
1590
1591 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1592 iPropertiesNotSupportedDefault++;
1593
1594 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1595 iPropertiesNotSupportedDefault++;
1596
1597 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))
1598 iPropertiesNotSupportedDefault++;
1599
1600 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1601 iPropertiesNotSupportedDefault++;
1602
1603 // test for torus
1604 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1605 {
1606 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1607 {
1608 iPropertiesNotSupportedDefault++;
1609 }
1610 }
1611 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1612 {
1613 if (pbs.PathCurve == (byte)Extrusion.Straight)
1614 {
1615 iPropertiesNotSupportedDefault++;
1616 }
1617
1618 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1619 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1620 {
1621 iPropertiesNotSupportedDefault++;
1622 }
1623 }
1624 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1625 {
1626 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1627 {
1628 iPropertiesNotSupportedDefault++;
1629 }
1630 }
1631 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1632 {
1633 if (pbs.PathCurve == (byte)Extrusion.Straight)
1634 {
1635 iPropertiesNotSupportedDefault++;
1636 }
1637 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1638 {
1639 iPropertiesNotSupportedDefault++;
1640 }
1641 }
1642
1643 if (pbs.SculptEntry && meshSculptedPrim)
1644 iPropertiesNotSupportedDefault++;
1645
1646 if (iPropertiesNotSupportedDefault == 0)
1647 {
1648#if SPAM
1649 m_log.Warn("NonMesh");
1650#endif
1651 return false;
1652 }
1653#if SPAM
1654 m_log.Debug("Mesh");
1655#endif
1656 return true;
1657 }
1658
1659 /// <summary>
1660 /// Called to queue a change to a actor
1661 /// to use in place of old taint mechanism so changes do have a time sequence
1662 /// </summary>
1663
1664 public void AddChange(PhysicsActor actor, changes what, Object arg)
1665 {
1666 ODEchangeitem item = new ODEchangeitem();
1667 item.actor = actor;
1668 item.what = what;
1669 item.arg = arg;
1670 ChangesQueue.Enqueue(item);
1671 }
1672
1673 /// <summary>
1674 /// Called after our prim properties are set Scale, position etc.
1675 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1676 /// This assures us that we have no race conditions
1677 /// </summary>
1678 /// <param name="prim"></param>
1679 public override void AddPhysicsActorTaint(PhysicsActor prim)
1680 {
1681 }
1682
1683 /// <summary>
1684 /// This is our main simulate loop
1685 /// It's thread locked by a Mutex in the scene.
1686 /// It holds Collisions, it instructs ODE to step through the physical reactions
1687 /// It moves the objects around in memory
1688 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1689 /// </summary>
1690 /// <param name="timeStep"></param>
1691 /// <returns></returns>
1692 public override float Simulate(float timeStep)
1693 {
1694
1695 DateTime now = DateTime.UtcNow;
1696 TimeSpan SinceLastFrame = now - m_lastframe;
1697 m_lastframe = now;
1698 timeStep = (float)SinceLastFrame.TotalSeconds;
1699
1700 // acumulate time so we can reduce error
1701 step_time += timeStep;
1702
1703 if (step_time < HalfOdeStep)
1704 return 0;
1705
1706 if (framecount < 0)
1707 framecount = 0;
1708
1709 framecount++;
1710
1711 int curphysiteractions;
1712
1713 // if in trouble reduce step resolution
1714 if (step_time >= m_SkipFramesAtms)
1715 curphysiteractions = m_physicsiterations / 2;
1716 else
1717 curphysiteractions = m_physicsiterations;
1718
1719 int nodeframes = 0;
1720
1721// checkThread();
1722
1723 lock (SimulationLock)
1724 {
1725 // adjust number of iterations per step
1726 try
1727 {
1728 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1729 }
1730 catch (StackOverflowException)
1731 {
1732 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1733// ode.drelease(world);
1734 base.TriggerPhysicsBasedRestart();
1735 }
1736
1737 while (step_time >= HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
1738 {
1739 try
1740 {
1741 // clear pointer/counter to contacts to pass into joints
1742 m_global_contactcount = 0;
1743
1744 ODEchangeitem item;
1745
1746 if(ChangesQueue.Count >0)
1747 {
1748 int ttmpstart = Util.EnvironmentTickCount();
1749 int ttmp;
1750 int ttmp2;
1751
1752 while(ChangesQueue.Dequeue(out item))
1753 {
1754 if (item.actor != null)
1755 {
1756 try
1757 {
1758 if (item.actor is OdeCharacter)
1759 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1760 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1761 RemovePrimThreadLocked((OdePrim)item.actor);
1762 }
1763 catch
1764 {
1765 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1766 };
1767 }
1768 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1769 if (ttmp > 20)
1770 break;
1771 }
1772
1773 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1774 if (ttmp2 > 50)
1775 ttmp2 = 0;
1776
1777 }
1778
1779 // Move characters
1780 lock (_characters)
1781 {
1782 List<OdeCharacter> defects = new List<OdeCharacter>();
1783 foreach (OdeCharacter actor in _characters)
1784 {
1785 if (actor != null)
1786 actor.Move(ODE_STEPSIZE, defects);
1787 }
1788 if (defects.Count != 0)
1789 {
1790 foreach (OdeCharacter defect in defects)
1791 {
1792 RemoveCharacter(defect);
1793 }
1794 }
1795 }
1796
1797 // Move other active objects
1798 lock (_activegroups)
1799 {
1800 foreach (OdePrim aprim in _activegroups)
1801 {
1802 aprim.Move();
1803 }
1804 }
1805
1806 //if ((framecount % m_randomizeWater) == 0)
1807 // randomizeWater(waterlevel);
1808
1809 m_rayCastManager.ProcessQueuedRequests();
1810
1811 collision_optimized();
1812
1813 lock (_collisionEventPrim)
1814 {
1815 foreach (PhysicsActor obj in _collisionEventPrim)
1816 {
1817 if (obj == null)
1818 continue;
1819
1820 switch ((ActorTypes)obj.PhysicsActorType)
1821 {
1822 case ActorTypes.Agent:
1823 OdeCharacter cobj = (OdeCharacter)obj;
1824 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f));
1825 cobj.SendCollisions();
1826 break;
1827
1828 case ActorTypes.Prim:
1829 OdePrim pobj = (OdePrim)obj;
1830 pobj.SendCollisions();
1831 break;
1832 }
1833 }
1834 }
1835
1836 // do a ode simulation step
1837 d.WorldQuickStep(world, ODE_STEPSIZE);
1838 d.JointGroupEmpty(contactgroup);
1839
1840 // update managed ideia of physical data and do updates to core
1841 /*
1842 lock (_characters)
1843 {
1844 foreach (OdeCharacter actor in _characters)
1845 {
1846 if (actor != null)
1847 {
1848 if (actor.bad)
1849 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1850
1851 actor.UpdatePositionAndVelocity();
1852 }
1853 }
1854 }
1855 */
1856
1857 lock (_activegroups)
1858 {
1859 {
1860 foreach (OdePrim actor in _activegroups)
1861 {
1862 if (actor.IsPhysical)
1863 {
1864 actor.UpdatePositionAndVelocity();
1865 }
1866 }
1867 }
1868 }
1869 }
1870 catch (Exception e)
1871 {
1872 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1873// ode.dunlock(world);
1874 }
1875
1876
1877 step_time -= ODE_STEPSIZE;
1878 nodeframes++;
1879 }
1880
1881 lock (_badCharacter)
1882 {
1883 if (_badCharacter.Count > 0)
1884 {
1885 foreach (OdeCharacter chr in _badCharacter)
1886 {
1887 RemoveCharacter(chr);
1888 }
1889
1890 _badCharacter.Clear();
1891 }
1892 }
1893
1894 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1895 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1896 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1897 int nbodies = d.NTotalBodies;
1898 int ngeoms = d.NTotalGeoms;
1899
1900 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1901 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1902 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1903 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1904 {
1905 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1906 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1907
1908 if (physics_logging_append_existing_logfile)
1909 {
1910 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1911 TextWriter fwriter = File.AppendText(fname);
1912 fwriter.WriteLine(header);
1913 fwriter.Close();
1914 }
1915
1916 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1917 }
1918
1919 // think time dilation as to do with dinamic step size that we dont' have
1920 // even so tell something to world
1921 if (nodeframes < 10) // we did the requested loops
1922 m_timeDilation = 1.0f;
1923 else if (step_time > 0)
1924 {
1925 m_timeDilation = timeStep / step_time;
1926 if (m_timeDilation > 1)
1927 m_timeDilation = 1;
1928 if (step_time > m_SkipFramesAtms)
1929 step_time = 0;
1930 }
1931 }
1932
1933// return nodeframes * ODE_STEPSIZE; // return real simulated time
1934 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1935 }
1936
1937 /// <summary>
1938 public override void GetResults()
1939 {
1940 }
1941
1942 public override bool IsThreaded
1943 {
1944 // for now we won't be multithreaded
1945 get { return (false); }
1946 }
1947
1948 public float GetTerrainHeightAtXY(float x, float y)
1949 {
1950
1951
1952 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1953 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1954
1955
1956 IntPtr heightFieldGeom = IntPtr.Zero;
1957
1958 // get region map
1959 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1960 return 0f;
1961
1962 if (heightFieldGeom == IntPtr.Zero)
1963 return 0f;
1964
1965 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1966 return 0f;
1967
1968 // TerrainHeightField for ODE as offset 1m
1969 x += 1f - offsetX;
1970 y += 1f - offsetY;
1971
1972 // make position fit into array
1973 if (x < 0)
1974 x = 0;
1975 if (y < 0)
1976 y = 0;
1977
1978 // integer indexs
1979 int ix;
1980 int iy;
1981 // interpolators offset
1982 float dx;
1983 float dy;
1984
1985 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
1986
1987 if (OdeUbitLib)
1988 {
1989 if (x < regsize - 1)
1990 {
1991 ix = (int)x;
1992 dx = x - (float)ix;
1993 }
1994 else // out world use external height
1995 {
1996 ix = regsize - 2;
1997 dx = 0;
1998 }
1999 if (y < regsize - 1)
2000 {
2001 iy = (int)y;
2002 dy = y - (float)iy;
2003 }
2004 else
2005 {
2006 iy = regsize - 2;
2007 dy = 0;
2008 }
2009 }
2010
2011 else
2012 {
2013 // we still have square fixed size regions
2014 // also flip x and y because of how map is done for ODE fliped axis
2015 // so ix,iy,dx and dy are inter exchanged
2016 if (x < regsize - 1)
2017 {
2018 iy = (int)x;
2019 dy = x - (float)iy;
2020 }
2021 else // out world use external height
2022 {
2023 iy = regsize - 2;
2024 dy = 0;
2025 }
2026 if (y < regsize - 1)
2027 {
2028 ix = (int)y;
2029 dx = y - (float)ix;
2030 }
2031 else
2032 {
2033 ix = regsize - 2;
2034 dx = 0;
2035 }
2036 }
2037
2038 float h0;
2039 float h1;
2040 float h2;
2041
2042 iy *= regsize;
2043 iy += ix; // all indexes have iy + ix
2044
2045 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2046 /*
2047 if ((dx + dy) <= 1.0f)
2048 {
2049 h0 = ((float)heights[iy]); // 0,0 vertice
2050 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2051 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2052 }
2053 else
2054 {
2055 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2056 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2057 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2058 }
2059 */
2060 h0 = ((float)heights[iy]); // 0,0 vertice
2061
2062 if ((dy > dx))
2063 {
2064 iy += regsize;
2065 h2 = (float)heights[iy]; // 0,1 vertice
2066 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2067 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2068 }
2069 else
2070 {
2071 iy++;
2072 h2 = (float)heights[iy]; // vertice 1,0
2073 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2074 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2075 }
2076
2077 return h0 + h1 + h2;
2078 }
2079
2080
2081 public override void SetTerrain(float[] heightMap)
2082 {
2083 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2084 {
2085 if (m_parentScene is OdeScene)
2086 {
2087 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2088 }
2089 }
2090 else
2091 {
2092 SetTerrain(heightMap, m_worldOffset);
2093 }
2094 }
2095
2096 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2097 {
2098 SetTerrain(heightMap, pOffset);
2099 }
2100
2101 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2102 {
2103 if (OdeUbitLib)
2104 UbitSetTerrain(heightMap, pOffset);
2105 else
2106 OriSetTerrain(heightMap, pOffset);
2107 }
2108
2109 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2110 {
2111 // assumes 1m size grid and constante size square regions
2112 // needs to know about sims around in future
2113
2114 float[] _heightmap;
2115
2116 uint heightmapWidth = Constants.RegionSize + 2;
2117 uint heightmapHeight = Constants.RegionSize + 2;
2118
2119 uint heightmapWidthSamples = heightmapWidth + 1;
2120 uint heightmapHeightSamples = heightmapHeight + 1;
2121
2122 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2123
2124 const float scale = 1.0f;
2125 const float offset = 0.0f;
2126 const float thickness = 10f;
2127 const int wrap = 0;
2128
2129 uint regionsize = Constants.RegionSize;
2130
2131 float hfmin = float.MaxValue;
2132 float hfmax = float.MinValue;
2133 float val;
2134 uint xx;
2135 uint yy;
2136
2137 uint maxXXYY = regionsize - 1;
2138 // flipping map adding one margin all around so things don't fall in edges
2139
2140 uint xt = 0;
2141 xx = 0;
2142
2143 for (uint x = 0; x < heightmapWidthSamples; x++)
2144 {
2145 if (x > 1 && xx < maxXXYY)
2146 xx++;
2147 yy = 0;
2148 for (uint y = 0; y < heightmapHeightSamples; y++)
2149 {
2150 if (y > 1 && y < maxXXYY)
2151 yy += regionsize;
2152
2153 val = heightMap[yy + xx];
2154 if (val < 0.0f)
2155 val = 0.0f; // no neg terrain as in chode
2156 _heightmap[xt + y] = val;
2157
2158 if (hfmin > val)
2159 hfmin = val;
2160 if (hfmax < val)
2161 hfmax = val;
2162 }
2163 xt += heightmapHeightSamples;
2164 }
2165 lock (OdeLock)
2166 {
2167 IntPtr GroundGeom = IntPtr.Zero;
2168 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2169 {
2170 RegionTerrain.Remove(pOffset);
2171 if (GroundGeom != IntPtr.Zero)
2172 {
2173 d.GeomDestroy(GroundGeom);
2174
2175 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2176 {
2177 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2178 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2179 TerrainHeightFieldHeights.Remove(GroundGeom);
2180 }
2181 }
2182 }
2183 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2184
2185 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2186
2187 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2188 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2189 offset, thickness, wrap);
2190
2191 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2192 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2193 if (GroundGeom != IntPtr.Zero)
2194 {
2195 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2196 d.GeomSetCollideBits(GroundGeom, 0);
2197
2198 }
2199 geom_name_map[GroundGeom] = "Terrain";
2200
2201 d.Matrix3 R = new d.Matrix3();
2202
2203 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2204 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2205
2206
2207 q1 = q1 * q2;
2208
2209 Vector3 v3;
2210 float angle;
2211 q1.GetAxisAngle(out v3, out angle);
2212
2213 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2214 d.GeomSetRotation(GroundGeom, ref R);
2215 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2216 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2217// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2218 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2219 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2220
2221 }
2222 }
2223
2224 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2225 {
2226 // assumes 1m size grid and constante size square regions
2227 // needs to know about sims around in future
2228
2229 float[] _heightmap;
2230
2231 uint heightmapWidth = Constants.RegionSize + 2;
2232 uint heightmapHeight = Constants.RegionSize + 2;
2233
2234 uint heightmapWidthSamples = heightmapWidth + 1;
2235 uint heightmapHeightSamples = heightmapHeight + 1;
2236
2237 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2238
2239
2240 uint regionsize = Constants.RegionSize;
2241
2242 float hfmin = float.MaxValue;
2243// float hfmax = float.MinValue;
2244 float val;
2245
2246
2247 uint maxXXYY = regionsize - 1;
2248 // adding one margin all around so things don't fall in edges
2249
2250 uint xx;
2251 uint yy = 0;
2252 uint yt = 0;
2253
2254 for (uint y = 0; y < heightmapHeightSamples; y++)
2255 {
2256 if (y > 1 && y < maxXXYY)
2257 yy += regionsize;
2258 xx = 0;
2259 for (uint x = 0; x < heightmapWidthSamples; x++)
2260 {
2261 if (x > 1 && x < maxXXYY)
2262 xx++;
2263
2264 val = heightMap[yy + xx];
2265 if (val < 0.0f)
2266 val = 0.0f; // no neg terrain as in chode
2267 _heightmap[yt + x] = val;
2268
2269 if (hfmin > val)
2270 hfmin = val;
2271// if (hfmax < val)
2272// hfmax = val;
2273 }
2274 yt += heightmapWidthSamples;
2275 }
2276 lock (OdeLock)
2277 {
2278 IntPtr GroundGeom = IntPtr.Zero;
2279 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2280 {
2281 RegionTerrain.Remove(pOffset);
2282 if (GroundGeom != IntPtr.Zero)
2283 {
2284 d.GeomDestroy(GroundGeom);
2285
2286 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2287 {
2288 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2289 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2290 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2291 TerrainHeightFieldHeights.Remove(GroundGeom);
2292 }
2293 }
2294 }
2295 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2296
2297 const int wrap = 0;
2298 float thickness = hfmin;
2299 if (thickness < 0)
2300 thickness = 1;
2301
2302 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2303
2304 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2305 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2306 thickness, wrap);
2307
2308// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2309 GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
2310 if (GroundGeom != IntPtr.Zero)
2311 {
2312 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2313 d.GeomSetCollideBits(GroundGeom, 0);
2314
2315 }
2316 geom_name_map[GroundGeom] = "Terrain";
2317
2318 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2319 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2320 // TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2321 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2322 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2323 }
2324 }
2325
2326
2327 public override void DeleteTerrain()
2328 {
2329 }
2330
2331 public float GetWaterLevel()
2332 {
2333 return waterlevel;
2334 }
2335
2336 public override bool SupportsCombining()
2337 {
2338 return true;
2339 }
2340/*
2341 public override void UnCombine(PhysicsScene pScene)
2342 {
2343 IntPtr localGround = IntPtr.Zero;
2344// float[] localHeightfield;
2345 bool proceed = false;
2346 List<IntPtr> geomDestroyList = new List<IntPtr>();
2347
2348 lock (OdeLock)
2349 {
2350 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2351 {
2352 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2353 {
2354 if (geom == localGround)
2355 {
2356// localHeightfield = TerrainHeightFieldHeights[geom];
2357 proceed = true;
2358 }
2359 else
2360 {
2361 geomDestroyList.Add(geom);
2362 }
2363 }
2364
2365 if (proceed)
2366 {
2367 m_worldOffset = Vector3.Zero;
2368 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2369 m_parentScene = null;
2370
2371 foreach (IntPtr g in geomDestroyList)
2372 {
2373 // removingHeightField needs to be done or the garbage collector will
2374 // collect the terrain data before we tell ODE to destroy it causing
2375 // memory corruption
2376 if (TerrainHeightFieldHeights.ContainsKey(g))
2377 {
2378// float[] removingHeightField = TerrainHeightFieldHeights[g];
2379 TerrainHeightFieldHeights.Remove(g);
2380
2381 if (RegionTerrain.ContainsKey(g))
2382 {
2383 RegionTerrain.Remove(g);
2384 }
2385
2386 d.GeomDestroy(g);
2387 //removingHeightField = new float[0];
2388 }
2389 }
2390
2391 }
2392 else
2393 {
2394 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2395 }
2396 }
2397 }
2398 }
2399*/
2400 public override void SetWaterLevel(float baseheight)
2401 {
2402 waterlevel = baseheight;
2403 randomizeWater(waterlevel);
2404 }
2405
2406 public void randomizeWater(float baseheight)
2407 {
2408 const uint heightmapWidth = Constants.RegionSize + 2;
2409 const uint heightmapHeight = Constants.RegionSize + 2;
2410 const uint heightmapWidthSamples = heightmapWidth + 1;
2411 const uint heightmapHeightSamples = heightmapHeight + 1;
2412
2413 const float scale = 1.0f;
2414 const float offset = 0.0f;
2415 const int wrap = 0;
2416
2417 float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples];
2418
2419 float maxheigh = float.MinValue;
2420 float minheigh = float.MaxValue;
2421 float val;
2422 for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++)
2423 {
2424
2425 val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f);
2426 _watermap[i] = val;
2427 if (maxheigh < val)
2428 maxheigh = val;
2429 if (minheigh > val)
2430 minheigh = val;
2431 }
2432
2433 float thickness = minheigh;
2434
2435 lock (OdeLock)
2436 {
2437 if (WaterGeom != IntPtr.Zero)
2438 {
2439 d.GeomDestroy(WaterGeom);
2440 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2441 WaterGeom = IntPtr.Zero;
2442 WaterHeightmapData = IntPtr.Zero;
2443 if(WaterMapHandler.IsAllocated)
2444 WaterMapHandler.Free();
2445 }
2446
2447 WaterHeightmapData = d.GeomHeightfieldDataCreate();
2448
2449 WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned);
2450
2451 d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight,
2452 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2453 offset, thickness, wrap);
2454 d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh);
2455 WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1);
2456 if (WaterGeom != IntPtr.Zero)
2457 {
2458 d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water));
2459 d.GeomSetCollideBits(WaterGeom, 0);
2460
2461 geom_name_map[WaterGeom] = "Water";
2462
2463 d.Matrix3 R = new d.Matrix3();
2464
2465 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2466 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2467
2468 q1 = q1 * q2;
2469 Vector3 v3;
2470 float angle;
2471 q1.GetAxisAngle(out v3, out angle);
2472
2473 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2474 d.GeomSetRotation(WaterGeom, ref R);
2475 d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0);
2476 }
2477 }
2478 }
2479
2480 public override void Dispose()
2481 {
2482 m_rayCastManager.Dispose();
2483 m_rayCastManager = null;
2484
2485 lock (OdeLock)
2486 {
2487 lock (_prims)
2488 {
2489 foreach (OdePrim prm in _prims)
2490 {
2491 RemovePrim(prm);
2492 }
2493 }
2494
2495 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2496 {
2497 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2498 {
2499 if (gch.IsAllocated)
2500 gch.Free();
2501 }
2502 }
2503
2504 if (WaterGeom != IntPtr.Zero)
2505 {
2506 d.GeomDestroy(WaterGeom);
2507 WaterGeom = IntPtr.Zero;
2508 if (WaterHeightmapData != IntPtr.Zero)
2509 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2510 WaterHeightmapData = IntPtr.Zero;
2511
2512 if (WaterMapHandler.IsAllocated)
2513 WaterMapHandler.Free();
2514 }
2515
2516
2517 if (ContactgeomsArray != IntPtr.Zero)
2518 Marshal.FreeHGlobal(ContactgeomsArray);
2519 if (GlobalContactsArray != IntPtr.Zero)
2520 Marshal.FreeHGlobal(GlobalContactsArray);
2521
2522
2523 d.WorldDestroy(world);
2524 //d.CloseODE();
2525 }
2526 }
2527
2528 public override Dictionary<uint, float> GetTopColliders()
2529 {
2530 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2531 int cnt = 0;
2532 lock (_prims)
2533 {
2534 foreach (OdePrim prm in _prims)
2535 {
2536 if (prm.CollisionScore > 0)
2537 {
2538 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2539 cnt++;
2540 prm.CollisionScore = 0f;
2541 if (cnt > 25)
2542 {
2543 break;
2544 }
2545 }
2546 }
2547 }
2548 return returncolliders;
2549 }
2550
2551 public override bool SupportsRayCast()
2552 {
2553 return true;
2554 }
2555
2556 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2557 {
2558 if (retMethod != null)
2559 {
2560 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2561 }
2562 }
2563
2564 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2565 {
2566 if (retMethod != null)
2567 {
2568 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2569 }
2570 }
2571
2572 // don't like this
2573 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2574 {
2575 ContactResult[] ourResults = null;
2576 RayCallback retMethod = delegate(List<ContactResult> results)
2577 {
2578 ourResults = new ContactResult[results.Count];
2579 results.CopyTo(ourResults, 0);
2580 };
2581 int waitTime = 0;
2582 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2583 while (ourResults == null && waitTime < 1000)
2584 {
2585 Thread.Sleep(1);
2586 waitTime++;
2587 }
2588 if (ourResults == null)
2589 return new List<ContactResult>();
2590 return new List<ContactResult>(ourResults);
2591 }
2592
2593 public override bool SuportsRaycastWorldFiltered()
2594 {
2595 return true;
2596 }
2597
2598 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2599 {
2600 object SyncObject = new object();
2601 List<ContactResult> ourresults = new List<ContactResult>();
2602
2603 RayCallback retMethod = delegate(List<ContactResult> results)
2604 {
2605 lock (SyncObject)
2606 {
2607 ourresults = results;
2608 Monitor.PulseAll(SyncObject);
2609 }
2610 };
2611
2612 lock (SyncObject)
2613 {
2614 m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod);
2615 if (!Monitor.Wait(SyncObject, 500))
2616 return null;
2617 else
2618 return ourresults;
2619 }
2620 }
2621
2622 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2623 {
2624 if (retMethod != null && actor !=null)
2625 {
2626 IntPtr geom;
2627 if (actor is OdePrim)
2628 geom = ((OdePrim)actor).prim_geom;
2629 else if (actor is OdeCharacter)
2630 geom = ((OdePrim)actor).prim_geom;
2631 else
2632 return;
2633 if (geom == IntPtr.Zero)
2634 return;
2635 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2636 }
2637 }
2638
2639 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2640 {
2641 if (retMethod != null && actor != null)
2642 {
2643 IntPtr geom;
2644 if (actor is OdePrim)
2645 geom = ((OdePrim)actor).prim_geom;
2646 else if (actor is OdeCharacter)
2647 geom = ((OdePrim)actor).prim_geom;
2648 else
2649 return;
2650 if (geom == IntPtr.Zero)
2651 return;
2652
2653 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2654 }
2655 }
2656
2657 // don't like this
2658 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2659 {
2660 if (actor != null)
2661 {
2662 IntPtr geom;
2663 if (actor is OdePrim)
2664 geom = ((OdePrim)actor).prim_geom;
2665 else if (actor is OdeCharacter)
2666 geom = ((OdePrim)actor).prim_geom;
2667 else
2668 return new List<ContactResult>();
2669 if (geom == IntPtr.Zero)
2670 return new List<ContactResult>();
2671
2672 ContactResult[] ourResults = null;
2673 RayCallback retMethod = delegate(List<ContactResult> results)
2674 {
2675 ourResults = new ContactResult[results.Count];
2676 results.CopyTo(ourResults, 0);
2677 };
2678 int waitTime = 0;
2679 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2680 while (ourResults == null && waitTime < 1000)
2681 {
2682 Thread.Sleep(1);
2683 waitTime++;
2684 }
2685 if (ourResults == null)
2686 return new List<ContactResult>();
2687 return new List<ContactResult>(ourResults);
2688 }
2689 return new List<ContactResult>();
2690 }
2691 }
2692}
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index a142f26..d8d9554 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -89,89 +89,7 @@ namespace OpenSim.Region.RegionCombinerModule
89 public void RegionLoaded(Scene scene) 89 public void RegionLoaded(Scene scene)
90 { 90 {
91 if (enabledYN) 91 if (enabledYN)
92 {
93 RegionLoadedDoWork(scene); 92 RegionLoadedDoWork(scene);
94
95 scene.EventManager.OnNewPresence += NewPresence;
96 }
97 }
98
99 private void NewPresence(ScenePresence presence)
100 {
101 if (presence.IsChildAgent)
102 {
103 byte[] throttleData;
104
105 try
106 {
107 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
108 }
109 catch (NotImplementedException)
110 {
111 return;
112 }
113
114 if (throttleData == null)
115 return;
116
117 if (throttleData.Length == 0)
118 return;
119
120 if (throttleData.Length != 28)
121 return;
122
123 byte[] adjData;
124 int pos = 0;
125
126 if (!BitConverter.IsLittleEndian)
127 {
128 byte[] newData = new byte[7 * 4];
129 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
130
131 for (int i = 0; i < 7; i++)
132 Array.Reverse(newData, i * 4, 4);
133
134 adjData = newData;
135 }
136 else
137 {
138 adjData = throttleData;
139 }
140
141 // 0.125f converts from bits to bytes
142 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
148 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
149 // State is a subcategory of task that we allocate a percentage to
150
151
152 //int total = resend + land + wind + cloud + task + texture + asset;
153
154 byte[] data = new byte[7 * 4];
155 int ii = 0;
156
157 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
163 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
164
165 try
166 {
167 presence.ControllingClient.SetChildAgentThrottle(data);
168 }
169 catch (NotImplementedException)
170 {
171 return;
172 }
173
174 }
175 } 93 }
176 94
177 private void RegionLoadedDoWork(Scene scene) 95 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index 993d10f..3cbdde5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -301,6 +301,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
301 return null; 301 return null;
302 } 302 }
303 303
304 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
305 {
306 // Remove a specific script
307
308 // Remove dataserver events
309 m_Dataserver[engine].RemoveEvents(localID, itemID);
310
311 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
312 if (comms != null)
313 comms.DeleteListener(itemID);
314
315 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
316 xmlrpc.DeleteChannels(itemID);
317 xmlrpc.CancelSRDRequests(itemID);
318
319 // Remove Sensors
320 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
321
322 }
323
304 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 324 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
305 { 325 {
306 List<Object> data = new List<Object>(); 326 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..489c1c6
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,118 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using System.Collections;
31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45using OpenSim.Services.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal uint m_localID;
63 internal UUID m_itemID;
64 internal bool m_CMFunctionsEnabled = false;
65
66 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
67 {
68 m_ScriptEngine = ScriptEngine;
69 m_host = host;
70 m_localID = localID;
71 m_itemID = itemID;
72
73 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
74 m_CMFunctionsEnabled = true;
75 }
76
77 public override Object InitializeLifetimeService()
78 {
79 ILease lease = (ILease)base.InitializeLifetimeService();
80
81 if (lease.CurrentState == LeaseState.Initial)
82 {
83 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
84 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
85 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
86 }
87 return lease;
88 }
89
90 public Scene World
91 {
92 get { return m_ScriptEngine.World; }
93 }
94
95 public string cmDetectedCountry(int number)
96 {
97 m_host.AddScriptLPS(1);
98 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, number);
99 if (detectedParams == null)
100 return String.Empty;
101 return detectedParams.Country;
102 }
103
104 public string cmGetAgentCountry(LSL_Key key)
105 {
106 if (!World.Permissions.IsGod(m_host.OwnerID))
107 return String.Empty;
108
109 UUID uuid;
110
111 if (!UUID.TryParse(key, out uuid))
112 return String.Empty;
113
114 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
115 return account.UserCountry;
116 }
117 }
118}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index d641958..5a5f2e1 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,10 +28,12 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
34using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers;
35using Nini.Config; 37using Nini.Config;
36using log4net; 38using log4net;
37using OpenMetaverse; 39using OpenMetaverse;
@@ -44,6 +46,7 @@ using OpenSim.Region.CoreModules.World.Land;
44using OpenSim.Region.CoreModules.World.Terrain; 46using OpenSim.Region.CoreModules.World.Terrain;
45using OpenSim.Region.Framework.Interfaces; 47using OpenSim.Region.Framework.Interfaces;
46using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization;
47using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
48using OpenSim.Region.Physics.Manager; 51using OpenSim.Region.Physics.Manager;
49using OpenSim.Region.ScriptEngine.Shared; 52using OpenSim.Region.ScriptEngine.Shared;
@@ -65,6 +68,7 @@ using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
65using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 68using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
66using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 69using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
67using System.Reflection; 70using System.Reflection;
71using Timer = System.Timers.Timer;
68 72
69namespace OpenSim.Region.ScriptEngine.Shared.Api 73namespace OpenSim.Region.ScriptEngine.Shared.Api
70{ 74{
@@ -104,16 +108,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
104 protected int m_notecardLineReadCharsMax = 255; 108 protected int m_notecardLineReadCharsMax = 255;
105 protected int m_scriptConsoleChannel = 0; 109 protected int m_scriptConsoleChannel = 0;
106 protected bool m_scriptConsoleChannelEnabled = false; 110 protected bool m_scriptConsoleChannelEnabled = false;
111 protected bool m_debuggerSafe = false;
107 protected IUrlModule m_UrlModule = null; 112 protected IUrlModule m_UrlModule = null;
108 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 113 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
109 new Dictionary<UUID, UserInfoCacheEntry>(); 114 new Dictionary<UUID, UserInfoCacheEntry>();
110 115
116 protected Timer m_ShoutSayTimer;
117 protected int m_SayShoutCount = 0;
118
111 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 119 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
112 { 120 {
121 m_ShoutSayTimer = new Timer(1000);
122 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
123 m_ShoutSayTimer.AutoReset = true;
124 m_ShoutSayTimer.Start();
125
113 m_ScriptEngine = ScriptEngine; 126 m_ScriptEngine = ScriptEngine;
114 m_host = host; 127 m_host = host;
115 m_localID = localID; 128 m_localID = localID;
116 m_itemID = itemID; 129 m_itemID = itemID;
130 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
117 131
118 m_ScriptDelayFactor = 132 m_ScriptDelayFactor =
119 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 133 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -161,6 +175,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
161 get { return m_ScriptEngine.World; } 175 get { return m_ScriptEngine.World; }
162 } 176 }
163 177
178 [DebuggerNonUserCode]
164 public void state(string newState) 179 public void state(string newState)
165 { 180 {
166 m_ScriptEngine.SetState(m_itemID, newState); 181 m_ScriptEngine.SetState(m_itemID, newState);
@@ -170,6 +185,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
170 /// Reset the named script. The script must be present 185 /// Reset the named script. The script must be present
171 /// in the same prim. 186 /// in the same prim.
172 /// </summary> 187 /// </summary>
188 [DebuggerNonUserCode]
173 public void llResetScript() 189 public void llResetScript()
174 { 190 {
175 m_host.AddScriptLPS(1); 191 m_host.AddScriptLPS(1);
@@ -226,9 +242,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
226 } 242 }
227 } 243 }
228 244
245 public List<ScenePresence> GetLinkAvatars(int linkType)
246 {
247 List<ScenePresence> ret = new List<ScenePresence>();
248 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
249 return ret;
250
251 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
252
253 switch (linkType)
254 {
255 case ScriptBaseClass.LINK_SET:
256 return avs;
257
258 case ScriptBaseClass.LINK_ROOT:
259 return ret;
260
261 case ScriptBaseClass.LINK_ALL_OTHERS:
262 return avs;
263
264 case ScriptBaseClass.LINK_ALL_CHILDREN:
265 return avs;
266
267 case ScriptBaseClass.LINK_THIS:
268 return ret;
269
270 default:
271 if (linkType < 0)
272 return ret;
273
274 int partCount = m_host.ParentGroup.GetPartCount();
275
276 if (linkType <= partCount)
277 {
278 return ret;
279 }
280 else
281 {
282 linkType = linkType - partCount;
283 if (linkType > avs.Count)
284 {
285 return ret;
286 }
287 else
288 {
289 ret.Add(avs[linkType-1]);
290 return ret;
291 }
292 }
293 }
294 }
295
229 public List<SceneObjectPart> GetLinkParts(int linkType) 296 public List<SceneObjectPart> GetLinkParts(int linkType)
230 { 297 {
231 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 298 List<SceneObjectPart> ret = new List<SceneObjectPart>();
299 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
300 return ret;
232 ret.Add(m_host); 301 ret.Add(m_host);
233 302
234 switch (linkType) 303 switch (linkType)
@@ -282,28 +351,46 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
282 /// <returns></returns> 351 /// <returns></returns>
283 protected TaskInventoryItem GetSelfInventoryItem() 352 protected TaskInventoryItem GetSelfInventoryItem()
284 { 353 {
285 lock (m_host.TaskInventory) 354 TaskInventoryItem invItem = null;
286 return m_host.TaskInventory[m_itemID]; 355
356 bool unlock = false;
357 if (!m_host.TaskInventory.IsReadLockedByMe())
358 {
359 m_host.TaskInventory.LockItemsForRead(true);
360 unlock = true;
361 }
362
363 invItem = m_host.TaskInventory[m_itemID];
364
365 if (unlock)
366 {
367 m_host.TaskInventory.LockItemsForRead(false);
368 }
369
370 return invItem;
287 } 371 }
288 372
289 protected UUID InventoryKey(string name, int type) 373 protected UUID InventoryKey(string name, int type)
290 { 374 {
291 m_host.AddScriptLPS(1); 375 m_host.AddScriptLPS(1);
292 376 m_host.TaskInventory.LockItemsForRead(true);
293 lock (m_host.TaskInventory) 377
378 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
294 { 379 {
295 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 380 if (inv.Value.Name == name)
296 { 381 {
297 if (inv.Value.Name == name) 382 m_host.TaskInventory.LockItemsForRead(false);
383
384 if (inv.Value.Type != type)
298 { 385 {
299 if (inv.Value.Type != type) 386 return UUID.Zero;
300 return UUID.Zero;
301
302 return inv.Value.AssetID;
303 } 387 }
388
389 return inv.Value.AssetID;
304 } 390 }
305 } 391 }
306 392
393 m_host.TaskInventory.LockItemsForRead(false);
307 return UUID.Zero; 394 return UUID.Zero;
308 } 395 }
309 396
@@ -311,17 +398,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
311 { 398 {
312 m_host.AddScriptLPS(1); 399 m_host.AddScriptLPS(1);
313 400
314 lock (m_host.TaskInventory) 401
402 m_host.TaskInventory.LockItemsForRead(true);
403
404 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
315 { 405 {
316 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 406 if (inv.Value.Name == name)
317 { 407 {
318 if (inv.Value.Name == name) 408 m_host.TaskInventory.LockItemsForRead(false);
319 { 409 return inv.Value.AssetID;
320 return inv.Value.AssetID;
321 }
322 } 410 }
323 } 411 }
324 412
413 m_host.TaskInventory.LockItemsForRead(false);
414
415
325 return UUID.Zero; 416 return UUID.Zero;
326 } 417 }
327 418
@@ -463,31 +554,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
463 554
464 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 555 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
465 556
466 /// <summary> 557 // Utility function for llRot2Euler
467 /// Convert an LSL rotation to a Euler vector. 558
468 /// </summary> 559 // normalize an angle between -PI and PI (-180 to +180 degrees)
469 /// <remarks> 560 protected double NormalizeAngle(double angle)
470 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
471 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
472 /// </remarks>
473 /// <param name="r"></param>
474 /// <returns></returns>
475 public LSL_Vector llRot2Euler(LSL_Rotation r)
476 { 561 {
477 m_host.AddScriptLPS(1); 562 if (angle > -Math.PI && angle < Math.PI)
563 return angle;
564
565 int numPis = (int)(Math.PI / angle);
566 double remainder = angle - Math.PI * numPis;
567 if (numPis % 2 == 1)
568 return Math.PI - angle;
569 return remainder;
570 }
478 571
479 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 572 public LSL_Vector llRot2Euler(LSL_Rotation q1)
480 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 573 {
481 if (m == 0.0) return new LSL_Vector(); 574 m_host.AddScriptLPS(1);
482 double x = Math.Atan2(-v.y, v.z); 575 LSL_Vector eul = new LSL_Vector();
483 double sin = v.x / m;
484 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities.
485 double y = Math.Asin(sin);
486 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
487 v = new LSL_Vector(1.0, 0.0, 0.0) * ((r * new LSL_Rotation(Math.Sin(-x / 2.0), 0.0, 0.0, Math.Cos(-x / 2.0))) * new LSL_Rotation(0.0, Math.Sin(-y / 2.0), 0.0, Math.Cos(-y / 2.0)));
488 double z = Math.Atan2(v.y, v.x);
489 576
490 return new LSL_Vector(x, y, z); 577 double sqw = q1.s*q1.s;
578 double sqx = q1.x*q1.x;
579 double sqy = q1.z*q1.z;
580 double sqz = q1.y*q1.y;
581 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
582 double test = q1.x*q1.z + q1.y*q1.s;
583 if (test > 0.4999*unit) { // singularity at north pole
584 eul.z = 2 * Math.Atan2(q1.x,q1.s);
585 eul.y = Math.PI/2;
586 eul.x = 0;
587 return eul;
588 }
589 if (test < -0.4999*unit) { // singularity at south pole
590 eul.z = -2 * Math.Atan2(q1.x,q1.s);
591 eul.y = -Math.PI/2;
592 eul.x = 0;
593 return eul;
594 }
595 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
596 eul.y = Math.Asin(2*test/unit);
597 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
598 return eul;
491 } 599 }
492 600
493 /* From wiki: 601 /* From wiki:
@@ -689,77 +797,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
689 { 797 {
690 //A and B should both be normalized 798 //A and B should both be normalized
691 m_host.AddScriptLPS(1); 799 m_host.AddScriptLPS(1);
692 LSL_Rotation rotBetween; 800 /* This method is more accurate than the SL one, and thus causes problems
693 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 801 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
694 // continue calculation. 802
695 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 803 double dotProduct = LSL_Vector.Dot(a, b);
804 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
805 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
806 double angle = Math.Acos(dotProduct / magProduct);
807 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
808 double s = Math.Sin(angle / 2);
809
810 double x = axis.x * s;
811 double y = axis.y * s;
812 double z = axis.z * s;
813 double w = Math.Cos(angle / 2);
814
815 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
816 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
817
818 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
819 */
820
821 // This method mimics the 180 errors found in SL
822 // See www.euclideanspace.com... angleBetween
823 LSL_Vector vec_a = a;
824 LSL_Vector vec_b = b;
825
826 // Eliminate zero length
827 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
828 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
829 if (vec_a_mag < 0.00001 ||
830 vec_b_mag < 0.00001)
696 { 831 {
697 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 832 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
698 } 833 }
699 else 834
835 // Normalize
836 vec_a = llVecNorm(vec_a);
837 vec_b = llVecNorm(vec_b);
838
839 // Calculate axis and rotation angle
840 LSL_Vector axis = vec_a % vec_b;
841 LSL_Float cos_theta = vec_a * vec_b;
842
843 // Check if parallel
844 if (cos_theta > 0.99999)
700 { 845 {
701 a = LSL_Vector.Norm(a); 846 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
702 b = LSL_Vector.Norm(b); 847 }
703 double dotProduct = LSL_Vector.Dot(a, b); 848
704 // There are two degenerate cases possible. These are for vectors 180 or 849 // Check if anti-parallel
705 // 0 degrees apart. These have to be detected and handled individually. 850 else if (cos_theta < -0.99999)
706 // 851 {
707 // Check for vectors 180 degrees apart. 852 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
708 // A dot product of -1 would mean the angle between vectors is 180 degrees. 853 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
709 if (dotProduct < -0.9999999f) 854 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
710 { 855 }
711 // First assume X axis is orthogonal to the vectors. 856 else // other rotation
712 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 857 {
713 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 858 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
714 // Check for near zero vector. A very small non-zero number here will create 859 axis = llVecNorm(axis);
715 // a rotation in an undesired direction. 860 double x, y, z, s, t;
716 if (LSL_Vector.Mag(orthoVector) > 0.0001) 861 s = Math.Cos(theta);
717 { 862 t = Math.Sin(theta);
718 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 863 x = axis.x * t;
719 } 864 y = axis.y * t;
720 // If the magnitude of the vector was near zero, then assume the X axis is not 865 z = axis.z * t;
721 // orthogonal and use the Z axis instead. 866 return new LSL_Rotation(x,y,z,s);
722 else
723 {
724 // Set 180 z rotation.
725 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
726 }
727 }
728 // Check for parallel vectors.
729 // A dot product of 1 would mean the angle between vectors is 0 degrees.
730 else if (dotProduct > 0.9999999f)
731 {
732 // Set zero rotation.
733 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
734 }
735 else
736 {
737 // All special checks have been performed so get the axis of rotation.
738 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
739 // Quarternion s value is the length of the unit vector + dot product.
740 double qs = 1.0 + dotProduct;
741 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
742 // Normalize the rotation.
743 double mag = LSL_Rotation.Mag(rotBetween);
744 // We shouldn't have to worry about a divide by zero here. The qs value will be
745 // non-zero because we already know if we're here, then the dotProduct is not -1 so
746 // qs will not be zero. Also, we've already handled the input vectors being zero so the
747 // crossProduct vector should also not be zero.
748 rotBetween.x = rotBetween.x / mag;
749 rotBetween.y = rotBetween.y / mag;
750 rotBetween.z = rotBetween.z / mag;
751 rotBetween.s = rotBetween.s / mag;
752 // Check for undefined values and set zero rotation if any found. This code might not actually be required
753 // any longer since zero vectors are checked for at the top.
754 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
755 {
756 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
757 }
758 }
759 } 867 }
760 return rotBetween;
761 } 868 }
762 869
763 public void llWhisper(int channelID, string text) 870 public void llWhisper(int channelID, string text)
764 { 871 {
765 m_host.AddScriptLPS(1); 872 m_host.AddScriptLPS(1);
@@ -779,6 +886,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
779 { 886 {
780 m_host.AddScriptLPS(1); 887 m_host.AddScriptLPS(1);
781 888
889 if (channelID == 0)
890 m_SayShoutCount++;
891
892 if (m_SayShoutCount >= 11)
893 ScriptSleep(2000);
894
782 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 895 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
783 { 896 {
784 Console.WriteLine(text); 897 Console.WriteLine(text);
@@ -801,6 +914,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
801 { 914 {
802 m_host.AddScriptLPS(1); 915 m_host.AddScriptLPS(1);
803 916
917 if (channelID == 0)
918 m_SayShoutCount++;
919
920 if (m_SayShoutCount >= 11)
921 ScriptSleep(2000);
922
804 if (text.Length > 1023) 923 if (text.Length > 1023)
805 text = text.Substring(0, 1023); 924 text = text.Substring(0, 1023);
806 925
@@ -1103,10 +1222,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1103 return detectedParams.TouchUV; 1222 return detectedParams.TouchUV;
1104 } 1223 }
1105 1224
1225 [DebuggerNonUserCode]
1106 public virtual void llDie() 1226 public virtual void llDie()
1107 { 1227 {
1108 m_host.AddScriptLPS(1); 1228 m_host.AddScriptLPS(1);
1109 throw new SelfDeleteException(); 1229 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1110 } 1230 }
1111 1231
1112 public LSL_Float llGround(LSL_Vector offset) 1232 public LSL_Float llGround(LSL_Vector offset)
@@ -1179,6 +1299,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1179 1299
1180 public void llSetStatus(int status, int value) 1300 public void llSetStatus(int status, int value)
1181 { 1301 {
1302 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1303 return;
1182 m_host.AddScriptLPS(1); 1304 m_host.AddScriptLPS(1);
1183 1305
1184 int statusrotationaxis = 0; 1306 int statusrotationaxis = 0;
@@ -1410,6 +1532,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1410 { 1532 {
1411 m_host.AddScriptLPS(1); 1533 m_host.AddScriptLPS(1);
1412 1534
1535 SetColor(m_host, color, face);
1536 }
1537
1538 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1539 {
1540 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1541 return;
1542
1543 Primitive.TextureEntry tex = part.Shape.Textures;
1544 Color4 texcolor;
1545 if (face >= 0 && face < GetNumberOfSides(part))
1546 {
1547 texcolor = tex.CreateFace((uint)face).RGBA;
1548 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1549 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1550 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1551 tex.FaceTextures[face].RGBA = texcolor;
1552 part.UpdateTextureEntry(tex.GetBytes());
1553 return;
1554 }
1555 else if (face == ScriptBaseClass.ALL_SIDES)
1556 {
1557 for (uint i = 0; i < GetNumberOfSides(part); i++)
1558 {
1559 if (tex.FaceTextures[i] != null)
1560 {
1561 texcolor = tex.FaceTextures[i].RGBA;
1562 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1563 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1564 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1565 tex.FaceTextures[i].RGBA = texcolor;
1566 }
1567 texcolor = tex.DefaultTexture.RGBA;
1568 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1569 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1570 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1571 tex.DefaultTexture.RGBA = texcolor;
1572 }
1573 part.UpdateTextureEntry(tex.GetBytes());
1574 return;
1575 }
1576
1413 if (face == ScriptBaseClass.ALL_SIDES) 1577 if (face == ScriptBaseClass.ALL_SIDES)
1414 face = SceneObjectPart.ALL_SIDES; 1578 face = SceneObjectPart.ALL_SIDES;
1415 1579
@@ -1418,6 +1582,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1418 1582
1419 public void SetTexGen(SceneObjectPart part, int face,int style) 1583 public void SetTexGen(SceneObjectPart part, int face,int style)
1420 { 1584 {
1585 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1586 return;
1587
1421 Primitive.TextureEntry tex = part.Shape.Textures; 1588 Primitive.TextureEntry tex = part.Shape.Textures;
1422 MappingType textype; 1589 MappingType textype;
1423 textype = MappingType.Default; 1590 textype = MappingType.Default;
@@ -1448,6 +1615,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1448 1615
1449 public void SetGlow(SceneObjectPart part, int face, float glow) 1616 public void SetGlow(SceneObjectPart part, int face, float glow)
1450 { 1617 {
1618 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1619 return;
1620
1451 Primitive.TextureEntry tex = part.Shape.Textures; 1621 Primitive.TextureEntry tex = part.Shape.Textures;
1452 if (face >= 0 && face < GetNumberOfSides(part)) 1622 if (face >= 0 && face < GetNumberOfSides(part))
1453 { 1623 {
@@ -1473,6 +1643,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1473 1643
1474 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1644 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1475 { 1645 {
1646 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1647 return;
1476 1648
1477 Shininess sval = new Shininess(); 1649 Shininess sval = new Shininess();
1478 1650
@@ -1523,6 +1695,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1523 1695
1524 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1696 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1525 { 1697 {
1698 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1699 return;
1700
1526 Primitive.TextureEntry tex = part.Shape.Textures; 1701 Primitive.TextureEntry tex = part.Shape.Textures;
1527 if (face >= 0 && face < GetNumberOfSides(part)) 1702 if (face >= 0 && face < GetNumberOfSides(part))
1528 { 1703 {
@@ -1583,13 +1758,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1583 m_host.AddScriptLPS(1); 1758 m_host.AddScriptLPS(1);
1584 1759
1585 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1760 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1586 1761 if (parts.Count > 0)
1587 foreach (SceneObjectPart part in parts) 1762 {
1588 SetAlpha(part, alpha, face); 1763 try
1764 {
1765 parts[0].ParentGroup.areUpdatesSuspended = true;
1766 foreach (SceneObjectPart part in parts)
1767 SetAlpha(part, alpha, face);
1768 }
1769 finally
1770 {
1771 parts[0].ParentGroup.areUpdatesSuspended = false;
1772 }
1773 }
1589 } 1774 }
1590 1775
1591 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1776 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1592 { 1777 {
1778 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1779 return;
1780
1593 Primitive.TextureEntry tex = part.Shape.Textures; 1781 Primitive.TextureEntry tex = part.Shape.Textures;
1594 Color4 texcolor; 1782 Color4 texcolor;
1595 if (face >= 0 && face < GetNumberOfSides(part)) 1783 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1642,7 +1830,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1642 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1830 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1643 float wind, float tension, LSL_Vector Force) 1831 float wind, float tension, LSL_Vector Force)
1644 { 1832 {
1645 if (part == null) 1833 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1646 return; 1834 return;
1647 1835
1648 if (flexi) 1836 if (flexi)
@@ -1676,7 +1864,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1676 /// <param name="falloff"></param> 1864 /// <param name="falloff"></param>
1677 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1865 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1678 { 1866 {
1679 if (part == null) 1867 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1680 return; 1868 return;
1681 1869
1682 if (light) 1870 if (light)
@@ -1753,15 +1941,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1753 m_host.AddScriptLPS(1); 1941 m_host.AddScriptLPS(1);
1754 1942
1755 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1943 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1756 1944 if (parts.Count > 0)
1757 foreach (SceneObjectPart part in parts) 1945 {
1758 SetTexture(part, texture, face); 1946 try
1759 1947 {
1948 parts[0].ParentGroup.areUpdatesSuspended = true;
1949 foreach (SceneObjectPart part in parts)
1950 SetTexture(part, texture, face);
1951 }
1952 finally
1953 {
1954 parts[0].ParentGroup.areUpdatesSuspended = false;
1955 }
1956 }
1760 ScriptSleep(200); 1957 ScriptSleep(200);
1761 } 1958 }
1762 1959
1763 protected void SetTexture(SceneObjectPart part, string texture, int face) 1960 protected void SetTexture(SceneObjectPart part, string texture, int face)
1764 { 1961 {
1962 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1963 return;
1964
1765 UUID textureID = new UUID(); 1965 UUID textureID = new UUID();
1766 1966
1767 textureID = InventoryKey(texture, (int)AssetType.Texture); 1967 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1806,6 +2006,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1806 2006
1807 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 2007 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1808 { 2008 {
2009 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2010 return;
2011
1809 Primitive.TextureEntry tex = part.Shape.Textures; 2012 Primitive.TextureEntry tex = part.Shape.Textures;
1810 if (face >= 0 && face < GetNumberOfSides(part)) 2013 if (face >= 0 && face < GetNumberOfSides(part))
1811 { 2014 {
@@ -1842,6 +2045,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1842 2045
1843 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2046 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1844 { 2047 {
2048 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2049 return;
2050
1845 Primitive.TextureEntry tex = part.Shape.Textures; 2051 Primitive.TextureEntry tex = part.Shape.Textures;
1846 if (face >= 0 && face < GetNumberOfSides(part)) 2052 if (face >= 0 && face < GetNumberOfSides(part))
1847 { 2053 {
@@ -1878,6 +2084,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1878 2084
1879 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2085 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1880 { 2086 {
2087 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2088 return;
2089
1881 Primitive.TextureEntry tex = part.Shape.Textures; 2090 Primitive.TextureEntry tex = part.Shape.Textures;
1882 if (face >= 0 && face < GetNumberOfSides(part)) 2091 if (face >= 0 && face < GetNumberOfSides(part))
1883 { 2092 {
@@ -1982,26 +2191,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1982 return real_vec; 2191 return real_vec;
1983 } 2192 }
1984 2193
2194 public LSL_Integer llSetRegionPos(LSL_Vector pos)
2195 {
2196 return new LSL_Integer(SetRegionPos(m_host, pos));
2197 }
2198
2199 protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
2200 {
2201 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2202 return 0;
2203
2204 SceneObjectGroup grp = part.ParentGroup;
2205
2206 if (grp.IsAttachment)
2207 return 0;
2208
2209 if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
2210 return 0;
2211
2212 if (targetPos.x < -10.0f || targetPos.x >= (float)Constants.RegionSize || targetPos.y < -10.0f || targetPos.y >= (float)Constants.RegionSize || targetPos.z < 0 || targetPos.z >= 4096.0f)
2213 return 0;
2214
2215 float constrainedX = (float)targetPos.x;
2216 float constrainedY = (float)targetPos.y;
2217
2218 if (constrainedX < 0.0f)
2219 constrainedX = 0.0f;
2220 if (constrainedY < 0.0f)
2221 constrainedY = 0.0f;
2222 if (constrainedX >= (float)Constants.RegionSize)
2223 constrainedX = (float)Constants.RegionSize - 0.1f;
2224 if (constrainedY >= (float)Constants.RegionSize)
2225 constrainedY = (float)Constants.RegionSize -0.1f;
2226
2227 float ground = World.GetGroundHeight(constrainedX, constrainedY);
2228
2229 if (targetPos.z < ground)
2230 targetPos.z = ground;
2231
2232 Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
2233
2234 if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
2235 return 0;
2236
2237 grp.UpdateGroupPosition(dest);
2238
2239 return 1;
2240 }
2241
1985 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2242 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1986 { 2243 {
1987 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2244 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2245 return;
2246
1988 LSL_Vector currentPos = GetPartLocalPos(part); 2247 LSL_Vector currentPos = GetPartLocalPos(part);
2248 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1989 2249
1990 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1991 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
1992 2250
1993 if (part.ParentGroup.RootPart == part) 2251 if (part.ParentGroup.RootPart == part)
1994 { 2252 {
1995 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1996 targetPos.z = ground;
1997 SceneObjectGroup parent = part.ParentGroup; 2253 SceneObjectGroup parent = part.ParentGroup;
1998 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2254 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1999 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2255 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2256 return;
2257 Util.FireAndForget(delegate(object x) {
2258 parent.UpdateGroupPosition(dest);
2259 });
2000 } 2260 }
2001 else 2261 else
2002 { 2262 {
2003 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2263 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2004 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2005 SceneObjectGroup parent = part.ParentGroup; 2264 SceneObjectGroup parent = part.ParentGroup;
2006 parent.HasGroupChanged = true; 2265 parent.HasGroupChanged = true;
2007 parent.ScheduleGroupForTerseUpdate(); 2266 parent.ScheduleGroupForTerseUpdate();
@@ -2034,17 +2293,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2034 else 2293 else
2035 { 2294 {
2036 if (part.ParentGroup.IsAttachment) 2295 if (part.ParentGroup.IsAttachment)
2037 {
2038 pos = part.AttachedPos; 2296 pos = part.AttachedPos;
2039 }
2040 else 2297 else
2041 {
2042 pos = part.AbsolutePosition; 2298 pos = part.AbsolutePosition;
2043 }
2044 } 2299 }
2045 2300
2046// m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos);
2047
2048 return new LSL_Vector(pos.X, pos.Y, pos.Z); 2301 return new LSL_Vector(pos.X, pos.Y, pos.Z);
2049 } 2302 }
2050 2303
@@ -2053,9 +2306,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2053 m_host.AddScriptLPS(1); 2306 m_host.AddScriptLPS(1);
2054 2307
2055 // try to let this work as in SL... 2308 // try to let this work as in SL...
2056 if (m_host.ParentID == 0) 2309 if (m_host.LinkNum < 2)
2057 { 2310 {
2058 // special case: If we are root, rotate complete SOG to new rotation 2311 // Special case: If we are root, rotate complete SOG to new
2312 // rotation.
2313 // We are root if the link number is 0 (single prim) or 1
2314 // (root prim). ParentID may be nonzero in attachments and
2315 // using it would cause attachments and HUDs to rotate
2316 // to the wrong positions.
2059 SetRot(m_host, Rot2Quaternion(rot)); 2317 SetRot(m_host, Rot2Quaternion(rot));
2060 } 2318 }
2061 else 2319 else
@@ -2080,6 +2338,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2080 2338
2081 protected void SetRot(SceneObjectPart part, Quaternion rot) 2339 protected void SetRot(SceneObjectPart part, Quaternion rot)
2082 { 2340 {
2341 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2342 return;
2343
2083 part.UpdateRotation(rot); 2344 part.UpdateRotation(rot);
2084 // Update rotation does not move the object in the physics scene if it's a linkset. 2345 // Update rotation does not move the object in the physics scene if it's a linkset.
2085 2346
@@ -2234,13 +2495,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2234 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2495 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2235 { 2496 {
2236 m_host.AddScriptLPS(1); 2497 m_host.AddScriptLPS(1);
2237 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2498 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2238 } 2499 }
2239 2500
2240 public void llSetTorque(LSL_Vector torque, int local) 2501 public void llSetTorque(LSL_Vector torque, int local)
2241 { 2502 {
2242 m_host.AddScriptLPS(1); 2503 m_host.AddScriptLPS(1);
2243 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2504 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2244 } 2505 }
2245 2506
2246 public LSL_Vector llGetTorque() 2507 public LSL_Vector llGetTorque()
@@ -2844,35 +3105,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2844 public void llLookAt(LSL_Vector target, double strength, double damping) 3105 public void llLookAt(LSL_Vector target, double strength, double damping)
2845 { 3106 {
2846 m_host.AddScriptLPS(1); 3107 m_host.AddScriptLPS(1);
2847 // Determine where we are looking from
2848 LSL_Vector from = llGetPos();
2849 3108
2850 // Work out the normalised vector from the source to the target 3109 // Get the normalized vector to the target
2851 LSL_Vector delta = llVecNorm(target - from); 3110 LSL_Vector d1 = llVecNorm(target - llGetPos());
2852 LSL_Vector angle = new LSL_Vector(0,0,0);
2853 3111
2854 // Calculate the yaw 3112 // Get the bearing (yaw)
2855 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3113 LSL_Vector a1 = new LSL_Vector(0,0,0);
2856 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3114 a1.z = llAtan2(d1.y, d1.x);
2857 3115
2858 // Calculate pitch 3116 // Get the elevation (pitch)
2859 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3117 LSL_Vector a2 = new LSL_Vector(0,0,0);
3118 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2860 3119
2861 // we need to convert from a vector describing 3120 LSL_Rotation r1 = llEuler2Rot(a1);
2862 // the angles of rotation in radians into rotation value 3121 LSL_Rotation r2 = llEuler2Rot(a2);
2863 LSL_Rotation rot = llEuler2Rot(angle); 3122 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2864
2865 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2866 // set the rotation of the object, copy that behavior
2867 PhysicsActor pa = m_host.PhysActor;
2868 3123
2869 if (strength == 0 || pa == null || !pa.IsPhysical) 3124 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2870 { 3125 {
2871 llSetRot(rot); 3126 // Do nothing if either value is 0 (this has been checked in SL)
3127 if (strength <= 0.0 || damping <= 0.0)
3128 return;
3129
3130 llSetRot(r3 * r2 * r1);
2872 } 3131 }
2873 else 3132 else
2874 { 3133 {
2875 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3134 if (strength == 0)
3135 {
3136 llSetRot(r3 * r2 * r1);
3137 return;
3138 }
3139
3140 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2876 } 3141 }
2877 } 3142 }
2878 3143
@@ -2917,17 +3182,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2917 } 3182 }
2918 else 3183 else
2919 { 3184 {
2920 if (m_host.IsRoot) 3185 // new SL always returns object mass
2921 { 3186// if (m_host.IsRoot)
3187// {
2922 return m_host.ParentGroup.GetMass(); 3188 return m_host.ParentGroup.GetMass();
2923 } 3189// }
2924 else 3190// else
2925 { 3191// {
2926 return m_host.GetMass(); 3192// return m_host.GetMass();
2927 } 3193// }
2928 } 3194 }
2929 } 3195 }
2930 3196
3197
3198 public LSL_Float llGetMassMKS()
3199 {
3200 return 100f * llGetMass();
3201 }
3202
2931 public void llCollisionFilter(string name, string id, int accept) 3203 public void llCollisionFilter(string name, string id, int accept)
2932 { 3204 {
2933 m_host.AddScriptLPS(1); 3205 m_host.AddScriptLPS(1);
@@ -3038,11 +3310,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3038 { 3310 {
3039 m_host.AddScriptLPS(1); 3311 m_host.AddScriptLPS(1);
3040 3312
3041// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
3042// return;
3043
3044 TaskInventoryItem item = GetSelfInventoryItem(); 3313 TaskInventoryItem item = GetSelfInventoryItem();
3045 3314
3315 m_host.TaskInventory.LockItemsForRead(false);
3316
3046 if (item.PermsGranter != m_host.OwnerID) 3317 if (item.PermsGranter != m_host.OwnerID)
3047 return; 3318 return;
3048 3319
@@ -3087,6 +3358,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3087 3358
3088 public void llInstantMessage(string user, string message) 3359 public void llInstantMessage(string user, string message)
3089 { 3360 {
3361 UUID result;
3362 if (!UUID.TryParse(user, out result))
3363 {
3364 ShoutError("An invalid key was passed to llInstantMessage");
3365 ScriptSleep(2000);
3366 return;
3367 }
3368
3369
3090 m_host.AddScriptLPS(1); 3370 m_host.AddScriptLPS(1);
3091 3371
3092 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3372 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3101,14 +3381,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3101 UUID friendTransactionID = UUID.Random(); 3381 UUID friendTransactionID = UUID.Random();
3102 3382
3103 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3383 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3104 3384
3105 GridInstantMessage msg = new GridInstantMessage(); 3385 GridInstantMessage msg = new GridInstantMessage();
3106 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3386 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3107 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3387 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3108 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3388 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3109// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3389// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3110// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3390// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3111 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3391// DateTime dt = DateTime.UtcNow;
3392//
3393// // Ticks from UtcNow, but make it look like local. Evil, huh?
3394// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3395//
3396// try
3397// {
3398// // Convert that to the PST timezone
3399// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3400// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3401// }
3402// catch
3403// {
3404// // No logging here, as it could be VERY spammy
3405// }
3406//
3407// // And make it look local again to fool the unix time util
3408// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3409
3410 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3411
3112 //if (client != null) 3412 //if (client != null)
3113 //{ 3413 //{
3114 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3414 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3122,12 +3422,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3122 msg.message = message.Substring(0, 1024); 3422 msg.message = message.Substring(0, 1024);
3123 else 3423 else
3124 msg.message = message; 3424 msg.message = message;
3125 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3425 msg.dialog = (byte)19; // MessageFromObject
3126 msg.fromGroup = false;// fromGroup; 3426 msg.fromGroup = false;// fromGroup;
3127 msg.offline = (byte)0; //offline; 3427 msg.offline = (byte)0; //offline;
3128 msg.ParentEstateID = 0; //ParentEstateID; 3428 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3129 msg.Position = new Vector3(m_host.AbsolutePosition); 3429 msg.Position = new Vector3(m_host.AbsolutePosition);
3130 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3430 msg.RegionID = World.RegionInfo.RegionID.Guid;
3131 msg.binaryBucket 3431 msg.binaryBucket
3132 = Util.StringToBytes256( 3432 = Util.StringToBytes256(
3133 "{0}/{1}/{2}/{3}", 3433 "{0}/{1}/{2}/{3}",
@@ -3155,7 +3455,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3155 } 3455 }
3156 3456
3157 emailModule.SendEmail(m_host.UUID, address, subject, message); 3457 emailModule.SendEmail(m_host.UUID, address, subject, message);
3158 ScriptSleep(20000); 3458 ScriptSleep(15000);
3159 } 3459 }
3160 3460
3161 public void llGetNextEmail(string address, string subject) 3461 public void llGetNextEmail(string address, string subject)
@@ -3404,15 +3704,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3404 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3704 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3405 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3705 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3406 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3706 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3707 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3407 ScriptBaseClass.PERMISSION_ATTACH; 3708 ScriptBaseClass.PERMISSION_ATTACH;
3408 3709
3409 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3710 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3410 { 3711 {
3411 lock (m_host.TaskInventory) 3712 m_host.TaskInventory.LockItemsForWrite(true);
3412 { 3713 m_host.TaskInventory[m_itemID].PermsGranter = agentID;
3413 m_host.TaskInventory[m_itemID].PermsGranter = agentID; 3714 m_host.TaskInventory[m_itemID].PermsMask = perm;
3414 m_host.TaskInventory[m_itemID].PermsMask = perm; 3715 m_host.TaskInventory.LockItemsForWrite(false);
3415 }
3416 3716
3417 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3717 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3418 "run_time_permissions", new Object[] { 3718 "run_time_permissions", new Object[] {
@@ -3422,28 +3722,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3422 return; 3722 return;
3423 } 3723 }
3424 } 3724 }
3425 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3725 else
3426 { 3726 {
3427 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3727 bool sitting = false;
3428 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3728 if (m_host.SitTargetAvatar == agentID)
3429 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3729 {
3430 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3730 sitting = true;
3431 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3731 }
3732 else
3733 {
3734 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3735 {
3736 if (p.SitTargetAvatar == agentID)
3737 sitting = true;
3738 }
3739 }
3432 3740
3433 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3741 if (sitting)
3434 { 3742 {
3435 lock (m_host.TaskInventory) 3743 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3744 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3745 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3746 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3747 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3748
3749 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3436 { 3750 {
3751 m_host.TaskInventory.LockItemsForWrite(true);
3437 m_host.TaskInventory[m_itemID].PermsGranter = agentID; 3752 m_host.TaskInventory[m_itemID].PermsGranter = agentID;
3438 m_host.TaskInventory[m_itemID].PermsMask = perm; 3753 m_host.TaskInventory[m_itemID].PermsMask = perm;
3439 } 3754 m_host.TaskInventory.LockItemsForWrite(false);
3440 3755
3441 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3756 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3442 "run_time_permissions", new Object[] { 3757 "run_time_permissions", new Object[] {
3443 new LSL_Integer(perm) }, 3758 new LSL_Integer(perm) },
3444 new DetectParams[0])); 3759 new DetectParams[0]));
3445 3760
3446 return; 3761 return;
3762 }
3447 } 3763 }
3448 } 3764 }
3449 3765
@@ -3457,11 +3773,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3457 3773
3458 if (!m_waitingForScriptAnswer) 3774 if (!m_waitingForScriptAnswer)
3459 { 3775 {
3460 lock (m_host.TaskInventory) 3776 m_host.TaskInventory.LockItemsForWrite(true);
3461 { 3777 m_host.TaskInventory[m_itemID].PermsGranter = agentID;
3462 m_host.TaskInventory[m_itemID].PermsGranter = agentID; 3778 m_host.TaskInventory[m_itemID].PermsMask = 0;
3463 m_host.TaskInventory[m_itemID].PermsMask = 0; 3779 m_host.TaskInventory.LockItemsForWrite(false);
3464 }
3465 3780
3466 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3781 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3467 m_waitingForScriptAnswer=true; 3782 m_waitingForScriptAnswer=true;
@@ -3491,11 +3806,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3491 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3806 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3492 llReleaseControls(); 3807 llReleaseControls();
3493 3808
3494 lock (m_host.TaskInventory) 3809 m_host.TaskInventory.LockItemsForWrite(true);
3495 { 3810 m_host.TaskInventory[m_itemID].PermsMask = answer;
3496 m_host.TaskInventory[m_itemID].PermsMask = answer; 3811 m_host.TaskInventory.LockItemsForWrite(false);
3497 } 3812
3498
3499 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3813 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3500 "run_time_permissions", new Object[] { 3814 "run_time_permissions", new Object[] {
3501 new LSL_Integer(answer) }, 3815 new LSL_Integer(answer) },
@@ -3538,14 +3852,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3538 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3852 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3539 { 3853 {
3540 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3854 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3541 3855 if (parts.Count > 0)
3542 foreach (SceneObjectPart part in parts) 3856 {
3543 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3857 try
3858 {
3859 parts[0].ParentGroup.areUpdatesSuspended = true;
3860 foreach (SceneObjectPart part in parts)
3861 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3862 }
3863 finally
3864 {
3865 parts[0].ParentGroup.areUpdatesSuspended = false;
3866 }
3867 }
3544 } 3868 }
3545 3869
3546 public void llCreateLink(string target, int parent) 3870 public void llCreateLink(string target, int parent)
3547 { 3871 {
3548 m_host.AddScriptLPS(1); 3872 m_host.AddScriptLPS(1);
3873
3549 UUID targetID; 3874 UUID targetID;
3550 3875
3551 if (!UUID.TryParse(target, out targetID)) 3876 if (!UUID.TryParse(target, out targetID))
@@ -3653,10 +3978,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3653 // Restructuring Multiple Prims. 3978 // Restructuring Multiple Prims.
3654 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 3979 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3655 parts.Remove(parentPrim.RootPart); 3980 parts.Remove(parentPrim.RootPart);
3656 foreach (SceneObjectPart part in parts) 3981 if (parts.Count > 0)
3657 { 3982 {
3658 parentPrim.DelinkFromGroup(part.LocalId, true); 3983 try
3984 {
3985 parts[0].ParentGroup.areUpdatesSuspended = true;
3986 foreach (SceneObjectPart part in parts)
3987 {
3988 parentPrim.DelinkFromGroup(part.LocalId, true);
3989 }
3990 }
3991 finally
3992 {
3993 parts[0].ParentGroup.areUpdatesSuspended = false;
3994 }
3659 } 3995 }
3996
3660 parentPrim.HasGroupChanged = true; 3997 parentPrim.HasGroupChanged = true;
3661 parentPrim.ScheduleGroupForFullUpdate(); 3998 parentPrim.ScheduleGroupForFullUpdate();
3662 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3999 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3665,12 +4002,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3665 { 4002 {
3666 SceneObjectPart newRoot = parts[0]; 4003 SceneObjectPart newRoot = parts[0];
3667 parts.Remove(newRoot); 4004 parts.Remove(newRoot);
3668 foreach (SceneObjectPart part in parts) 4005
4006 try
3669 { 4007 {
3670 // Required for linking 4008 parts[0].ParentGroup.areUpdatesSuspended = true;
3671 part.ClearUpdateSchedule(); 4009 foreach (SceneObjectPart part in parts)
3672 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4010 {
4011 part.ClearUpdateSchedule();
4012 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4013 }
3673 } 4014 }
4015 finally
4016 {
4017 parts[0].ParentGroup.areUpdatesSuspended = false;
4018 }
4019
4020
3674 newRoot.ParentGroup.HasGroupChanged = true; 4021 newRoot.ParentGroup.HasGroupChanged = true;
3675 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4022 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3676 } 4023 }
@@ -3690,6 +4037,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3690 public void llBreakAllLinks() 4037 public void llBreakAllLinks()
3691 { 4038 {
3692 m_host.AddScriptLPS(1); 4039 m_host.AddScriptLPS(1);
4040
4041 TaskInventoryItem item = GetSelfInventoryItem();
4042
4043 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4044 && !m_automaticLinkPermission)
4045 {
4046 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4047 return;
4048 }
4049
3693 SceneObjectGroup parentPrim = m_host.ParentGroup; 4050 SceneObjectGroup parentPrim = m_host.ParentGroup;
3694 if (parentPrim.AttachmentPoint != 0) 4051 if (parentPrim.AttachmentPoint != 0)
3695 return; // Fail silently if attached 4052 return; // Fail silently if attached
@@ -3709,25 +4066,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3709 public LSL_String llGetLinkKey(int linknum) 4066 public LSL_String llGetLinkKey(int linknum)
3710 { 4067 {
3711 m_host.AddScriptLPS(1); 4068 m_host.AddScriptLPS(1);
3712 List<UUID> keytable = new List<UUID>();
3713 // parse for sitting avatare-uuids
3714 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3715 {
3716 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
3717 keytable.Add(presence.UUID);
3718 });
3719
3720 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3721 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3722 {
3723 return keytable[totalprims - linknum].ToString();
3724 }
3725
3726 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3727 {
3728 return m_host.UUID.ToString();
3729 }
3730
3731 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4069 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3732 if (part != null) 4070 if (part != null)
3733 { 4071 {
@@ -3735,6 +4073,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3735 } 4073 }
3736 else 4074 else
3737 { 4075 {
4076 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4077 {
4078 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4079
4080 if (linknum < 0)
4081 return UUID.Zero.ToString();
4082
4083 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4084 if (avatars.Count > linknum)
4085 {
4086 return avatars[linknum].UUID.ToString();
4087 }
4088 }
3738 return UUID.Zero.ToString(); 4089 return UUID.Zero.ToString();
3739 } 4090 }
3740 } 4091 }
@@ -3834,17 +4185,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3834 m_host.AddScriptLPS(1); 4185 m_host.AddScriptLPS(1);
3835 int count = 0; 4186 int count = 0;
3836 4187
3837 lock (m_host.TaskInventory) 4188 m_host.TaskInventory.LockItemsForRead(true);
4189 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3838 { 4190 {
3839 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4191 if (inv.Value.Type == type || type == -1)
3840 { 4192 {
3841 if (inv.Value.Type == type || type == -1) 4193 count = count + 1;
3842 {
3843 count = count + 1;
3844 }
3845 } 4194 }
3846 } 4195 }
3847 4196
4197 m_host.TaskInventory.LockItemsForRead(false);
3848 return count; 4198 return count;
3849 } 4199 }
3850 4200
@@ -3853,16 +4203,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3853 m_host.AddScriptLPS(1); 4203 m_host.AddScriptLPS(1);
3854 ArrayList keys = new ArrayList(); 4204 ArrayList keys = new ArrayList();
3855 4205
3856 lock (m_host.TaskInventory) 4206 m_host.TaskInventory.LockItemsForRead(true);
4207 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3857 { 4208 {
3858 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4209 if (inv.Value.Type == type || type == -1)
3859 { 4210 {
3860 if (inv.Value.Type == type || type == -1) 4211 keys.Add(inv.Value.Name);
3861 {
3862 keys.Add(inv.Value.Name);
3863 }
3864 } 4212 }
3865 } 4213 }
4214 m_host.TaskInventory.LockItemsForRead(false);
3866 4215
3867 if (keys.Count == 0) 4216 if (keys.Count == 0)
3868 { 4217 {
@@ -3899,25 +4248,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3899 } 4248 }
3900 4249
3901 // move the first object found with this inventory name 4250 // move the first object found with this inventory name
3902 lock (m_host.TaskInventory) 4251 m_host.TaskInventory.LockItemsForRead(true);
4252 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3903 { 4253 {
3904 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4254 if (inv.Value.Name == inventory)
3905 { 4255 {
3906 if (inv.Value.Name == inventory) 4256 found = true;
3907 { 4257 objId = inv.Key;
3908 found = true; 4258 assetType = inv.Value.Type;
3909 objId = inv.Key; 4259 objName = inv.Value.Name;
3910 assetType = inv.Value.Type; 4260 break;
3911 objName = inv.Value.Name;
3912 break;
3913 }
3914 } 4261 }
3915 } 4262 }
4263 m_host.TaskInventory.LockItemsForRead(false);
3916 4264
3917 if (!found) 4265 if (!found)
3918 { 4266 {
3919 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4267 llSay(0, String.Format("Could not find object '{0}'", inventory));
3920 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4268 return;
4269// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3921 } 4270 }
3922 4271
3923 // check if destination is an object 4272 // check if destination is an object
@@ -3943,48 +4292,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3943 return; 4292 return;
3944 } 4293 }
3945 } 4294 }
4295
3946 // destination is an avatar 4296 // destination is an avatar
3947 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4297 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3948 4298
3949 if (agentItem == null) 4299 if (agentItem == null)
3950 return; 4300 return;
3951 4301
3952 byte[] bucket = new byte[17]; 4302 byte[] bucket = new byte[1];
3953 bucket[0] = (byte)assetType; 4303 bucket[0] = (byte)assetType;
3954 byte[] objBytes = agentItem.ID.GetBytes(); 4304 //byte[] objBytes = agentItem.ID.GetBytes();
3955 Array.Copy(objBytes, 0, bucket, 1, 16); 4305 //Array.Copy(objBytes, 0, bucket, 1, 16);
3956 4306
3957 GridInstantMessage msg = new GridInstantMessage(World, 4307 GridInstantMessage msg = new GridInstantMessage(World,
3958 m_host.UUID, m_host.Name+", an object owned by "+ 4308 m_host.OwnerID, m_host.Name, destId,
3959 resolveName(m_host.OwnerID)+",", destId,
3960 (byte)InstantMessageDialog.TaskInventoryOffered, 4309 (byte)InstantMessageDialog.TaskInventoryOffered,
3961 false, objName+"\n"+m_host.Name+" is located at "+ 4310 false, objName+". "+m_host.Name+" is located at "+
3962 World.RegionInfo.RegionName+" "+ 4311 World.RegionInfo.RegionName+" "+
3963 m_host.AbsolutePosition.ToString(), 4312 m_host.AbsolutePosition.ToString(),
3964 agentItem.ID, true, m_host.AbsolutePosition, 4313 agentItem.ID, true, m_host.AbsolutePosition,
3965 bucket); 4314 bucket);
3966 if (m_TransferModule != null) 4315
3967 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4316 ScenePresence sp;
4317
4318 if (World.TryGetScenePresence(destId, out sp))
4319 {
4320 sp.ControllingClient.SendInstantMessage(msg);
4321 }
4322 else
4323 {
4324 if (m_TransferModule != null)
4325 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4326 }
4327
4328 //This delay should only occur when giving inventory to avatars.
3968 ScriptSleep(3000); 4329 ScriptSleep(3000);
3969 } 4330 }
3970 } 4331 }
3971 4332
4333 [DebuggerNonUserCode]
3972 public void llRemoveInventory(string name) 4334 public void llRemoveInventory(string name)
3973 { 4335 {
3974 m_host.AddScriptLPS(1); 4336 m_host.AddScriptLPS(1);
3975 4337
3976 lock (m_host.TaskInventory) 4338 List<TaskInventoryItem> inv;
4339 try
3977 { 4340 {
3978 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4341 m_host.TaskInventory.LockItemsForRead(true);
4342 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4343 }
4344 finally
4345 {
4346 m_host.TaskInventory.LockItemsForRead(false);
4347 }
4348 foreach (TaskInventoryItem item in inv)
4349 {
4350 if (item.Name == name)
3979 { 4351 {
3980 if (item.Name == name) 4352 if (item.ItemID == m_itemID)
3981 { 4353 throw new ScriptDeleteException();
3982 if (item.ItemID == m_itemID) 4354 else
3983 throw new ScriptDeleteException(); 4355 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3984 else 4356 return;
3985 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3986 return;
3987 }
3988 } 4357 }
3989 } 4358 }
3990 } 4359 }
@@ -4019,115 +4388,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4019 { 4388 {
4020 m_host.AddScriptLPS(1); 4389 m_host.AddScriptLPS(1);
4021 4390
4022 UUID uuid = (UUID)id; 4391 UUID uuid;
4023 PresenceInfo pinfo = null; 4392 if (UUID.TryParse(id, out uuid))
4024 UserAccount account;
4025
4026 UserInfoCacheEntry ce;
4027 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4028 { 4393 {
4029 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4394 PresenceInfo pinfo = null;
4030 if (account == null) 4395 UserAccount account;
4396
4397 UserInfoCacheEntry ce;
4398 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4031 { 4399 {
4032 m_userInfoCache[uuid] = null; // Cache negative 4400 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4033 return UUID.Zero.ToString(); 4401 if (account == null)
4034 } 4402 {
4403 m_userInfoCache[uuid] = null; // Cache negative
4404 return UUID.Zero.ToString();
4405 }
4035 4406
4036 4407
4037 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4408 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4038 if (pinfos != null && pinfos.Length > 0) 4409 if (pinfos != null && pinfos.Length > 0)
4039 {
4040 foreach (PresenceInfo p in pinfos)
4041 { 4410 {
4042 if (p.RegionID != UUID.Zero) 4411 foreach (PresenceInfo p in pinfos)
4043 { 4412 {
4044 pinfo = p; 4413 if (p.RegionID != UUID.Zero)
4414 {
4415 pinfo = p;
4416 }
4045 } 4417 }
4046 } 4418 }
4047 }
4048 4419
4049 ce = new UserInfoCacheEntry(); 4420 ce = new UserInfoCacheEntry();
4050 ce.time = Util.EnvironmentTickCount(); 4421 ce.time = Util.EnvironmentTickCount();
4051 ce.account = account; 4422 ce.account = account;
4052 ce.pinfo = pinfo; 4423 ce.pinfo = pinfo;
4053 } 4424 m_userInfoCache[uuid] = ce;
4054 else 4425 }
4055 { 4426 else
4056 if (ce == null) 4427 {
4057 return UUID.Zero.ToString(); 4428 if (ce == null)
4429 return UUID.Zero.ToString();
4058 4430
4059 account = ce.account; 4431 account = ce.account;
4060 pinfo = ce.pinfo; 4432 pinfo = ce.pinfo;
4061 } 4433 }
4062 4434
4063 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4435 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4064 {
4065 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4066 if (pinfos != null && pinfos.Length > 0)
4067 { 4436 {
4068 foreach (PresenceInfo p in pinfos) 4437 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4438 if (pinfos != null && pinfos.Length > 0)
4069 { 4439 {
4070 if (p.RegionID != UUID.Zero) 4440 foreach (PresenceInfo p in pinfos)
4071 { 4441 {
4072 pinfo = p; 4442 if (p.RegionID != UUID.Zero)
4443 {
4444 pinfo = p;
4445 }
4073 } 4446 }
4074 } 4447 }
4075 } 4448 else
4076 else 4449 pinfo = null;
4077 pinfo = null;
4078 4450
4079 ce.time = Util.EnvironmentTickCount(); 4451 ce.time = Util.EnvironmentTickCount();
4080 ce.pinfo = pinfo; 4452 ce.pinfo = pinfo;
4081 } 4453 }
4082 4454
4083 string reply = String.Empty; 4455 string reply = String.Empty;
4084 4456
4085 switch (data) 4457 switch (data)
4086 { 4458 {
4087 case 1: // DATA_ONLINE (0|1) 4459 case 1: // DATA_ONLINE (0|1)
4088 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4460 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4089 reply = "1"; 4461 reply = "1";
4090 else 4462 else
4091 reply = "0"; 4463 reply = "0";
4092 break; 4464 break;
4093 case 2: // DATA_NAME (First Last) 4465 case 2: // DATA_NAME (First Last)
4094 reply = account.FirstName + " " + account.LastName; 4466 reply = account.FirstName + " " + account.LastName;
4095 break; 4467 break;
4096 case 3: // DATA_BORN (YYYY-MM-DD) 4468 case 3: // DATA_BORN (YYYY-MM-DD)
4097 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4469 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4098 born = born.AddSeconds(account.Created); 4470 born = born.AddSeconds(account.Created);
4099 reply = born.ToString("yyyy-MM-dd"); 4471 reply = born.ToString("yyyy-MM-dd");
4100 break; 4472 break;
4101 case 4: // DATA_RATING (0,0,0,0,0,0) 4473 case 4: // DATA_RATING (0,0,0,0,0,0)
4102 reply = "0,0,0,0,0,0"; 4474 reply = "0,0,0,0,0,0";
4103 break; 4475 break;
4104 case 7: // DATA_USERLEVEL (integer) 4476 case 8: // DATA_PAYINFO (0|1|2|3)
4105 reply = account.UserLevel.ToString(); 4477 reply = "0";
4106 break; 4478 break;
4107 case 8: // DATA_PAYINFO (0|1|2|3) 4479 default:
4108 reply = "0"; 4480 return UUID.Zero.ToString(); // Raise no event
4109 break; 4481 }
4110 default:
4111 return UUID.Zero.ToString(); // Raise no event
4112 }
4113 4482
4114 UUID rq = UUID.Random(); 4483 UUID rq = UUID.Random();
4115 4484
4116 UUID tid = AsyncCommands. 4485 UUID tid = AsyncCommands.
4117 DataserverPlugin.RegisterRequest(m_localID, 4486 DataserverPlugin.RegisterRequest(m_localID,
4118 m_itemID, rq.ToString()); 4487 m_itemID, rq.ToString());
4119 4488
4120 AsyncCommands. 4489 AsyncCommands.
4121 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4490 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4122 4491
4123 ScriptSleep(100); 4492 ScriptSleep(100);
4124 return tid.ToString(); 4493 return tid.ToString();
4494 }
4495 else
4496 {
4497 ShoutError("Invalid UUID passed to llRequestAgentData.");
4498 }
4499 return "";
4125 } 4500 }
4126 4501
4127 public LSL_String llRequestInventoryData(string name) 4502 public LSL_String llRequestInventoryData(string name)
4128 { 4503 {
4129 m_host.AddScriptLPS(1); 4504 m_host.AddScriptLPS(1);
4130 4505
4506 //Clone is thread safe
4131 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4507 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4132 4508
4133 foreach (TaskInventoryItem item in itemDictionary.Values) 4509 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4179,19 +4555,64 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4179 if (UUID.TryParse(agent, out agentId)) 4555 if (UUID.TryParse(agent, out agentId))
4180 { 4556 {
4181 ScenePresence presence = World.GetScenePresence(agentId); 4557 ScenePresence presence = World.GetScenePresence(agentId);
4182 if (presence != null) 4558 if (presence != null && presence.PresenceType != PresenceType.Npc)
4183 { 4559 {
4560 // agent must not be a god
4561 if (presence.UserLevel >= 200) return;
4562
4184 // agent must be over the owners land 4563 // agent must be over the owners land
4185 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4564 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4186 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4565 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4187 { 4566 {
4188 World.TeleportClientHome(agentId, presence.ControllingClient); 4567 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4568 {
4569 // They can't be teleported home for some reason
4570 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4571 if (regionInfo != null)
4572 {
4573 World.RequestTeleportLocation(
4574 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4575 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4576 }
4577 }
4189 } 4578 }
4190 } 4579 }
4191 } 4580 }
4192 ScriptSleep(5000); 4581 ScriptSleep(5000);
4193 } 4582 }
4194 4583
4584 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
4585 {
4586 m_host.AddScriptLPS(1);
4587 UUID agentId = new UUID();
4588 if (UUID.TryParse(agent, out agentId))
4589 {
4590 ScenePresence presence = World.GetScenePresence(agentId);
4591 if (presence != null && presence.PresenceType != PresenceType.Npc)
4592 {
4593 // agent must not be a god
4594 if (presence.GodLevel >= 200) return;
4595
4596 if (simname == String.Empty)
4597 simname = World.RegionInfo.RegionName;
4598
4599 // agent must be over the owners land
4600 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4601 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4602 {
4603 World.RequestTeleportLocation(presence.ControllingClient, simname, new Vector3((float)pos.x, (float)pos.y, (float)pos.z), new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z), (uint)TeleportFlags.ViaLocation);
4604 }
4605 else // or must be wearing the prim
4606 {
4607 if (m_host.ParentGroup.AttachmentPoint != 0 && m_host.OwnerID == presence.UUID)
4608 {
4609 World.RequestTeleportLocation(presence.ControllingClient, simname, new Vector3((float)pos.x, (float)pos.y, (float)pos.z), new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z), (uint)TeleportFlags.ViaLocation);
4610 }
4611 }
4612 }
4613 }
4614 }
4615
4195 public void llTextBox(string agent, string message, int chatChannel) 4616 public void llTextBox(string agent, string message, int chatChannel)
4196 { 4617 {
4197 IDialogModule dm = World.RequestModuleInterface<IDialogModule>(); 4618 IDialogModule dm = World.RequestModuleInterface<IDialogModule>();
@@ -4203,7 +4624,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4203 UUID av = new UUID(); 4624 UUID av = new UUID();
4204 if (!UUID.TryParse(agent,out av)) 4625 if (!UUID.TryParse(agent,out av))
4205 { 4626 {
4206 LSLError("First parameter to llDialog needs to be a key"); 4627 //LSLError("First parameter to llDialog needs to be a key");
4207 return; 4628 return;
4208 } 4629 }
4209 4630
@@ -4240,17 +4661,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4240 UUID soundId = UUID.Zero; 4661 UUID soundId = UUID.Zero;
4241 if (!UUID.TryParse(impact_sound, out soundId)) 4662 if (!UUID.TryParse(impact_sound, out soundId))
4242 { 4663 {
4243 lock (m_host.TaskInventory) 4664 m_host.TaskInventory.LockItemsForRead(true);
4665 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4244 { 4666 {
4245 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4667 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4246 { 4668 {
4247 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4669 soundId = item.AssetID;
4248 { 4670 break;
4249 soundId = item.AssetID;
4250 break;
4251 }
4252 } 4671 }
4253 } 4672 }
4673 m_host.TaskInventory.LockItemsForRead(false);
4254 } 4674 }
4255 m_host.CollisionSound = soundId; 4675 m_host.CollisionSound = soundId;
4256 m_host.CollisionSoundVolume = (float)impact_volume; 4676 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4290,6 +4710,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4290 UUID partItemID; 4710 UUID partItemID;
4291 foreach (SceneObjectPart part in parts) 4711 foreach (SceneObjectPart part in parts)
4292 { 4712 {
4713 //Clone is thread safe
4293 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4714 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4294 4715
4295 foreach (TaskInventoryItem item in itemsDictionary.Values) 4716 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4423,7 +4844,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4423 { 4844 {
4424 float distance = (PusheePos - m_host.AbsolutePosition).Length(); 4845 float distance = (PusheePos - m_host.AbsolutePosition).Length();
4425 float distance_term = distance * distance * distance; // Script Energy 4846 float distance_term = distance * distance * distance; // Script Energy
4426 float pusher_mass = m_host.GetMass(); 4847 // use total object mass and not part
4848 float pusher_mass = m_host.ParentGroup.GetMass();
4427 4849
4428 float PUSH_ATTENUATION_DISTANCE = 17f; 4850 float PUSH_ATTENUATION_DISTANCE = 17f;
4429 float PUSH_ATTENUATION_SCALE = 5f; 4851 float PUSH_ATTENUATION_SCALE = 5f;
@@ -4664,23 +5086,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4664 { 5086 {
4665 m_host.AddScriptLPS(1); 5087 m_host.AddScriptLPS(1);
4666 5088
4667 lock (m_host.TaskInventory) 5089 m_host.TaskInventory.LockItemsForRead(true);
5090 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4668 { 5091 {
4669 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5092 if (inv.Value.Name == name)
4670 { 5093 {
4671 if (inv.Value.Name == name) 5094 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4672 { 5095 {
4673 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5096 m_host.TaskInventory.LockItemsForRead(false);
4674 { 5097 return inv.Value.AssetID.ToString();
4675 return inv.Value.AssetID.ToString(); 5098 }
4676 } 5099 else
4677 else 5100 {
4678 { 5101 m_host.TaskInventory.LockItemsForRead(false);
4679 return UUID.Zero.ToString(); 5102 return UUID.Zero.ToString();
4680 }
4681 } 5103 }
4682 } 5104 }
4683 } 5105 }
5106 m_host.TaskInventory.LockItemsForRead(false);
4684 5107
4685 return UUID.Zero.ToString(); 5108 return UUID.Zero.ToString();
4686 } 5109 }
@@ -4833,14 +5256,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4833 { 5256 {
4834 m_host.AddScriptLPS(1); 5257 m_host.AddScriptLPS(1);
4835 5258
4836 if (src == null) 5259 return src.Length;
4837 {
4838 return 0;
4839 }
4840 else
4841 {
4842 return src.Length;
4843 }
4844 } 5260 }
4845 5261
4846 public LSL_Integer llList2Integer(LSL_List src, int index) 5262 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4886,7 +5302,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4886 else if (src.Data[index] is LSL_Float) 5302 else if (src.Data[index] is LSL_Float)
4887 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5303 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4888 else if (src.Data[index] is LSL_String) 5304 else if (src.Data[index] is LSL_String)
4889 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5305 {
5306 string str = ((LSL_String) src.Data[index]).m_string;
5307 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5308 if (m != Match.Empty)
5309 {
5310 str = m.Value;
5311 double d = 0.0;
5312 if (!Double.TryParse(str, out d))
5313 return 0.0;
5314
5315 return d;
5316 }
5317 return 0.0;
5318 }
4890 return Convert.ToDouble(src.Data[index]); 5319 return Convert.ToDouble(src.Data[index]);
4891 } 5320 }
4892 catch (FormatException) 5321 catch (FormatException)
@@ -5159,7 +5588,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5159 } 5588 }
5160 } 5589 }
5161 } 5590 }
5162 else { 5591 else
5592 {
5163 object[] array = new object[src.Length]; 5593 object[] array = new object[src.Length];
5164 Array.Copy(src.Data, 0, array, 0, src.Length); 5594 Array.Copy(src.Data, 0, array, 0, src.Length);
5165 result = new LSL_List(array); 5595 result = new LSL_List(array);
@@ -5266,7 +5696,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5266 public LSL_Integer llGetRegionAgentCount() 5696 public LSL_Integer llGetRegionAgentCount()
5267 { 5697 {
5268 m_host.AddScriptLPS(1); 5698 m_host.AddScriptLPS(1);
5269 return new LSL_Integer(World.GetRootAgentCount()); 5699
5700 int count = 0;
5701 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5702 count++;
5703 });
5704
5705 return new LSL_Integer(count);
5270 } 5706 }
5271 5707
5272 public LSL_Vector llGetRegionCorner() 5708 public LSL_Vector llGetRegionCorner()
@@ -5546,6 +5982,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5546 flags |= ScriptBaseClass.AGENT_SITTING; 5982 flags |= ScriptBaseClass.AGENT_SITTING;
5547 } 5983 }
5548 5984
5985 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
5986 {
5987 flags |= ScriptBaseClass.AGENT_MALE;
5988 }
5989
5549 return flags; 5990 return flags;
5550 } 5991 }
5551 5992
@@ -5608,10 +6049,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5608 m_host.AddScriptLPS(1); 6049 m_host.AddScriptLPS(1);
5609 6050
5610 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6051 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5611 6052 if (parts.Count > 0)
5612 foreach (var part in parts)
5613 { 6053 {
5614 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6054 try
6055 {
6056 parts[0].ParentGroup.areUpdatesSuspended = true;
6057 foreach (var part in parts)
6058 {
6059 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6060 }
6061 }
6062 finally
6063 {
6064 parts[0].ParentGroup.areUpdatesSuspended = false;
6065 }
5615 } 6066 }
5616 } 6067 }
5617 6068
@@ -5663,13 +6114,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5663 6114
5664 if (m_host.OwnerID == land.LandData.OwnerID) 6115 if (m_host.OwnerID == land.LandData.OwnerID)
5665 { 6116 {
5666 World.TeleportClientHome(agentID, presence.ControllingClient); 6117 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6118 presence.TeleportWithMomentum(pos, null);
6119 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5667 } 6120 }
5668 } 6121 }
5669 } 6122 }
5670 ScriptSleep(5000); 6123 ScriptSleep(5000);
5671 } 6124 }
5672 6125
6126 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6127 {
6128 return ParseString2List(str, separators, in_spacers, false);
6129 }
6130
5673 public LSL_Integer llOverMyLand(string id) 6131 public LSL_Integer llOverMyLand(string id)
5674 { 6132 {
5675 m_host.AddScriptLPS(1); 6133 m_host.AddScriptLPS(1);
@@ -5734,8 +6192,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5734 UUID agentId = new UUID(); 6192 UUID agentId = new UUID();
5735 if (!UUID.TryParse(agent, out agentId)) 6193 if (!UUID.TryParse(agent, out agentId))
5736 return new LSL_Integer(0); 6194 return new LSL_Integer(0);
6195 if (agentId == m_host.GroupID)
6196 return new LSL_Integer(1);
5737 ScenePresence presence = World.GetScenePresence(agentId); 6197 ScenePresence presence = World.GetScenePresence(agentId);
5738 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6198 if (presence == null || presence.IsChildAgent) // Return false for child agents
5739 return new LSL_Integer(0); 6199 return new LSL_Integer(0);
5740 IClientAPI client = presence.ControllingClient; 6200 IClientAPI client = presence.ControllingClient;
5741 if (m_host.GroupID == client.ActiveGroupId) 6201 if (m_host.GroupID == client.ActiveGroupId)
@@ -5870,7 +6330,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5870 return m_host.ParentGroup.AttachmentPoint; 6330 return m_host.ParentGroup.AttachmentPoint;
5871 } 6331 }
5872 6332
5873 public LSL_Integer llGetFreeMemory() 6333 public virtual LSL_Integer llGetFreeMemory()
5874 { 6334 {
5875 m_host.AddScriptLPS(1); 6335 m_host.AddScriptLPS(1);
5876 // Make scripts designed for LSO happy 6336 // Make scripts designed for LSO happy
@@ -5987,7 +6447,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5987 SetParticleSystem(m_host, rules); 6447 SetParticleSystem(m_host, rules);
5988 } 6448 }
5989 6449
5990 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6450 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6451 {
5991 6452
5992 6453
5993 if (rules.Length == 0) 6454 if (rules.Length == 0)
@@ -6181,14 +6642,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6181 6642
6182 protected UUID GetTaskInventoryItem(string name) 6643 protected UUID GetTaskInventoryItem(string name)
6183 { 6644 {
6184 lock (m_host.TaskInventory) 6645 m_host.TaskInventory.LockItemsForRead(true);
6646 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6185 { 6647 {
6186 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6648 if (inv.Value.Name == name)
6187 { 6649 {
6188 if (inv.Value.Name == name) 6650 m_host.TaskInventory.LockItemsForRead(false);
6189 return inv.Key; 6651 return inv.Key;
6190 } 6652 }
6191 } 6653 }
6654 m_host.TaskInventory.LockItemsForRead(false);
6192 6655
6193 return UUID.Zero; 6656 return UUID.Zero;
6194 } 6657 }
@@ -6226,16 +6689,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6226 if (folderID == UUID.Zero) 6689 if (folderID == UUID.Zero)
6227 return; 6690 return;
6228 6691
6229 byte[] bucket = new byte[17]; 6692 byte[] bucket = new byte[1];
6230 bucket[0] = (byte)AssetType.Folder; 6693 bucket[0] = (byte)AssetType.Folder;
6231 byte[] objBytes = folderID.GetBytes(); 6694 //byte[] objBytes = folderID.GetBytes();
6232 Array.Copy(objBytes, 0, bucket, 1, 16); 6695 //Array.Copy(objBytes, 0, bucket, 1, 16);
6233 6696
6234 GridInstantMessage msg = new GridInstantMessage(World, 6697 GridInstantMessage msg = new GridInstantMessage(World,
6235 m_host.UUID, m_host.Name+", an object owned by "+ 6698 m_host.OwnerID, m_host.Name, destID,
6236 resolveName(m_host.OwnerID)+",", destID, 6699 (byte)InstantMessageDialog.TaskInventoryOffered,
6237 (byte)InstantMessageDialog.InventoryOffered, 6700 false, category+". "+m_host.Name+" is located at "+
6238 false, category+"\n"+m_host.Name+" is located at "+
6239 World.RegionInfo.RegionName+" "+ 6701 World.RegionInfo.RegionName+" "+
6240 m_host.AbsolutePosition.ToString(), 6702 m_host.AbsolutePosition.ToString(),
6241 folderID, true, m_host.AbsolutePosition, 6703 folderID, true, m_host.AbsolutePosition,
@@ -6473,13 +6935,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6473 UUID av = new UUID(); 6935 UUID av = new UUID();
6474 if (!UUID.TryParse(avatar,out av)) 6936 if (!UUID.TryParse(avatar,out av))
6475 { 6937 {
6476 LSLError("First parameter to llDialog needs to be a key"); 6938 //LSLError("First parameter to llDialog needs to be a key");
6477 return; 6939 return;
6478 } 6940 }
6479 if (buttons.Length < 1) 6941 if (buttons.Length < 1)
6480 { 6942 {
6481 LSLError("No less than 1 button can be shown"); 6943 buttons.Add("OK");
6482 return;
6483 } 6944 }
6484 if (buttons.Length > 12) 6945 if (buttons.Length > 12)
6485 { 6946 {
@@ -6496,7 +6957,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6496 } 6957 }
6497 if (buttons.Data[i].ToString().Length > 24) 6958 if (buttons.Data[i].ToString().Length > 24)
6498 { 6959 {
6499 LSLError("button label cannot be longer than 24 characters"); 6960 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6500 return; 6961 return;
6501 } 6962 }
6502 buts[i] = buttons.Data[i].ToString(); 6963 buts[i] = buttons.Data[i].ToString();
@@ -6555,22 +7016,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6555 } 7016 }
6556 7017
6557 // copy the first script found with this inventory name 7018 // copy the first script found with this inventory name
6558 lock (m_host.TaskInventory) 7019 TaskInventoryItem scriptItem = null;
7020 m_host.TaskInventory.LockItemsForRead(true);
7021 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6559 { 7022 {
6560 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 7023 if (inv.Value.Name == name)
6561 { 7024 {
6562 if (inv.Value.Name == name) 7025 // make sure the object is a script
7026 if (10 == inv.Value.Type)
6563 { 7027 {
6564 // make sure the object is a script 7028 found = true;
6565 if (10 == inv.Value.Type) 7029 srcId = inv.Key;
6566 { 7030 scriptItem = inv.Value;
6567 found = true; 7031 break;
6568 srcId = inv.Key;
6569 break;
6570 }
6571 } 7032 }
6572 } 7033 }
6573 } 7034 }
7035 m_host.TaskInventory.LockItemsForRead(false);
6574 7036
6575 if (!found) 7037 if (!found)
6576 { 7038 {
@@ -6578,9 +7040,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6578 return; 7040 return;
6579 } 7041 }
6580 7042
6581 // the rest of the permission checks are done in RezScript, so check the pin there as well 7043 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6582 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param); 7044 if (dest != null)
7045 {
7046 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7047 {
7048 // the rest of the permission checks are done in RezScript, so check the pin there as well
7049 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param);
6583 7050
7051 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7052 m_host.Inventory.RemoveInventoryItem(srcId);
7053 }
7054 }
6584 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7055 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6585 ScriptSleep(3000); 7056 ScriptSleep(3000);
6586 } 7057 }
@@ -6643,19 +7114,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6643 public LSL_String llMD5String(string src, int nonce) 7114 public LSL_String llMD5String(string src, int nonce)
6644 { 7115 {
6645 m_host.AddScriptLPS(1); 7116 m_host.AddScriptLPS(1);
6646 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7117 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6647 } 7118 }
6648 7119
6649 public LSL_String llSHA1String(string src) 7120 public LSL_String llSHA1String(string src)
6650 { 7121 {
6651 m_host.AddScriptLPS(1); 7122 m_host.AddScriptLPS(1);
6652 return Util.SHA1Hash(src).ToLower(); 7123 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6653 } 7124 }
6654 7125
6655 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7126 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6656 { 7127 {
6657 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7128 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6658 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7129 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7130 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7131 return shapeBlock;
6659 7132
6660 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7133 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6661 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7134 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6760,6 +7233,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6760 // Prim type box, cylinder and prism. 7233 // Prim type box, cylinder and prism.
6761 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve) 7234 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve)
6762 { 7235 {
7236 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7237 return;
7238
6763 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7239 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6764 ObjectShapePacket.ObjectDataBlock shapeBlock; 7240 ObjectShapePacket.ObjectDataBlock shapeBlock;
6765 7241
@@ -6813,6 +7289,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6813 // Prim type sphere. 7289 // Prim type sphere.
6814 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7290 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6815 { 7291 {
7292 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7293 return;
7294
6816 ObjectShapePacket.ObjectDataBlock shapeBlock; 7295 ObjectShapePacket.ObjectDataBlock shapeBlock;
6817 7296
6818 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7297 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6854,6 +7333,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6854 // Prim type torus, tube and ring. 7333 // Prim type torus, tube and ring.
6855 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve) 7334 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve)
6856 { 7335 {
7336 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7337 return;
7338
6857 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7339 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6858 ObjectShapePacket.ObjectDataBlock shapeBlock; 7340 ObjectShapePacket.ObjectDataBlock shapeBlock;
6859 7341
@@ -6989,6 +7471,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6989 // Prim type sculpt. 7471 // Prim type sculpt.
6990 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7472 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
6991 { 7473 {
7474 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7475 return;
7476
6992 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7477 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6993 UUID sculptId; 7478 UUID sculptId;
6994 7479
@@ -7013,7 +7498,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7013 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7498 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7014 { 7499 {
7015 // default 7500 // default
7016 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7501 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7017 } 7502 }
7018 7503
7019 part.Shape.SetSculptProperties((byte)type, sculptId); 7504 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7029,32 +7514,149 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7029 ScriptSleep(200); 7514 ScriptSleep(200);
7030 } 7515 }
7031 7516
7032 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7517 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7033 { 7518 {
7034 m_host.AddScriptLPS(1); 7519 m_host.AddScriptLPS(1);
7035 7520
7036 setLinkPrimParams(linknumber, rules); 7521 setLinkPrimParams(linknumber, rules);
7522 }
7037 7523
7038 ScriptSleep(200); 7524 private void setLinkPrimParams(int linknumber, LSL_List rules)
7525 {
7526 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7527 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7528 if (parts.Count>0)
7529 {
7530 try
7531 {
7532 parts[0].ParentGroup.areUpdatesSuspended = true;
7533 foreach (SceneObjectPart part in parts)
7534 SetPrimParams(part, rules);
7535 }
7536 finally
7537 {
7538 parts[0].ParentGroup.areUpdatesSuspended = false;
7539 }
7540 }
7541 if (avatars.Count > 0)
7542 {
7543 foreach (ScenePresence avatar in avatars)
7544 SetPrimParams(avatar, rules);
7545 }
7039 } 7546 }
7040 7547
7041 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7548 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7549 float material_density, float material_friction,
7550 float material_restitution, float material_gravity_modifier)
7042 { 7551 {
7043 m_host.AddScriptLPS(1); 7552 ExtraPhysicsData physdata = new ExtraPhysicsData();
7553 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7554 physdata.Density = part.Density;
7555 physdata.Friction = part.Friction;
7556 physdata.Bounce = part.Bounciness;
7557 physdata.GravitationModifier = part.GravityModifier;
7044 7558
7045 setLinkPrimParams(linknumber, rules); 7559 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7560 physdata.Density = material_density;
7561 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7562 physdata.Friction = material_friction;
7563 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7564 physdata.Bounce = material_restitution;
7565 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7566 physdata.GravitationModifier = material_gravity_modifier;
7567
7568 part.UpdateExtraPhysics(physdata);
7046 } 7569 }
7047 7570
7048 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7571 public void llSetPhysicsMaterial(int material_bits,
7572 float material_gravity_modifier, float material_restitution,
7573 float material_friction, float material_density)
7049 { 7574 {
7050 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7575 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7576 }
7051 7577
7052 foreach (SceneObjectPart part in parts) 7578 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7053 SetPrimParams(part, rules); 7579 {
7580 llSetLinkPrimitiveParamsFast(linknumber, rules);
7581 ScriptSleep(200);
7582 }
7583
7584 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7585 {
7586 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7587 //We only support PRIM_POSITION and PRIM_ROTATION
7588
7589 int idx = 0;
7590
7591 while (idx < rules.Length)
7592 {
7593 int code = rules.GetLSLIntegerItem(idx++);
7594
7595 int remain = rules.Length - idx;
7596
7597 switch (code)
7598 {
7599 case (int)ScriptBaseClass.PRIM_POSITION:
7600 {
7601 if (remain < 1)
7602 return;
7603 LSL_Vector v;
7604 v = rules.GetVector3Item(idx++);
7605
7606 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7607 if (part == null)
7608 break;
7609
7610 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7611 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7612 if (llGetLinkNumber() > 1)
7613 {
7614 localRot = llGetLocalRot();
7615 localPos = llGetLocalPos();
7616 }
7617
7618 v -= localPos;
7619 v /= localRot;
7620
7621 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
7622
7623 v = v + 2 * sitOffset;
7624
7625 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7626 av.SendAvatarDataToAllAgents();
7627
7628 }
7629 break;
7630
7631 case (int)ScriptBaseClass.PRIM_ROTATION:
7632 {
7633 if (remain < 1)
7634 return;
7635
7636 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7637 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7638 if (llGetLinkNumber() > 1)
7639 {
7640 localRot = llGetLocalRot();
7641 localPos = llGetLocalPos();
7642 }
7643
7644 LSL_Rotation r;
7645 r = rules.GetQuaternionItem(idx++);
7646 r = r * llGetRootRotation() / localRot;
7647 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7648 av.SendAvatarDataToAllAgents();
7649 }
7650 break;
7651 }
7652 }
7054 } 7653 }
7055 7654
7056 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7655 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7057 { 7656 {
7657 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7658 return;
7659
7058 int idx = 0; 7660 int idx = 0;
7059 7661
7060 bool positionChanged = false; 7662 bool positionChanged = false;
@@ -7376,6 +7978,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7376 part.ScriptSetPhysicsStatus(physics); 7978 part.ScriptSetPhysicsStatus(physics);
7377 break; 7979 break;
7378 7980
7981 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
7982 if (remain < 1)
7983 return;
7984
7985 int shape_type = rules.GetLSLIntegerItem(idx++);
7986
7987 ExtraPhysicsData physdata = new ExtraPhysicsData();
7988 physdata.Density = part.Density;
7989 physdata.Bounce = part.Bounciness;
7990 physdata.GravitationModifier = part.GravityModifier;
7991 physdata.PhysShapeType = (PhysShapeType)shape_type;
7992
7993 part.UpdateExtraPhysics(physdata);
7994
7995 break;
7996
7997 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
7998 if (remain < 5)
7999 return;
8000
8001 int material_bits = rules.GetLSLIntegerItem(idx++);
8002 float material_density = (float)rules.GetLSLFloatItem(idx++);
8003 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8004 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8005 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8006
8007 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8008
8009 break;
8010
7379 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8011 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7380 if (remain < 1) 8012 if (remain < 1)
7381 return; 8013 return;
@@ -7449,7 +8081,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7449 if (part.ParentGroup.RootPart == part) 8081 if (part.ParentGroup.RootPart == part)
7450 { 8082 {
7451 SceneObjectGroup parent = part.ParentGroup; 8083 SceneObjectGroup parent = part.ParentGroup;
7452 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8084 Util.FireAndForget(delegate(object x) {
8085 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8086 });
7453 } 8087 }
7454 else 8088 else
7455 { 8089 {
@@ -7460,6 +8094,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7460 } 8094 }
7461 } 8095 }
7462 } 8096 }
8097
8098 if (positionChanged)
8099 {
8100 if (part.ParentGroup.RootPart == part)
8101 {
8102 SceneObjectGroup parent = part.ParentGroup;
8103 Util.FireAndForget(delegate(object x) {
8104 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8105 });
8106 }
8107 else
8108 {
8109 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8110 SceneObjectGroup parent = part.ParentGroup;
8111 parent.HasGroupChanged = true;
8112 parent.ScheduleGroupForTerseUpdate();
8113 }
8114 }
7463 } 8115 }
7464 8116
7465 public LSL_String llStringToBase64(string str) 8117 public LSL_String llStringToBase64(string str)
@@ -7620,13 +8272,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7620 public LSL_Integer llGetNumberOfPrims() 8272 public LSL_Integer llGetNumberOfPrims()
7621 { 8273 {
7622 m_host.AddScriptLPS(1); 8274 m_host.AddScriptLPS(1);
7623 int avatarCount = 0; 8275 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7624 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8276
7625 {
7626 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
7627 avatarCount++;
7628 });
7629
7630 return m_host.ParentGroup.PrimCount + avatarCount; 8277 return m_host.ParentGroup.PrimCount + avatarCount;
7631 } 8278 }
7632 8279
@@ -7642,55 +8289,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7642 m_host.AddScriptLPS(1); 8289 m_host.AddScriptLPS(1);
7643 UUID objID = UUID.Zero; 8290 UUID objID = UUID.Zero;
7644 LSL_List result = new LSL_List(); 8291 LSL_List result = new LSL_List();
8292
8293 // If the ID is not valid, return null result
7645 if (!UUID.TryParse(obj, out objID)) 8294 if (!UUID.TryParse(obj, out objID))
7646 { 8295 {
7647 result.Add(new LSL_Vector()); 8296 result.Add(new LSL_Vector());
7648 result.Add(new LSL_Vector()); 8297 result.Add(new LSL_Vector());
7649 return result; 8298 return result;
7650 } 8299 }
8300
8301 // Check if this is an attached prim. If so, replace
8302 // the UUID with the avatar UUID and report it's bounding box
8303 SceneObjectPart part = World.GetSceneObjectPart(objID);
8304 if (part != null && part.ParentGroup.IsAttachment)
8305 objID = part.ParentGroup.AttachedAvatar;
8306
8307 // Find out if this is an avatar ID. If so, return it's box
7651 ScenePresence presence = World.GetScenePresence(objID); 8308 ScenePresence presence = World.GetScenePresence(objID);
7652 if (presence != null) 8309 if (presence != null)
7653 { 8310 {
7654 if (presence.ParentID == 0) // not sat on an object 8311 // As per LSL Wiki, there is no difference between sitting
8312 // and standing avatar since server 1.36
8313 LSL_Vector lower;
8314 LSL_Vector upper;
8315 if (presence.Animator.Animations.DefaultAnimation.AnimID
8316 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7655 { 8317 {
7656 LSL_Vector lower; 8318 // This is for ground sitting avatars
7657 LSL_Vector upper; 8319 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7658 if (presence.Animator.Animations.DefaultAnimation.AnimID 8320 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7659 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8321 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7660 {
7661 // This is for ground sitting avatars
7662 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7663 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7664 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7665 }
7666 else
7667 {
7668 // This is for standing/flying avatars
7669 float height = presence.Appearance.AvatarHeight / 2.0f;
7670 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7671 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7672 }
7673 result.Add(lower);
7674 result.Add(upper);
7675 return result;
7676 } 8322 }
7677 else 8323 else
7678 { 8324 {
7679 // sitting on an object so we need the bounding box of that 8325 // This is for standing/flying avatars
7680 // which should include the avatar so set the UUID to the 8326 float height = presence.Appearance.AvatarHeight / 2.0f;
7681 // UUID of the object the avatar is sat on and allow it to fall through 8327 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7682 // to processing an object 8328 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7683 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7684 objID = p.UUID;
7685 } 8329 }
8330
8331 // Adjust to the documented error offsets (see LSL Wiki)
8332 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8333 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8334
8335 if (lower.x > upper.x)
8336 lower.x = upper.x;
8337 if (lower.y > upper.y)
8338 lower.y = upper.y;
8339 if (lower.z > upper.z)
8340 lower.z = upper.z;
8341
8342 result.Add(lower);
8343 result.Add(upper);
8344 return result;
7686 } 8345 }
7687 SceneObjectPart part = World.GetSceneObjectPart(objID); 8346
8347 part = World.GetSceneObjectPart(objID);
7688 // Currently only works for single prims without a sitting avatar 8348 // Currently only works for single prims without a sitting avatar
7689 if (part != null) 8349 if (part != null)
7690 { 8350 {
7691 Vector3 halfSize = part.Scale / 2.0f; 8351 float minX;
7692 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8352 float maxX;
7693 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8353 float minY;
8354 float maxY;
8355 float minZ;
8356 float maxZ;
8357
8358 // This BBox is in sim coordinates, with the offset being
8359 // a contained point.
8360 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8361 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8362
8363 minX -= offsets[0].X;
8364 maxX -= offsets[0].X;
8365 minY -= offsets[0].Y;
8366 maxY -= offsets[0].Y;
8367 minZ -= offsets[0].Z;
8368 maxZ -= offsets[0].Z;
8369
8370 LSL_Vector lower;
8371 LSL_Vector upper;
8372
8373 // Adjust to the documented error offsets (see LSL Wiki)
8374 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8375 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8376
8377 if (lower.x > upper.x)
8378 lower.x = upper.x;
8379 if (lower.y > upper.y)
8380 lower.y = upper.y;
8381 if (lower.z > upper.z)
8382 lower.z = upper.z;
8383
7694 result.Add(lower); 8384 result.Add(lower);
7695 result.Add(upper); 8385 result.Add(upper);
7696 return result; 8386 return result;
@@ -7770,13 +8460,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7770 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8460 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7771 part.AbsolutePosition.Y, 8461 part.AbsolutePosition.Y,
7772 part.AbsolutePosition.Z); 8462 part.AbsolutePosition.Z);
7773 // For some reason, the part.AbsolutePosition.* values do not change if the
7774 // linkset is rotated; they always reflect the child prim's world position
7775 // as though the linkset is unrotated. This is incompatible behavior with SL's
7776 // implementation, so will break scripts imported from there (not to mention it
7777 // makes it more difficult to determine a child prim's actual inworld position).
7778 if (part.ParentID != 0)
7779 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7780 res.Add(v); 8463 res.Add(v);
7781 break; 8464 break;
7782 8465
@@ -7947,56 +8630,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7947 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8630 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7948 if (remain < 1) 8631 if (remain < 1)
7949 return res; 8632 return res;
7950 8633 face = (int)rules.GetLSLIntegerItem(idx++);
7951 face=(int)rules.GetLSLIntegerItem(idx++);
7952 8634
7953 tex = part.Shape.Textures; 8635 tex = part.Shape.Textures;
8636 int shiny;
7954 if (face == ScriptBaseClass.ALL_SIDES) 8637 if (face == ScriptBaseClass.ALL_SIDES)
7955 { 8638 {
7956 for (face = 0; face < GetNumberOfSides(part); face++) 8639 for (face = 0; face < GetNumberOfSides(part); face++)
7957 { 8640 {
7958 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8641 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7959 // Convert Shininess to PRIM_SHINY_* 8642 if (shinyness == Shininess.High)
7960 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8643 {
7961 // PRIM_BUMP_* 8644 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7962 res.Add(new LSL_Integer((int)texface.Bump)); 8645 }
8646 else if (shinyness == Shininess.Medium)
8647 {
8648 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8649 }
8650 else if (shinyness == Shininess.Low)
8651 {
8652 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8653 }
8654 else
8655 {
8656 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8657 }
8658 res.Add(new LSL_Integer(shiny));
8659 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7963 } 8660 }
7964 } 8661 }
7965 else 8662 else
7966 { 8663 {
7967 if (face >= 0 && face < GetNumberOfSides(part)) 8664 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8665 if (shinyness == Shininess.High)
7968 { 8666 {
7969 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8667 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7970 // Convert Shininess to PRIM_SHINY_* 8668 }
7971 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8669 else if (shinyness == Shininess.Medium)
7972 // PRIM_BUMP_* 8670 {
7973 res.Add(new LSL_Integer((int)texface.Bump)); 8671 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8672 }
8673 else if (shinyness == Shininess.Low)
8674 {
8675 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8676 }
8677 else
8678 {
8679 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
7974 } 8680 }
8681 res.Add(new LSL_Integer(shiny));
8682 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7975 } 8683 }
7976 break; 8684 break;
7977 8685
7978 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8686 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7979 if (remain < 1) 8687 if (remain < 1)
7980 return res; 8688 return res;
7981 8689 face = (int)rules.GetLSLIntegerItem(idx++);
7982 face=(int)rules.GetLSLIntegerItem(idx++);
7983 8690
7984 tex = part.Shape.Textures; 8691 tex = part.Shape.Textures;
8692 int fullbright;
7985 if (face == ScriptBaseClass.ALL_SIDES) 8693 if (face == ScriptBaseClass.ALL_SIDES)
7986 { 8694 {
7987 for (face = 0; face < GetNumberOfSides(part); face++) 8695 for (face = 0; face < GetNumberOfSides(part); face++)
7988 { 8696 {
7989 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8697 if (tex.GetFace((uint)face).Fullbright == true)
7990 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8698 {
8699 fullbright = ScriptBaseClass.TRUE;
8700 }
8701 else
8702 {
8703 fullbright = ScriptBaseClass.FALSE;
8704 }
8705 res.Add(new LSL_Integer(fullbright));
7991 } 8706 }
7992 } 8707 }
7993 else 8708 else
7994 { 8709 {
7995 if (face >= 0 && face < GetNumberOfSides(part)) 8710 if (tex.GetFace((uint)face).Fullbright == true)
7996 { 8711 {
7997 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8712 fullbright = ScriptBaseClass.TRUE;
7998 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0));
7999 } 8713 }
8714 else
8715 {
8716 fullbright = ScriptBaseClass.FALSE;
8717 }
8718 res.Add(new LSL_Integer(fullbright));
8000 } 8719 }
8001 break; 8720 break;
8002 8721
@@ -8018,27 +8737,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8018 break; 8737 break;
8019 8738
8020 case (int)ScriptBaseClass.PRIM_TEXGEN: 8739 case (int)ScriptBaseClass.PRIM_TEXGEN:
8740 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8021 if (remain < 1) 8741 if (remain < 1)
8022 return res; 8742 return res;
8023 8743 face = (int)rules.GetLSLIntegerItem(idx++);
8024 face=(int)rules.GetLSLIntegerItem(idx++);
8025 8744
8026 tex = part.Shape.Textures; 8745 tex = part.Shape.Textures;
8027 if (face == ScriptBaseClass.ALL_SIDES) 8746 if (face == ScriptBaseClass.ALL_SIDES)
8028 { 8747 {
8029 for (face = 0; face < GetNumberOfSides(part); face++) 8748 for (face = 0; face < GetNumberOfSides(part); face++)
8030 { 8749 {
8031 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8750 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8032 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8751 {
8033 res.Add(new LSL_Integer((uint)texgen >> 1)); 8752 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8753 }
8754 else
8755 {
8756 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8757 }
8034 } 8758 }
8035 } 8759 }
8036 else 8760 else
8037 { 8761 {
8038 if (face >= 0 && face < GetNumberOfSides(part)) 8762 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8039 { 8763 {
8040 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8764 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8041 res.Add(new LSL_Integer((uint)texgen >> 1)); 8765 }
8766 else
8767 {
8768 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8042 } 8769 }
8043 } 8770 }
8044 break; 8771 break;
@@ -8061,28 +8788,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8061 case (int)ScriptBaseClass.PRIM_GLOW: 8788 case (int)ScriptBaseClass.PRIM_GLOW:
8062 if (remain < 1) 8789 if (remain < 1)
8063 return res; 8790 return res;
8064 8791 face = (int)rules.GetLSLIntegerItem(idx++);
8065 face=(int)rules.GetLSLIntegerItem(idx++);
8066 8792
8067 tex = part.Shape.Textures; 8793 tex = part.Shape.Textures;
8794 float primglow;
8068 if (face == ScriptBaseClass.ALL_SIDES) 8795 if (face == ScriptBaseClass.ALL_SIDES)
8069 { 8796 {
8070 for (face = 0; face < GetNumberOfSides(part); face++) 8797 for (face = 0; face < GetNumberOfSides(part); face++)
8071 { 8798 {
8072 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8799 primglow = tex.GetFace((uint)face).Glow;
8073 res.Add(new LSL_Float(texface.Glow)); 8800 res.Add(new LSL_Float(primglow));
8074 } 8801 }
8075 } 8802 }
8076 else 8803 else
8077 { 8804 {
8078 if (face >= 0 && face < GetNumberOfSides(part)) 8805 primglow = tex.GetFace((uint)face).Glow;
8079 { 8806 res.Add(new LSL_Float(primglow));
8080 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8081 res.Add(new LSL_Float(texface.Glow));
8082 }
8083 } 8807 }
8084 break; 8808 break;
8085
8086 case (int)ScriptBaseClass.PRIM_TEXT: 8809 case (int)ScriptBaseClass.PRIM_TEXT:
8087 Color4 textColor = part.GetTextColor(); 8810 Color4 textColor = part.GetTextColor();
8088 res.Add(new LSL_String(part.Text)); 8811 res.Add(new LSL_String(part.Text));
@@ -8694,8 +9417,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8694 // The function returns an ordered list 9417 // The function returns an ordered list
8695 // representing the tokens found in the supplied 9418 // representing the tokens found in the supplied
8696 // sources string. If two successive tokenizers 9419 // sources string. If two successive tokenizers
8697 // are encountered, then a NULL entry is added 9420 // are encountered, then a null-string entry is
8698 // to the list. 9421 // added to the list.
8699 // 9422 //
8700 // It is a precondition that the source and 9423 // It is a precondition that the source and
8701 // toekizer lisst are non-null. If they are null, 9424 // toekizer lisst are non-null. If they are null,
@@ -8703,7 +9426,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8703 // while their lengths are being determined. 9426 // while their lengths are being determined.
8704 // 9427 //
8705 // A small amount of working memoryis required 9428 // A small amount of working memoryis required
8706 // of approximately 8*#tokenizers. 9429 // of approximately 8*#tokenizers + 8*srcstrlen.
8707 // 9430 //
8708 // There are many ways in which this function 9431 // There are many ways in which this function
8709 // can be implemented, this implementation is 9432 // can be implemented, this implementation is
@@ -8719,155 +9442,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8719 // and eliminates redundant tokenizers as soon 9442 // and eliminates redundant tokenizers as soon
8720 // as is possible. 9443 // as is possible.
8721 // 9444 //
8722 // The implementation tries to avoid any copying 9445 // The implementation tries to minimize temporary
8723 // of arrays or other objects. 9446 // garbage generation.
8724 // </remarks> 9447 // </remarks>
8725 9448
8726 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9449 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8727 { 9450 {
8728 int beginning = 0; 9451 return ParseString2List(src, separators, spacers, true);
8729 int srclen = src.Length; 9452 }
8730 int seplen = separators.Length;
8731 object[] separray = separators.Data;
8732 int spclen = spacers.Length;
8733 object[] spcarray = spacers.Data;
8734 int mlen = seplen+spclen;
8735
8736 int[] offset = new int[mlen+1];
8737 bool[] active = new bool[mlen];
8738
8739 int best;
8740 int j;
8741
8742 // Initial capacity reduces resize cost
8743 9453
8744 LSL_List tokens = new LSL_List(); 9454 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9455 {
9456 int srclen = src.Length;
9457 int seplen = separators.Length;
9458 object[] separray = separators.Data;
9459 int spclen = spacers.Length;
9460 object[] spcarray = spacers.Data;
9461 int dellen = 0;
9462 string[] delarray = new string[seplen+spclen];
8745 9463
8746 // All entries are initially valid 9464 int outlen = 0;
9465 string[] outarray = new string[srclen*2+1];
8747 9466
8748 for (int i = 0; i < mlen; i++) 9467 int i, j;
8749 active[i] = true; 9468 string d;
8750 9469
8751 offset[mlen] = srclen; 9470 m_host.AddScriptLPS(1);
8752 9471
8753 while (beginning < srclen) 9472 /*
9473 * Convert separator and spacer lists to C# strings.
9474 * Also filter out null strings so we don't hang.
9475 */
9476 for (i = 0; i < seplen; i ++)
8754 { 9477 {
9478 d = separray[i].ToString();
9479 if (d.Length > 0)
9480 {
9481 delarray[dellen++] = d;
9482 }
9483 }
9484 seplen = dellen;
8755 9485
8756 best = mlen; // as bad as it gets 9486 for (i = 0; i < spclen; i ++)
9487 {
9488 d = spcarray[i].ToString();
9489 if (d.Length > 0)
9490 {
9491 delarray[dellen++] = d;
9492 }
9493 }
8757 9494
8758 // Scan for separators 9495 /*
9496 * Scan through source string from beginning to end.
9497 */
9498 for (i = 0;;)
9499 {
8759 9500
8760 for (j = 0; j < seplen; j++) 9501 /*
9502 * Find earliest delimeter in src starting at i (if any).
9503 */
9504 int earliestDel = -1;
9505 int earliestSrc = srclen;
9506 string earliestStr = null;
9507 for (j = 0; j < dellen; j ++)
8761 { 9508 {
8762 if (separray[j].ToString() == String.Empty) 9509 d = delarray[j];
8763 active[j] = false; 9510 if (d != null)
8764
8765 if (active[j])
8766 { 9511 {
8767 // scan all of the markers 9512 int index = src.IndexOf(d, i);
8768 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9513 if (index < 0)
8769 { 9514 {
8770 // not present at all 9515 delarray[j] = null; // delim nowhere in src, don't check it anymore
8771 active[j] = false;
8772 } 9516 }
8773 else 9517 else if (index < earliestSrc)
8774 { 9518 {
8775 // present and correct 9519 earliestSrc = index; // where delimeter starts in source string
8776 if (offset[j] < offset[best]) 9520 earliestDel = j; // where delimeter is in delarray[]
8777 { 9521 earliestStr = d; // the delimeter string from delarray[]
8778 // closest so far 9522 if (index == i) break; // can't do any better than found at beg of string
8779 best = j;
8780 if (offset[best] == beginning)
8781 break;
8782 }
8783 } 9523 }
8784 } 9524 }
8785 } 9525 }
8786 9526
8787 // Scan for spacers 9527 /*
8788 9528 * Output source string starting at i through start of earliest delimeter.
8789 if (offset[best] != beginning) 9529 */
9530 if (keepNulls || (earliestSrc > i))
8790 { 9531 {
8791 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9532 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8792 {
8793 if (spcarray[j-seplen].ToString() == String.Empty)
8794 active[j] = false;
8795
8796 if (active[j])
8797 {
8798 // scan all of the markers
8799 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8800 {
8801 // not present at all
8802 active[j] = false;
8803 }
8804 else
8805 {
8806 // present and correct
8807 if (offset[j] < offset[best])
8808 {
8809 // closest so far
8810 best = j;
8811 }
8812 }
8813 }
8814 }
8815 } 9533 }
8816 9534
8817 // This is the normal exit from the scanning loop 9535 /*
9536 * If no delimeter found at or after i, we're done scanning.
9537 */
9538 if (earliestDel < 0) break;
8818 9539
8819 if (best == mlen) 9540 /*
9541 * If delimeter was a spacer, output the spacer.
9542 */
9543 if (earliestDel >= seplen)
8820 { 9544 {
8821 // no markers were found on this pass 9545 outarray[outlen++] = earliestStr;
8822 // so we're pretty much done
8823 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8824 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8825 break;
8826 } 9546 }
8827 9547
8828 // Otherwise we just add the newly delimited token 9548 /*
8829 // and recalculate where the search should continue. 9549 * Look at rest of src string following delimeter.
8830 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9550 */
8831 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9551 i = earliestSrc + earliestStr.Length;
8832
8833 if (best < seplen)
8834 {
8835 beginning = offset[best] + (separray[best].ToString()).Length;
8836 }
8837 else
8838 {
8839 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8840 string str = spcarray[best - seplen].ToString();
8841 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8842 tokens.Add(new LSL_String(str));
8843 }
8844 } 9552 }
8845 9553
8846 // This an awkward an not very intuitive boundary case. If the 9554 /*
8847 // last substring is a tokenizer, then there is an implied trailing 9555 * Make up an exact-sized output array suitable for an LSL_List object.
8848 // null list entry. Hopefully the single comparison will not be too 9556 */
8849 // arduous. Alternatively the 'break' could be replced with a return 9557 object[] outlist = new object[outlen];
8850 // but that's shabby programming. 9558 for (i = 0; i < outlen; i ++)
8851
8852 if ((beginning == srclen) && (keepNulls))
8853 { 9559 {
8854 if (srclen != 0) 9560 outlist[i] = new LSL_String(outarray[i]);
8855 tokens.Add(new LSL_String(""));
8856 } 9561 }
8857 9562 return new LSL_List(outlist);
8858 return tokens;
8859 }
8860
8861 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8862 {
8863 m_host.AddScriptLPS(1);
8864 return this.ParseString(src, separators, spacers, false);
8865 }
8866
8867 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8868 {
8869 m_host.AddScriptLPS(1);
8870 return this.ParseString(src, separators, spacers, true);
8871 } 9563 }
8872 9564
8873 public LSL_Integer llGetObjectPermMask(int mask) 9565 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8944,28 +9636,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8944 { 9636 {
8945 m_host.AddScriptLPS(1); 9637 m_host.AddScriptLPS(1);
8946 9638
8947 lock (m_host.TaskInventory) 9639 m_host.TaskInventory.LockItemsForRead(true);
9640 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8948 { 9641 {
8949 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9642 if (inv.Value.Name == item)
8950 { 9643 {
8951 if (inv.Value.Name == item) 9644 m_host.TaskInventory.LockItemsForRead(false);
9645 switch (mask)
8952 { 9646 {
8953 switch (mask) 9647 case 0:
8954 { 9648 return (int)inv.Value.BasePermissions;
8955 case 0: 9649 case 1:
8956 return (int)inv.Value.BasePermissions; 9650 return (int)inv.Value.CurrentPermissions;
8957 case 1: 9651 case 2:
8958 return (int)inv.Value.CurrentPermissions; 9652 return (int)inv.Value.GroupPermissions;
8959 case 2: 9653 case 3:
8960 return (int)inv.Value.GroupPermissions; 9654 return (int)inv.Value.EveryonePermissions;
8961 case 3: 9655 case 4:
8962 return (int)inv.Value.EveryonePermissions; 9656 return (int)inv.Value.NextPermissions;
8963 case 4:
8964 return (int)inv.Value.NextPermissions;
8965 }
8966 } 9657 }
8967 } 9658 }
8968 } 9659 }
9660 m_host.TaskInventory.LockItemsForRead(false);
8969 9661
8970 return -1; 9662 return -1;
8971 } 9663 }
@@ -9012,16 +9704,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9012 { 9704 {
9013 m_host.AddScriptLPS(1); 9705 m_host.AddScriptLPS(1);
9014 9706
9015 lock (m_host.TaskInventory) 9707 m_host.TaskInventory.LockItemsForRead(true);
9708 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9016 { 9709 {
9017 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9710 if (inv.Value.Name == item)
9018 { 9711 {
9019 if (inv.Value.Name == item) 9712 m_host.TaskInventory.LockItemsForRead(false);
9020 { 9713 return inv.Value.CreatorID.ToString();
9021 return inv.Value.CreatorID.ToString();
9022 }
9023 } 9714 }
9024 } 9715 }
9716 m_host.TaskInventory.LockItemsForRead(false);
9025 9717
9026 llSay(0, "No item name '" + item + "'"); 9718 llSay(0, "No item name '" + item + "'");
9027 9719
@@ -9147,9 +9839,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9147 { 9839 {
9148 try 9840 try
9149 { 9841 {
9842 /*
9150 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId); 9843 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
9151 if (obj != null) 9844 if (obj != null)
9152 return (double)obj.GetMass(); 9845 return (double)obj.GetMass();
9846 */
9847 // return total object mass
9848 SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
9849 if (obj != null)
9850 return obj.GetMass();
9851
9153 // the object is null so the key is for an avatar 9852 // the object is null so the key is for an avatar
9154 ScenePresence avatar = World.GetScenePresence(key); 9853 ScenePresence avatar = World.GetScenePresence(key);
9155 if (avatar != null) 9854 if (avatar != null)
@@ -9169,7 +9868,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9169 } 9868 }
9170 9869
9171 /// <summary> 9870 /// <summary>
9172 /// illListReplaceList removes the sub-list defined by the inclusive indices 9871 /// llListReplaceList removes the sub-list defined by the inclusive indices
9173 /// start and end and inserts the src list in its place. The inclusive 9872 /// start and end and inserts the src list in its place. The inclusive
9174 /// nature of the indices means that at least one element must be deleted 9873 /// nature of the indices means that at least one element must be deleted
9175 /// if the indices are within the bounds of the existing list. I.e. 2,2 9874 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9226,16 +9925,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9226 // based upon end. Note that if end exceeds the upper 9925 // based upon end. Note that if end exceeds the upper
9227 // bound in this case, the entire destination list 9926 // bound in this case, the entire destination list
9228 // is removed. 9927 // is removed.
9229 else 9928 else if (start == 0)
9230 { 9929 {
9231 if (end + 1 < dest.Length) 9930 if (end + 1 < dest.Length)
9232 {
9233 return src + dest.GetSublist(end + 1, -1); 9931 return src + dest.GetSublist(end + 1, -1);
9234 }
9235 else 9932 else
9236 {
9237 return src; 9933 return src;
9238 } 9934 }
9935 else // Start < 0
9936 {
9937 if (end + 1 < dest.Length)
9938 return dest.GetSublist(end + 1, -1);
9939 else
9940 return new LSL_List();
9239 } 9941 }
9240 } 9942 }
9241 // Finally, if start > end, we strip away a prefix and 9943 // Finally, if start > end, we strip away a prefix and
@@ -9286,17 +9988,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9286 int width = 0; 9988 int width = 0;
9287 int height = 0; 9989 int height = 0;
9288 9990
9289 ParcelMediaCommandEnum? commandToSend = null; 9991 uint commandToSend = 0;
9290 float time = 0.0f; // default is from start 9992 float time = 0.0f; // default is from start
9291 9993
9292 ScenePresence presence = null; 9994 ScenePresence presence = null;
9293 9995
9294 for (int i = 0; i < commandList.Data.Length; i++) 9996 for (int i = 0; i < commandList.Data.Length; i++)
9295 { 9997 {
9296 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9998 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9297 switch (command) 9999 switch (command)
9298 { 10000 {
9299 case ParcelMediaCommandEnum.Agent: 10001 case (uint)ParcelMediaCommandEnum.Agent:
9300 // we send only to one agent 10002 // we send only to one agent
9301 if ((i + 1) < commandList.Length) 10003 if ((i + 1) < commandList.Length)
9302 { 10004 {
@@ -9313,25 +10015,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9313 } 10015 }
9314 break; 10016 break;
9315 10017
9316 case ParcelMediaCommandEnum.Loop: 10018 case (uint)ParcelMediaCommandEnum.Loop:
9317 loop = 1; 10019 loop = 1;
9318 commandToSend = command; 10020 commandToSend = command;
9319 update = true; //need to send the media update packet to set looping 10021 update = true; //need to send the media update packet to set looping
9320 break; 10022 break;
9321 10023
9322 case ParcelMediaCommandEnum.Play: 10024 case (uint)ParcelMediaCommandEnum.Play:
9323 loop = 0; 10025 loop = 0;
9324 commandToSend = command; 10026 commandToSend = command;
9325 update = true; //need to send the media update packet to make sure it doesn't loop 10027 update = true; //need to send the media update packet to make sure it doesn't loop
9326 break; 10028 break;
9327 10029
9328 case ParcelMediaCommandEnum.Pause: 10030 case (uint)ParcelMediaCommandEnum.Pause:
9329 case ParcelMediaCommandEnum.Stop: 10031 case (uint)ParcelMediaCommandEnum.Stop:
9330 case ParcelMediaCommandEnum.Unload: 10032 case (uint)ParcelMediaCommandEnum.Unload:
9331 commandToSend = command; 10033 commandToSend = command;
9332 break; 10034 break;
9333 10035
9334 case ParcelMediaCommandEnum.Url: 10036 case (uint)ParcelMediaCommandEnum.Url:
9335 if ((i + 1) < commandList.Length) 10037 if ((i + 1) < commandList.Length)
9336 { 10038 {
9337 if (commandList.Data[i + 1] is LSL_String) 10039 if (commandList.Data[i + 1] is LSL_String)
@@ -9344,7 +10046,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9344 } 10046 }
9345 break; 10047 break;
9346 10048
9347 case ParcelMediaCommandEnum.Texture: 10049 case (uint)ParcelMediaCommandEnum.Texture:
9348 if ((i + 1) < commandList.Length) 10050 if ((i + 1) < commandList.Length)
9349 { 10051 {
9350 if (commandList.Data[i + 1] is LSL_String) 10052 if (commandList.Data[i + 1] is LSL_String)
@@ -9357,7 +10059,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9357 } 10059 }
9358 break; 10060 break;
9359 10061
9360 case ParcelMediaCommandEnum.Time: 10062 case (uint)ParcelMediaCommandEnum.Time:
9361 if ((i + 1) < commandList.Length) 10063 if ((i + 1) < commandList.Length)
9362 { 10064 {
9363 if (commandList.Data[i + 1] is LSL_Float) 10065 if (commandList.Data[i + 1] is LSL_Float)
@@ -9369,7 +10071,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9369 } 10071 }
9370 break; 10072 break;
9371 10073
9372 case ParcelMediaCommandEnum.AutoAlign: 10074 case (uint)ParcelMediaCommandEnum.AutoAlign:
9373 if ((i + 1) < commandList.Length) 10075 if ((i + 1) < commandList.Length)
9374 { 10076 {
9375 if (commandList.Data[i + 1] is LSL_Integer) 10077 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9383,7 +10085,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9383 } 10085 }
9384 break; 10086 break;
9385 10087
9386 case ParcelMediaCommandEnum.Type: 10088 case (uint)ParcelMediaCommandEnum.Type:
9387 if ((i + 1) < commandList.Length) 10089 if ((i + 1) < commandList.Length)
9388 { 10090 {
9389 if (commandList.Data[i + 1] is LSL_String) 10091 if (commandList.Data[i + 1] is LSL_String)
@@ -9396,7 +10098,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9396 } 10098 }
9397 break; 10099 break;
9398 10100
9399 case ParcelMediaCommandEnum.Desc: 10101 case (uint)ParcelMediaCommandEnum.Desc:
9400 if ((i + 1) < commandList.Length) 10102 if ((i + 1) < commandList.Length)
9401 { 10103 {
9402 if (commandList.Data[i + 1] is LSL_String) 10104 if (commandList.Data[i + 1] is LSL_String)
@@ -9409,7 +10111,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9409 } 10111 }
9410 break; 10112 break;
9411 10113
9412 case ParcelMediaCommandEnum.Size: 10114 case (uint)ParcelMediaCommandEnum.Size:
9413 if ((i + 2) < commandList.Length) 10115 if ((i + 2) < commandList.Length)
9414 { 10116 {
9415 if (commandList.Data[i + 1] is LSL_Integer) 10117 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9479,7 +10181,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9479 } 10181 }
9480 } 10182 }
9481 10183
9482 if (commandToSend != null) 10184 if (commandToSend != 0)
9483 { 10185 {
9484 // the commandList contained a start/stop/... command, too 10186 // the commandList contained a start/stop/... command, too
9485 if (presence == null) 10187 if (presence == null)
@@ -9516,7 +10218,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9516 10218
9517 if (aList.Data[i] != null) 10219 if (aList.Data[i] != null)
9518 { 10220 {
9519 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10221 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9520 { 10222 {
9521 case ParcelMediaCommandEnum.Url: 10223 case ParcelMediaCommandEnum.Url:
9522 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10224 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9559,16 +10261,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9559 { 10261 {
9560 m_host.AddScriptLPS(1); 10262 m_host.AddScriptLPS(1);
9561 10263
9562 lock (m_host.TaskInventory) 10264 m_host.TaskInventory.LockItemsForRead(true);
10265 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9563 { 10266 {
9564 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10267 if (inv.Value.Name == name)
9565 { 10268 {
9566 if (inv.Value.Name == name) 10269 m_host.TaskInventory.LockItemsForRead(false);
9567 { 10270 return inv.Value.Type;
9568 return inv.Value.Type;
9569 }
9570 } 10271 }
9571 } 10272 }
10273 m_host.TaskInventory.LockItemsForRead(false);
9572 10274
9573 return -1; 10275 return -1;
9574 } 10276 }
@@ -9579,15 +10281,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9579 10281
9580 if (quick_pay_buttons.Data.Length < 4) 10282 if (quick_pay_buttons.Data.Length < 4)
9581 { 10283 {
9582 LSLError("List must have at least 4 elements"); 10284 int x;
9583 return; 10285 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10286 {
10287 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10288 }
9584 } 10289 }
9585 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10290 int[] nPrice = new int[5];
9586 10291 nPrice[0] = price;
9587 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10292 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9588 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10293 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9589 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10294 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9590 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10295 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10296 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9591 m_host.ParentGroup.HasGroupChanged = true; 10297 m_host.ParentGroup.HasGroupChanged = true;
9592 } 10298 }
9593 10299
@@ -9605,6 +10311,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9605 ShoutError("No permissions to track the camera"); 10311 ShoutError("No permissions to track the camera");
9606 return new LSL_Vector(); 10312 return new LSL_Vector();
9607 } 10313 }
10314 m_host.TaskInventory.LockItemsForRead(false);
9608 10315
9609 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10316 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9610 if (presence != null) 10317 if (presence != null)
@@ -9629,6 +10336,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9629 ShoutError("No permissions to track the camera"); 10336 ShoutError("No permissions to track the camera");
9630 return new LSL_Rotation(); 10337 return new LSL_Rotation();
9631 } 10338 }
10339 m_host.TaskInventory.LockItemsForRead(false);
9632 10340
9633 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10341 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9634 if (presence != null) 10342 if (presence != null)
@@ -9690,8 +10398,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9690 { 10398 {
9691 m_host.AddScriptLPS(1); 10399 m_host.AddScriptLPS(1);
9692 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10400 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9693 if (detectedParams == null) return; // only works on the first detected avatar 10401 if (detectedParams == null)
9694 10402 {
10403 if (m_host.ParentGroup.IsAttachment == true)
10404 {
10405 detectedParams = new DetectParams();
10406 detectedParams.Key = m_host.OwnerID;
10407 }
10408 else
10409 {
10410 return;
10411 }
10412 }
10413
9695 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10414 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9696 if (avatar != null) 10415 if (avatar != null)
9697 { 10416 {
@@ -9699,6 +10418,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9699 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10418 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9700 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10419 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9701 } 10420 }
10421
9702 ScriptSleep(1000); 10422 ScriptSleep(1000);
9703 } 10423 }
9704 10424
@@ -9824,12 +10544,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9824 10544
9825 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10545 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9826 object[] data = rules.Data; 10546 object[] data = rules.Data;
9827 for (int i = 0; i < data.Length; ++i) { 10547 for (int i = 0; i < data.Length; ++i)
10548 {
9828 int type = Convert.ToInt32(data[i++].ToString()); 10549 int type = Convert.ToInt32(data[i++].ToString());
9829 if (i >= data.Length) break; // odd number of entries => ignore the last 10550 if (i >= data.Length) break; // odd number of entries => ignore the last
9830 10551
9831 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10552 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9832 switch (type) { 10553 switch (type)
10554 {
9833 case ScriptBaseClass.CAMERA_FOCUS: 10555 case ScriptBaseClass.CAMERA_FOCUS:
9834 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10556 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9835 case ScriptBaseClass.CAMERA_POSITION: 10557 case ScriptBaseClass.CAMERA_POSITION:
@@ -9937,19 +10659,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9937 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10659 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9938 { 10660 {
9939 m_host.AddScriptLPS(1); 10661 m_host.AddScriptLPS(1);
9940 string ret = String.Empty; 10662
9941 string src1 = llBase64ToString(str1); 10663 if (str1 == String.Empty)
9942 string src2 = llBase64ToString(str2); 10664 return String.Empty;
9943 int c = 0; 10665 if (str2 == String.Empty)
9944 for (int i = 0; i < src1.Length; i++) 10666 return str1;
10667
10668 int len = str2.Length;
10669 if ((len % 4) != 0) // LL is EVIL!!!!
10670 {
10671 while (str2.EndsWith("="))
10672 str2 = str2.Substring(0, str2.Length - 1);
10673
10674 len = str2.Length;
10675 int mod = len % 4;
10676
10677 if (mod == 1)
10678 str2 = str2.Substring(0, str2.Length - 1);
10679 else if (mod == 2)
10680 str2 += "==";
10681 else if (mod == 3)
10682 str2 += "=";
10683 }
10684
10685 byte[] data1;
10686 byte[] data2;
10687 try
10688 {
10689 data1 = Convert.FromBase64String(str1);
10690 data2 = Convert.FromBase64String(str2);
10691 }
10692 catch (Exception)
10693 {
10694 return new LSL_String(String.Empty);
10695 }
10696
10697 byte[] d2 = new Byte[data1.Length];
10698 int pos = 0;
10699
10700 if (data1.Length <= data2.Length)
10701 {
10702 Array.Copy(data2, 0, d2, 0, data1.Length);
10703 }
10704 else
9945 { 10705 {
9946 ret += (char) (src1[i] ^ src2[c]); 10706 while (pos < data1.Length)
10707 {
10708 len = data1.Length - pos;
10709 if (len > data2.Length)
10710 len = data2.Length;
9947 10711
9948 c++; 10712 Array.Copy(data2, 0, d2, pos, len);
9949 if (c >= src2.Length) 10713 pos += len;
9950 c = 0; 10714 }
9951 } 10715 }
9952 return llStringToBase64(ret); 10716
10717 for (pos = 0 ; pos < data1.Length ; pos++ )
10718 data1[pos] ^= d2[pos];
10719
10720 return Convert.ToBase64String(data1);
9953 } 10721 }
9954 10722
9955 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10723 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10006,12 +10774,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10006 Regex r = new Regex(authregex); 10774 Regex r = new Regex(authregex);
10007 int[] gnums = r.GetGroupNumbers(); 10775 int[] gnums = r.GetGroupNumbers();
10008 Match m = r.Match(url); 10776 Match m = r.Match(url);
10009 if (m.Success) { 10777 if (m.Success)
10010 for (int i = 1; i < gnums.Length; i++) { 10778 {
10779 for (int i = 1; i < gnums.Length; i++)
10780 {
10011 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10781 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10012 //CaptureCollection cc = g.Captures; 10782 //CaptureCollection cc = g.Captures;
10013 } 10783 }
10014 if (m.Groups.Count == 5) { 10784 if (m.Groups.Count == 5)
10785 {
10015 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10786 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10016 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10787 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10017 } 10788 }
@@ -10374,15 +11145,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10374 11145
10375 internal UUID ScriptByName(string name) 11146 internal UUID ScriptByName(string name)
10376 { 11147 {
10377 lock (m_host.TaskInventory) 11148 m_host.TaskInventory.LockItemsForRead(true);
11149
11150 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10378 { 11151 {
10379 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 11152 if (item.Type == 10 && item.Name == name)
10380 { 11153 {
10381 if (item.Type == 10 && item.Name == name) 11154 m_host.TaskInventory.LockItemsForRead(false);
10382 return item.ItemID; 11155 return item.ItemID;
10383 } 11156 }
10384 } 11157 }
10385 11158
11159 m_host.TaskInventory.LockItemsForRead(false);
11160
10386 return UUID.Zero; 11161 return UUID.Zero;
10387 } 11162 }
10388 11163
@@ -10423,6 +11198,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10423 { 11198 {
10424 m_host.AddScriptLPS(1); 11199 m_host.AddScriptLPS(1);
10425 11200
11201 //Clone is thread safe
10426 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11202 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10427 11203
10428 UUID assetID = UUID.Zero; 11204 UUID assetID = UUID.Zero;
@@ -10485,6 +11261,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10485 { 11261 {
10486 m_host.AddScriptLPS(1); 11262 m_host.AddScriptLPS(1);
10487 11263
11264 //Clone is thread safe
10488 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11265 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10489 11266
10490 UUID assetID = UUID.Zero; 11267 UUID assetID = UUID.Zero;
@@ -10565,15 +11342,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10565 return GetLinkPrimitiveParams(obj, rules); 11342 return GetLinkPrimitiveParams(obj, rules);
10566 } 11343 }
10567 11344
10568 public void print(string str) 11345 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10569 { 11346 {
10570 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11347 List<SceneObjectPart> parts = GetLinkParts(link);
10571 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 11348 if (parts.Count < 1)
10572 if (ossl != null) 11349 return 0;
10573 { 11350
10574 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11351 return GetNumberOfSides(parts[0]);
10575 m_log.Info("LSL print():" + str);
10576 }
10577 } 11352 }
10578 11353
10579 private string Name2Username(string name) 11354 private string Name2Username(string name)
@@ -10619,155 +11394,482 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10619 return rq.ToString(); 11394 return rq.ToString();
10620 } 11395 }
10621 11396
11397 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11398 {
11399 m_SayShoutCount = 0;
11400 }
11401
11402 private struct Tri
11403 {
11404 public Vector3 p1;
11405 public Vector3 p2;
11406 public Vector3 p3;
11407 }
11408
11409 private bool InBoundingBox(ScenePresence avatar, Vector3 point)
11410 {
11411 float height = avatar.Appearance.AvatarHeight;
11412 Vector3 b1 = avatar.AbsolutePosition + new Vector3(-0.22f, -0.22f, -height/2);
11413 Vector3 b2 = avatar.AbsolutePosition + new Vector3(0.22f, 0.22f, height/2);
11414
11415 if (point.X > b1.X && point.X < b2.X &&
11416 point.Y > b1.Y && point.Y < b2.Y &&
11417 point.Z > b1.Z && point.Z < b2.Z)
11418 return true;
11419 return false;
11420 }
11421
11422 private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
11423 {
11424 List<ContactResult> contacts = new List<ContactResult>();
11425
11426 Vector3 ab = rayEnd - rayStart;
11427
11428 World.ForEachScenePresence(delegate(ScenePresence sp)
11429 {
11430 Vector3 ac = sp.AbsolutePosition - rayStart;
11431 Vector3 bc = sp.AbsolutePosition - rayEnd;
11432
11433 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11434
11435 if (d > 1.5)
11436 return;
11437
11438 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11439
11440 if (d2 > 0)
11441 return;
11442
11443 double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
11444 Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), (float)Vector3.Mag(ab));
11445
11446 if (!InBoundingBox(sp, p))
11447 return;
11448
11449 ContactResult result = new ContactResult ();
11450 result.ConsumerID = sp.LocalId;
11451 result.Depth = Vector3.Distance(rayStart, p);
11452 result.Normal = Vector3.Zero;
11453 result.Pos = p;
11454
11455 contacts.Add(result);
11456 });
11457
11458 return contacts.ToArray();
11459 }
11460
11461 private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
11462 {
11463 Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
11464 List<ContactResult> contacts = new List<ContactResult>();
11465
11466 Vector3 ab = rayEnd - rayStart;
11467
11468 World.ForEachSOG(delegate(SceneObjectGroup group)
11469 {
11470 if (m_host.ParentGroup == group)
11471 return;
11472
11473 if (group.IsAttachment)
11474 return;
11475
11476 if (group.RootPart.PhysActor == null)
11477 {
11478 if (!includePhantom)
11479 return;
11480 }
11481 else
11482 {
11483 if (group.RootPart.PhysActor.IsPhysical)
11484 {
11485 if (!includePhysical)
11486 return;
11487 }
11488 else
11489 {
11490 if (!includeNonPhysical)
11491 return;
11492 }
11493 }
11494
11495 // Find the radius ouside of which we don't even need to hit test
11496 float minX;
11497 float maxX;
11498 float minY;
11499 float maxY;
11500 float minZ;
11501 float maxZ;
11502
11503 float radius = 0.0f;
11504
11505 group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
11506
11507 if (Math.Abs(minX) > radius)
11508 radius = Math.Abs(minX);
11509 if (Math.Abs(minY) > radius)
11510 radius = Math.Abs(minY);
11511 if (Math.Abs(minZ) > radius)
11512 radius = Math.Abs(minZ);
11513 if (Math.Abs(maxX) > radius)
11514 radius = Math.Abs(maxX);
11515 if (Math.Abs(maxY) > radius)
11516 radius = Math.Abs(maxY);
11517 if (Math.Abs(maxZ) > radius)
11518 radius = Math.Abs(maxZ);
11519
11520 Vector3 ac = group.AbsolutePosition - rayStart;
11521 Vector3 bc = group.AbsolutePosition - rayEnd;
11522
11523 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11524
11525 // Too far off ray, don't bother
11526 if (d > radius)
11527 return;
11528
11529 // Behind ray, drop
11530 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11531 if (d2 > 0)
11532 return;
11533
11534 EntityIntersection intersection = group.TestIntersection(ray, true, false);
11535 // Miss.
11536 if (!intersection.HitTF)
11537 return;
11538
11539 ContactResult result = new ContactResult ();
11540 result.ConsumerID = group.LocalId;
11541 result.Depth = intersection.distance;
11542 result.Normal = intersection.normal;
11543 result.Pos = intersection.ipoint;
11544
11545 contacts.Add(result);
11546 });
11547
11548 return contacts.ToArray();
11549 }
11550
11551 private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
11552 {
11553 double[,] heightfield = World.Heightmap.GetDoubles();
11554 List<ContactResult> contacts = new List<ContactResult>();
11555
11556 double min = 2048.0;
11557 double max = 0.0;
11558
11559 // Find the min and max of the heightfield
11560 for (int x = 0 ; x < World.Heightmap.Width ; x++)
11561 {
11562 for (int y = 0 ; y < World.Heightmap.Height ; y++)
11563 {
11564 if (heightfield[x, y] > max)
11565 max = heightfield[x, y];
11566 if (heightfield[x, y] < min)
11567 min = heightfield[x, y];
11568 }
11569 }
11570
11571
11572 // A ray extends past rayEnd, but doesn't go back before
11573 // rayStart. If the start is above the highest point of the ground
11574 // and the ray goes up, we can't hit the ground. Ever.
11575 if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
11576 return null;
11577
11578 // Same for going down
11579 if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
11580 return null;
11581
11582 List<Tri> trilist = new List<Tri>();
11583
11584 // Create our triangle list
11585 for (int x = 1 ; x < World.Heightmap.Width ; x++)
11586 {
11587 for (int y = 1 ; y < World.Heightmap.Height ; y++)
11588 {
11589 Tri t1 = new Tri();
11590 Tri t2 = new Tri();
11591
11592 Vector3 p1 = new Vector3(x-1, y-1, (float)heightfield[x-1, y-1]);
11593 Vector3 p2 = new Vector3(x, y-1, (float)heightfield[x, y-1]);
11594 Vector3 p3 = new Vector3(x, y, (float)heightfield[x, y]);
11595 Vector3 p4 = new Vector3(x-1, y, (float)heightfield[x-1, y]);
11596
11597 t1.p1 = p1;
11598 t1.p2 = p2;
11599 t1.p3 = p3;
11600
11601 t2.p1 = p3;
11602 t2.p2 = p4;
11603 t2.p3 = p1;
11604
11605 trilist.Add(t1);
11606 trilist.Add(t2);
11607 }
11608 }
11609
11610 // Ray direction
11611 Vector3 rayDirection = rayEnd - rayStart;
11612
11613 foreach (Tri t in trilist)
11614 {
11615 // Compute triangle plane normal and edges
11616 Vector3 u = t.p2 - t.p1;
11617 Vector3 v = t.p3 - t.p1;
11618 Vector3 n = Vector3.Cross(u, v);
11619
11620 if (n == Vector3.Zero)
11621 continue;
11622
11623 Vector3 w0 = rayStart - t.p1;
11624 double a = -Vector3.Dot(n, w0);
11625 double b = Vector3.Dot(n, rayDirection);
11626
11627 // Not intersecting the plane, or in plane (same thing)
11628 // Ignoring this MAY cause the ground to not be detected
11629 // sometimes
11630 if (Math.Abs(b) < 0.000001)
11631 continue;
11632
11633 double r = a / b;
11634
11635 // ray points away from plane
11636 if (r < 0.0)
11637 continue;
11638
11639 Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);
11640
11641 float uu = Vector3.Dot(u, u);
11642 float uv = Vector3.Dot(u, v);
11643 float vv = Vector3.Dot(v, v);
11644 Vector3 w = ip - t.p1;
11645 float wu = Vector3.Dot(w, u);
11646 float wv = Vector3.Dot(w, v);
11647 float d = uv * uv - uu * vv;
11648
11649 float cs = (uv * wv - vv * wu) / d;
11650 if (cs < 0 || cs > 1.0)
11651 continue;
11652 float ct = (uv * wu - uu * wv) / d;
11653 if (ct < 0 || (cs + ct) > 1.0)
11654 continue;
11655
11656 // Add contact point
11657 ContactResult result = new ContactResult ();
11658 result.ConsumerID = 0;
11659 result.Depth = Vector3.Distance(rayStart, ip);
11660 result.Normal = n;
11661 result.Pos = ip;
11662
11663 contacts.Add(result);
11664 }
11665
11666 if (contacts.Count == 0)
11667 return null;
11668
11669 contacts.Sort(delegate(ContactResult a, ContactResult b)
11670 {
11671 return (int)(a.Depth - b.Depth);
11672 });
11673
11674 return contacts[0];
11675 }
11676/*
11677 // not done:
11678 private ContactResult[] testRay2NonPhysicalPhantom(Vector3 rayStart, Vector3 raydir, float raylenght)
11679 {
11680 ContactResult[] contacts = null;
11681 World.ForEachSOG(delegate(SceneObjectGroup group)
11682 {
11683 if (m_host.ParentGroup == group)
11684 return;
11685
11686 if (group.IsAttachment)
11687 return;
11688
11689 if(group.RootPart.PhysActor != null)
11690 return;
11691
11692 contacts = group.RayCastGroupPartsOBBNonPhysicalPhantom(rayStart, raydir, raylenght);
11693 });
11694 return contacts;
11695 }
11696*/
11697
10622 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11698 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10623 { 11699 {
11700 LSL_List list = new LSL_List();
11701
10624 m_host.AddScriptLPS(1); 11702 m_host.AddScriptLPS(1);
10625 11703
10626 Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z); 11704 Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z);
10627 Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z); 11705 Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z);
10628 Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z); 11706 Vector3 dir = rayEnd - rayStart;
10629 11707
10630 int count = 0; 11708 float dist = Vector3.Mag(dir);
10631// int detectPhantom = 0; 11709
11710 int count = 1;
11711 bool detectPhantom = false;
10632 int dataFlags = 0; 11712 int dataFlags = 0;
10633 int rejectTypes = 0; 11713 int rejectTypes = 0;
10634 11714
10635 for (int i = 0; i < options.Length; i += 2) 11715 for (int i = 0; i < options.Length; i += 2)
10636 { 11716 {
10637 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS) 11717 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
10638 {
10639 count = options.GetLSLIntegerItem(i + 1); 11718 count = options.GetLSLIntegerItem(i + 1);
10640 } 11719 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
10641// else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM) 11720 detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
10642// {
10643// detectPhantom = options.GetLSLIntegerItem(i + 1);
10644// }
10645 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS) 11721 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
10646 {
10647 dataFlags = options.GetLSLIntegerItem(i + 1); 11722 dataFlags = options.GetLSLIntegerItem(i + 1);
10648 }
10649 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES) 11723 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
10650 {
10651 rejectTypes = options.GetLSLIntegerItem(i + 1); 11724 rejectTypes = options.GetLSLIntegerItem(i + 1);
10652 }
10653 } 11725 }
10654 11726
10655 LSL_List list = new LSL_List(); 11727 if (count > 16)
10656 List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count); 11728 count = 16;
10657
10658 double distance = Util.GetDistanceTo(startvector, endvector);
10659
10660 if (distance == 0)
10661 distance = 0.001;
10662 11729
10663 Vector3 posToCheck = startvector; 11730 List<ContactResult> results = new List<ContactResult>();
10664 ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();
10665 11731
10666 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND); 11732 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
10667 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS); 11733 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
10668 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL); 11734 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
10669 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11735 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10670 11736
10671 for (float i = 0; i <= distance; i += 0.1f) 11737
11738 if (World.SuportsRayCastFiltered())
10672 { 11739 {
10673 posToCheck = startvector + (dir * (i / (float)distance)); 11740 if (dist == 0)
11741 return list;
11742
11743 RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
11744 if (checkTerrain)
11745 rayfilter |= RayFilterFlags.land;
11746// if (checkAgents)
11747// rayfilter |= RayFilterFlags.agent;
11748 if (checkPhysical)
11749 rayfilter |= RayFilterFlags.physical;
11750 if (checkNonPhysical)
11751 rayfilter |= RayFilterFlags.nonphysical;
11752 if (detectPhantom)
11753 rayfilter |= RayFilterFlags.LSLPhanton;
10674 11754
10675 if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z) 11755 Vector3 direction = dir * ( 1/dist);
11756
11757 if(rayfilter == 0)
10676 { 11758 {
10677 ContactResult result = new ContactResult(); 11759 list.Add(new LSL_Integer(0));
10678 result.ConsumerID = 0; 11760 return list;
10679 result.Depth = 0;
10680 result.Normal = Vector3.Zero;
10681 result.Pos = posToCheck;
10682 results.Add(result);
10683 checkTerrain = false;
10684 } 11761 }
10685 11762
10686 if (checkAgents) 11763 // get some more contacts to sort ???
11764 int physcount = 4 * count;
11765 if (physcount > 20)
11766 physcount = 20;
11767
11768 object physresults;
11769 physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
11770
11771 if (physresults == null)
10687 { 11772 {
10688 World.ForEachRootScenePresence(delegate(ScenePresence sp) 11773 list.Add(new LSL_Integer(-3)); // timeout error
10689 { 11774 return list;
10690 if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X))
10691 {
10692 ContactResult result = new ContactResult ();
10693 result.ConsumerID = sp.LocalId;
10694 result.Depth = 0;
10695 result.Normal = Vector3.Zero;
10696 result.Pos = posToCheck;
10697 results.Add(result);
10698 }
10699 });
10700 } 11775 }
10701 }
10702 11776
10703 int refcount = 0; 11777 results = (List<ContactResult>)physresults;
10704 foreach (ContactResult result in results)
10705 {
10706 if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND)
10707 == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0)
10708 continue;
10709 11778
10710 ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID); 11779 // for now physics doesn't detect sitted avatars so do it outside physics
11780 if (checkAgents)
11781 {
11782 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11783 foreach (ContactResult r in agentHits)
11784 results.Add(r);
11785 }
10711 11786
10712 if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS) 11787 // bug: will not detect phantom unless they are physical
10713 entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents 11788 // don't use ObjectIntersection because its also bad
11789
11790 }
11791 else
11792 {
11793 if (checkTerrain)
11794 {
11795 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11796 if (groundContact != null)
11797 results.Add((ContactResult)groundContact);
11798 }
10714 11799
10715 if (entity == null) 11800 if (checkAgents)
10716 { 11801 {
10717 list.Add(UUID.Zero); 11802 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11803 foreach (ContactResult r in agentHits)
11804 results.Add(r);
11805 }
10718 11806
10719 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11807 if (checkPhysical || checkNonPhysical || detectPhantom)
10720 list.Add(0); 11808 {
11809 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
11810 foreach (ContactResult r in objectHits)
11811 results.Add(r);
11812 }
11813 }
10721 11814
10722 list.Add(result.Pos); 11815 results.Sort(delegate(ContactResult a, ContactResult b)
11816 {
11817 return a.Depth.CompareTo(b.Depth);
11818 });
11819
11820 int values = 0;
11821 SceneObjectGroup thisgrp = m_host.ParentGroup;
10723 11822
10724 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11823 foreach (ContactResult result in results)
10725 list.Add(result.Normal); 11824 {
11825 if (result.Depth > dist)
11826 continue;
10726 11827
10727 continue; //Can't find it, so add UUID.Zero 11828 // physics ray can return colisions with host prim
10728 } 11829 if (m_host.LocalId == result.ConsumerID)
11830 continue;
10729 11831
10730 /*if (detectPhantom == 0 && intersection.obj is ISceneChildEntity && 11832 UUID itemID = UUID.Zero;
10731 ((ISceneChildEntity)intersection.obj).PhysActor == null) 11833 int linkNum = 0;
10732 continue;*/ //Can't do this ATM, physics engine knows only of non phantom objects
10733 11834
10734 if (entity is SceneObjectPart) 11835 SceneObjectPart part = World.GetSceneObjectPart(result.ConsumerID);
11836 // It's a prim!
11837 if (part != null)
10735 { 11838 {
10736 PhysicsActor pa = ((SceneObjectPart)entity).PhysActor; 11839 // dont detect members of same object ???
11840 if (part.ParentGroup == thisgrp)
11841 continue;
10737 11842
10738 if (pa != null && pa.IsPhysical) 11843 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
10739 { 11844 itemID = part.ParentGroup.UUID;
10740 if (!checkPhysical)
10741 continue;
10742 }
10743 else 11845 else
10744 { 11846 itemID = part.UUID;
10745 if (!checkNonPhysical)
10746 continue;
10747 }
10748 }
10749 11847
10750 refcount++; 11848 linkNum = part.LinkNum;
10751 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY && entity is SceneObjectPart) 11849 }
10752 list.Add(((SceneObjectPart)entity).ParentGroup.UUID);
10753 else 11850 else
10754 list.Add(entity.UUID);
10755
10756 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
10757 { 11851 {
10758 if (entity is SceneObjectPart) 11852 ScenePresence sp = World.GetScenePresence(result.ConsumerID);
10759 list.Add(((SceneObjectPart)entity).LinkNum); 11853 /// It it a boy? a girl?
10760 else 11854 if (sp != null)
10761 list.Add(0); 11855 itemID = sp.UUID;
10762 } 11856 }
10763 11857
10764 list.Add(result.Pos); 11858 list.Add(new LSL_String(itemID.ToString()));
11859 list.Add(new LSL_String(result.Pos.ToString()));
11860
11861 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
11862 list.Add(new LSL_Integer(linkNum));
10765 11863
10766 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11864 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10767 list.Add(result.Normal); 11865 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
11866
11867 values++;
11868 if (values >= count)
11869 break;
10768 } 11870 }
10769 11871
10770 list.Add(refcount); //The status code, either the # of contacts, RCERR_SIM_PERF_LOW, or RCERR_CAST_TIME_EXCEEDED 11872 list.Add(new LSL_Integer(values));
10771 11873
10772 return list; 11874 return list;
10773 } 11875 }
@@ -10807,7 +11909,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10807 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 11909 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
10808 if (!isAccount) return 0; 11910 if (!isAccount) return 0;
10809 if (estate.HasAccess(id)) return 1; 11911 if (estate.HasAccess(id)) return 1;
10810 if (estate.IsBanned(id)) 11912 if (estate.IsBanned(id, World.GetUserFlags(id)))
10811 estate.RemoveBan(id); 11913 estate.RemoveBan(id);
10812 estate.AddEstateUser(id); 11914 estate.AddEstateUser(id);
10813 break; 11915 break;
@@ -10826,14 +11928,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10826 break; 11928 break;
10827 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 11929 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
10828 if (!isAccount) return 0; 11930 if (!isAccount) return 0;
10829 if (estate.IsBanned(id)) return 1; 11931 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
10830 EstateBan ban = new EstateBan(); 11932 EstateBan ban = new EstateBan();
10831 ban.EstateID = estate.EstateID; 11933 ban.EstateID = estate.EstateID;
10832 ban.BannedUserID = id; 11934 ban.BannedUserID = id;
10833 estate.AddBan(ban); 11935 estate.AddBan(ban);
10834 break; 11936 break;
10835 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 11937 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
10836 if (!isAccount || !estate.IsBanned(id)) return 0; 11938 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
10837 estate.RemoveBan(id); 11939 estate.RemoveBan(id);
10838 break; 11940 break;
10839 default: return 0; 11941 default: return 0;
@@ -10862,7 +11964,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10862 return 16384; 11964 return 16384;
10863 } 11965 }
10864 11966
10865 public LSL_Integer llGetUsedMemory() 11967 public virtual LSL_Integer llGetUsedMemory()
10866 { 11968 {
10867 m_host.AddScriptLPS(1); 11969 m_host.AddScriptLPS(1);
10868 // The value returned for LSO scripts in SL 11970 // The value returned for LSO scripts in SL
@@ -10890,7 +11992,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10890 public void llSetSoundQueueing(int queue) 11992 public void llSetSoundQueueing(int queue)
10891 { 11993 {
10892 m_host.AddScriptLPS(1); 11994 m_host.AddScriptLPS(1);
10893 NotImplemented("llSetSoundQueueing");
10894 } 11995 }
10895 11996
10896 public void llCollisionSprite(string impact_sprite) 11997 public void llCollisionSprite(string impact_sprite)
@@ -10902,10 +12003,270 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10902 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 12003 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10903 { 12004 {
10904 m_host.AddScriptLPS(1); 12005 m_host.AddScriptLPS(1);
10905 NotImplemented("llGodLikeRezObject"); 12006
12007 if (!World.Permissions.IsGod(m_host.OwnerID))
12008 NotImplemented("llGodLikeRezObject");
12009
12010 AssetBase rezAsset = World.AssetService.Get(inventory);
12011 if (rezAsset == null)
12012 {
12013 llSay(0, "Asset not found");
12014 return;
12015 }
12016
12017 SceneObjectGroup group = null;
12018
12019 try
12020 {
12021 string xmlData = Utils.BytesToString(rezAsset.Data);
12022 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
12023 }
12024 catch
12025 {
12026 llSay(0, "Asset not found");
12027 return;
12028 }
12029
12030 if (group == null)
12031 {
12032 llSay(0, "Asset not found");
12033 return;
12034 }
12035
12036 group.RootPart.AttachPoint = group.RootPart.Shape.State;
12037 group.RootPart.AttachOffset = group.AbsolutePosition;
12038
12039 group.ResetIDs();
12040
12041 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
12042 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
12043 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
12044 group.ScheduleGroupForFullUpdate();
12045
12046 // objects rezzed with this method are die_at_edge by default.
12047 group.RootPart.SetDieAtEdge(true);
12048
12049 group.ResumeScripts();
12050
12051 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
12052 "object_rez", new Object[] {
12053 new LSL_String(
12054 group.RootPart.UUID.ToString()) },
12055 new DetectParams[0]));
12056 }
12057
12058 public LSL_String llTransferLindenDollars(string destination, int amount)
12059 {
12060 UUID txn = UUID.Random();
12061
12062 Util.FireAndForget(delegate(object x)
12063 {
12064 int replycode = 0;
12065 string replydata = destination + "," + amount.ToString();
12066
12067 try
12068 {
12069 TaskInventoryItem item = GetSelfInventoryItem();
12070 if (item == null)
12071 {
12072 replydata = "SERVICE_ERROR";
12073 return;
12074 }
12075
12076 m_host.AddScriptLPS(1);
12077
12078 if (item.PermsGranter == UUID.Zero)
12079 {
12080 replydata = "MISSING_PERMISSION_DEBIT";
12081 return;
12082 }
12083
12084 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12085 {
12086 replydata = "MISSING_PERMISSION_DEBIT";
12087 return;
12088 }
12089
12090 UUID toID = new UUID();
12091
12092 if (!UUID.TryParse(destination, out toID))
12093 {
12094 replydata = "INVALID_AGENT";
12095 return;
12096 }
12097
12098 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12099
12100 if (money == null)
12101 {
12102 replydata = "TRANSFERS_DISABLED";
12103 return;
12104 }
12105
12106 bool result = money.ObjectGiveMoney(
12107 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
12108
12109 if (result)
12110 {
12111 replycode = 1;
12112 return;
12113 }
12114
12115 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12116 }
12117 finally
12118 {
12119 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
12120 "transaction_result", new Object[] {
12121 new LSL_String(txn.ToString()),
12122 new LSL_Integer(replycode),
12123 new LSL_String(replydata) },
12124 new DetectParams[0]));
12125 }
12126 });
12127
12128 return txn.ToString();
10906 } 12129 }
10907 12130
10908 #endregion 12131 #endregion
12132
12133 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12134 {
12135 SceneObjectGroup group = m_host.ParentGroup;
12136
12137 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12138 return;
12139 if (group.IsAttachment)
12140 return;
12141
12142 if (frames.Data.Length > 0) // We are getting a new motion
12143 {
12144 if (group.RootPart.KeyframeMotion != null)
12145 group.RootPart.KeyframeMotion.Stop();
12146 group.RootPart.KeyframeMotion = null;
12147
12148 int idx = 0;
12149
12150 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12151 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12152
12153 while (idx < options.Data.Length)
12154 {
12155 int option = (int)options.GetLSLIntegerItem(idx++);
12156 int remain = options.Data.Length - idx;
12157
12158 switch (option)
12159 {
12160 case ScriptBaseClass.KFM_MODE:
12161 if (remain < 1)
12162 break;
12163 int modeval = (int)options.GetLSLIntegerItem(idx++);
12164 switch(modeval)
12165 {
12166 case ScriptBaseClass.KFM_FORWARD:
12167 mode = KeyframeMotion.PlayMode.Forward;
12168 break;
12169 case ScriptBaseClass.KFM_REVERSE:
12170 mode = KeyframeMotion.PlayMode.Reverse;
12171 break;
12172 case ScriptBaseClass.KFM_LOOP:
12173 mode = KeyframeMotion.PlayMode.Loop;
12174 break;
12175 case ScriptBaseClass.KFM_PING_PONG:
12176 mode = KeyframeMotion.PlayMode.PingPong;
12177 break;
12178 }
12179 break;
12180 case ScriptBaseClass.KFM_DATA:
12181 if (remain < 1)
12182 break;
12183 int dataval = (int)options.GetLSLIntegerItem(idx++);
12184 data = (KeyframeMotion.DataFormat)dataval;
12185 break;
12186 }
12187 }
12188
12189 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12190
12191 idx = 0;
12192
12193 int elemLength = 2;
12194 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12195 elemLength = 3;
12196
12197 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12198 while (idx < frames.Data.Length)
12199 {
12200 int remain = frames.Data.Length - idx;
12201
12202 if (remain < elemLength)
12203 break;
12204
12205 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12206 frame.Position = null;
12207 frame.Rotation = null;
12208
12209 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12210 {
12211 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12212 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12213 }
12214 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12215 {
12216 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12217 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12218 }
12219
12220 float tempf = (float)frames.GetLSLFloatItem(idx++);
12221 frame.TimeMS = (int)(tempf * 1000.0f);
12222
12223 keyframes.Add(frame);
12224 }
12225
12226 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12227 group.RootPart.KeyframeMotion.Start();
12228 }
12229 else
12230 {
12231 if (group.RootPart.KeyframeMotion == null)
12232 return;
12233
12234 if (options.Data.Length == 0)
12235 {
12236 group.RootPart.KeyframeMotion.Stop();
12237 return;
12238 }
12239
12240 int code = (int)options.GetLSLIntegerItem(0);
12241
12242 int idx = 0;
12243
12244 while (idx < options.Data.Length)
12245 {
12246 int option = (int)options.GetLSLIntegerItem(idx++);
12247 int remain = options.Data.Length - idx;
12248
12249 switch (option)
12250 {
12251 case ScriptBaseClass.KFM_COMMAND:
12252 int cmd = (int)options.GetLSLIntegerItem(idx++);
12253 switch (cmd)
12254 {
12255 case ScriptBaseClass.KFM_CMD_PLAY:
12256 group.RootPart.KeyframeMotion.Start();
12257 break;
12258 case ScriptBaseClass.KFM_CMD_STOP:
12259 group.RootPart.KeyframeMotion.Stop();
12260 break;
12261 case ScriptBaseClass.KFM_CMD_PAUSE:
12262 group.RootPart.KeyframeMotion.Pause();
12263 break;
12264 }
12265 break;
12266 }
12267 }
12268 }
12269 }
10909 } 12270 }
10910 12271
10911 public class NotecardCache 12272 public class NotecardCache
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 7fc7337..3f77f38 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
138 internal float m_ScriptDelayFactor = 1.0f; 138 internal float m_ScriptDelayFactor = 1.0f;
139 internal float m_ScriptDistanceFactor = 1.0f; 139 internal float m_ScriptDistanceFactor = 1.0f;
140 internal bool m_debuggerSafe = false;
140 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
141 142
142 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 143 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -145,6 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
145 m_host = host; 146 m_host = host;
146 m_localID = localID; 147 m_localID = localID;
147 m_itemID = itemID; 148 m_itemID = itemID;
149 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
148 150
149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 151 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
150 m_OSFunctionsEnabled = true; 152 m_OSFunctionsEnabled = true;
@@ -206,7 +208,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
206 208
207 internal void OSSLError(string msg) 209 internal void OSSLError(string msg)
208 { 210 {
209 throw new Exception("OSSL Runtime Error: " + msg); 211 if (m_debuggerSafe)
212 {
213 OSSLShoutError(msg);
214 }
215 else
216 {
217 throw new Exception("OSSL Runtime Error: " + msg);
218 }
210 } 219 }
211 220
212 /// <summary> 221 /// <summary>
@@ -925,18 +934,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
925 if (target != null) 934 if (target != null)
926 { 935 {
927 UUID animID=UUID.Zero; 936 UUID animID=UUID.Zero;
928 lock (m_host.TaskInventory) 937 m_host.TaskInventory.LockItemsForRead(true);
938 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
929 { 939 {
930 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 940 if (inv.Value.Name == animation)
931 { 941 {
932 if (inv.Value.Name == animation) 942 if (inv.Value.Type == (int)AssetType.Animation)
933 { 943 animID = inv.Value.AssetID;
934 if (inv.Value.Type == (int)AssetType.Animation) 944 continue;
935 animID = inv.Value.AssetID;
936 continue;
937 }
938 } 945 }
939 } 946 }
947 m_host.TaskInventory.LockItemsForRead(false);
940 if (animID == UUID.Zero) 948 if (animID == UUID.Zero)
941 target.Animator.AddAnimation(animation, m_host.UUID); 949 target.Animator.AddAnimation(animation, m_host.UUID);
942 else 950 else
@@ -963,18 +971,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
963 if (target != null) 971 if (target != null)
964 { 972 {
965 UUID animID = UUID.Zero; 973 UUID animID = UUID.Zero;
966 lock (m_host.TaskInventory) 974 m_host.TaskInventory.LockItemsForRead(true);
975 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
967 { 976 {
968 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 977 if (inv.Value.Name == animation)
969 { 978 {
970 if (inv.Value.Name == animation) 979 if (inv.Value.Type == (int)AssetType.Animation)
971 { 980 animID = inv.Value.AssetID;
972 if (inv.Value.Type == (int)AssetType.Animation) 981 continue;
973 animID = inv.Value.AssetID;
974 continue;
975 }
976 } 982 }
977 } 983 }
984 m_host.TaskInventory.LockItemsForRead(false);
978 985
979 if (animID == UUID.Zero) 986 if (animID == UUID.Zero)
980 target.Animator.RemoveAnimation(animation); 987 target.Animator.RemoveAnimation(animation);
@@ -1795,6 +1802,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1795 1802
1796 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1803 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1797 { 1804 {
1805 m_host.TaskInventory.LockItemsForRead(true);
1798 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1806 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1799 { 1807 {
1800 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1808 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1802,6 +1810,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1802 assetID = item.AssetID; 1810 assetID = item.AssetID;
1803 } 1811 }
1804 } 1812 }
1813 m_host.TaskInventory.LockItemsForRead(false);
1805 } 1814 }
1806 1815
1807 if (assetID == UUID.Zero) 1816 if (assetID == UUID.Zero)
@@ -2269,7 +2278,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2269 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2278 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2270 m_host.AddScriptLPS(1); 2279 m_host.AddScriptLPS(1);
2271 2280
2272 return NpcCreate(firstname, lastname, position, notecard, false, false); 2281 return NpcCreate(firstname, lastname, position, notecard, true, false);
2273 } 2282 }
2274 2283
2275 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2284 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2280,24 +2289,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2280 return NpcCreate( 2289 return NpcCreate(
2281 firstname, lastname, position, notecard, 2290 firstname, lastname, position, notecard,
2282 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2291 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2283 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2292 false);
2293// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2284 } 2294 }
2285 2295
2286 private LSL_Key NpcCreate( 2296 private LSL_Key NpcCreate(
2287 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2297 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2288 { 2298 {
2299 if (!owned)
2300 OSSLError("Unowned NPCs are unsupported");
2301
2302 string groupTitle = String.Empty;
2303
2304 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2305 return new LSL_Key(UUID.Zero.ToString());
2306
2307 if (firstname != String.Empty || lastname != String.Empty)
2308 {
2309 if (firstname != "Shown outfit:")
2310 groupTitle = "- NPC -";
2311 }
2312
2289 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2313 INPCModule module = World.RequestModuleInterface<INPCModule>();
2290 if (module != null) 2314 if (module != null)
2291 { 2315 {
2292 AvatarAppearance appearance = null; 2316 AvatarAppearance appearance = null;
2293 2317
2294 UUID id; 2318// UUID id;
2295 if (UUID.TryParse(notecard, out id)) 2319// if (UUID.TryParse(notecard, out id))
2296 { 2320// {
2297 ScenePresence clonePresence = World.GetScenePresence(id); 2321// ScenePresence clonePresence = World.GetScenePresence(id);
2298 if (clonePresence != null) 2322// if (clonePresence != null)
2299 appearance = clonePresence.Appearance; 2323// appearance = clonePresence.Appearance;
2300 } 2324// }
2301 2325
2302 if (appearance == null) 2326 if (appearance == null)
2303 { 2327 {
@@ -2325,6 +2349,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2325 World, 2349 World,
2326 appearance); 2350 appearance);
2327 2351
2352 ScenePresence sp;
2353 if (World.TryGetScenePresence(x, out sp))
2354 {
2355 sp.Grouptitle = groupTitle;
2356 sp.SendAvatarDataToAllAgents();
2357 }
2328 return new LSL_Key(x.ToString()); 2358 return new LSL_Key(x.ToString());
2329 } 2359 }
2330 2360
@@ -2593,16 +2623,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2593 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2623 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2594 m_host.AddScriptLPS(1); 2624 m_host.AddScriptLPS(1);
2595 2625
2596 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2626 ManualResetEvent ev = new ManualResetEvent(false);
2597 if (module != null)
2598 {
2599 UUID npcId = new UUID(npc.m_string);
2600 2627
2601 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2628 Util.FireAndForget(delegate(object x) {
2602 return; 2629 try
2630 {
2631 INPCModule module = World.RequestModuleInterface<INPCModule>();
2632 if (module != null)
2633 {
2634 UUID npcId = new UUID(npc.m_string);
2603 2635
2604 module.DeleteNPC(npcId, World); 2636 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2605 } 2637 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2638 {
2639 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2640 return;
2641 }
2642
2643 module.DeleteNPC(npcId, World);
2644 }
2645 }
2646 finally
2647 {
2648 ev.Set();
2649 }
2650 });
2651 ev.WaitOne();
2606 } 2652 }
2607 2653
2608 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2654 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -3122,4 +3168,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3122 ((LSL_Api)m_LSL_Api).DetachFromAvatar(); 3168 ((LSL_Api)m_LSL_Api).DetachFromAvatar();
3123 } 3169 }
3124 } 3170 }
3125} \ No newline at end of file 3171}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 1c272f8..1373971 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
222 // Is the sensor type is AGENT and not SCRIPTED then include agents 222 // Is the sensor type is AGENT and not SCRIPTED then include agents
223 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0) 223 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
224 { 224 {
225 sensedEntities.AddRange(doAgentSensor(ts)); 225 sensedEntities.AddRange(doAgentSensor(ts));
226 } 226 }
227 227
228 // If SCRIPTED or PASSIVE or ACTIVE check objects 228 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -319,13 +319,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
319 float dy; 319 float dy;
320 float dz; 320 float dz;
321 321
322 Quaternion q = SensePoint.RotationOffset; 322// Quaternion q = SensePoint.RotationOffset;
323 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
323 if (SensePoint.ParentGroup.IsAttachment) 324 if (SensePoint.ParentGroup.IsAttachment)
324 { 325 {
325 // In attachments, the sensor cone always orients with the 326 // In attachments, the sensor cone always orients with the
326 // avatar rotation. This may include a nonzero elevation if 327 // avatar rotation. This may include a nonzero elevation if
327 // in mouselook. 328 // in mouselook.
328 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 329 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
330 fromRegionPos = avatar.AbsolutePosition;
329 q = avatar.Rotation; 331 q = avatar.Rotation;
330 } 332 }
331 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 333 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -448,6 +450,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
448 // avatar rotation. This may include a nonzero elevation if 450 // avatar rotation. This may include a nonzero elevation if
449 // in mouselook. 451 // in mouselook.
450 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 452 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
453 if (avatar == null)
454 return sensedEntities;
455 fromRegionPos = avatar.AbsolutePosition;
451 q = avatar.Rotation; 456 q = avatar.Rotation;
452 } 457 }
453 458
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index bc63030..9ee6946 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -118,25 +118,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
118 if (Timers.Count == 0) 118 if (Timers.Count == 0)
119 return; 119 return;
120 120
121 Dictionary<string, TimerClass>.ValueCollection tvals;
121 lock (TimerListLock) 122 lock (TimerListLock)
122 { 123 {
123 // Go through all timers 124 // Go through all timers
124 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 125 tvals = Timers.Values;
125 foreach (TimerClass ts in tvals) 126 }
127
128 foreach (TimerClass ts in tvals)
129 {
130 // Time has passed?
131 if (ts.next < DateTime.Now.Ticks)
126 { 132 {
127 // Time has passed? 133 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
128 if (ts.next < DateTime.Now.Ticks) 134 // Add it to queue
129 { 135 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
130 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 136 new EventParams("timer", new Object[0],
131 // Add it to queue 137 new DetectParams[0]));
132 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 138 // set next interval
133 new EventParams("timer", new Object[0], 139
134 new DetectParams[0])); 140 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
135 // set next interval 141 ts.next = DateTime.Now.Ticks + ts.interval;
136
137 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
138 ts.next = DateTime.Now.Ticks + ts.interval;
139 }
140 } 142 }
141 } 143 }
142 } 144 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 69df392..eab6851 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -124,6 +124,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
124 LSL_Float llGetEnergy(); 124 LSL_Float llGetEnergy();
125 LSL_Vector llGetForce(); 125 LSL_Vector llGetForce();
126 LSL_Integer llGetFreeMemory(); 126 LSL_Integer llGetFreeMemory();
127 LSL_Integer llGetUsedMemory();
127 LSL_Integer llGetFreeURLs(); 128 LSL_Integer llGetFreeURLs();
128 LSL_Vector llGetGeometricCenter(); 129 LSL_Vector llGetGeometricCenter();
129 LSL_Float llGetGMTclock(); 130 LSL_Float llGetGMTclock();
@@ -147,6 +148,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
147 LSL_Vector llGetLocalPos(); 148 LSL_Vector llGetLocalPos();
148 LSL_Rotation llGetLocalRot(); 149 LSL_Rotation llGetLocalRot();
149 LSL_Float llGetMass(); 150 LSL_Float llGetMass();
151 LSL_Float llGetMassMKS();
150 LSL_Integer llGetMemoryLimit(); 152 LSL_Integer llGetMemoryLimit();
151 void llGetNextEmail(string address, string subject); 153 void llGetNextEmail(string address, string subject);
152 LSL_String llGetNotecardLine(string name, int line); 154 LSL_String llGetNotecardLine(string name, int line);
@@ -200,12 +202,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
200 LSL_String llGetTimestamp(); 202 LSL_String llGetTimestamp();
201 LSL_Vector llGetTorque(); 203 LSL_Vector llGetTorque();
202 LSL_Integer llGetUnixTime(); 204 LSL_Integer llGetUnixTime();
203 LSL_Integer llGetUsedMemory();
204 LSL_Vector llGetVel(); 205 LSL_Vector llGetVel();
205 LSL_Float llGetWallclock(); 206 LSL_Float llGetWallclock();
206 void llGiveInventory(string destination, string inventory); 207 void llGiveInventory(string destination, string inventory);
207 void llGiveInventoryList(string destination, string category, LSL_List inventory); 208 void llGiveInventoryList(string destination, string category, LSL_List inventory);
208 LSL_Integer llGiveMoney(string destination, int amount); 209 LSL_Integer llGiveMoney(string destination, int amount);
210 LSL_String llTransferLindenDollars(string destination, int amount);
209 void llGodLikeRezObject(string inventory, LSL_Vector pos); 211 void llGodLikeRezObject(string inventory, LSL_Vector pos);
210 LSL_Float llGround(LSL_Vector offset); 212 LSL_Float llGround(LSL_Vector offset);
211 LSL_Vector llGroundContour(LSL_Vector offset); 213 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -353,6 +355,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
353 void llSetParcelMusicURL(string url); 355 void llSetParcelMusicURL(string url);
354 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 356 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
355 void llSetPos(LSL_Vector pos); 357 void llSetPos(LSL_Vector pos);
358 LSL_Integer llSetRegionPos(LSL_Vector pos);
356 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules); 359 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules);
357 void llSetPrimitiveParams(LSL_List rules); 360 void llSetPrimitiveParams(LSL_List rules);
358 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 361 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
@@ -401,6 +404,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
401 void llTargetOmega(LSL_Vector axis, double spinrate, double gain); 404 void llTargetOmega(LSL_Vector axis, double spinrate, double gain);
402 void llTargetRemove(int number); 405 void llTargetRemove(int number);
403 void llTeleportAgentHome(string agent); 406 void llTeleportAgentHome(string agent);
407 void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt);
404 void llTextBox(string avatar, string message, int chat_channel); 408 void llTextBox(string avatar, string message, int chat_channel);
405 LSL_String llToLower(string source); 409 LSL_String llToLower(string source);
406 LSL_String llToUpper(string source); 410 LSL_String llToUpper(string source);
@@ -417,9 +421,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
417 LSL_Vector llWind(LSL_Vector offset); 421 LSL_Vector llWind(LSL_Vector offset);
418 LSL_String llXorBase64Strings(string str1, string str2); 422 LSL_String llXorBase64Strings(string str1, string str2);
419 LSL_String llXorBase64StringsCorrect(string str1, string str2); 423 LSL_String llXorBase64StringsCorrect(string str1, string str2);
420 void print(string str); 424 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
425 void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density);
421 426
422 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 427 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
423 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 428 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
429 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
424 } 430 }
425} 431}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index d0c852b..fc77d05 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -85,7 +85,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
85 // Avatar Info Commands 85 // Avatar Info Commands
86 string osGetAgentIP(string agent); 86 string osGetAgentIP(string agent);
87 LSL_List osGetAgents(); 87 LSL_List osGetAgents();
88 88
89 // Teleport commands 89 // Teleport commands
90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..4132dfa
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,71 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public string cmDetectedCountry(int num)
62 {
63 return m_CM_Functions.cmDetectedCountry(num);
64 }
65
66 public string cmGetAgentCountry(key key)
67 {
68 return m_CM_Functions.cmGetAgentCountry(key);
69 }
70 }
71}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index fd7c41e..23b4336 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -94,6 +94,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
94 public const int AGENT_CROUCHING = 1024; 94 public const int AGENT_CROUCHING = 1024;
95 public const int AGENT_BUSY = 2048; 95 public const int AGENT_BUSY = 2048;
96 public const int AGENT_ALWAYS_RUN = 4096; 96 public const int AGENT_ALWAYS_RUN = 4096;
97 public const int AGENT_MALE = 8192;
97 98
98 //Particle Systems 99 //Particle Systems
99 public const int PSYS_PART_INTERP_COLOR_MASK = 1; 100 public const int PSYS_PART_INTERP_COLOR_MASK = 1;
@@ -282,6 +283,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
282 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 283 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
283 public const int CHANGED_MEDIA = 2048; 284 public const int CHANGED_MEDIA = 2048;
284 public const int CHANGED_ANIMATION = 16384; 285 public const int CHANGED_ANIMATION = 16384;
286 public const int CHANGED_POSITION = 32768;
285 public const int TYPE_INVALID = 0; 287 public const int TYPE_INVALID = 0;
286 public const int TYPE_INTEGER = 1; 288 public const int TYPE_INTEGER = 1;
287 public const int TYPE_FLOAT = 2; 289 public const int TYPE_FLOAT = 2;
@@ -581,6 +583,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
581 public const int PRIM_MEDIA_PERM_OWNER = 1; 583 public const int PRIM_MEDIA_PERM_OWNER = 1;
582 public const int PRIM_MEDIA_PERM_GROUP = 2; 584 public const int PRIM_MEDIA_PERM_GROUP = 2;
583 public const int PRIM_MEDIA_PERM_ANYONE = 4; 585 public const int PRIM_MEDIA_PERM_ANYONE = 4;
586
587 public const int PRIM_PHYSICS_SHAPE_TYPE = 30;
588 public const int PRIM_PHYSICS_SHAPE_PRIM = 0;
589 public const int PRIM_PHYSICS_SHAPE_CONVEX = 2;
590 public const int PRIM_PHYSICS_SHAPE_NONE = 1;
591
592 public const int PRIM_PHYSICS_MATERIAL = 31;
593 public const int DENSITY = 1;
594 public const int FRICTION = 2;
595 public const int RESTITUTION = 4;
596 public const int GRAVITY_MULTIPLIER = 8;
584 597
585 // extra constants for llSetPrimMediaParams 598 // extra constants for llSetPrimMediaParams
586 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0); 599 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
@@ -653,5 +666,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
653 public static readonly LSLInteger RCERR_UNKNOWN = -1; 666 public static readonly LSLInteger RCERR_UNKNOWN = -1;
654 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; 667 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
655 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; 668 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3;
669
670 public const int KFM_MODE = 1;
671 public const int KFM_LOOP = 1;
672 public const int KFM_REVERSE = 3;
673 public const int KFM_FORWARD = 0;
674 public const int KFM_PING_PONG = 2;
675 public const int KFM_DATA = 2;
676 public const int KFM_TRANSLATION = 2;
677 public const int KFM_ROTATION = 1;
678 public const int KFM_COMMAND = 0;
679 public const int KFM_CMD_PLAY = 0;
680 public const int KFM_CMD_STOP = 1;
681 public const int KFM_CMD_PAUSE = 2;
656 } 682 }
657} 683}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 3c2f7bd..9446099 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -164,6 +165,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
164 m_LSL_Functions.llBreakLink(linknum); 165 m_LSL_Functions.llBreakLink(linknum);
165 } 166 }
166 167
168 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
169 {
170 return m_LSL_Functions.llCastRay(start, end, options);
171 }
172
167 public LSL_Integer llCeil(double f) 173 public LSL_Integer llCeil(double f)
168 { 174 {
169 return m_LSL_Functions.llCeil(f); 175 return m_LSL_Functions.llCeil(f);
@@ -314,6 +320,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 320 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 321 }
316 322
323 [DebuggerNonUserCode]
317 public void llDie() 324 public void llDie()
318 { 325 {
319 m_LSL_Functions.llDie(); 326 m_LSL_Functions.llDie();
@@ -464,6 +471,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
464 return m_LSL_Functions.llGetFreeMemory(); 471 return m_LSL_Functions.llGetFreeMemory();
465 } 472 }
466 473
474 public LSL_Integer llGetUsedMemory()
475 {
476 return m_LSL_Functions.llGetUsedMemory();
477 }
478
467 public LSL_Integer llGetFreeURLs() 479 public LSL_Integer llGetFreeURLs()
468 { 480 {
469 return m_LSL_Functions.llGetFreeURLs(); 481 return m_LSL_Functions.llGetFreeURLs();
@@ -569,6 +581,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
569 return m_LSL_Functions.llGetMass(); 581 return m_LSL_Functions.llGetMass();
570 } 582 }
571 583
584 public LSL_Float llGetMassMKS()
585 {
586 return m_LSL_Functions.llGetMassMKS();
587 }
588
572 public LSL_Integer llGetMemoryLimit() 589 public LSL_Integer llGetMemoryLimit()
573 { 590 {
574 return m_LSL_Functions.llGetMemoryLimit(); 591 return m_LSL_Functions.llGetMemoryLimit();
@@ -834,11 +851,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
834 return m_LSL_Functions.llGetUnixTime(); 851 return m_LSL_Functions.llGetUnixTime();
835 } 852 }
836 853
837 public LSL_Integer llGetUsedMemory()
838 {
839 return m_LSL_Functions.llGetUsedMemory();
840 }
841
842 public LSL_Vector llGetVel() 854 public LSL_Vector llGetVel()
843 { 855 {
844 return m_LSL_Functions.llGetVel(); 856 return m_LSL_Functions.llGetVel();
@@ -864,6 +876,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
864 return m_LSL_Functions.llGiveMoney(destination, amount); 876 return m_LSL_Functions.llGiveMoney(destination, amount);
865 } 877 }
866 878
879 public LSL_String llTransferLindenDollars(string destination, int amount)
880 {
881 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
882 }
883
867 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 884 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
868 { 885 {
869 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 886 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1588,6 +1605,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1588 m_LSL_Functions.llSetPos(pos); 1605 m_LSL_Functions.llSetPos(pos);
1589 } 1606 }
1590 1607
1608 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1609 {
1610 return m_LSL_Functions.llSetRegionPos(pos);
1611 }
1612
1591 public void llSetPrimitiveParams(LSL_List rules) 1613 public void llSetPrimitiveParams(LSL_List rules)
1592 { 1614 {
1593 m_LSL_Functions.llSetPrimitiveParams(rules); 1615 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1823,6 +1845,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1823 m_LSL_Functions.llTargetRemove(number); 1845 m_LSL_Functions.llTargetRemove(number);
1824 } 1846 }
1825 1847
1848 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
1849 {
1850 m_LSL_Functions.llTeleportAgent(agent, simname, pos, lookAt);
1851 }
1852
1826 public void llTeleportAgentHome(string agent) 1853 public void llTeleportAgentHome(string agent)
1827 { 1854 {
1828 m_LSL_Functions.llTeleportAgentHome(agent); 1855 m_LSL_Functions.llTeleportAgentHome(agent);
@@ -1938,9 +1965,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1938 return m_LSL_Functions.llClearLinkMedia(link, face); 1965 return m_LSL_Functions.llClearLinkMedia(link, face);
1939 } 1966 }
1940 1967
1941 public void print(string str) 1968 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1969 {
1970 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1971 }
1972
1973 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
1974 {
1975 m_LSL_Functions.llSetKeyframedMotion(frames, options);
1976 }
1977
1978 public void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density)
1942 { 1979 {
1943 m_LSL_Functions.print(str); 1980 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1944 } 1981 }
1945 } 1982 }
1946} 1983}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 8cebb4a..7e7e278 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -35,6 +35,7 @@ using OpenMetaverse;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Region.CoreModules; 36using OpenSim.Region.CoreModules;
37using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
38using OpenSim.Services.Interfaces;
38 39
39namespace OpenSim.Region.ScriptEngine.Shared 40namespace OpenSim.Region.ScriptEngine.Shared
40{ 41{
@@ -95,6 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
95 Type = 0; 96 Type = 0;
96 Velocity = new LSL_Types.Vector3(); 97 Velocity = new LSL_Types.Vector3();
97 initializeSurfaceTouch(); 98 initializeSurfaceTouch();
99 Country = String.Empty;
98 } 100 }
99 101
100 public UUID Key; 102 public UUID Key;
@@ -126,6 +128,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
126 private int touchFace; 128 private int touchFace;
127 public int TouchFace { get { return touchFace; } } 129 public int TouchFace { get { return touchFace; } }
128 130
131 public string Country;
132
129 // This can be done in two places including the constructor 133 // This can be done in two places including the constructor
130 // so be carefull what gets added here 134 // so be carefull what gets added here
131 private void initializeSurfaceTouch() 135 private void initializeSurfaceTouch()
@@ -173,6 +177,10 @@ namespace OpenSim.Region.ScriptEngine.Shared
173 return; 177 return;
174 178
175 Name = presence.Firstname + " " + presence.Lastname; 179 Name = presence.Firstname + " " + presence.Lastname;
180 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, Key);
181 if (account != null)
182 Country = account.UserCountry;
183
176 Owner = Key; 184 Owner = Key;
177 Position = new LSL_Types.Vector3( 185 Position = new LSL_Types.Vector3(
178 presence.AbsolutePosition.X, 186 presence.AbsolutePosition.X,
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 2c8af81..0f763f1 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -218,13 +219,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
218 219
219 if (part != null) 220 if (part != null)
220 { 221 {
221 lock (part.TaskInventory) 222 part.TaskInventory.LockItemsForRead(true);
223 if (part.TaskInventory.ContainsKey(ItemID))
222 { 224 {
223 if (part.TaskInventory.ContainsKey(ItemID)) 225 ScriptTask = part.TaskInventory[ItemID];
224 {
225 ScriptTask = part.TaskInventory[ItemID];
226 }
227 } 226 }
227 part.TaskInventory.LockItemsForRead(false);
228 } 228 }
229 229
230 ApiManager am = new ApiManager(); 230 ApiManager am = new ApiManager();
@@ -416,14 +416,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
416 { 416 {
417 int permsMask; 417 int permsMask;
418 UUID permsGranter; 418 UUID permsGranter;
419 lock (part.TaskInventory) 419 part.TaskInventory.LockItemsForRead(true);
420 if (!part.TaskInventory.ContainsKey(ItemID))
420 { 421 {
421 if (!part.TaskInventory.ContainsKey(ItemID)) 422 part.TaskInventory.LockItemsForRead(false);
422 return; 423 return;
423
424 permsGranter = part.TaskInventory[ItemID].PermsGranter;
425 permsMask = part.TaskInventory[ItemID].PermsMask;
426 } 424 }
425 permsGranter = part.TaskInventory[ItemID].PermsGranter;
426 permsMask = part.TaskInventory[ItemID].PermsMask;
427 part.TaskInventory.LockItemsForRead(false);
427 428
428 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 429 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
429 { 430 {
@@ -551,6 +552,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
551 return true; 552 return true;
552 } 553 }
553 554
555 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
554 public void SetState(string state) 556 public void SetState(string state)
555 { 557 {
556 if (state == State) 558 if (state == State)
@@ -562,7 +564,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
562 new DetectParams[0])); 564 new DetectParams[0]));
563 PostEvent(new EventParams("state_entry", new Object[0], 565 PostEvent(new EventParams("state_entry", new Object[0],
564 new DetectParams[0])); 566 new DetectParams[0]));
565 567
566 throw new EventAbortException(); 568 throw new EventAbortException();
567 } 569 }
568 570
@@ -652,45 +654,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
652 /// <returns></returns> 654 /// <returns></returns>
653 public object EventProcessor() 655 public object EventProcessor()
654 { 656 {
657 EventParams data = null;
655 // We check here as the thread stopping this instance from running may itself hold the m_Script lock. 658 // We check here as the thread stopping this instance from running may itself hold the m_Script lock.
656 if (!Running) 659 if (!Running)
657 return 0; 660 return 0;
658 661
659 lock (m_Script)
660 {
661// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName); 662// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
662 663
663 if (Suspended) 664 if (Suspended)
664 return 0; 665 return 0;
665
666 EventParams data = null;
667 666
668 lock (EventQueue) 667 lock (EventQueue)
668 {
669 data = (EventParams) EventQueue.Dequeue();
670 if (data == null) // Shouldn't happen
669 { 671 {
670 data = (EventParams)EventQueue.Dequeue(); 672 if (EventQueue.Count > 0 && Running && !ShuttingDown)
671 if (data == null) // Shouldn't happen
672 { 673 {
673 if (EventQueue.Count > 0 && Running && !ShuttingDown) 674 m_CurrentWorkItem = Engine.QueueEventHandler(this);
674 {
675 m_CurrentWorkItem = Engine.QueueEventHandler(this);
676 }
677 else
678 {
679 m_CurrentWorkItem = null;
680 }
681 return 0;
682 } 675 }
683 676 else
684 if (data.EventName == "timer")
685 m_TimerQueued = false;
686 if (data.EventName == "control")
687 { 677 {
688 if (m_ControlEventsInQueue > 0) 678 m_CurrentWorkItem = null;
689 m_ControlEventsInQueue--;
690 } 679 }
691 if (data.EventName == "collision") 680 return 0;
692 m_CollisionInQueue = false;
693 } 681 }
682
683 if (data.EventName == "timer")
684 m_TimerQueued = false;
685 if (data.EventName == "control")
686 {
687 if (m_ControlEventsInQueue > 0)
688 m_ControlEventsInQueue--;
689 }
690 if (data.EventName == "collision")
691 m_CollisionInQueue = false;
692 }
693
694 lock(m_Script)
695 {
694 696
695// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 697// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
696 698
@@ -859,6 +861,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
859 new Object[0], new DetectParams[0])); 861 new Object[0], new DetectParams[0]));
860 } 862 }
861 863
864 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
862 public void ApiResetScript() 865 public void ApiResetScript()
863 { 866 {
864 // bool running = Running; 867 // bool running = Running;
@@ -890,10 +893,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
890 893
891 public Dictionary<string, object> GetVars() 894 public Dictionary<string, object> GetVars()
892 { 895 {
893 if (m_Script != null) 896 return m_Script.GetVars();
894 return m_Script.GetVars();
895 else
896 return new Dictionary<string, object>();
897 } 897 }
898 898
899 public void SetVars(Dictionary<string, object> vars) 899 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index d848b2a..8adf4c5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -459,6 +459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
459 size += 64; 459 size += 64;
460 else if (o is int) 460 else if (o is int)
461 size += 4; 461 size += 4;
462 else if (o is uint)
463 size += 4;
462 else if (o is string) 464 else if (o is string)
463 size += ((string)o).Length; 465 size += ((string)o).Length;
464 else if (o is float) 466 else if (o is float)
@@ -613,24 +615,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 615
614 public static bool operator ==(list a, list b) 616 public static bool operator ==(list a, list b)
615 { 617 {
616 int la = -1; 618 int la = a.Length;
617 int lb = -1; 619 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 620
623 return la == lb; 621 return la == lb;
624 } 622 }
625 623
626 public static bool operator !=(list a, list b) 624 public static bool operator !=(list a, list b)
627 { 625 {
628 int la = -1; 626 int la = a.Length;
629 int lb = -1; 627 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 628
635 return la != lb; 629 return la != lb;
636 } 630 }
@@ -864,7 +858,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
864 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r)); 858 ret = Math.Sign(Quaternion.Mag(l) - Quaternion.Mag(r));
865 } 859 }
866 860
867 if (ascending == 0) 861 if (ascending != 1)
868 { 862 {
869 ret = 0 - ret; 863 ret = 0 - ret;
870 } 864 }
@@ -897,6 +891,9 @@ namespace OpenSim.Region.ScriptEngine.Shared
897 stride = 1; 891 stride = 1;
898 } 892 }
899 893
894 if ((Data.Length % stride) != 0)
895 return new list(ret);
896
900 // we can optimize here in the case where stride == 1 and the list 897 // we can optimize here in the case where stride == 1 and the list
901 // consists of homogeneous types 898 // consists of homogeneous types
902 899
@@ -916,7 +913,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
916 if (homogeneous) 913 if (homogeneous)
917 { 914 {
918 Array.Sort(ret, new HomogeneousComparer()); 915 Array.Sort(ret, new HomogeneousComparer());
919 if (ascending == 0) 916 if (ascending != 1)
920 { 917 {
921 Array.Reverse(ret); 918 Array.Reverse(ret);
922 } 919 }
@@ -1064,7 +1061,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1064 { 1061 {
1065 list ret = new list(); 1062 list ret = new list();
1066 double entry; 1063 double entry;
1067 for (int i = 0; i < src.Data.Length - 1; i++) 1064 for (int i = 0; i < src.Data.Length; i++)
1068 { 1065 {
1069 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry)) 1066 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry))
1070 { 1067 {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index a9b6e67..eeb125e 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Globalization; 32using System.Globalization;
32using System.IO; 33using System.IO;
33using System.Reflection; 34using System.Reflection;
@@ -112,6 +113,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
112 private Dictionary<UUID, IScriptInstance> m_Scripts = 113 private Dictionary<UUID, IScriptInstance> m_Scripts =
113 new Dictionary<UUID, IScriptInstance>(); 114 new Dictionary<UUID, IScriptInstance>();
114 115
116 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
117
115 // Maps the asset ID to the assembly 118 // Maps the asset ID to the assembly
116 119
117 private Dictionary<UUID, string> m_Assemblies = 120 private Dictionary<UUID, string> m_Assemblies =
@@ -134,6 +137,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
134 IWorkItemResult m_CurrentCompile = null; 137 IWorkItemResult m_CurrentCompile = null;
135 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 138 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
136 139
140 private void lockScriptsForRead(bool locked)
141 {
142 if (locked)
143 {
144 if (m_scriptsLock.RecursiveReadCount > 0)
145 {
146 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
147 m_scriptsLock.ExitReadLock();
148 }
149 if (m_scriptsLock.RecursiveWriteCount > 0)
150 {
151 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
152 m_scriptsLock.ExitWriteLock();
153 }
154
155 while (!m_scriptsLock.TryEnterReadLock(60000))
156 {
157 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
158 if (m_scriptsLock.IsWriteLockHeld)
159 {
160 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
161 }
162 }
163 }
164 else
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 m_scriptsLock.ExitReadLock();
169 }
170 }
171 }
172 private void lockScriptsForWrite(bool locked)
173 {
174 if (locked)
175 {
176 if (m_scriptsLock.RecursiveReadCount > 0)
177 {
178 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
179 m_scriptsLock.ExitReadLock();
180 }
181 if (m_scriptsLock.RecursiveWriteCount > 0)
182 {
183 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
184 m_scriptsLock.ExitWriteLock();
185 }
186
187 while (!m_scriptsLock.TryEnterWriteLock(60000))
188 {
189 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
190 if (m_scriptsLock.IsWriteLockHeld)
191 {
192 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
193 }
194 }
195 }
196 else
197 {
198 if (m_scriptsLock.RecursiveWriteCount > 0)
199 {
200 m_scriptsLock.ExitWriteLock();
201 }
202 }
203 }
204
137 public string ScriptEngineName 205 public string ScriptEngineName
138 { 206 {
139 get { return "XEngine"; } 207 get { return "XEngine"; }
@@ -527,44 +595,37 @@ namespace OpenSim.Region.ScriptEngine.XEngine
527 { 595 {
528 if (!m_Enabled) 596 if (!m_Enabled)
529 return; 597 return;
530 598 lockScriptsForRead(true);
531 lock (m_Scripts) 599 foreach (IScriptInstance instance in m_Scripts.Values)
532 { 600 {
533 m_log.InfoFormat( 601 // Force a final state save
534 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 602 //
535 603 if (m_Assemblies.ContainsKey(instance.AssetID))
536 foreach (IScriptInstance instance in m_Scripts.Values)
537 { 604 {
538 // Force a final state save 605 string assembly = m_Assemblies[instance.AssetID];
539 // 606 instance.SaveState(assembly);
540 if (m_Assemblies.ContainsKey(instance.AssetID)) 607 }
541 {
542 string assembly = m_Assemblies[instance.AssetID];
543 instance.SaveState(assembly);
544 }
545 608
546 // Clear the event queue and abort the instance thread 609 // Clear the event queue and abort the instance thread
547 // 610 //
548 instance.ClearQueue(); 611 instance.ClearQueue();
549 instance.Stop(0); 612 instance.Stop(0);
550 613
551 // Release events, timer, etc 614 // Release events, timer, etc
552 // 615 //
553 instance.DestroyScriptInstance(); 616 instance.DestroyScriptInstance();
554 617
555 // Unload scripts and app domains. 618 // Unload scripts and app domains
556 // Must be done explicitly because they have infinite 619 // Must be done explicitly because they have infinite
557 // lifetime. 620 // lifetime
558 // However, don't bother to do this if the simulator is shutting 621 //
559 // down since it takes a long time with many scripts. 622 if (!m_SimulatorShuttingDown)
560 if (!m_SimulatorShuttingDown) 623 {
624 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
625 if (m_DomainScripts[instance.AppDomain].Count == 0)
561 { 626 {
562 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 627 m_DomainScripts.Remove(instance.AppDomain);
563 if (m_DomainScripts[instance.AppDomain].Count == 0) 628 UnloadAppDomain(instance.AppDomain);
564 {
565 m_DomainScripts.Remove(instance.AppDomain);
566 UnloadAppDomain(instance.AppDomain);
567 }
568 } 629 }
569 } 630 }
570 631
@@ -573,6 +634,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
573 m_Assemblies.Clear(); 634 m_Assemblies.Clear();
574 m_DomainScripts.Clear(); 635 m_DomainScripts.Clear();
575 } 636 }
637 lockScriptsForRead(false);
638 lockScriptsForWrite(true);
639 m_Scripts.Clear();
640 lockScriptsForWrite(false);
641 m_PrimObjects.Clear();
642 m_Assemblies.Clear();
643 m_DomainScripts.Clear();
644
576 lock (m_ScriptEngines) 645 lock (m_ScriptEngines)
577 { 646 {
578 m_ScriptEngines.Remove(this); 647 m_ScriptEngines.Remove(this);
@@ -637,22 +706,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
637 706
638 List<IScriptInstance> instances = new List<IScriptInstance>(); 707 List<IScriptInstance> instances = new List<IScriptInstance>();
639 708
640 lock (m_Scripts) 709 lockScriptsForRead(true);
641 { 710 foreach (IScriptInstance instance in m_Scripts.Values)
642 foreach (IScriptInstance instance in m_Scripts.Values)
643 instances.Add(instance); 711 instances.Add(instance);
644 } 712 lockScriptsForRead(false);
645 713
646 foreach (IScriptInstance i in instances) 714 foreach (IScriptInstance i in instances)
647 { 715 {
648 string assembly = String.Empty; 716 string assembly = String.Empty;
649 717
650 lock (m_Scripts) 718
651 {
652 if (!m_Assemblies.ContainsKey(i.AssetID)) 719 if (!m_Assemblies.ContainsKey(i.AssetID))
653 continue; 720 continue;
654 assembly = m_Assemblies[i.AssetID]; 721 assembly = m_Assemblies[i.AssetID];
655 } 722
656 723
657 i.SaveState(assembly); 724 i.SaveState(assembly);
658 } 725 }
@@ -996,95 +1063,99 @@ namespace OpenSim.Region.ScriptEngine.XEngine
996 } 1063 }
997 1064
998 ScriptInstance instance = null; 1065 ScriptInstance instance = null;
999 lock (m_Scripts) 1066 // Create the object record
1067 lockScriptsForRead(true);
1068 if ((!m_Scripts.ContainsKey(itemID)) ||
1069 (m_Scripts[itemID].AssetID != assetID))
1000 { 1070 {
1001 // Create the object record 1071 lockScriptsForRead(false);
1002 if ((!m_Scripts.ContainsKey(itemID)) ||
1003 (m_Scripts[itemID].AssetID != assetID))
1004 {
1005 UUID appDomain = assetID;
1006 1072
1007 if (part.ParentGroup.IsAttachment) 1073 UUID appDomain = assetID;
1008 appDomain = part.ParentGroup.RootPart.UUID;
1009 1074
1010 if (!m_AppDomains.ContainsKey(appDomain)) 1075 if (part.ParentGroup.IsAttachment)
1011 { 1076 appDomain = part.ParentGroup.RootPart.UUID;
1012 try
1013 {
1014 AppDomainSetup appSetup = new AppDomainSetup();
1015 appSetup.PrivateBinPath = Path.Combine(
1016 m_ScriptEnginesPath,
1017 m_Scene.RegionInfo.RegionID.ToString());
1018 1077
1019 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1078 if (!m_AppDomains.ContainsKey(appDomain))
1020 Evidence evidence = new Evidence(baseEvidence); 1079 {
1080 try
1081 {
1082 AppDomainSetup appSetup = new AppDomainSetup();
1083 appSetup.PrivateBinPath = Path.Combine(
1084 m_ScriptEnginesPath,
1085 m_Scene.RegionInfo.RegionID.ToString());
1021 1086
1022 AppDomain sandbox; 1087 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1023 if (m_AppDomainLoading) 1088 Evidence evidence = new Evidence(baseEvidence);
1024 {
1025 sandbox = AppDomain.CreateDomain(
1026 m_Scene.RegionInfo.RegionID.ToString(),
1027 evidence, appSetup);
1028 sandbox.AssemblyResolve +=
1029 new ResolveEventHandler(
1030 AssemblyResolver.OnAssemblyResolve);
1031 }
1032 else
1033 {
1034 sandbox = AppDomain.CurrentDomain;
1035 }
1036
1037 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1038 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1039 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1040 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1041 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1042 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1043 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1044
1045 m_AppDomains[appDomain] = sandbox;
1046 1089
1047 m_DomainScripts[appDomain] = new List<UUID>(); 1090 AppDomain sandbox;
1091 if (m_AppDomainLoading)
1092 {
1093 sandbox = AppDomain.CreateDomain(
1094 m_Scene.RegionInfo.RegionID.ToString(),
1095 evidence, appSetup);
1096 m_AppDomains[appDomain].AssemblyResolve +=
1097 new ResolveEventHandler(
1098 AssemblyResolver.OnAssemblyResolve);
1048 } 1099 }
1049 catch (Exception e) 1100 else
1050 { 1101 {
1051 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1102 sandbox = AppDomain.CurrentDomain;
1052 m_ScriptErrorMessage += "Exception creating app domain:\n";
1053 m_ScriptFailCount++;
1054 lock (m_AddingAssemblies)
1055 {
1056 m_AddingAssemblies[assembly]--;
1057 }
1058 return false;
1059 } 1103 }
1060 }
1061 m_DomainScripts[appDomain].Add(itemID);
1062
1063 instance = new ScriptInstance(this, part,
1064 itemID, assetID, assembly,
1065 m_AppDomains[appDomain],
1066 part.ParentGroup.RootPart.Name,
1067 item.Name, startParam, postOnRez,
1068 stateSource, m_MaxScriptQueue);
1069
1070 m_log.DebugFormat(
1071 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
1072 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
1073 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1074 1104
1075 if (presence != null) 1105 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1106 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1107 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1108 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1109 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1110 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1111 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1112
1113 m_AppDomains[appDomain] = sandbox;
1114
1115 m_DomainScripts[appDomain] = new List<UUID>();
1116 }
1117 catch (Exception e)
1076 { 1118 {
1077 ShowScriptSaveResponse(item.OwnerID, 1119 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1078 assetID, "Compile successful", true); 1120 m_ScriptErrorMessage += "Exception creating app domain:\n";
1121 m_ScriptFailCount++;
1122 lock (m_AddingAssemblies)
1123 {
1124 m_AddingAssemblies[assembly]--;
1125 }
1126 return false;
1079 } 1127 }
1128 }
1129 m_DomainScripts[appDomain].Add(itemID);
1130
1131 instance = new ScriptInstance(this, part,
1132 itemID, assetID, assembly,
1133 m_AppDomains[appDomain],
1134 part.ParentGroup.RootPart.Name,
1135 item.Name, startParam, postOnRez,
1136 stateSource, m_MaxScriptQueue);
1137
1138 m_log.DebugFormat(
1139 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1140 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1141 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1080 1142
1081 instance.AppDomain = appDomain; 1143 if (presence != null)
1082 instance.LineMap = linemap; 1144 {
1083 1145 ShowScriptSaveResponse(item.OwnerID,
1084 m_Scripts[itemID] = instance; 1146 assetID, "Compile successful", true);
1085 } 1147 }
1086 }
1087 1148
1149 instance.AppDomain = appDomain;
1150 instance.LineMap = linemap;
1151 lockScriptsForWrite(true);
1152 m_Scripts[itemID] = instance;
1153 lockScriptsForWrite(false);
1154 }
1155 else
1156 {
1157 lockScriptsForRead(false);
1158 }
1088 lock (m_PrimObjects) 1159 lock (m_PrimObjects)
1089 { 1160 {
1090 if (!m_PrimObjects.ContainsKey(localID)) 1161 if (!m_PrimObjects.ContainsKey(localID))
@@ -1102,9 +1173,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1102 m_AddingAssemblies[assembly]--; 1173 m_AddingAssemblies[assembly]--;
1103 } 1174 }
1104 1175
1105 if (instance != null) 1176 if (instance!=null)
1106 instance.Init(); 1177 instance.Init();
1107 1178
1108 return true; 1179 return true;
1109 } 1180 }
1110 1181
@@ -1117,18 +1188,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1117 m_CompileDict.Remove(itemID); 1188 m_CompileDict.Remove(itemID);
1118 } 1189 }
1119 1190
1120 IScriptInstance instance = null; 1191 lockScriptsForRead(true);
1121 1192 // Do we even have it?
1122 lock (m_Scripts) 1193 if (!m_Scripts.ContainsKey(itemID))
1123 { 1194 {
1124 // Do we even have it? 1195 // Do we even have it?
1125 if (!m_Scripts.ContainsKey(itemID)) 1196 if (!m_Scripts.ContainsKey(itemID))
1126 return; 1197 return;
1127 1198
1128 instance = m_Scripts[itemID]; 1199 lockScriptsForRead(false);
1200 lockScriptsForWrite(true);
1129 m_Scripts.Remove(itemID); 1201 m_Scripts.Remove(itemID);
1202 lockScriptsForWrite(false);
1203
1204 return;
1130 } 1205 }
1206
1131 1207
1208 IScriptInstance instance=m_Scripts[itemID];
1209 lockScriptsForRead(false);
1210 lockScriptsForWrite(true);
1211 m_Scripts.Remove(itemID);
1212 lockScriptsForWrite(false);
1132 instance.ClearQueue(); 1213 instance.ClearQueue();
1133 1214
1134 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1215 // Give the script some time to finish processing its last event. Simply aborting the script thread can
@@ -1167,8 +1248,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1167 1248
1168 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1249 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1169 if (handlerObjectRemoved != null) 1250 if (handlerObjectRemoved != null)
1170 handlerObjectRemoved(instance.ObjectID); 1251 {
1252 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1253 handlerObjectRemoved(part.UUID);
1254 }
1171 1255
1256 CleanAssemblies();
1257
1172 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1258 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1173 if (handlerScriptRemoved != null) 1259 if (handlerScriptRemoved != null)
1174 handlerScriptRemoved(itemID); 1260 handlerScriptRemoved(itemID);
@@ -1310,7 +1396,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1310 return false; 1396 return false;
1311 1397
1312 uuids = m_PrimObjects[localID]; 1398 uuids = m_PrimObjects[localID];
1313 } 1399
1314 1400
1315 foreach (UUID itemID in uuids) 1401 foreach (UUID itemID in uuids)
1316 { 1402 {
@@ -1328,6 +1414,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1328 result = true; 1414 result = true;
1329 } 1415 }
1330 } 1416 }
1417 }
1331 1418
1332 return result; 1419 return result;
1333 } 1420 }
@@ -1429,12 +1516,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1429 private IScriptInstance GetInstance(UUID itemID) 1516 private IScriptInstance GetInstance(UUID itemID)
1430 { 1517 {
1431 IScriptInstance instance; 1518 IScriptInstance instance;
1432 lock (m_Scripts) 1519 lockScriptsForRead(true);
1520 if (!m_Scripts.ContainsKey(itemID))
1433 { 1521 {
1434 if (!m_Scripts.ContainsKey(itemID)) 1522 lockScriptsForRead(false);
1435 return null; 1523 return null;
1436 instance = m_Scripts[itemID];
1437 } 1524 }
1525 instance = m_Scripts[itemID];
1526 lockScriptsForRead(false);
1438 return instance; 1527 return instance;
1439 } 1528 }
1440 1529
@@ -1458,6 +1547,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1458 return false; 1547 return false;
1459 } 1548 }
1460 1549
1550 [DebuggerNonUserCode]
1461 public void ApiResetScript(UUID itemID) 1551 public void ApiResetScript(UUID itemID)
1462 { 1552 {
1463 IScriptInstance instance = GetInstance(itemID); 1553 IScriptInstance instance = GetInstance(itemID);
@@ -1509,6 +1599,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1509 return UUID.Zero; 1599 return UUID.Zero;
1510 } 1600 }
1511 1601
1602 [DebuggerNonUserCode]
1512 public void SetState(UUID itemID, string newState) 1603 public void SetState(UUID itemID, string newState)
1513 { 1604 {
1514 IScriptInstance instance = GetInstance(itemID); 1605 IScriptInstance instance = GetInstance(itemID);
@@ -1531,11 +1622,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1531 1622
1532 List<IScriptInstance> instances = new List<IScriptInstance>(); 1623 List<IScriptInstance> instances = new List<IScriptInstance>();
1533 1624
1534 lock (m_Scripts) 1625 lockScriptsForRead(true);
1535 { 1626 foreach (IScriptInstance instance in m_Scripts.Values)
1536 foreach (IScriptInstance instance in m_Scripts.Values)
1537 instances.Add(instance); 1627 instances.Add(instance);
1538 } 1628 lockScriptsForRead(false);
1539 1629
1540 foreach (IScriptInstance i in instances) 1630 foreach (IScriptInstance i in instances)
1541 { 1631 {
@@ -1989,5 +2079,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1989// else 2079// else
1990// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); 2080// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
1991 } 2081 }
2082
2083 public bool HasScript(UUID itemID, out bool running)
2084 {
2085 running = true;
2086
2087 IScriptInstance instance = GetInstance(itemID);
2088 if (instance == null)
2089 return false;
2090
2091 running = instance.Running;
2092 return true;
2093 }
1992 } 2094 }
1993} 2095}