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-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs84
-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.cs105
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs5
-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.cs210
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs138
-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/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.cs71
-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/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.cs2
-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.cs328
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs683
-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.cs293
-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.cs1176
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1091
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs804
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs377
-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.cs22
-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.cs45
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1438
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4045
-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.cs3907
-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.cs1
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs31
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs22
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs21
-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.cs436
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs401
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs762
-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.cs1454
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs993
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3703
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs443
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs1960
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2328
-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.cs3150
-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.cs8
-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.cs41
-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.cs364
141 files changed, 37499 insertions, 3781 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index e955a58..9fcd99c 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);
@@ -1219,7 +1219,7 @@ namespace OpenSim
1219 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1219 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1220 } 1220 }
1221 } 1221 }
1222 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1222 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1223 } 1223 }
1224 else 1224 else
1225 { 1225 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index c6956fc..b304403 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();
@@ -378,7 +393,41 @@ namespace OpenSim
378 } 393 }
379 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 394 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
380 395
396 if (m_securePermissionsLoading)
397 {
398 foreach (string s in m_permsModules)
399 {
400 if (!scene.RegionModules.ContainsKey(s))
401 {
402 bool found = false;
403 foreach (IRegionModule m in modules)
404 {
405 if (m.Name == s)
406 {
407 found = true;
408 }
409 }
410 if (!found)
411 {
412 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
413 Environment.Exit(0);
414 }
415 }
416 }
417 }
418
381 scene.SetModuleInterfaces(); 419 scene.SetModuleInterfaces();
420// First Step of bootreport sequence
421 if (scene.SnmpService != null)
422 {
423 scene.SnmpService.ColdStart(1,scene);
424 scene.SnmpService.LinkDown(scene);
425 }
426
427 if (scene.SnmpService != null)
428 {
429 scene.SnmpService.BootInfo("Loading prins", scene);
430 }
382 431
383 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 432 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
384 SetUpEstateOwner(scene); 433 SetUpEstateOwner(scene);
@@ -392,6 +441,11 @@ namespace OpenSim
392 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 441 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
393 scene.EventManager.TriggerParcelPrimCountUpdate(); 442 scene.EventManager.TriggerParcelPrimCountUpdate();
394 443
444 if (scene.SnmpService != null)
445 {
446 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
447 }
448
395 try 449 try
396 { 450 {
397 scene.RegisterRegionWithGrid(); 451 scene.RegisterRegionWithGrid();
@@ -402,15 +456,29 @@ namespace OpenSim
402 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 456 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
403 e.Message, e.StackTrace); 457 e.Message, e.StackTrace);
404 458
459 if (scene.SnmpService != null)
460 {
461 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
462 }
405 // Carrying on now causes a lot of confusion down the 463 // Carrying on now causes a lot of confusion down the
406 // line - we need to get the user's attention 464 // line - we need to get the user's attention
407 Environment.Exit(1); 465 Environment.Exit(1);
408 } 466 }
409 467
468 if (scene.SnmpService != null)
469 {
470 scene.SnmpService.BootInfo("Grid Registration done", scene);
471 }
472
410 // We need to do this after we've initialized the 473 // We need to do this after we've initialized the
411 // scripting engines. 474 // scripting engines.
412 scene.CreateScriptInstances(); 475 scene.CreateScriptInstances();
413 476
477 if (scene.SnmpService != null)
478 {
479 scene.SnmpService.BootInfo("ScriptEngine started", scene);
480 }
481
414 m_sceneManager.Add(scene); 482 m_sceneManager.Add(scene);
415 483
416 if (m_autoCreateClientStack) 484 if (m_autoCreateClientStack)
@@ -419,6 +487,10 @@ namespace OpenSim
419 clientServer.Start(); 487 clientServer.Start();
420 } 488 }
421 489
490 if (scene.SnmpService != null)
491 {
492 scene.SnmpService.BootInfo("Initializing region modules", scene);
493 }
422 if (do_post_init) 494 if (do_post_init)
423 { 495 {
424 foreach (IRegionModule module in modules) 496 foreach (IRegionModule module in modules)
@@ -430,7 +502,14 @@ namespace OpenSim
430 502
431 mscene = scene; 503 mscene = scene;
432 504
505 if (scene.SnmpService != null)
506 {
507 scene.SnmpService.BootInfo("The region is operational", scene);
508 scene.SnmpService.LinkUp(scene);
509 }
510
433 scene.StartTimer(); 511 scene.StartTimer();
512 scene.StartTimerWatchdog();
434 513
435 scene.StartScripts(); 514 scene.StartScripts();
436 515
@@ -549,6 +628,11 @@ namespace OpenSim
549 private void ShutdownRegion(Scene scene) 628 private void ShutdownRegion(Scene scene)
550 { 629 {
551 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 }
552 IRegionModulesController controller; 636 IRegionModulesController controller;
553 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 637 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
554 { 638 {
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 35cb575..6c44175 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
@@ -182,7 +185,14 @@ namespace OpenSim.Region.ClientStack.Linden
182 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req); 185 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req);
183 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req); 186 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req);
184 m_HostCapsObj.RegisterHandler("CopyInventoryFromNotecard", new RestStreamHandler("POST", capsBase + m_copyFromNotecardPath, CopyInventoryFromNotecard)); 187 m_HostCapsObj.RegisterHandler("CopyInventoryFromNotecard", new RestStreamHandler("POST", capsBase + m_copyFromNotecardPath, CopyInventoryFromNotecard));
185 188 IRequestHandler getObjectPhysicsDataHandler = new RestStreamHandler("POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData);
189 m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
190 IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
191 m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
192 IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
193 m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
194
195
186 // As of RC 1.22.9 of the Linden client this is 196 // As of RC 1.22.9 of the Linden client this is
187 // supported 197 // supported
188 198
@@ -799,6 +809,151 @@ namespace OpenSim.Region.ClientStack.Linden
799 response["int_response_code"] = 200; 809 response["int_response_code"] = 200;
800 return LLSDHelpers.SerialiseLLSDReply(response); 810 return LLSDHelpers.SerialiseLLSDReply(response);
801 } 811 }
812
813 public string GetObjectPhysicsData(string request, string path,
814 string param, IOSHttpRequest httpRequest,
815 IOSHttpResponse httpResponse)
816 {
817 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
818 OSDMap resp = new OSDMap();
819 OSDArray object_ids = (OSDArray)req["object_ids"];
820
821 for (int i = 0 ; i < object_ids.Count ; i++)
822 {
823 UUID uuid = object_ids[i].AsUUID();
824
825 SceneObjectPart obj = m_Scene.GetSceneObjectPart(uuid);
826 if (obj != null)
827 {
828 OSDMap object_data = new OSDMap();
829
830 object_data["PhysicsShapeType"] = obj.PhysicsShapeType;
831 object_data["Density"] = obj.Density;
832 object_data["Friction"] = obj.Friction;
833 object_data["Restitution"] = obj.Bounciness;
834 object_data["GravityMultiplier"] = obj.GravityModifier;
835
836 resp[uuid.ToString()] = object_data;
837 }
838 }
839
840 string response = OSDParser.SerializeLLSDXmlString(resp);
841 return response;
842 }
843
844 public string GetObjectCost(string request, string path,
845 string param, IOSHttpRequest httpRequest,
846 IOSHttpResponse httpResponse)
847 {
848 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
849 OSDMap resp = new OSDMap();
850
851 OSDArray object_ids = (OSDArray)req["object_ids"];
852
853 for (int i = 0; i < object_ids.Count; i++)
854 {
855 UUID uuid = object_ids[i].AsUUID();
856
857 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
858
859 if (part != null)
860 {
861 SceneObjectGroup grp = part.ParentGroup;
862 if (grp != null)
863 {
864 float linksetCost;
865 float linksetPhysCost;
866 float partCost;
867 float partPhysCost;
868
869 grp.GetResourcesCosts(part, out linksetCost, out linksetPhysCost, out partCost, out partPhysCost);
870
871 OSDMap object_data = new OSDMap();
872 object_data["linked_set_resource_cost"] = linksetCost;
873 object_data["resource_cost"] = partCost;
874 object_data["physics_cost"] = partPhysCost;
875 object_data["linked_set_physics_cost"] = linksetPhysCost;
876
877 resp[uuid.ToString()] = object_data;
878 }
879 }
880 }
881
882 string response = OSDParser.SerializeLLSDXmlString(resp);
883 return response;
884 }
885
886 public string ResourceCostSelected(string request, string path,
887 string param, IOSHttpRequest httpRequest,
888 IOSHttpResponse httpResponse)
889 {
890 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
891 OSDMap resp = new OSDMap();
892
893
894 float phys=0;
895 float stream=0;
896 float simul=0;
897
898 if (req.ContainsKey("selected_roots"))
899 {
900 OSDArray object_ids = (OSDArray)req["selected_roots"];
901
902 // should go by SOG suming costs for all parts
903 // ll v3 works ok with several objects select we get the list and adds ok
904 // FS calls per object so results are wrong guess fs bug
905 for (int i = 0; i < object_ids.Count; i++)
906 {
907 UUID uuid = object_ids[i].AsUUID();
908 float Physc;
909 float simulc;
910 float streamc;
911
912 SceneObjectGroup grp = m_Scene.GetGroupByPrim(uuid);
913 if (grp != null)
914 {
915 grp.GetSelectedCosts(out Physc, out streamc, out simulc);
916 phys += Physc;
917 stream += streamc;
918 simul += simulc;
919 }
920 }
921 }
922 else if (req.ContainsKey("selected_prims"))
923 {
924 OSDArray object_ids = (OSDArray)req["selected_prims"];
925
926 // don't see in use in any of the 2 viewers
927 // guess it should be for edit linked but... nothing
928 // should go to SOP per part
929 for (int i = 0; i < object_ids.Count; i++)
930 {
931 UUID uuid = object_ids[i].AsUUID();
932
933 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
934 if (part != null)
935 {
936 phys += part.PhysicsCost;
937 stream += part.StreamingCost;
938 simul += part.SimulationCost;
939 }
940 }
941 }
942
943 if (simul != 0)
944 {
945 OSDMap object_data = new OSDMap();
946
947 object_data["physics"] = phys;
948 object_data["streaming"] = stream;
949 object_data["simulation"] = simul;
950
951 resp["selected"] = object_data;
952 }
953
954 string response = OSDParser.SerializeLLSDXmlString(resp);
955 return response;
956 }
802 } 957 }
803 958
804 public class AssetUploader 959 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 b388b10..ba5f4d5 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; private set; } 399 public ISceneAgent SceneAgent { get; private set; }
388 public UUID ActiveGroupId { get { return m_activeGroupID; } } 400 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -484,18 +496,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
484 496
485 #region Client Methods 497 #region Client Methods
486 498
499
487 /// <summary> 500 /// <summary>
488 /// Shut down the client view 501 /// Shut down the client view
489 /// </summary> 502 /// </summary>
490 public void Close() 503 public void Close()
491 { 504 {
505 Close(true);
506 }
507
508 /// <summary>
509 /// Shut down the client view
510 /// </summary>
511 public void Close(bool sendStop)
512 {
492 m_log.DebugFormat( 513 m_log.DebugFormat(
493 "[CLIENT]: Close has been called for {0} attached to scene {1}", 514 "[CLIENT]: Close has been called for {0} attached to scene {1}",
494 Name, m_scene.RegionInfo.RegionName); 515 Name, m_scene.RegionInfo.RegionName);
495 516
496 // Send the STOP packet 517 if (sendStop)
497 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 518 {
498 OutPacket(disable, ThrottleOutPacketType.Unknown); 519 // Send the STOP packet
520 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
521 OutPacket(disable, ThrottleOutPacketType.Unknown);
522 }
499 523
500 IsActive = false; 524 IsActive = false;
501 525
@@ -795,7 +819,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
795 reply.ChatData.OwnerID = fromAgentID; 819 reply.ChatData.OwnerID = fromAgentID;
796 reply.ChatData.SourceID = fromAgentID; 820 reply.ChatData.SourceID = fromAgentID;
797 821
798 OutPacket(reply, ThrottleOutPacketType.Task); 822 OutPacket(reply, ThrottleOutPacketType.Unknown);
799 } 823 }
800 824
801 /// <summary> 825 /// <summary>
@@ -1081,6 +1105,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1081 public virtual void SendLayerData(float[] map) 1105 public virtual void SendLayerData(float[] map)
1082 { 1106 {
1083 Util.FireAndForget(DoSendLayerData, map); 1107 Util.FireAndForget(DoSendLayerData, map);
1108
1109 // Send it sync, and async. It's not that much data
1110 // and it improves user experience just so much!
1111 DoSendLayerData(map);
1084 } 1112 }
1085 1113
1086 /// <summary> 1114 /// <summary>
@@ -1093,16 +1121,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1093 1121
1094 try 1122 try
1095 { 1123 {
1096 //for (int y = 0; y < 16; y++) 1124 for (int y = 0; y < 16; y++)
1097 //{ 1125 {
1098 // for (int x = 0; x < 16; x++) 1126 for (int x = 0; x < 16; x+=4)
1099 // { 1127 {
1100 // SendLayerData(x, y, map); 1128 SendLayerPacket(x, y, map);
1101 // } 1129 }
1102 //} 1130 }
1103
1104 // Send LayerData in a spiral pattern. Fun!
1105 SendLayerTopRight(map, 0, 0, 15, 15);
1106 } 1131 }
1107 catch (Exception e) 1132 catch (Exception e)
1108 { 1133 {
@@ -1110,51 +1135,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1110 } 1135 }
1111 } 1136 }
1112 1137
1113 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1114 {
1115 // Row
1116 for (int i = x1; i <= x2; i++)
1117 SendLayerData(i, y1, map);
1118
1119 // Column
1120 for (int j = y1 + 1; j <= y2; j++)
1121 SendLayerData(x2, j, map);
1122
1123 if (x2 - x1 > 0)
1124 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1125 }
1126
1127 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1128 {
1129 // Row in reverse
1130 for (int i = x2; i >= x1; i--)
1131 SendLayerData(i, y2, map);
1132
1133 // Column in reverse
1134 for (int j = y2 - 1; j >= y1; j--)
1135 SendLayerData(x1, j, map);
1136
1137 if (x2 - x1 > 0)
1138 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1139 }
1140
1141 /// <summary> 1138 /// <summary>
1142 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1139 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1143 /// </summary> 1140 /// </summary>
1144 /// <param name="map">heightmap</param> 1141 /// <param name="map">heightmap</param>
1145 /// <param name="px">X coordinate for patches 0..12</param> 1142 /// <param name="px">X coordinate for patches 0..12</param>
1146 /// <param name="py">Y coordinate for patches 0..15</param> 1143 /// <param name="py">Y coordinate for patches 0..15</param>
1147 // private void SendLayerPacket(float[] map, int y, int x) 1144 private void SendLayerPacket(int x, int y, float[] map)
1148 // { 1145 {
1149 // int[] patches = new int[4]; 1146 int[] patches = new int[4];
1150 // patches[0] = x + 0 + y * 16; 1147 patches[0] = x + 0 + y * 16;
1151 // patches[1] = x + 1 + y * 16; 1148 patches[1] = x + 1 + y * 16;
1152 // patches[2] = x + 2 + y * 16; 1149 patches[2] = x + 2 + y * 16;
1153 // patches[3] = x + 3 + y * 16; 1150 patches[3] = x + 3 + y * 16;
1154 1151
1155 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1152 float[] heightmap = (map.Length == 65536) ?
1156 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1153 map :
1157 // } 1154 LLHeightFieldMoronize(map);
1155
1156 try
1157 {
1158 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1159 OutPacket(layerpack, ThrottleOutPacketType.Land);
1160 }
1161 catch
1162 {
1163 for (int px = x ; px < x + 4 ; px++)
1164 SendLayerData(px, y, map);
1165 }
1166 }
1158 1167
1159 /// <summary> 1168 /// <summary>
1160 /// Sends a specified patch to a client 1169 /// Sends a specified patch to a client
@@ -1174,7 +1183,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1174 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1183 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1175 layerpack.Header.Reliable = true; 1184 layerpack.Header.Reliable = true;
1176 1185
1177 OutPacket(layerpack, ThrottleOutPacketType.Land); 1186 OutPacket(layerpack, ThrottleOutPacketType.Task);
1178 } 1187 }
1179 catch (Exception e) 1188 catch (Exception e)
1180 { 1189 {
@@ -1537,7 +1546,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1537 1546
1538 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1547 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1539 { 1548 {
1540// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1549// foreach (uint id in localIDs)
1550// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1541 1551
1542 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1552 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1543 // TODO: don't create new blocks if recycling an old packet 1553 // TODO: don't create new blocks if recycling an old packet
@@ -2298,6 +2308,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2298 OutPacket(sound, ThrottleOutPacketType.Task); 2308 OutPacket(sound, ThrottleOutPacketType.Task);
2299 } 2309 }
2300 2310
2311 public void SendTransferAbort(TransferRequestPacket transferRequest)
2312 {
2313 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2314 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2315 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2316 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2317 OutPacket(abort, ThrottleOutPacketType.Task);
2318 }
2319
2301 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2320 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2302 { 2321 {
2303 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2322 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2590,6 +2609,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2590 } 2609 }
2591 } 2610 }
2592 2611
2612 public void SendPartPhysicsProprieties(ISceneEntity entity)
2613 {
2614 SceneObjectPart part = (SceneObjectPart)entity;
2615 if (part != null && AgentId != UUID.Zero)
2616 {
2617 try
2618 {
2619 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
2620 if (eq != null)
2621 {
2622 uint localid = part.LocalId;
2623 byte physshapetype = part.PhysicsShapeType;
2624 float density = part.Density;
2625 float friction = part.Friction;
2626 float bounce = part.Bounciness;
2627 float gravmod = part.GravityModifier;
2628
2629 eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
2630 }
2631 }
2632 catch (Exception ex)
2633 {
2634 m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
2635 }
2636 part.UpdatePhysRequired = false;
2637 }
2638 }
2639
2640
2593 2641
2594 public void SendGroupNameReply(UUID groupLLUID, string GroupName) 2642 public void SendGroupNameReply(UUID groupLLUID, string GroupName)
2595 { 2643 {
@@ -2745,7 +2793,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2745 reply.Data.ParcelID = parcelID; 2793 reply.Data.ParcelID = parcelID;
2746 reply.Data.OwnerID = land.OwnerID; 2794 reply.Data.OwnerID = land.OwnerID;
2747 reply.Data.Name = Utils.StringToBytes(land.Name); 2795 reply.Data.Name = Utils.StringToBytes(land.Name);
2748 reply.Data.Desc = Utils.StringToBytes(land.Description); 2796 if (land != null && land.Description != null && land.Description != String.Empty)
2797 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2798 else
2799 reply.Data.Desc = new Byte[0];
2749 reply.Data.ActualArea = land.Area; 2800 reply.Data.ActualArea = land.Area;
2750 reply.Data.BillableArea = land.Area; // TODO: what is this? 2801 reply.Data.BillableArea = land.Area; // TODO: what is this?
2751 2802
@@ -3608,7 +3659,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3608 /// </summary> 3659 /// </summary>
3609 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3660 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3610 { 3661 {
3611 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3662 if (entity is SceneObjectPart)
3663 {
3664 SceneObjectPart e = (SceneObjectPart)entity;
3665 SceneObjectGroup g = e.ParentGroup;
3666 if (g.RootPart.Shape.State > 30) // HUD
3667 if (g.OwnerID != AgentId)
3668 return; // Don't send updates for other people's HUDs
3669 }
3670
3612 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3671 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3613 3672
3614 lock (m_entityUpdates.SyncRoot) 3673 lock (m_entityUpdates.SyncRoot)
@@ -3675,211 +3734,238 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3675 3734
3676 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3735 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3677 // condition where a kill can be processed before an out-of-date update for the same object. 3736 // condition where a kill can be processed before an out-of-date update for the same object.
3678 lock (m_killRecord) 3737 float avgTimeDilation = 1.0f;
3738 IEntityUpdate iupdate;
3739 Int32 timeinqueue; // this is just debugging code & can be dropped later
3740
3741 while (updatesThisCall < maxUpdates)
3679 { 3742 {
3680 float avgTimeDilation = 1.0f; 3743 lock (m_entityUpdates.SyncRoot)
3681 IEntityUpdate iupdate; 3744 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3682 Int32 timeinqueue; // this is just debugging code & can be dropped later 3745 break;
3683
3684 while (updatesThisCall < maxUpdates)
3685 {
3686 lock (m_entityUpdates.SyncRoot)
3687 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3688 break;
3689 3746
3690 EntityUpdate update = (EntityUpdate)iupdate; 3747 EntityUpdate update = (EntityUpdate)iupdate;
3691 3748
3692 avgTimeDilation += update.TimeDilation; 3749 avgTimeDilation += update.TimeDilation;
3693 avgTimeDilation *= 0.5f; 3750 avgTimeDilation *= 0.5f;
3694 3751
3695 if (update.Entity is SceneObjectPart) 3752 if (update.Entity is SceneObjectPart)
3753 {
3754 SceneObjectPart part = (SceneObjectPart)update.Entity;
3755
3756 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3757 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3758 // safety measure.
3759 //
3760 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3761 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3762 // updates and kills on different threads with different scheduling strategies, hence this protection.
3763 //
3764 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3765 // after the root prim has been deleted.
3766 lock (m_killRecord)
3696 { 3767 {
3697 SceneObjectPart part = (SceneObjectPart)update.Entity;
3698
3699 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3700 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3701 // safety measure.
3702 //
3703 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3704 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3705 // updates and kills on different threads with different scheduling strategies, hence this protection.
3706 //
3707 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3708 // after the root prim has been deleted.
3709 if (m_killRecord.Contains(part.LocalId)) 3768 if (m_killRecord.Contains(part.LocalId))
3710 {
3711 // m_log.WarnFormat(
3712 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3713 // part.LocalId, Name);
3714 continue; 3769 continue;
3715 } 3770 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3716 3771 continue;
3717 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3772 }
3773
3774 if (part.ParentGroup.IsDeleted)
3775 continue;
3776
3777 if (part.ParentGroup.IsAttachment)
3778 { // Someone else's HUD, why are we getting these?
3779 if (part.ParentGroup.OwnerID != AgentId &&
3780 part.ParentGroup.RootPart.Shape.State >= 30)
3781 continue;
3782 ScenePresence sp;
3783 // Owner is not in the sim, don't update it to
3784 // anyone
3785 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3786 continue;
3787
3788 List<SceneObjectGroup> atts = sp.GetAttachments();
3789 bool found = false;
3790 foreach (SceneObjectGroup att in atts)
3718 { 3791 {
3719 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3792 if (att == part.ParentGroup)
3720 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3721 { 3793 {
3722 part.Shape.LightEntry = false; 3794 found = true;
3795 break;
3723 } 3796 }
3724 } 3797 }
3798
3799 // It's an attachment of a valid avatar, but
3800 // doesn't seem to be attached, skip
3801 if (!found)
3802 continue;
3803
3804 // On vehicle crossing, the attachments are received
3805 // while the avatar is still a child. Don't send
3806 // updates here because the LocalId has not yet
3807 // been updated and the viewer will derender the
3808 // attachments until the avatar becomes root.
3809 if (sp.IsChildAgent)
3810 continue;
3725 } 3811 }
3726 3812 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3727 ++updatesThisCall;
3728
3729 #region UpdateFlags to packet type conversion
3730
3731 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3732
3733 bool canUseCompressed = true;
3734 bool canUseImproved = true;
3735
3736 // Compressed object updates only make sense for LL primitives
3737 if (!(update.Entity is SceneObjectPart))
3738 {
3739 canUseCompressed = false;
3740 }
3741
3742 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3743 {
3744 canUseCompressed = false;
3745 canUseImproved = false;
3746 }
3747 else
3748 { 3813 {
3749 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3814 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3750 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3815 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3751 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3752 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3753 {
3754 canUseCompressed = false;
3755 }
3756
3757 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3758 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3759 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3760 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3761 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3762 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3763 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3769 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3770 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3771 { 3816 {
3772 canUseImproved = false; 3817 part.Shape.LightEntry = false;
3773 } 3818 }
3774 } 3819 }
3775 3820 }
3776 #endregion UpdateFlags to packet type conversion 3821
3777 3822 ++updatesThisCall;
3778 #region Block Construction 3823
3779 3824 #region UpdateFlags to packet type conversion
3780 // TODO: Remove this once we can build compressed updates 3825
3826 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3827
3828 bool canUseCompressed = true;
3829 bool canUseImproved = true;
3830
3831 // Compressed object updates only make sense for LL primitives
3832 if (!(update.Entity is SceneObjectPart))
3833 {
3781 canUseCompressed = false; 3834 canUseCompressed = false;
3782 3835 }
3783 if (!canUseImproved && !canUseCompressed) 3836
3784 { 3837 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3785 if (update.Entity is ScenePresence) 3838 {
3786 { 3839 canUseCompressed = false;
3787 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3840 canUseImproved = false;
3788 objectUpdates.Value.Add(update); 3841 }
3789 } 3842 else
3790 else 3843 {
3791 { 3844 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3792 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3845 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3793 objectUpdates.Value.Add(update); 3846 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3794 } 3847 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3795 }
3796 else if (!canUseImproved)
3797 { 3848 {
3798 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3849 canUseCompressed = false;
3799 compressedUpdates.Value.Add(update);
3800 } 3850 }
3801 else 3851
3852 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3853 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3854 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3855 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3856 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3857 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3858 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3859 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3860 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3861 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3862 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3863 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3864 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3865 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3802 { 3866 {
3803 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3867 canUseImproved = false;
3804 {
3805 // Self updates go into a special list
3806 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3807 terseAgentUpdates.Value.Add(update);
3808 }
3809 else
3810 {
3811 // Everything else goes here
3812 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3813 terseUpdates.Value.Add(update);
3814 }
3815 } 3868 }
3816
3817 #endregion Block Construction
3818 } 3869 }
3819
3820
3821 #region Packet Sending
3822 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3823 3870
3824 if (terseAgentUpdateBlocks.IsValueCreated) 3871 #endregion UpdateFlags to packet type conversion
3825 {
3826 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3827 3872
3828 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3873 #region Block Construction
3829 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3830 packet.RegionData.TimeDilation = timeDilation;
3831 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3832 3874
3833 for (int i = 0; i < blocks.Count; i++) 3875 // TODO: Remove this once we can build compressed updates
3834 packet.ObjectData[i] = blocks[i]; 3876 canUseCompressed = false;
3835 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3836 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3837 }
3838 3877
3839 if (objectUpdateBlocks.IsValueCreated) 3878 if (!canUseImproved && !canUseCompressed)
3840 { 3879 {
3841 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3880 if (update.Entity is ScenePresence)
3842 3881 {
3843 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3882 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3844 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3883 }
3845 packet.RegionData.TimeDilation = timeDilation; 3884 else
3846 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3885 {
3847 3886 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3848 for (int i = 0; i < blocks.Count; i++) 3887 }
3849 packet.ObjectData[i] = blocks[i];
3850 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3851 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3852 } 3888 }
3853 3889 else if (!canUseImproved)
3854 if (compressedUpdateBlocks.IsValueCreated)
3855 { 3890 {
3856 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3891 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3857
3858 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3859 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3860 packet.RegionData.TimeDilation = timeDilation;
3861 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3862
3863 for (int i = 0; i < blocks.Count; i++)
3864 packet.ObjectData[i] = blocks[i];
3865 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3866 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3867 } 3892 }
3868 3893 else
3869 if (terseUpdateBlocks.IsValueCreated)
3870 { 3894 {
3871 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3895 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3872 3896 // Self updates go into a special list
3873 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3897 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3874 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3898 else
3875 packet.RegionData.TimeDilation = timeDilation; 3899 // Everything else goes here
3876 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3900 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3877
3878 for (int i = 0; i < blocks.Count; i++)
3879 packet.ObjectData[i] = blocks[i];
3880 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3881 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3882 } 3901 }
3902
3903 #endregion Block Construction
3904 }
3905
3906 #region Packet Sending
3907
3908 const float TIME_DILATION = 1.0f;
3909 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3910
3911 if (terseAgentUpdateBlocks.IsValueCreated)
3912 {
3913 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3914
3915 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3916 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3917 packet.RegionData.TimeDilation = timeDilation;
3918 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3919
3920 for (int i = 0; i < blocks.Count; i++)
3921 packet.ObjectData[i] = blocks[i];
3922
3923 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3924 }
3925
3926 if (objectUpdateBlocks.IsValueCreated)
3927 {
3928 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3929
3930 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3931 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3932 packet.RegionData.TimeDilation = timeDilation;
3933 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3934
3935 for (int i = 0; i < blocks.Count; i++)
3936 packet.ObjectData[i] = blocks[i];
3937
3938 OutPacket(packet, ThrottleOutPacketType.Task, true);
3939 }
3940
3941 if (compressedUpdateBlocks.IsValueCreated)
3942 {
3943 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3944
3945 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3946 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3947 packet.RegionData.TimeDilation = timeDilation;
3948 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3949
3950 for (int i = 0; i < blocks.Count; i++)
3951 packet.ObjectData[i] = blocks[i];
3952
3953 OutPacket(packet, ThrottleOutPacketType.Task, true);
3954 }
3955
3956 if (terseUpdateBlocks.IsValueCreated)
3957 {
3958 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3959
3960 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3961 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3962 packet.RegionData.TimeDilation = timeDilation;
3963 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3964
3965 for (int i = 0; i < blocks.Count; i++)
3966 packet.ObjectData[i] = blocks[i];
3967
3968 OutPacket(packet, ThrottleOutPacketType.Task, true);
3883 } 3969 }
3884 3970
3885 #endregion Packet Sending 3971 #endregion Packet Sending
@@ -4172,11 +4258,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4172 4258
4173 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4259 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4174 // of the object rather than the properties when the packet was created 4260 // of the object rather than the properties when the packet was created
4175 OutPacket(packet, ThrottleOutPacketType.Task, true, 4261 // HACK : Remove intelligent resending until it's fixed in core
4176 delegate(OutgoingPacket oPacket) 4262 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4177 { 4263 // delegate(OutgoingPacket oPacket)
4178 ResendPropertyUpdates(updates, oPacket); 4264 // {
4179 }); 4265 // ResendPropertyUpdates(updates, oPacket);
4266 // });
4267 OutPacket(packet, ThrottleOutPacketType.Task, true);
4180 4268
4181 // pbcnt += blocks.Count; 4269 // pbcnt += blocks.Count;
4182 // ppcnt++; 4270 // ppcnt++;
@@ -4202,11 +4290,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4202 // of the object rather than the properties when the packet was created 4290 // of the object rather than the properties when the packet was created
4203 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4291 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4204 updates.Add(familyUpdates.Value[i]); 4292 updates.Add(familyUpdates.Value[i]);
4205 OutPacket(packet, ThrottleOutPacketType.Task, true, 4293 // HACK : Remove intelligent resending until it's fixed in core
4206 delegate(OutgoingPacket oPacket) 4294 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4207 { 4295 // delegate(OutgoingPacket oPacket)
4208 ResendPropertyUpdates(updates, oPacket); 4296 // {
4209 }); 4297 // ResendPropertyUpdates(updates, oPacket);
4298 // });
4299 OutPacket(packet, ThrottleOutPacketType.Task, true);
4210 4300
4211 // fpcnt++; 4301 // fpcnt++;
4212 // fbcnt++; 4302 // fbcnt++;
@@ -4355,37 +4445,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4355 if (bl[i].BannedUserID == UUID.Zero) 4445 if (bl[i].BannedUserID == UUID.Zero)
4356 continue; 4446 continue;
4357 BannedUsers.Add(bl[i].BannedUserID); 4447 BannedUsers.Add(bl[i].BannedUserID);
4358 }
4359 4448
4360 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4449 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4361 packet.AgentData.TransactionID = UUID.Random(); 4450 {
4362 packet.AgentData.AgentID = AgentId; 4451 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4363 packet.AgentData.SessionID = SessionId; 4452 packet.AgentData.TransactionID = UUID.Random();
4364 packet.MethodData.Invoice = invoice; 4453 packet.AgentData.AgentID = AgentId;
4365 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4454 packet.AgentData.SessionID = SessionId;
4455 packet.MethodData.Invoice = invoice;
4456 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4366 4457
4367 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4458 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4368 4459
4369 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4460 int j;
4370 { 4461 for (j = 0; j < (6 + BannedUsers.Count); j++)
4371 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4462 {
4372 } 4463 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4373 int j = 0; 4464 }
4465 j = 0;
4374 4466
4375 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4467 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4376 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4468 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4377 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4469 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4378 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4470 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4379 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4471 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4380 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4472 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4381 4473
4382 foreach (UUID banned in BannedUsers) 4474 foreach (UUID banned in BannedUsers)
4383 { 4475 {
4384 returnblock[j].Parameter = banned.GetBytes(); j++; 4476 returnblock[j].Parameter = banned.GetBytes(); j++;
4477 }
4478 packet.ParamList = returnblock;
4479 packet.Header.Reliable = true;
4480 OutPacket(packet, ThrottleOutPacketType.Task);
4481
4482 BannedUsers.Clear();
4483 }
4385 } 4484 }
4386 packet.ParamList = returnblock; 4485
4387 packet.Header.Reliable = false;
4388 OutPacket(packet, ThrottleOutPacketType.Task);
4389 } 4486 }
4390 4487
4391 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4488 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4571,7 +4668,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4571 4668
4572 if (landData.SimwideArea > 0) 4669 if (landData.SimwideArea > 0)
4573 { 4670 {
4574 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4671 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4672 // Never report more than sim total capacity
4673 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4674 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4575 updateMessage.SimWideMaxPrims = simulatorCapacity; 4675 updateMessage.SimWideMaxPrims = simulatorCapacity;
4576 } 4676 }
4577 else 4677 else
@@ -4700,14 +4800,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4700 4800
4701 if (notifyCount > 0) 4801 if (notifyCount > 0)
4702 { 4802 {
4703 if (notifyCount > 32) 4803// if (notifyCount > 32)
4704 { 4804// {
4705 m_log.InfoFormat( 4805// m_log.InfoFormat(
4706 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4806// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4707 + " - a developer might want to investigate whether this is a hard limit", 32); 4807// + " - a developer might want to investigate whether this is a hard limit", 32);
4708 4808//
4709 notifyCount = 32; 4809// notifyCount = 32;
4710 } 4810// }
4711 4811
4712 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4812 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4713 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4813 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4762,9 +4862,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4762 { 4862 {
4763 ScenePresence presence = (ScenePresence)entity; 4863 ScenePresence presence = (ScenePresence)entity;
4764 4864
4865 position = presence.OffsetPosition;
4866 rotation = presence.Rotation;
4867
4868 if (presence.ParentID != 0)
4869 {
4870 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4871 if (part != null && part != part.ParentGroup.RootPart)
4872 {
4873 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4874 rotation = part.RotationOffset * presence.Rotation;
4875 }
4876 }
4877
4765 attachPoint = 0; 4878 attachPoint = 0;
4766 collisionPlane = presence.CollisionPlane; 4879 collisionPlane = presence.CollisionPlane;
4767 position = presence.OffsetPosition;
4768 velocity = presence.Velocity; 4880 velocity = presence.Velocity;
4769 acceleration = Vector3.Zero; 4881 acceleration = Vector3.Zero;
4770 4882
@@ -4774,7 +4886,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4774// acceleration = new Vector3(1, 0, 0); 4886// acceleration = new Vector3(1, 0, 0);
4775 4887
4776 angularVelocity = Vector3.Zero; 4888 angularVelocity = Vector3.Zero;
4777 rotation = presence.Rotation;
4778 4889
4779 if (sendTexture) 4890 if (sendTexture)
4780 textureEntry = presence.Appearance.Texture.GetBytes(); 4891 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4879,13 +4990,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4879 4990
4880 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 4991 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4881 { 4992 {
4993 Vector3 offsetPosition = data.OffsetPosition;
4994 Quaternion rotation = data.Rotation;
4995 uint parentID = data.ParentID;
4996
4997 if (parentID != 0)
4998 {
4999 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
5000 if (part != null && part != part.ParentGroup.RootPart)
5001 {
5002 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
5003 rotation = part.RotationOffset * data.Rotation;
5004 parentID = part.ParentGroup.RootPart.LocalId;
5005 }
5006 }
5007
4882 byte[] objectData = new byte[76]; 5008 byte[] objectData = new byte[76];
4883 5009
4884 data.CollisionPlane.ToBytes(objectData, 0); 5010 data.CollisionPlane.ToBytes(objectData, 0);
4885 data.OffsetPosition.ToBytes(objectData, 16); 5011 offsetPosition.ToBytes(objectData, 16);
4886// data.Velocity.ToBytes(objectData, 28); 5012// data.Velocity.ToBytes(objectData, 28);
4887// data.Acceleration.ToBytes(objectData, 40); 5013// data.Acceleration.ToBytes(objectData, 40);
4888 data.Rotation.ToBytes(objectData, 52); 5014 rotation.ToBytes(objectData, 52);
4889 //data.AngularVelocity.ToBytes(objectData, 64); 5015 //data.AngularVelocity.ToBytes(objectData, 64);
4890 5016
4891 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5017 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4899,7 +5025,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4899 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 5025 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4900 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5026 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4901 update.ObjectData = objectData; 5027 update.ObjectData = objectData;
4902 update.ParentID = data.ParentID; 5028 update.ParentID = parentID;
4903 update.PathCurve = 16; 5029 update.PathCurve = 16;
4904 update.PathScaleX = 100; 5030 update.PathScaleX = 100;
4905 update.PathScaleY = 100; 5031 update.PathScaleY = 100;
@@ -5240,6 +5366,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5240 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5366 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5241 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5367 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5242 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5368 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5369 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5243 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5370 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5244 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5371 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5245 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5372 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5306,6 +5433,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5306 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5433 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5307 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5434 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5308 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5435 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5436 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5309 5437
5310 AddGenericPacketHandler("autopilot", HandleAutopilot); 5438 AddGenericPacketHandler("autopilot", HandleAutopilot);
5311 } 5439 }
@@ -5341,6 +5469,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5341 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5469 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5342 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5470 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5343 (x.ControlFlags != lastarg.ControlFlags) || 5471 (x.ControlFlags != lastarg.ControlFlags) ||
5472 (x.ControlFlags != 0) ||
5344 (x.Far != lastarg.Far) || 5473 (x.Far != lastarg.Far) ||
5345 (x.Flags != lastarg.Flags) || 5474 (x.Flags != lastarg.Flags) ||
5346 (x.State != lastarg.State) || 5475 (x.State != lastarg.State) ||
@@ -5718,7 +5847,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5718 args.Channel = ch; 5847 args.Channel = ch;
5719 args.From = String.Empty; 5848 args.From = String.Empty;
5720 args.Message = Utils.BytesToString(msg); 5849 args.Message = Utils.BytesToString(msg);
5721 args.Type = ChatTypeEnum.Shout; 5850 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5722 args.Position = new Vector3(); 5851 args.Position = new Vector3();
5723 args.Scene = Scene; 5852 args.Scene = Scene;
5724 args.Sender = this; 5853 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 }
@@ -11317,209 +11533,149 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11317 } 11533 }
11318 else 11534 else
11319 { 11535 {
11320// m_log.DebugFormat( 11536 ClientChangeObject updatehandler = onClientChangeObject;
11321// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11322// i, block.Type, part.Name, part.LocalId);
11323 11537
11324// // Do this once since fetch parts creates a new array. 11538 if (updatehandler != null)
11325// SceneObjectPart[] parts = part.ParentGroup.Parts; 11539 {
11326// for (int j = 0; j < parts.Length; j++) 11540 ObjectChangeData udata = new ObjectChangeData();
11327// {
11328// part.StoreUndoState();
11329// parts[j].IgnoreUndoUpdate = true;
11330// }
11331 11541
11332 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11542 /*ubit from ll JIRA:
11543 * 0x01 position
11544 * 0x02 rotation
11545 * 0x04 scale
11546
11547 * 0x08 LINK_SET
11548 * 0x10 UNIFORM for scale
11549 */
11333 11550
11334 switch (block.Type) 11551 // translate to internal changes
11335 { 11552 // not all cases .. just the ones older code did
11336 case 1:
11337 Vector3 pos1 = new Vector3(block.Data, 0);
11338 11553
11339 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11554 switch (block.Type)
11340 if (handlerUpdatePrimSinglePosition != null) 11555 {
11341 { 11556 case 1: //change position sp
11342 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11557 udata.position = new Vector3(block.Data, 0);
11343 handlerUpdatePrimSinglePosition(localId, pos1, this);
11344 }
11345 break;
11346 11558
11347 case 2: 11559 udata.change = ObjectChangeType.primP;
11348 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11560 updatehandler(localId, udata, this);
11561 break;
11349 11562
11350 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11563 case 2: // rotation sp
11351 if (handlerUpdatePrimSingleRotation != null) 11564 udata.rotation = new Quaternion(block.Data, 0, true);
11352 {
11353 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
11354 handlerUpdatePrimSingleRotation(localId, rot1, this);
11355 }
11356 break;
11357 11565
11358 case 3: 11566 udata.change = ObjectChangeType.primR;
11359 Vector3 rotPos = new Vector3(block.Data, 0); 11567 updatehandler(localId, udata, this);
11360 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11568 break;
11361 11569
11362 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11570 case 3: // position plus rotation
11363 if (handlerUpdatePrimSingleRotationPosition != null) 11571 udata.position = new Vector3(block.Data, 0);
11364 { 11572 udata.rotation = new Quaternion(block.Data, 12, true);
11365 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
11366 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
11367 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
11368 }
11369 break;
11370 11573
11371 case 4: 11574 udata.change = ObjectChangeType.primPR;
11372 case 20: 11575 updatehandler(localId, udata, this);
11373 Vector3 scale4 = new Vector3(block.Data, 0); 11576 break;
11374 11577
11375 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11578 case 4: // scale sp
11376 if (handlerUpdatePrimScale != null) 11579 udata.scale = new Vector3(block.Data, 0);
11377 { 11580 udata.change = ObjectChangeType.primS;
11378 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
11379 handlerUpdatePrimScale(localId, scale4, this);
11380 }
11381 break;
11382 11581
11383 case 5: 11582 updatehandler(localId, udata, this);
11384 Vector3 scale1 = new Vector3(block.Data, 12); 11583 break;
11385 Vector3 pos11 = new Vector3(block.Data, 0);
11386 11584
11387 handlerUpdatePrimScale = OnUpdatePrimScale; 11585 case 0x14: // uniform scale sp
11388 if (handlerUpdatePrimScale != null) 11586 udata.scale = new Vector3(block.Data, 0);
11389 {
11390 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11391 handlerUpdatePrimScale(localId, scale1, this);
11392 11587
11393 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11588 udata.change = ObjectChangeType.primUS;
11394 if (handlerUpdatePrimSinglePosition != null) 11589 updatehandler(localId, udata, this);
11395 { 11590 break;
11396 handlerUpdatePrimSinglePosition(localId, pos11, this);
11397 }
11398 }
11399 break;
11400 11591
11401 case 9: 11592 case 5: // scale and position sp
11402 Vector3 pos2 = new Vector3(block.Data, 0); 11593 udata.position = new Vector3(block.Data, 0);
11594 udata.scale = new Vector3(block.Data, 12);
11403 11595
11404 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11596 udata.change = ObjectChangeType.primPS;
11597 updatehandler(localId, udata, this);
11598 break;
11405 11599
11406 if (handlerUpdateVector != null) 11600 case 0x15: //uniform scale and position
11407 { 11601 udata.position = new Vector3(block.Data, 0);
11408 handlerUpdateVector(localId, pos2, this); 11602 udata.scale = new Vector3(block.Data, 12);
11409 }
11410 break;
11411 11603
11412 case 10: 11604 udata.change = ObjectChangeType.primPUS;
11413 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11605 updatehandler(localId, udata, this);
11606 break;
11414 11607
11415 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11608 // now group related (bit 4)
11416 if (handlerUpdatePrimRotation != null) 11609 case 9: //( 8 + 1 )group position
11417 { 11610 udata.position = new Vector3(block.Data, 0);
11418 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11419 handlerUpdatePrimRotation(localId, rot3, this);
11420 }
11421 break;
11422 11611
11423 case 11: 11612 udata.change = ObjectChangeType.groupP;
11424 Vector3 pos3 = new Vector3(block.Data, 0); 11613 updatehandler(localId, udata, this);
11425 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11614 break;
11426 11615
11427 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11616 case 0x0A: // (8 + 2) group rotation
11428 if (handlerUpdatePrimGroupRotation != null) 11617 udata.rotation = new Quaternion(block.Data, 0, true);
11429 {
11430 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11431 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11432 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
11433 }
11434 break;
11435 case 12:
11436 case 28:
11437 Vector3 scale7 = new Vector3(block.Data, 0);
11438 11618
11439 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11619 udata.change = ObjectChangeType.groupR;
11440 if (handlerUpdatePrimGroupScale != null) 11620 updatehandler(localId, udata, this);
11441 { 11621 break;
11442 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11443 handlerUpdatePrimGroupScale(localId, scale7, this);
11444 }
11445 break;
11446 11622
11447 case 13: 11623 case 0x0B: //( 8 + 2 + 1) group rotation and position
11448 Vector3 scale2 = new Vector3(block.Data, 12); 11624 udata.position = new Vector3(block.Data, 0);
11449 Vector3 pos4 = new Vector3(block.Data, 0); 11625 udata.rotation = new Quaternion(block.Data, 12, true);
11450 11626
11451 handlerUpdatePrimScale = OnUpdatePrimScale; 11627 udata.change = ObjectChangeType.groupPR;
11452 if (handlerUpdatePrimScale != null) 11628 updatehandler(localId, udata, this);
11453 { 11629 break;
11454 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11455 handlerUpdatePrimScale(localId, scale2, this);
11456 11630
11457 // Change the position based on scale (for bug number 246) 11631 case 0x0C: // (8 + 4) group scale
11458 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11632 // only afects root prim and only sent by viewer editor object tab scaling
11459 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11633 // mouse edition only allows uniform scaling
11460 if (handlerUpdatePrimSinglePosition != null) 11634 // SL MAY CHANGE THIS in viewers
11461 {
11462 handlerUpdatePrimSinglePosition(localId, pos4, this);
11463 }
11464 }
11465 break;
11466 11635
11467 case 29: 11636 udata.scale = new Vector3(block.Data, 0);
11468 Vector3 scale5 = new Vector3(block.Data, 12);
11469 Vector3 pos5 = new Vector3(block.Data, 0);
11470 11637
11471 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11638 // udata.change = ObjectChangeType.groupS;
11472 if (handlerUpdatePrimGroupScale != null) 11639 udata.change = ObjectChangeType.primS; // to conform to current SL
11473 { 11640 updatehandler(localId, udata, this);
11474 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11475 part.StoreUndoState(true);
11476 part.IgnoreUndoUpdate = true;
11477 handlerUpdatePrimGroupScale(localId, scale5, this);
11478 handlerUpdateVector = OnUpdatePrimGroupPosition;
11479 11641
11480 if (handlerUpdateVector != null) 11642 break;
11481 {
11482 handlerUpdateVector(localId, pos5, this);
11483 }
11484 11643
11485 part.IgnoreUndoUpdate = false; 11644 case 0x0D: //(8 + 4 + 1) group scale and position
11486 } 11645 // exception as above
11487 11646
11488 break; 11647 udata.position = new Vector3(block.Data, 0);
11648 udata.scale = new Vector3(block.Data, 12);
11489 11649
11490 case 21: 11650 // udata.change = ObjectChangeType.groupPS;
11491 Vector3 scale6 = new Vector3(block.Data, 12); 11651 udata.change = ObjectChangeType.primPS; // to conform to current SL
11492 Vector3 pos6 = new Vector3(block.Data, 0); 11652 updatehandler(localId, udata, this);
11653 break;
11493 11654
11494 handlerUpdatePrimScale = OnUpdatePrimScale; 11655 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11495 if (handlerUpdatePrimScale != null) 11656 udata.scale = new Vector3(block.Data, 0);
11496 {
11497 part.StoreUndoState(false);
11498 part.IgnoreUndoUpdate = true;
11499 11657
11500 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11658 udata.change = ObjectChangeType.groupUS;
11501 handlerUpdatePrimScale(localId, scale6, this); 11659 updatehandler(localId, udata, this);
11502 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11660 break;
11503 if (handlerUpdatePrimSinglePosition != null)
11504 {
11505 handlerUpdatePrimSinglePosition(localId, pos6, this);
11506 }
11507 11661
11508 part.IgnoreUndoUpdate = false; 11662 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11509 } 11663 udata.position = new Vector3(block.Data, 0);
11510 break; 11664 udata.scale = new Vector3(block.Data, 12);
11511 11665
11512 default: 11666 udata.change = ObjectChangeType.groupPUS;
11513 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); 11667 updatehandler(localId, udata, this);
11514 break; 11668 break;
11669
11670 default:
11671 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
11672 break;
11673 }
11515 } 11674 }
11516 11675
11517// for (int j = 0; j < parts.Length; j++)
11518// parts[j].IgnoreUndoUpdate = false;
11519 } 11676 }
11520 } 11677 }
11521 } 11678 }
11522
11523 return true; 11679 return true;
11524 } 11680 }
11525 11681
@@ -11975,7 +12131,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11975 12131
11976// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12132// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11977 12133
12134
12135 //Note, the bool returned from the below function is useless since it is always false.
11978 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12136 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12137
11979 } 12138 }
11980 12139
11981 /// <summary> 12140 /// <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 7086e6c..c5cec59 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 {
@@ -264,6 +310,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
264 } 310 }
265 311
266 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 312 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
313 {
314 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
315 }
316
317 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
267 { 318 {
268 if (!Enabled) 319 if (!Enabled)
269 return null; 320 return null;
@@ -302,7 +353,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
302 return null; 353 return null;
303 } 354 }
304 355
305 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 356 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
306 357
307 if (att == null) 358 if (att == null)
308 DetachSingleAttachmentToInv(sp, itemID); 359 DetachSingleAttachmentToInv(sp, itemID);
@@ -366,7 +417,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
366 so.AttachedAvatar = UUID.Zero; 417 so.AttachedAvatar = UUID.Zero;
367 rootPart.SetParentLocalId(0); 418 rootPart.SetParentLocalId(0);
368 so.ClearPartAttachmentData(); 419 so.ClearPartAttachmentData();
369 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 420 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
370 so.HasGroupChanged = true; 421 so.HasGroupChanged = true;
371 rootPart.Rezzed = DateTime.Now; 422 rootPart.Rezzed = DateTime.Now;
372 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 423 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -582,11 +633,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
582 633
583 Vector3 inventoryStoredPosition = new Vector3 634 Vector3 inventoryStoredPosition = new Vector3
584 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 635 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
585 ? Constants.RegionSize - 6 636 ? (float)Constants.RegionSize - 6
586 : grp.AbsolutePosition.X) 637 : grp.AbsolutePosition.X)
587 , 638 ,
588 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 639 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
589 ? Constants.RegionSize - 6 640 ? (float)Constants.RegionSize - 6
590 : grp.AbsolutePosition.Y, 641 : grp.AbsolutePosition.Y,
591 grp.AbsolutePosition.Z); 642 grp.AbsolutePosition.Z);
592 643
@@ -704,8 +755,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
704 } 755 }
705 } 756 }
706 757
707 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 758 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
708 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 759 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
709 { 760 {
710 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 761 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
711 if (invAccess != null) 762 if (invAccess != null)
@@ -713,7 +764,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
713 lock (sp.AttachmentsSyncLock) 764 lock (sp.AttachmentsSyncLock)
714 { 765 {
715 SceneObjectGroup objatt; 766 SceneObjectGroup objatt;
716 767
717 if (itemID != UUID.Zero) 768 if (itemID != UUID.Zero)
718 objatt = invAccess.RezObject(sp.ControllingClient, 769 objatt = invAccess.RezObject(sp.ControllingClient,
719 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 770 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -722,11 +773,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
722 objatt = invAccess.RezObject(sp.ControllingClient, 773 objatt = invAccess.RezObject(sp.ControllingClient,
723 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 774 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
724 false, false, sp.UUID, true); 775 false, false, sp.UUID, true);
725 776
726 // m_log.DebugFormat( 777 // m_log.DebugFormat(
727 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 778 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
728 // objatt.Name, remoteClient.Name, AttachmentPt); 779 // objatt.Name, remoteClient.Name, AttachmentPt);
729 780
730 if (objatt != null) 781 if (objatt != null)
731 { 782 {
732 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 783 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -734,7 +785,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
734 bool tainted = false; 785 bool tainted = false;
735 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 786 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
736 tainted = true; 787 tainted = true;
737 788
738 // This will throw if the attachment fails 789 // This will throw if the attachment fails
739 try 790 try
740 { 791 {
@@ -745,21 +796,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
745 m_log.ErrorFormat( 796 m_log.ErrorFormat(
746 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 797 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
747 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 798 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
748 799
749 // Make sure the object doesn't stick around and bail 800 // Make sure the object doesn't stick around and bail
750 sp.RemoveAttachment(objatt); 801 sp.RemoveAttachment(objatt);
751 m_scene.DeleteSceneObject(objatt, false); 802 m_scene.DeleteSceneObject(objatt, false);
752 return null; 803 return null;
753 } 804 }
754 805
755 if (tainted) 806 if (tainted)
756 objatt.HasGroupChanged = true; 807 objatt.HasGroupChanged = true;
808
809 if (doc != null)
810 {
811 objatt.LoadScriptState(doc);
812 objatt.ResetOwnerChangeFlag();
813 }
757 814
758 // Fire after attach, so we don't get messy perms dialogs 815 // Fire after attach, so we don't get messy perms dialogs
759 // 4 == AttachedRez 816 // 4 == AttachedRez
760 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 817 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
761 objatt.ResumeScripts(); 818 objatt.ResumeScripts();
762 819
763 // Do this last so that event listeners have access to all the effects of the attachment 820 // Do this last so that event listeners have access to all the effects of the attachment
764 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 821 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
765 822
@@ -773,7 +830,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
773 } 830 }
774 } 831 }
775 } 832 }
776 833
777 return null; 834 return null;
778 } 835 }
779 836
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index b0cee03..2bebd30 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -551,12 +551,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
551 /// <param name="client"></param> 551 /// <param name="client"></param>
552 private void Client_OnRequestWearables(IClientAPI client) 552 private void Client_OnRequestWearables(IClientAPI client)
553 { 553 {
554 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 554 Util.FireAndForget(delegate(object x)
555 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 555 {
556 if (sp != null) 556 Thread.Sleep(4000);
557 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 557
558 else 558 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
559 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 559 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
560 if (sp != null)
561 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
562 else
563 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
564 });
560 } 565 }
561 566
562 /// <summary> 567 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 10b4c37..4d8fb90 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel >= 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -233,8 +247,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
233 s.ForEachRootScenePresence( 247 s.ForEachRootScenePresence(
234 delegate(ScenePresence presence) 248 delegate(ScenePresence presence)
235 { 249 {
236 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType)) 250 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
237 receiverIDs.Add(presence.UUID); 251 if (Presencecheck != null)
252 {
253 // This will pass all chat from objects. Not
254 // perfect, but it will do. For now. Better
255 // than the prior behavior of muting all
256 // objects on a parcel with access restrictions
257 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
258 {
259 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
260 receiverIDs.Add(presence.UUID);
261 }
262 }
263
238 } 264 }
239 ); 265 );
240 } 266 }
@@ -278,26 +304,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
278 } 304 }
279 305
280 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 306 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
281
282 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 307 HashSet<UUID> receiverIDs = new HashSet<UUID>();
283 308
284 ((Scene)c.Scene).ForEachRootClient( 309 if (c.Scene != null)
285 delegate(IClientAPI client) 310 {
286 { 311 ((Scene)c.Scene).ForEachRootClient
287 // don't forward SayOwner chat from objects to 312 (
288 // non-owner agents 313 delegate(IClientAPI client)
289 if ((c.Type == ChatTypeEnum.Owner) && 314 {
290 (null != c.SenderObject) && 315 // don't forward SayOwner chat from objects to
291 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 316 // non-owner agents
292 return; 317 if ((c.Type == ChatTypeEnum.Owner) &&
293 318 (null != c.SenderObject) &&
294 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 319 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
295 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 320 return;
296 receiverIDs.Add(client.AgentId); 321
297 }); 322 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
298 323 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
299 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 324 receiverIDs.Add(client.AgentId);
300 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 325 }
326 );
327 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
328 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
329 }
301 } 330 }
302 331
303 /// <summary> 332 /// <summary>
@@ -340,5 +369,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
340 369
341 return true; 370 return true;
342 } 371 }
372
373 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
374 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
375 {
376 System.Threading.Timer Timer;
377 if (flags == 0)
378 {
379 FreezeCache.Add(target.ToString());
380 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
381 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
382 Timers.Add(target, Timer);
383 }
384 else
385 {
386 FreezeCache.Remove(target.ToString());
387 Timers.TryGetValue(target, out Timer);
388 Timers.Remove(target);
389 Timer.Dispose();
390 }
391 }
392
393 private void OnEndParcelFrozen(object avatar)
394 {
395 UUID target = (UUID)avatar;
396 FreezeCache.Remove(target.ToString());
397 System.Threading.Timer Timer;
398 Timers.TryGetValue(target, out Timer);
399 Timers.Remove(target);
400 Timer.Dispose();
401 }
343 } 402 }
344} 403}
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/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index c266fe5..5d94ff7 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -328,7 +328,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
328 //m_log.DebugFormat("[XXX]: OnClientLogin!"); 328 //m_log.DebugFormat("[XXX]: OnClientLogin!");
329 // Inform the friends that this user is online 329 // Inform the friends that this user is online
330 StatusChange(agentID, true); 330 StatusChange(agentID, true);
331 331
332 // Register that we need to send the list of online friends to this user 332 // Register that we need to send the list of online friends to this user
333 lock (m_NeedsListOfOnlineFriends) 333 lock (m_NeedsListOfOnlineFriends)
334 m_NeedsListOfOnlineFriends.Add(agentID); 334 m_NeedsListOfOnlineFriends.Add(agentID);
@@ -603,6 +603,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
603 { 603 {
604 StoreFriendships(client.AgentId, friendID); 604 StoreFriendships(client.AgentId, friendID);
605 605
606 ICallingCardModule ccm = client.Scene.RequestModuleInterface<ICallingCardModule>();
607 if (ccm != null)
608 {
609 ccm.CreateCallingCard(client.AgentId, friendID, UUID.Zero);
610 }
611
606 // Update the local cache 612 // Update the local cache
607 RecacheFriends(client); 613 RecacheFriends(client);
608 614
@@ -779,6 +785,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
779 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero); 785 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
780 friendClient.SendInstantMessage(im); 786 friendClient.SendInstantMessage(im);
781 787
788 ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface<ICallingCardModule>();
789 if (ccm != null)
790 {
791 ccm.CreateCallingCard(friendID, userID, UUID.Zero);
792 }
793
794
782 // Update the local cache 795 // Update the local cache
783 RecacheFriends(friendClient); 796 RecacheFriends(friendClient);
784 797
@@ -801,7 +814,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
801 // we're done 814 // we're done
802 return true; 815 return true;
803 } 816 }
804 817
805 return false; 818 return false;
806 } 819 }
807 820
@@ -853,7 +866,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
853 866
854 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online) 867 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online)
855 { 868 {
856// m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online); 869 //m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
857 IClientAPI friendClient = LocateClientObject(friendID); 870 IClientAPI friendClient = LocateClientObject(friendID);
858 if (friendClient != null) 871 if (friendClient != null)
859 { 872 {
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/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index a26c73a..8560c73 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -178,9 +178,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself, 178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself,
179 Dictionary<string, object> options, IUserAccountService userAccountService) 179 Dictionary<string, object> options, IUserAccountService userAccountService)
180 { 180 {
181 if (options.ContainsKey("verbose"))
182 m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving folder {0}", inventoryFolder.Name);
183
184 if (saveThisFolderItself) 181 if (saveThisFolderItself)
185 { 182 {
186 path += CreateArchiveFolderName(inventoryFolder); 183 path += CreateArchiveFolderName(inventoryFolder);
@@ -450,4 +447,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
450 return s; 447 return s;
451 } 448 }
452 } 449 }
453} \ No newline at end of file 450}
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 d295384..dcfdf8f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -155,16 +155,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
155 scene.RegionInfo.RegionHandle, 155 scene.RegionInfo.RegionHandle,
156 (uint)presence.AbsolutePosition.X, 156 (uint)presence.AbsolutePosition.X,
157 (uint)presence.AbsolutePosition.Y, 157 (uint)presence.AbsolutePosition.Y,
158 (uint)presence.AbsolutePosition.Z); 158 (uint)presence.AbsolutePosition.Z + 2);
159 159
160 m_log.DebugFormat("TP invite with message {0}", message); 160 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
161
162 GridInstantMessage m;
163
164 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
165 {
166 m = new GridInstantMessage(scene, client.AgentId,
167 client.FirstName+" "+client.LastName, targetid,
168 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
169 message, dest, false, presence.AbsolutePosition,
170 new Byte[0]);
171 }
172 else
173 {
174 m = new GridInstantMessage(scene, client.AgentId,
175 client.FirstName+" "+client.LastName, targetid,
176 (byte)InstantMessageDialog.RequestTeleport, false,
177 message, dest, false, presence.AbsolutePosition,
178 new Byte[0]);
179 }
161 180
162 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
163 client.FirstName+" "+client.LastName, targetid,
164 (byte)InstantMessageDialog.RequestTeleport, false,
165 message, dest, false, presence.AbsolutePosition,
166 new Byte[0]);
167
168 if (m_TransferModule != null) 181 if (m_TransferModule != null)
169 { 182 {
170 m_TransferModule.SendInstantMessage(m, 183 m_TransferModule.SendInstantMessage(m,
@@ -199,7 +212,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
199 { 212 {
200 // Forward remote teleport requests 213 // Forward remote teleport requests
201 // 214 //
202 if (msg.dialog != 22) 215 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
216 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
203 return; 217 return;
204 218
205 if (m_TransferModule != null) 219 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 bef012d..feab40e 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -126,7 +126,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
126 126
127 protected virtual void OnNewClient(IClientAPI client) 127 protected virtual void OnNewClient(IClientAPI client)
128 { 128 {
129 client.OnTeleportHomeRequest += TeleportHome; 129 client.OnTeleportHomeRequest += TriggerTeleportHome;
130 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 130 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
131 } 131 }
132 132
@@ -204,6 +204,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
204 sp.ControllingClient.SendTeleportStart(teleportFlags); 204 sp.ControllingClient.SendTeleportStart(teleportFlags);
205 205
206 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 206 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
207 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
207 sp.Teleport(position); 208 sp.Teleport(position);
208 209
209 foreach (SceneObjectGroup grp in sp.GetAttachments()) 210 foreach (SceneObjectGroup grp in sp.GetAttachments())
@@ -322,7 +323,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
322 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 323 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
323 // it's actually doing a lot of work. 324 // it's actually doing a lot of work.
324 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 325 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
325 if (endPoint.Address != null) 326 if (endPoint != null && endPoint.Address != null)
326 { 327 {
327 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 328 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
328 // both regions 329 // both regions
@@ -633,7 +634,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
633 634
634 #region Teleport Home 635 #region Teleport Home
635 636
636 public virtual void TeleportHome(UUID id, IClientAPI client) 637 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
638 {
639 TeleportHome(id, client);
640 }
641
642 public virtual bool TeleportHome(UUID id, IClientAPI client)
637 { 643 {
638 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 644 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
639 645
@@ -642,12 +648,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
642 648
643 if (uinfo != null) 649 if (uinfo != null)
644 { 650 {
651 if (uinfo.HomeRegionID == UUID.Zero)
652 {
653 // can't find the Home region: Tell viewer and abort
654 client.SendTeleportFailed("You don't have a home position set.");
655 return false;
656 }
645 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 657 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
646 if (regionInfo == null) 658 if (regionInfo == null)
647 { 659 {
648 // can't find the Home region: Tell viewer and abort 660 // can't find the Home region: Tell viewer and abort
649 client.SendTeleportFailed("Your home region could not be found."); 661 client.SendTeleportFailed("Your home region could not be found.");
650 return; 662 return false;
651 } 663 }
652 664
653 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 665 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -658,6 +670,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
658 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 670 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
659 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 671 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
660 } 672 }
673 else
674 {
675 // can't find the Home region: Tell viewer and abort
676 client.SendTeleportFailed("Your home region could not be found.");
677 return false;
678 }
679 return true;
661 } 680 }
662 681
663 #endregion 682 #endregion
@@ -665,11 +684,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
665 684
666 #region Agent Crossings 685 #region Agent Crossings
667 686
668 public bool Cross(ScenePresence agent, bool isFlying) 687 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
669 { 688 {
670 Scene scene = agent.Scene; 689 version = String.Empty;
671 Vector3 pos = agent.AbsolutePosition; 690 newpos = new Vector3(pos.X, pos.Y, pos.Z);
672 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
673 uint neighbourx = scene.RegionInfo.RegionLocX; 691 uint neighbourx = scene.RegionInfo.RegionLocX;
674 uint neighboury = scene.RegionInfo.RegionLocY; 692 uint neighboury = scene.RegionInfo.RegionLocY;
675 const float boundaryDistance = 1.7f; 693 const float boundaryDistance = 1.7f;
@@ -690,53 +708,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
690 } 708 }
691 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 709 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
692 { 710 {
693 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 711 neighboury--;
694 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 712 newpos.Y = Constants.RegionSize - enterDistance;
695 {
696 neighboury--;
697 newpos.Y = Constants.RegionSize - enterDistance;
698 }
699 else
700 {
701 agent.IsInTransit = true;
702
703 neighboury = b.TriggerRegionY;
704 neighbourx = b.TriggerRegionX;
705
706 Vector3 newposition = pos;
707 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
708 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
709 agent.ControllingClient.SendAgentAlertMessage(
710 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
711 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
712 return true;
713 }
714 }
715
716 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
717 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
718 {
719 neighbourx--;
720 newpos.X = Constants.RegionSize - enterDistance;
721 } 713 }
722 else
723 {
724 agent.IsInTransit = true;
725
726 neighboury = ba.TriggerRegionY;
727 neighbourx = ba.TriggerRegionX;
728
729
730 Vector3 newposition = pos;
731 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
732 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
733 agent.ControllingClient.SendAgentAlertMessage(
734 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
735 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
736 714
737 715 neighbourx--;
738 return true; 716 newpos.X = Constants.RegionSize - enterDistance;
739 }
740 717
741 } 718 }
742 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 719 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
@@ -747,26 +724,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
747 724
748 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 725 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
749 { 726 {
750 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 727 neighboury--;
751 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 728 newpos.Y = Constants.RegionSize - enterDistance;
752 {
753 neighboury--;
754 newpos.Y = Constants.RegionSize - enterDistance;
755 }
756 else
757 {
758 agent.IsInTransit = true;
759
760 neighboury = ba.TriggerRegionY;
761 neighbourx = ba.TriggerRegionX;
762 Vector3 newposition = pos;
763 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
764 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
765 agent.ControllingClient.SendAgentAlertMessage(
766 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
767 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
768 return true;
769 }
770 } 729 }
771 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 730 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
772 { 731 {
@@ -774,35 +733,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
774 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize); 733 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
775 newpos.Y = enterDistance; 734 newpos.Y = enterDistance;
776 } 735 }
777
778
779 } 736 }
780 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 737 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
781 { 738 {
782 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 739 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
783 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 740 neighboury--;
784 { 741 newpos.Y = Constants.RegionSize - enterDistance;
785 neighboury--;
786 newpos.Y = Constants.RegionSize - enterDistance;
787 }
788 else
789 {
790 agent.IsInTransit = true;
791
792 neighboury = b.TriggerRegionY;
793 neighbourx = b.TriggerRegionX;
794 Vector3 newposition = pos;
795 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
796 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
797 agent.ControllingClient.SendAgentAlertMessage(
798 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
799 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
800 return true;
801 }
802 } 742 }
803 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 743 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
804 { 744 {
805
806 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N); 745 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
807 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); 746 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
808 newpos.Y = enterDistance; 747 newpos.Y = enterDistance;
@@ -833,19 +772,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
833 } 772 }
834 */ 773 */
835 774
836 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 775 xDest = neighbourx;
776 yDest = neighboury;
837 777
838 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 778 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
839 779
780 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
781
840 ExpiringCache<ulong, DateTime> r; 782 ExpiringCache<ulong, DateTime> r;
841 DateTime banUntil; 783 DateTime banUntil;
842 784
843 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 785 if (m_bannedRegions.TryGetValue(agentID, out r))
844 { 786 {
845 if (r.TryGetValue(neighbourHandle, out banUntil)) 787 if (r.TryGetValue(neighbourHandle, out banUntil))
846 { 788 {
847 if (DateTime.Now < banUntil) 789 if (DateTime.Now < banUntil)
848 return false; 790 return null;
849 r.Remove(neighbourHandle); 791 r.Remove(neighbourHandle);
850 } 792 }
851 } 793 }
@@ -857,28 +799,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
857 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 799 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
858 800
859 string reason; 801 string reason;
860 string version; 802 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
861 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
862 { 803 {
863 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
864 if (r == null) 804 if (r == null)
865 { 805 {
866 r = new ExpiringCache<ulong, DateTime>(); 806 r = new ExpiringCache<ulong, DateTime>();
867 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 807 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
868 808
869 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 809 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
870 } 810 }
871 else 811 else
872 { 812 {
873 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 813 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
874 } 814 }
815 return null;
816 }
817
818 return neighbourRegion;
819 }
820
821 public bool Cross(ScenePresence agent, bool isFlying)
822 {
823 uint x;
824 uint y;
825 Vector3 newpos;
826 string version;
827
828 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
829 if (neighbourRegion == null)
830 {
831 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
875 return false; 832 return false;
876 } 833 }
877 834
878 agent.IsInTransit = true; 835 agent.IsInTransit = true;
879 836
880 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 837 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
881 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 838 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
882 839
883 return true; 840 return true;
884 } 841 }
@@ -935,13 +892,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
935 icon.EndInvoke(iar); 892 icon.EndInvoke(iar);
936 } 893 }
937 894
938 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
939
940 /// <summary> 895 /// <summary>
941 /// This Closes child agents on neighbouring regions 896 /// This Closes child agents on neighbouring regions
942 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 897 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
943 /// </summary> 898 /// </summary>
944 protected ScenePresence CrossAgentToNewRegionAsync( 899 public ScenePresence CrossAgentToNewRegionAsync(
945 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 900 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
946 bool isFlying, string version) 901 bool isFlying, string version)
947 { 902 {
@@ -1130,10 +1085,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1130 agent.Id0 = currentAgentCircuit.Id0; 1085 agent.Id0 = currentAgentCircuit.Id0;
1131 } 1086 }
1132 1087
1133 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1088 IPEndPoint external = region.ExternalEndPoint;
1134 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1089 if (external != null)
1090 {
1091 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1092 d.BeginInvoke(sp, agent, region, external, true,
1135 InformClientOfNeighbourCompleted, 1093 InformClientOfNeighbourCompleted,
1136 d); 1094 d);
1095 }
1137 } 1096 }
1138 #endregion 1097 #endregion
1139 1098
@@ -1383,8 +1342,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1383 1342
1384 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1343 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1385 } 1344 }
1386 if (!regionAccepted)
1387 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1388 } 1345 }
1389 1346
1390 /// <summary> 1347 /// <summary>
@@ -1713,27 +1670,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1713 Utils.LongToUInts(newRegionHandle, out x, out y); 1670 Utils.LongToUInts(newRegionHandle, out x, out y);
1714 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1671 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1715 1672
1716 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1673 if (destination != null)
1717 { 1674 {
1718 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1675 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1676 return; // we did it
1677 }
1719 1678
1720 // We are going to move the object back to the old position so long as the old position 1679 // no one or failed lets go back and tell physics to go on
1721 // is in the region 1680 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1722 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1681 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1723 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1682 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1724 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1725 1683
1726 grp.RootPart.GroupPosition = oldGroupPosition; 1684 grp.AbsolutePosition = oldGroupPosition;
1685 grp.Velocity = Vector3.Zero;
1727 1686
1728 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1687 if (grp.RootPart.PhysActor != null)
1729 // move out of the region creating an infinite loop of failed attempts to cross 1688 grp.RootPart.PhysActor.CrossingFailure();
1730 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1731 1689
1732 grp.ScheduleGroupForFullUpdate(); 1690 grp.ScheduleGroupForFullUpdate();
1733 }
1734 } 1691 }
1735 1692
1736 1693
1694
1737 /// <summary> 1695 /// <summary>
1738 /// Move the given scene object into a new region 1696 /// Move the given scene object into a new region
1739 /// </summary> 1697 /// </summary>
@@ -1791,6 +1749,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1791 if (grp.RootPart.PhysActor != null) 1749 if (grp.RootPart.PhysActor != null)
1792 { 1750 {
1793 grp.RootPart.PhysActor.CrossingFailure(); 1751 grp.RootPart.PhysActor.CrossingFailure();
1752 if (grp.RootPart.KeyframeMotion != null)
1753 {
1754 grp.RootPart.Velocity = Vector3.Zero;
1755 grp.RootPart.KeyframeMotion.CrossingFailure();
1756 grp.SendGroupRootTerseUpdate();
1757 }
1794 } 1758 }
1795 } 1759 }
1796 1760
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 38a7805..5c7ca22 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -84,7 +84,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
84 84
85 protected override void OnNewClient(IClientAPI client) 85 protected override void OnNewClient(IClientAPI client)
86 { 86 {
87 client.OnTeleportHomeRequest += TeleportHome; 87 client.OnTeleportHomeRequest += TriggerTeleportHome;
88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
90 } 90 }
@@ -182,7 +182,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
182 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 182 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
183 } 183 }
184 184
185 public override void TeleportHome(UUID id, IClientAPI client) 185 public void TriggerTeleportHome(UUID id, IClientAPI client)
186 {
187 TeleportHome(id, client);
188 }
189
190 public override bool TeleportHome(UUID id, IClientAPI client)
186 { 191 {
187 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 192 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
188 193
@@ -192,8 +197,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
192 { 197 {
193 // local grid user 198 // local grid user
194 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 199 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
195 base.TeleportHome(id, client); 200 return base.TeleportHome(id, client);
196 return;
197 } 201 }
198 202
199 // Foreign user wants to go home 203 // Foreign user wants to go home
@@ -203,7 +207,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
203 { 207 {
204 client.SendTeleportFailed("Your information has been lost"); 208 client.SendTeleportFailed("Your information has been lost");
205 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 209 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
206 return; 210 return false;
207 } 211 }
208 212
209 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 213 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -213,7 +217,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
213 { 217 {
214 client.SendTeleportFailed("Your home region could not be found"); 218 client.SendTeleportFailed("Your home region could not be found");
215 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
216 return; 220 return false;
217 } 221 }
218 222
219 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 223 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -221,7 +225,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
221 { 225 {
222 client.SendTeleportFailed("Internal error"); 226 client.SendTeleportFailed("Internal error");
223 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 227 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
224 return; 228 return false;
225 } 229 }
226 230
227 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 231 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -231,6 +235,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
231 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 235 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
232 236
233 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 237 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
238 return true;
234 } 239 }
235 240
236 /// <summary> 241 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index d320af4..192d55f 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.RootPart.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 677 if (so.RootPart.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
658 { 678 {
659 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID); 679 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.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 +764,11 @@ 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 }
750 772
751 objlist.Add(g); 773 objlist.Add(g);
752 veclist.Add(new Vector3(0, 0, 0)); 774 veclist.Add(new Vector3(0, 0, 0));
@@ -776,6 +798,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
776 foreach (XmlNode n in groups) 798 foreach (XmlNode n in groups)
777 { 799 {
778 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 800 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
801 g.RootPart.AttachPoint = g.RootPart.Shape.State;
802 g.RootPart.AttachOffset = g.AbsolutePosition;
779 803
780 objlist.Add(g); 804 objlist.Add(g);
781 XmlElement el = (XmlElement)n; 805 XmlElement el = (XmlElement)n;
@@ -795,12 +819,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
795 } 819 }
796 } 820 }
797 821
822 int primcount = 0;
823 foreach (SceneObjectGroup g in objlist)
824 primcount += g.PrimCount;
825
826 if (!m_Scene.Permissions.CanRezObject(
827 primcount, remoteClient.AgentId, pos)
828 && !attachment)
829 {
830 // The client operates in no fail mode. It will
831 // have already removed the item from the folder
832 // if it's no copy.
833 // Put it back if it's not an attachment
834 //
835 if (item != null)
836 {
837 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
838 remoteClient.SendBulkUpdateInventory(item);
839 }
840
841 return null;
842 }
843
798 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 844 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
799 return null; 845 return null;
800 846
801 for (int i = 0; i < objlist.Count; i++) 847 for (int i = 0; i < objlist.Count; i++)
802 { 848 {
803 group = objlist[i]; 849 group = objlist[i];
850 SceneObjectPart rootPart = group.RootPart;
804 851
805// m_log.DebugFormat( 852// 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}", 853// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -861,8 +908,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
861 908
862 if (!attachment) 909 if (!attachment)
863 { 910 {
864 SceneObjectPart rootPart = group.RootPart;
865
866 if (rootPart.Shape.PCode == (byte)PCode.Prim) 911 if (rootPart.Shape.PCode == (byte)PCode.Prim)
867 group.ClearPartAttachmentData(); 912 group.ClearPartAttachmentData();
868 913
@@ -880,6 +925,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
880// remoteClient.Name); 925// remoteClient.Name);
881 } 926 }
882 927
928 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
929
883 if (item != null) 930 if (item != null)
884 DoPostRezWhenFromItem(item, attachment); 931 DoPostRezWhenFromItem(item, attachment);
885 932
@@ -919,25 +966,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
919 } 966 }
920 } 967 }
921 968
922 int primcount = 0;
923 foreach (SceneObjectGroup g in objlist)
924 primcount += g.PrimCount;
925
926 if (!m_Scene.Permissions.CanRezObject(
927 primcount, remoteClient.AgentId, pos)
928 && !isAttachment)
929 {
930 // The client operates in no fail mode. It will
931 // have already removed the item from the folder
932 // if it's no copy.
933 // Put it back if it's not an attachment
934 //
935 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
936 remoteClient.SendBulkUpdateInventory(item);
937
938 return false;
939 }
940
941 for (int i = 0; i < objlist.Count; i++) 969 for (int i = 0; i < objlist.Count; i++)
942 { 970 {
943 SceneObjectGroup so = objlist[i]; 971 SceneObjectGroup so = objlist[i];
@@ -953,8 +981,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
953 { 981 {
954 rootPart.Name = item.Name; 982 rootPart.Name = item.Name;
955 rootPart.Description = item.Description; 983 rootPart.Description = item.Description;
956 rootPart.ObjectSaleType = item.SaleType; 984 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
957 rootPart.SalePrice = item.SalePrice; 985 {
986 rootPart.ObjectSaleType = item.SaleType;
987 rootPart.SalePrice = item.SalePrice;
988 }
958 } 989 }
959 990
960 rootPart.FromFolderID = item.Folder; 991 rootPart.FromFolderID = item.Folder;
@@ -963,7 +994,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
963// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 994// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
964 995
965 if ((rootPart.OwnerID != item.Owner) || 996 if ((rootPart.OwnerID != item.Owner) ||
966 (item.CurrentPermissions & 16) != 0) 997 (item.CurrentPermissions & 16) != 0 ||
998 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
967 { 999 {
968 //Need to kill the for sale here 1000 //Need to kill the for sale here
969 rootPart.ObjectSaleType = 0; 1001 rootPart.ObjectSaleType = 0;
@@ -973,31 +1005,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
973 { 1005 {
974 foreach (SceneObjectPart part in so.Parts) 1006 foreach (SceneObjectPart part in so.Parts)
975 { 1007 {
976 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
977 {
978 part.EveryoneMask = item.EveryOnePermissions;
979 part.NextOwnerMask = item.NextPermissions;
980 }
981 part.GroupMask = 0; // DO NOT propagate here 1008 part.GroupMask = 0; // DO NOT propagate here
1009
1010 part.LastOwnerID = part.OwnerID;
1011 part.OwnerID = item.Owner;
1012 part.Inventory.ChangeInventoryOwner(item.Owner);
982 } 1013 }
983 1014
984 so.ApplyNextOwnerPermissions(); 1015 so.ApplyNextOwnerPermissions();
1016
1017 // In case the user has changed flags on a received item
1018 // we have to apply those changes after the slam. Else we
1019 // get a net loss of permissions
1020 foreach (SceneObjectPart part in so.Parts)
1021 {
1022 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1023 {
1024 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1025 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1026 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1027 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1028 }
1029 }
985 } 1030 }
986 } 1031 }
987 1032 else
988 foreach (SceneObjectPart part in so.Parts)
989 { 1033 {
990 part.FromUserInventoryItemID = fromUserInventoryItemId; 1034 foreach (SceneObjectPart part in so.Parts)
991
992 if ((part.OwnerID != item.Owner) ||
993 (item.CurrentPermissions & 16) != 0)
994 { 1035 {
995 part.Inventory.ChangeInventoryOwner(item.Owner); 1036 part.FromUserInventoryItemID = fromUserInventoryItemId;
996 part.GroupMask = 0; // DO NOT propagate here 1037
1038 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1039 part.EveryoneMask = item.EveryOnePermissions;
1040 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1041 part.NextOwnerMask = item.NextPermissions;
1042 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1043 part.GroupMask = item.GroupPermissions;
997 } 1044 }
998
999 part.EveryoneMask = item.EveryOnePermissions;
1000 part.NextOwnerMask = item.NextPermissions;
1001 } 1045 }
1002 1046
1003 rootPart.TrimPermissions(); 1047 rootPart.TrimPermissions();
@@ -1135,4 +1179,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1135 1179
1136 #endregion 1180 #endregion
1137 } 1181 }
1138} \ No newline at end of file 1182}
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/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 61d604f..b95bda5 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,
@@ -246,6 +257,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
246 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
247 if (restartModule != null) 258 if (restartModule != null)
248 { 259 {
260 if (timeInSeconds == -1)
261 {
262 restartModule.AbortRestart("Restart aborted by region manager");
263 return;
264 }
265
249 List<int> times = new List<int>(); 266 List<int> times = new List<int>();
250 while (timeInSeconds > 0) 267 while (timeInSeconds > 0)
251 { 268 {
@@ -258,7 +275,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
258 timeInSeconds -= 15; 275 timeInSeconds -= 15;
259 } 276 }
260 277
261 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 278 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
262 } 279 }
263 } 280 }
264 281
@@ -466,7 +483,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
466 { 483 {
467 if (!s.IsChildAgent) 484 if (!s.IsChildAgent)
468 { 485 {
469 Scene.TeleportClientHome(user, s.ControllingClient); 486 if (!Scene.TeleportClientHome(user, s.ControllingClient))
487 {
488 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
489 s.ControllingClient.Close();
490 }
470 } 491 }
471 } 492 }
472 493
@@ -475,7 +496,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
475 { 496 {
476 remote_client.SendAlertMessage("User is already on the region ban list"); 497 remote_client.SendAlertMessage("User is already on the region ban list");
477 } 498 }
478 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 499 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
479 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 500 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
480 } 501 }
481 else 502 else
@@ -530,7 +551,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
530 remote_client.SendAlertMessage("User is not on the region ban list"); 551 remote_client.SendAlertMessage("User is not on the region ban list");
531 } 552 }
532 553
533 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 554 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
534 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 555 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
535 } 556 }
536 else 557 else
@@ -695,7 +716,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
695 ScenePresence s = Scene.GetScenePresence(prey); 716 ScenePresence s = Scene.GetScenePresence(prey);
696 if (s != null) 717 if (s != null)
697 { 718 {
698 Scene.TeleportClientHome(prey, s.ControllingClient); 719 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
720 {
721 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
722 s.ControllingClient.Close();
723 }
699 } 724 }
700 } 725 }
701 } 726 }
@@ -713,7 +738,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
713 // Also make sure they are actually in the region 738 // Also make sure they are actually in the region
714 ScenePresence p; 739 ScenePresence p;
715 if(Scene.TryGetScenePresence(client.AgentId, out p)) 740 if(Scene.TryGetScenePresence(client.AgentId, out p))
716 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 741 {
742 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
743 {
744 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
745 p.ControllingClient.Close();
746 }
747 }
717 } 748 }
718 }); 749 });
719 } 750 }
@@ -1077,6 +1108,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1077 1108
1078 public void AddRegion(Scene scene) 1109 public void AddRegion(Scene scene)
1079 { 1110 {
1111 m_regionChangeTimer.AutoReset = false;
1112 m_regionChangeTimer.Interval = 2000;
1113 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1114
1080 Scene = scene; 1115 Scene = scene;
1081 Scene.RegisterModuleInterface<IEstateModule>(this); 1116 Scene.RegisterModuleInterface<IEstateModule>(this);
1082 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1117 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1127,7 +1162,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1127 1162
1128 private void EventManager_OnNewClient(IClientAPI client) 1163 private void EventManager_OnNewClient(IClientAPI client)
1129 { 1164 {
1130 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1165 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1131 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1166 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1132// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1167// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1133 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1168 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1179,6 +1214,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1179 flags |= RegionFlags.AllowParcelChanges; 1214 flags |= RegionFlags.AllowParcelChanges;
1180 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1215 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1181 flags |= RegionFlags.BlockParcelSearch; 1216 flags |= RegionFlags.BlockParcelSearch;
1217 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1218 flags |= (RegionFlags)(1 << 11);
1219 if (Scene.RegionInfo.RegionSettings.Casino)
1220 flags |= (RegionFlags)(1 << 10);
1182 1221
1183 if (Scene.RegionInfo.RegionSettings.FixedSun) 1222 if (Scene.RegionInfo.RegionSettings.FixedSun)
1184 flags |= RegionFlags.SunFixed; 1223 flags |= RegionFlags.SunFixed;
@@ -1186,11 +1225,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1186 flags |= RegionFlags.Sandbox; 1225 flags |= RegionFlags.Sandbox;
1187 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1226 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1188 flags |= RegionFlags.AllowVoice; 1227 flags |= RegionFlags.AllowVoice;
1228 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1229 flags |= RegionFlags.AllowLandmark;
1230 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1231 flags |= RegionFlags.AllowSetHome;
1232 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1233 flags |= RegionFlags.BlockDwell;
1234 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1235 flags |= RegionFlags.ResetHomeOnTeleport;
1189 1236
1190 // Fudge these to always on, so the menu options activate
1191 //
1192 flags |= RegionFlags.AllowLandmark;
1193 flags |= RegionFlags.AllowSetHome;
1194 1237
1195 // TODO: SkipUpdateInterestList 1238 // TODO: SkipUpdateInterestList
1196 1239
@@ -1231,6 +1274,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1231 flags |= RegionFlags.ResetHomeOnTeleport; 1274 flags |= RegionFlags.ResetHomeOnTeleport;
1232 if (Scene.RegionInfo.EstateSettings.TaxFree) 1275 if (Scene.RegionInfo.EstateSettings.TaxFree)
1233 flags |= RegionFlags.TaxFree; 1276 flags |= RegionFlags.TaxFree;
1277 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1278 flags |= RegionFlags.AllowLandmark;
1279 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1280 flags |= RegionFlags.AllowParcelChanges;
1281 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1282 flags |= RegionFlags.AllowSetHome;
1234 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1283 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1235 flags |= (RegionFlags)(1 << 30); 1284 flags |= (RegionFlags)(1 << 30);
1236 1285
@@ -1251,6 +1300,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1251 1300
1252 public void TriggerRegionInfoChange() 1301 public void TriggerRegionInfoChange()
1253 { 1302 {
1303 m_regionChangeTimer.Stop();
1304 m_regionChangeTimer.Start();
1305 }
1306
1307 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1308 {
1254 ChangeDelegate change = OnRegionInfoChange; 1309 ChangeDelegate change = OnRegionInfoChange;
1255 1310
1256 if (change != null) 1311 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index f6d4b40..02ac091 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);
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 cc42f7f..02a163f 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -190,10 +190,27 @@ namespace OpenSim.Region.CoreModules.World.Land
190 else 190 else
191 { 191 {
192 // Normal Calculations 192 // Normal Calculations
193 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 193 int parcelMax = (int)((long)LandData.Area
194 * (float)m_scene.RegionInfo.ObjectCapacity 194 * (long)m_scene.RegionInfo.ObjectCapacity
195 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 195 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
196 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 196 / 65536L);
197 m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
198 return parcelMax;
199 }
200 }
201
202 private int GetParcelBasePrimCount()
203 {
204 if (overrideParcelMaxPrimCount != null)
205 {
206 return overrideParcelMaxPrimCount(this);
207 }
208 else
209 {
210 // Normal Calculations
211 int parcelMax = (int)((long)LandData.Area
212 * (long)m_scene.RegionInfo.ObjectCapacity
213 / 65536L);
197 return parcelMax; 214 return parcelMax;
198 } 215 }
199 } 216 }
@@ -207,8 +224,9 @@ namespace OpenSim.Region.CoreModules.World.Land
207 else 224 else
208 { 225 {
209 //Normal Calculations 226 //Normal Calculations
210 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 227 int simMax = (int)((long)LandData.SimwideArea
211 * (float)m_scene.RegionInfo.ObjectCapacity); 228 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
229 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
212 return simMax; 230 return simMax;
213 } 231 }
214 } 232 }
@@ -245,7 +263,7 @@ namespace OpenSim.Region.CoreModules.World.Land
245 remote_client.SendLandProperties(seq_id, 263 remote_client.SendLandProperties(seq_id,
246 snap_selection, request_result, this, 264 snap_selection, request_result, this,
247 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 265 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
248 GetParcelMaxPrimCount(), 266 GetParcelBasePrimCount(),
249 GetSimulatorMaxPrimCount(), regionFlags); 267 GetSimulatorMaxPrimCount(), regionFlags);
250 } 268 }
251 269
@@ -305,7 +323,7 @@ namespace OpenSim.Region.CoreModules.World.Land
305 323
306 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 324 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
307 ParcelFlags.AllowPublish | 325 ParcelFlags.AllowPublish |
308 ParcelFlags.MaturePublish); 326 ParcelFlags.MaturePublish) | (uint)(1 << 23);
309 } 327 }
310 328
311 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 329 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -417,6 +435,37 @@ namespace OpenSim.Region.CoreModules.World.Land
417 return false; 435 return false;
418 } 436 }
419 437
438 public bool HasGroupAccess(UUID avatar)
439 {
440 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
441 {
442 ScenePresence sp;
443 if (!m_scene.TryGetScenePresence(avatar, out sp))
444 {
445 IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
446 if (groupsModule == null)
447 return false;
448
449 GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
450 if (membership == null || membership.Length == 0)
451 return false;
452
453 foreach (GroupMembershipData d in membership)
454 {
455 if (d.GroupID == LandData.GroupID)
456 return true;
457 }
458 return false;
459 }
460
461 if (!sp.ControllingClient.IsGroupMember(LandData.GroupID))
462 return false;
463
464 return true;
465 }
466 return false;
467 }
468
420 public bool IsBannedFromLand(UUID avatar) 469 public bool IsBannedFromLand(UUID avatar)
421 { 470 {
422 ExpireAccessList(); 471 ExpireAccessList();
@@ -469,9 +518,13 @@ namespace OpenSim.Region.CoreModules.World.Land
469 return false; 518 return false;
470 }) == -1) 519 }) == -1)
471 { 520 {
472 return true; 521 if (!HasGroupAccess(avatar))
522 {
523 return true;
524 }
473 } 525 }
474 } 526 }
527
475 return false; 528 return false;
476 } 529 }
477 530
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 6018c39..e4ecc64 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -363,7 +363,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
363 363
364 public string Name 364 public string Name
365 { 365 {
366 get { return "PermissionsModule"; } 366 get { return "DefaultPermissionsModule"; }
367 } 367 }
368 368
369 public bool IsSharedModule 369 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 ef9c95c..c51e140 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -611,6 +611,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
611 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 611 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
612 m_scene.SaveTerrain(); 612 m_scene.SaveTerrain();
613 613
614 m_scene.EventManager.TriggerTerrainUpdate();
615
614 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 616 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
615 //m_scene.CreateTerrainTexture(true); 617 //m_scene.CreateTerrainTexture(true);
616 } 618 }
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index d60909c..3efb7dd 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 15060fd..4b17b9a 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>
@@ -229,5 +231,6 @@ namespace OpenSim.Region.Framework.Interfaces
229 /// A <see cref="Dictionary`2"/> 231 /// A <see cref="Dictionary`2"/>
230 /// </returns> 232 /// </returns>
231 Dictionary<UUID, string> GetScriptStates(); 233 Dictionary<UUID, string> GetScriptStates();
234 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
232 } 235 }
233} 236}
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 721f0ee..72e79ed 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,5 +45,7 @@ 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} 51}
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 9cab2e1..ce66100 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 void SaveAllState(); 74 void SaveAllState();
73 75
74 /// <summary> 76 /// <summary>
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 1e1fcb7..853491b 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;
@@ -874,6 +878,26 @@ namespace OpenSim.Region.Framework.Scenes
874 } 878 }
875 } 879 }
876 } 880 }
881 public void TriggerTerrainUpdate()
882 {
883 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
884 if (handlerTerrainUpdate != null)
885 {
886 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
887 {
888 try
889 {
890 d();
891 }
892 catch (Exception e)
893 {
894 m_log.ErrorFormat(
895 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
896 e.Message, e.StackTrace);
897 }
898 }
899 }
900 }
877 901
878 public void TriggerTerrainTick() 902 public void TriggerTerrainTick()
879 { 903 {
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 6ae4adc..d1739de 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 { 126 {
125// m_log.DebugFormat( 127 folder = InventoryService.GetRootFolder(item.Owner);
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 128
127// f.Name, (AssetType)f.Type, item.Name); 129 if (folder == null)
128
129 item.Folder = f.ID;
130 }
131 else
132 {
133 f = InventoryService.GetRootFolder(item.Owner);
134 if (f != null)
135 {
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 268
287 // Tell anyone managing scripts that a script has been reloaded/changed 269 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -349,6 +331,7 @@ namespace OpenSim.Region.Framework.Scenes
349 331
350 if (UUID.Zero == transactionID) 332 if (UUID.Zero == transactionID)
351 { 333 {
334 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
352 item.Name = itemUpd.Name; 335 item.Name = itemUpd.Name;
353 item.Description = itemUpd.Description; 336 item.Description = itemUpd.Description;
354 337
@@ -736,6 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
736 return; 719 return;
737 } 720 }
738 721
722 if (newName == null) newName = item.Name;
723
739 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 724 AssetBase asset = AssetService.Get(item.AssetID.ToString());
740 725
741 if (asset != null) 726 if (asset != null)
@@ -792,6 +777,24 @@ namespace OpenSim.Region.Framework.Scenes
792 } 777 }
793 778
794 /// <summary> 779 /// <summary>
780 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
781 /// </summary>
782 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
783 {
784 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
785 foreach (InventoryItemBase b in items)
786 {
787 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
788 InventoryItemBase n = InventoryService.GetItem(b);
789 n.Folder = destfolder;
790 moveitems.Add(n);
791 remoteClient.SendInventoryItemCreateUpdate(n, 0);
792 }
793
794 MoveInventoryItem(remoteClient, moveitems);
795 }
796
797 /// <summary>
795 /// Move an item within the agent's inventory. 798 /// Move an item within the agent's inventory.
796 /// </summary> 799 /// </summary>
797 /// <param name="remoteClient"></param> 800 /// <param name="remoteClient"></param>
@@ -1134,6 +1137,10 @@ namespace OpenSim.Region.Framework.Scenes
1134 { 1137 {
1135 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1138 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1136 1139
1140 // Can't move a null item
1141 if (itemId == UUID.Zero)
1142 return;
1143
1137 if (null == part) 1144 if (null == part)
1138 { 1145 {
1139 m_log.WarnFormat( 1146 m_log.WarnFormat(
@@ -1243,6 +1250,10 @@ namespace OpenSim.Region.Framework.Scenes
1243 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1250 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1244 return; 1251 return;
1245 1252
1253 bool overrideNoMod = false;
1254 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1255 overrideNoMod = true;
1256
1246 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1257 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1247 { 1258 {
1248 // object cannot copy items to an object owned by a different owner 1259 // object cannot copy items to an object owned by a different owner
@@ -1252,7 +1263,7 @@ namespace OpenSim.Region.Framework.Scenes
1252 } 1263 }
1253 1264
1254 // must have both move and modify permission to put an item in an object 1265 // must have both move and modify permission to put an item in an object
1255 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1266 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1256 { 1267 {
1257 return; 1268 return;
1258 } 1269 }
@@ -1311,6 +1322,14 @@ namespace OpenSim.Region.Framework.Scenes
1311 1322
1312 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1323 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1313 { 1324 {
1325 SceneObjectPart destPart = GetSceneObjectPart(destID);
1326 if (destPart != null) // Move into a prim
1327 {
1328 foreach(UUID itemID in items)
1329 MoveTaskInventoryItem(destID, host, itemID);
1330 return destID; // Prim folder ID == prim ID
1331 }
1332
1314 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1333 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1315 1334
1316 UUID newFolderID = UUID.Random(); 1335 UUID newFolderID = UUID.Random();
@@ -1496,12 +1515,12 @@ namespace OpenSim.Region.Framework.Scenes
1496 agentTransactions.HandleTaskItemUpdateFromTransaction( 1515 agentTransactions.HandleTaskItemUpdateFromTransaction(
1497 remoteClient, part, transactionID, currentItem); 1516 remoteClient, part, transactionID, currentItem);
1498 1517
1499 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1518// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1500 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1519// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1501 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1520// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1502 remoteClient.SendAgentAlertMessage("Script saved", false); 1521// remoteClient.SendAgentAlertMessage("Script saved", false);
1503 else 1522// else
1504 remoteClient.SendAgentAlertMessage("Item saved", false); 1523// remoteClient.SendAgentAlertMessage("Item saved", false);
1505 } 1524 }
1506 } 1525 }
1507 1526
@@ -1685,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1685 } 1704 }
1686 1705
1687 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1706 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1688 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1707 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1689 agentID); 1708 agentID);
1690 AssetService.Store(asset); 1709 AssetService.Store(asset);
1691 1710
@@ -1841,23 +1860,32 @@ namespace OpenSim.Region.Framework.Scenes
1841 // build a list of eligible objects 1860 // build a list of eligible objects
1842 List<uint> deleteIDs = new List<uint>(); 1861 List<uint> deleteIDs = new List<uint>();
1843 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1862 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1844 1863 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1845 // Start with true for both, then remove the flags if objects
1846 // that we can't derez are part of the selection
1847 bool permissionToTake = true;
1848 bool permissionToTakeCopy = true;
1849 bool permissionToDelete = true;
1850 1864
1851 foreach (uint localID in localIDs) 1865 foreach (uint localID in localIDs)
1852 { 1866 {
1867 // Start with true for both, then remove the flags if objects
1868 // that we can't derez are part of the selection
1869 bool permissionToTake = true;
1870 bool permissionToTakeCopy = true;
1871 bool permissionToDelete = true;
1872
1853 // Invalid id 1873 // Invalid id
1854 SceneObjectPart part = GetSceneObjectPart(localID); 1874 SceneObjectPart part = GetSceneObjectPart(localID);
1855 if (part == null) 1875 if (part == null)
1876 {
1877 //Client still thinks the object exists, kill it
1878 deleteIDs.Add(localID);
1856 continue; 1879 continue;
1880 }
1857 1881
1858 // Already deleted by someone else 1882 // Already deleted by someone else
1859 if (part.ParentGroup.IsDeleted) 1883 if (part.ParentGroup.IsDeleted)
1884 {
1885 //Client still thinks the object exists, kill it
1886 deleteIDs.Add(localID);
1860 continue; 1887 continue;
1888 }
1861 1889
1862 // Can't delete child prims 1890 // Can't delete child prims
1863 if (part != part.ParentGroup.RootPart) 1891 if (part != part.ParentGroup.RootPart)
@@ -1865,9 +1893,6 @@ namespace OpenSim.Region.Framework.Scenes
1865 1893
1866 SceneObjectGroup grp = part.ParentGroup; 1894 SceneObjectGroup grp = part.ParentGroup;
1867 1895
1868 deleteIDs.Add(localID);
1869 deleteGroups.Add(grp);
1870
1871 if (remoteClient == null) 1896 if (remoteClient == null)
1872 { 1897 {
1873 // Autoreturn has a null client. Nothing else does. So 1898 // Autoreturn has a null client. Nothing else does. So
@@ -1884,83 +1909,195 @@ namespace OpenSim.Region.Framework.Scenes
1884 } 1909 }
1885 else 1910 else
1886 { 1911 {
1887 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1912 if (action == DeRezAction.TakeCopy)
1913 {
1914 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1915 permissionToTakeCopy = false;
1916 }
1917 else
1918 {
1888 permissionToTakeCopy = false; 1919 permissionToTakeCopy = false;
1889 1920 }
1890 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1921 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1891 permissionToTake = false; 1922 permissionToTake = false;
1892 1923
1893 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1924 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1894 permissionToDelete = false; 1925 permissionToDelete = false;
1895 } 1926 }
1896 }
1897 1927
1898 // Handle god perms 1928 // Handle god perms
1899 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1929 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1900 { 1930 {
1901 permissionToTake = true; 1931 permissionToTake = true;
1902 permissionToTakeCopy = true; 1932 permissionToTakeCopy = true;
1903 permissionToDelete = true; 1933 permissionToDelete = true;
1904 } 1934 }
1905 1935
1906 // If we're re-saving, we don't even want to delete 1936 // If we're re-saving, we don't even want to delete
1907 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1937 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1908 permissionToDelete = false; 1938 permissionToDelete = false;
1909 1939
1910 // if we want to take a copy, we also don't want to delete 1940 // if we want to take a copy, we also don't want to delete
1911 // Note: after this point, the permissionToTakeCopy flag 1941 // Note: after this point, the permissionToTakeCopy flag
1912 // becomes irrelevant. It already includes the permissionToTake 1942 // becomes irrelevant. It already includes the permissionToTake
1913 // permission and after excluding no copy items here, we can 1943 // permission and after excluding no copy items here, we can
1914 // just use that. 1944 // just use that.
1915 if (action == DeRezAction.TakeCopy) 1945 if (action == DeRezAction.TakeCopy)
1916 { 1946 {
1917 // If we don't have permission, stop right here 1947 // If we don't have permission, stop right here
1918 if (!permissionToTakeCopy) 1948 if (!permissionToTakeCopy)
1919 return; 1949 return;
1920 1950
1921 permissionToTake = true; 1951 permissionToTake = true;
1922 // Don't delete 1952 // Don't delete
1923 permissionToDelete = false; 1953 permissionToDelete = false;
1924 } 1954 }
1925 1955
1926 if (action == DeRezAction.Return) 1956 if (action == DeRezAction.Return)
1927 {
1928 if (remoteClient != null)
1929 { 1957 {
1930 if (Permissions.CanReturnObjects( 1958 if (remoteClient != null)
1931 null,
1932 remoteClient.AgentId,
1933 deleteGroups))
1934 { 1959 {
1935 permissionToTake = true; 1960 if (Permissions.CanReturnObjects(
1936 permissionToDelete = true; 1961 null,
1937 1962 remoteClient.AgentId,
1938 foreach (SceneObjectGroup g in deleteGroups) 1963 deleteGroups))
1939 { 1964 {
1940 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1965 permissionToTake = true;
1966 permissionToDelete = true;
1967
1968 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1941 } 1969 }
1942 } 1970 }
1971 else // Auto return passes through here with null agent
1972 {
1973 permissionToTake = true;
1974 permissionToDelete = true;
1975 }
1943 } 1976 }
1944 else // Auto return passes through here with null agent 1977
1978 if (permissionToTake && (!permissionToDelete))
1979 takeGroups.Add(grp);
1980
1981 if (permissionToDelete)
1945 { 1982 {
1946 permissionToTake = true; 1983 if (permissionToTake)
1947 permissionToDelete = true; 1984 deleteGroups.Add(grp);
1985 deleteIDs.Add(grp.LocalId);
1948 } 1986 }
1949 } 1987 }
1950 1988
1951 if (permissionToTake) 1989 SendKillObject(deleteIDs);
1990
1991 if (deleteGroups.Count > 0)
1952 { 1992 {
1993 foreach (SceneObjectGroup g in deleteGroups)
1994 deleteIDs.Remove(g.LocalId);
1995
1953 m_asyncSceneObjectDeleter.DeleteToInventory( 1996 m_asyncSceneObjectDeleter.DeleteToInventory(
1954 action, destinationID, deleteGroups, remoteClient, 1997 action, destinationID, deleteGroups, remoteClient,
1955 permissionToDelete); 1998 true);
1999 }
2000 if (takeGroups.Count > 0)
2001 {
2002 m_asyncSceneObjectDeleter.DeleteToInventory(
2003 action, destinationID, takeGroups, remoteClient,
2004 false);
1956 } 2005 }
1957 else if (permissionToDelete) 2006 if (deleteIDs.Count > 0)
1958 { 2007 {
1959 foreach (SceneObjectGroup g in deleteGroups) 2008 foreach (SceneObjectGroup g in deleteGroups)
1960 DeleteSceneObject(g, false); 2009 DeleteSceneObject(g, true);
1961 } 2010 }
1962 } 2011 }
1963 2012
2013 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2014 {
2015 itemID = UUID.Zero;
2016 if (grp != null)
2017 {
2018 Vector3 inventoryStoredPosition = new Vector3
2019 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2020 ? 250
2021 : grp.AbsolutePosition.X)
2022 ,
2023 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2024 ? 250
2025 : grp.AbsolutePosition.X,
2026 grp.AbsolutePosition.Z);
2027
2028 Vector3 originalPosition = grp.AbsolutePosition;
2029
2030 grp.AbsolutePosition = inventoryStoredPosition;
2031
2032 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2033
2034 grp.AbsolutePosition = originalPosition;
2035
2036 AssetBase asset = CreateAsset(
2037 grp.GetPartName(grp.LocalId),
2038 grp.GetPartDescription(grp.LocalId),
2039 (sbyte)AssetType.Object,
2040 Utils.StringToBytes(sceneObjectXml),
2041 remoteClient.AgentId);
2042 AssetService.Store(asset);
2043
2044 InventoryItemBase item = new InventoryItemBase();
2045 item.CreatorId = grp.RootPart.CreatorID.ToString();
2046 item.CreatorData = grp.RootPart.CreatorData;
2047 item.Owner = remoteClient.AgentId;
2048 item.ID = UUID.Random();
2049 item.AssetID = asset.FullID;
2050 item.Description = asset.Description;
2051 item.Name = asset.Name;
2052 item.AssetType = asset.Type;
2053 item.InvType = (int)InventoryType.Object;
2054
2055 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2056 if (folder != null)
2057 item.Folder = folder.ID;
2058 else // oopsies
2059 item.Folder = UUID.Zero;
2060
2061 // Set up base perms properly
2062 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2063 permsBase &= grp.RootPart.BaseMask;
2064 permsBase |= (uint)PermissionMask.Move;
2065
2066 // Make sure we don't lock it
2067 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2068
2069 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2070 {
2071 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2072 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2073 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2074 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2075 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2076 }
2077 else
2078 {
2079 item.BasePermissions = permsBase;
2080 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2081 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2082 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2083 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2084 }
2085 item.CreationDate = Util.UnixTimeSinceEpoch();
2086
2087 // sets itemID so client can show item as 'attached' in inventory
2088 grp.SetFromItemID(item.ID);
2089
2090 if (AddInventoryItem(item))
2091 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2092 else
2093 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2094
2095 itemID = item.ID;
2096 return item.AssetID;
2097 }
2098 return UUID.Zero;
2099 }
2100
1964 /// <summary> 2101 /// <summary>
1965 /// Event Handler Rez an object into a scene 2102 /// Event Handler Rez an object into a scene
1966 /// Calls the non-void event handler 2103 /// Calls the non-void event handler
@@ -2087,6 +2224,9 @@ namespace OpenSim.Region.Framework.Scenes
2087 2224
2088 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2225 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2089 { 2226 {
2227 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2228 return;
2229
2090 SceneObjectPart part = GetSceneObjectPart(objectID); 2230 SceneObjectPart part = GetSceneObjectPart(objectID);
2091 if (part == null) 2231 if (part == null)
2092 return; 2232 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 87ffc74..35ac908 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -138,12 +138,12 @@ namespace OpenSim.Region.Framework.Scenes
138 { 138 {
139 SceneObjectGroup sog = part.ParentGroup; 139 SceneObjectGroup sog = part.ParentGroup;
140 sog.SendPropertiesToClient(remoteClient); 140 sog.SendPropertiesToClient(remoteClient);
141 sog.IsSelected = true;
142 141
143 // A prim is only tainted if it's allowed to be edited by the person clicking it. 142 // A prim is only tainted if it's allowed to be edited by the person clicking it.
144 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 143 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
145 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 144 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
146 { 145 {
146 sog.IsSelected = true;
147 EventManager.TriggerParcelPrimCountTainted(); 147 EventManager.TriggerParcelPrimCountTainted();
148 } 148 }
149 } 149 }
@@ -215,7 +215,9 @@ namespace OpenSim.Region.Framework.Scenes
215 // handled by group, but by prim. Legacy cruft. 215 // handled by group, but by prim. Legacy cruft.
216 // TODO: Make selection flagging per prim! 216 // TODO: Make selection flagging per prim!
217 // 217 //
218 part.ParentGroup.IsSelected = false; 218 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
219 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
220 part.ParentGroup.IsSelected = false;
219 221
220 if (part.ParentGroup.IsAttachment) 222 if (part.ParentGroup.IsAttachment)
221 isAttachment = true; 223 isAttachment = true;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 18a7ce8..b50ccc4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -104,6 +104,7 @@ namespace OpenSim.Region.Framework.Scenes
104 // TODO: need to figure out how allow client agents but deny 104 // TODO: need to figure out how allow client agents but deny
105 // root agents when ACL denies access to root agent 105 // root agents when ACL denies access to root agent
106 public bool m_strictAccessControl = true; 106 public bool m_strictAccessControl = true;
107 public bool m_seeIntoBannedRegion = false;
107 public int MaxUndoCount = 5; 108 public int MaxUndoCount = 5;
108 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 109 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
109 public bool LoginLock = false; 110 public bool LoginLock = false;
@@ -119,12 +120,14 @@ namespace OpenSim.Region.Framework.Scenes
119 120
120 protected int m_splitRegionID; 121 protected int m_splitRegionID;
121 protected Timer m_restartWaitTimer = new Timer(); 122 protected Timer m_restartWaitTimer = new Timer();
123 protected Timer m_timerWatchdog = new Timer();
122 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 124 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
123 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 125 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
124 protected string m_simulatorVersion = "OpenSimulator Server"; 126 protected string m_simulatorVersion = "OpenSimulator Server";
125 protected ModuleLoader m_moduleLoader; 127 protected ModuleLoader m_moduleLoader;
126 protected AgentCircuitManager m_authenticateHandler; 128 protected AgentCircuitManager m_authenticateHandler;
127 protected SceneCommunicationService m_sceneGridService; 129 protected SceneCommunicationService m_sceneGridService;
130 protected ISnmpModule m_snmpService = null;
128 131
129 protected ISimulationDataService m_SimulationDataService; 132 protected ISimulationDataService m_SimulationDataService;
130 protected IEstateDataService m_EstateDataService; 133 protected IEstateDataService m_EstateDataService;
@@ -177,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes
177 private int m_update_events = 1; 180 private int m_update_events = 1;
178 private int m_update_backup = 200; 181 private int m_update_backup = 200;
179 private int m_update_terrain = 50; 182 private int m_update_terrain = 50;
180// private int m_update_land = 1; 183 private int m_update_land = 10;
181 private int m_update_coarse_locations = 50; 184 private int m_update_coarse_locations = 50;
182 185
183 private int agentMS; 186 private int agentMS;
@@ -192,6 +195,7 @@ namespace OpenSim.Region.Framework.Scenes
192 private int landMS; 195 private int landMS;
193 private int lastCompletedFrame; 196 private int lastCompletedFrame;
194 197
198 public bool CombineRegions = false;
195 /// <summary> 199 /// <summary>
196 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 200 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
197 /// asynchronously from the update loop. 201 /// asynchronously from the update loop.
@@ -214,12 +218,15 @@ namespace OpenSim.Region.Framework.Scenes
214 private bool m_scripts_enabled = true; 218 private bool m_scripts_enabled = true;
215 private string m_defaultScriptEngine; 219 private string m_defaultScriptEngine;
216 private int m_LastLogin; 220 private int m_LastLogin;
217 private Thread HeartbeatThread; 221 private Thread HeartbeatThread = null;
218 private volatile bool shuttingdown; 222 private volatile bool shuttingdown;
219 223
220 private int m_lastUpdate; 224 private int m_lastUpdate;
225 private int m_lastIncoming;
226 private int m_lastOutgoing;
221 private bool m_firstHeartbeat = true; 227 private bool m_firstHeartbeat = true;
222 228 private int m_hbRestarts = 0;
229
223 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 230 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
224 private bool m_reprioritizationEnabled = true; 231 private bool m_reprioritizationEnabled = true;
225 private double m_reprioritizationInterval = 5000.0; 232 private double m_reprioritizationInterval = 5000.0;
@@ -263,6 +270,19 @@ namespace OpenSim.Region.Framework.Scenes
263 get { return m_sceneGridService; } 270 get { return m_sceneGridService; }
264 } 271 }
265 272
273 public ISnmpModule SnmpService
274 {
275 get
276 {
277 if (m_snmpService == null)
278 {
279 m_snmpService = RequestModuleInterface<ISnmpModule>();
280 }
281
282 return m_snmpService;
283 }
284 }
285
266 public ISimulationDataService SimulationDataService 286 public ISimulationDataService SimulationDataService
267 { 287 {
268 get 288 get
@@ -544,6 +564,9 @@ namespace OpenSim.Region.Framework.Scenes
544 m_EstateDataService = estateDataService; 564 m_EstateDataService = estateDataService;
545 m_regionHandle = m_regInfo.RegionHandle; 565 m_regionHandle = m_regInfo.RegionHandle;
546 m_regionName = m_regInfo.RegionName; 566 m_regionName = m_regInfo.RegionName;
567 m_lastUpdate = Util.EnvironmentTickCount();
568 m_lastIncoming = 0;
569 m_lastOutgoing = 0;
547 570
548 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 571 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
549 m_asyncSceneObjectDeleter.Enabled = true; 572 m_asyncSceneObjectDeleter.Enabled = true;
@@ -628,96 +651,106 @@ namespace OpenSim.Region.Framework.Scenes
628 651
629 // Region config overrides global config 652 // Region config overrides global config
630 // 653 //
631 if (m_config.Configs["Startup"] != null) 654 try
632 { 655 {
633 IConfig startupConfig = m_config.Configs["Startup"]; 656 if (m_config.Configs["Startup"] != null)
657 {
658 IConfig startupConfig = m_config.Configs["Startup"];
634 659
635 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance); 660 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
636 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup); 661 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
637 if (!m_useBackup) 662 if (!m_useBackup)
638 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 663 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
639 664
640 //Animation states 665 //Animation states
641 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 666 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
642 667
643 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); 668 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
644 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); 669 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
645 670
646 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys); 671 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
647 if (RegionInfo.NonphysPrimMax > 0) 672 if (RegionInfo.NonphysPrimMax > 0)
648 { 673 {
649 m_maxNonphys = RegionInfo.NonphysPrimMax; 674 m_maxNonphys = RegionInfo.NonphysPrimMax;
650 } 675 }
651 676
652 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 677 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
653 678
654 if (RegionInfo.PhysPrimMax > 0) 679 if (RegionInfo.PhysPrimMax > 0)
655 { 680 {
656 m_maxPhys = RegionInfo.PhysPrimMax; 681 m_maxPhys = RegionInfo.PhysPrimMax;
657 } 682 }
658 683
659 // Here, if clamping is requested in either global or 684 // Here, if clamping is requested in either global or
660 // local config, it will be used 685 // local config, it will be used
661 // 686 //
662 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 687 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
663 if (RegionInfo.ClampPrimSize) 688 if (RegionInfo.ClampPrimSize)
664 { 689 {
665 m_clampPrimSize = true; 690 m_clampPrimSize = true;
666 } 691 }
667 692
668 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 693 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
669 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 694 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
670 m_dontPersistBefore = 695 m_dontPersistBefore =
671 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 696 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
672 m_dontPersistBefore *= 10000000; 697 m_dontPersistBefore *= 10000000;
673 m_persistAfter = 698 m_persistAfter =
674 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE); 699 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
675 m_persistAfter *= 10000000; 700 m_persistAfter *= 10000000;
676 701
677 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 702 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
703 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
678 704
679 IConfig packetConfig = m_config.Configs["PacketPool"]; 705 IConfig packetConfig = m_config.Configs["PacketPool"];
680 if (packetConfig != null) 706 if (packetConfig != null)
681 { 707 {
682 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 708 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
683 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true); 709 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
684 } 710 }
685 711
686 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 712 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
713 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
714 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
687 715
688 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 716 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
689 if (m_generateMaptiles) 717 if (m_generateMaptiles)
690 {
691 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
692 if (maptileRefresh != 0)
693 { 718 {
694 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 719 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
695 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 720 if (maptileRefresh != 0)
696 m_mapGenerationTimer.AutoReset = true; 721 {
697 m_mapGenerationTimer.Start(); 722 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
723 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
724 m_mapGenerationTimer.AutoReset = true;
725 m_mapGenerationTimer.Start();
726 }
698 } 727 }
699 } 728 else
700 else
701 {
702 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
703 UUID tileID;
704
705 if (UUID.TryParse(tile, out tileID))
706 { 729 {
707 RegionInfo.RegionSettings.TerrainImageID = tileID; 730 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
731 UUID tileID;
732
733 if (UUID.TryParse(tile, out tileID))
734 {
735 RegionInfo.RegionSettings.TerrainImageID = tileID;
736 }
708 } 737 }
709 }
710 738
711 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 739 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
712 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 740 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
713 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 741 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
714 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 742 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
715 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 743 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
716 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 744 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
717 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 745 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
718 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 746 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
719 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 747 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
720 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 748 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
749 }
750 }
751 catch (Exception e)
752 {
753 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
721 } 754 }
722 755
723 #endregion Region Config 756 #endregion Region Config
@@ -1126,7 +1159,22 @@ namespace OpenSim.Region.Framework.Scenes
1126 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1159 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1127 if (HeartbeatThread != null) 1160 if (HeartbeatThread != null)
1128 { 1161 {
1162 m_hbRestarts++;
1163 if(m_hbRestarts > 10)
1164 Environment.Exit(1);
1165 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1166
1167//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1168//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1169//proc.EnableRaisingEvents=false;
1170//proc.StartInfo.FileName = "/bin/kill";
1171//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1172//proc.Start();
1173//proc.WaitForExit();
1174//Thread.Sleep(1000);
1175//Environment.Exit(1);
1129 HeartbeatThread.Abort(); 1176 HeartbeatThread.Abort();
1177 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1130 HeartbeatThread = null; 1178 HeartbeatThread = null;
1131 } 1179 }
1132 m_lastUpdate = Util.EnvironmentTickCount(); 1180 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1180,9 +1228,6 @@ namespace OpenSim.Region.Framework.Scenes
1180 1228
1181 while (!shuttingdown) 1229 while (!shuttingdown)
1182 Update(); 1230 Update();
1183
1184 m_lastUpdate = Util.EnvironmentTickCount();
1185 m_firstHeartbeat = false;
1186 } 1231 }
1187 finally 1232 finally
1188 { 1233 {
@@ -1277,6 +1322,13 @@ namespace OpenSim.Region.Framework.Scenes
1277 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1322 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1278 } 1323 }
1279 1324
1325 // if (Frame % m_update_land == 0)
1326 // {
1327 // int ldMS = Util.EnvironmentTickCount();
1328 // UpdateLand();
1329 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1330 // }
1331
1280 if (Frame % m_update_backup == 0) 1332 if (Frame % m_update_backup == 0)
1281 { 1333 {
1282 int backMS = Util.EnvironmentTickCount(); 1334 int backMS = Util.EnvironmentTickCount();
@@ -1366,12 +1418,16 @@ namespace OpenSim.Region.Framework.Scenes
1366 maintc = Util.EnvironmentTickCountSubtract(maintc); 1418 maintc = Util.EnvironmentTickCountSubtract(maintc);
1367 maintc = (int)(MinFrameTime * 1000) - maintc; 1419 maintc = (int)(MinFrameTime * 1000) - maintc;
1368 1420
1421
1422 m_lastUpdate = Util.EnvironmentTickCount();
1423 m_firstHeartbeat = false;
1424
1369 if (maintc > 0) 1425 if (maintc > 0)
1370 Thread.Sleep(maintc); 1426 Thread.Sleep(maintc);
1371 1427
1372 // Tell the watchdog that this thread is still alive 1428 // Tell the watchdog that this thread is still alive
1373 Watchdog.UpdateThread(); 1429 Watchdog.UpdateThread();
1374 } 1430 }
1375 1431
1376 public void AddGroupTarget(SceneObjectGroup grp) 1432 public void AddGroupTarget(SceneObjectGroup grp)
1377 { 1433 {
@@ -1387,9 +1443,9 @@ namespace OpenSim.Region.Framework.Scenes
1387 1443
1388 private void CheckAtTargets() 1444 private void CheckAtTargets()
1389 { 1445 {
1390 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1446 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1391 lock (m_groupsWithTargets) 1447 lock (m_groupsWithTargets)
1392 objs = m_groupsWithTargets.Values; 1448 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1393 1449
1394 foreach (SceneObjectGroup entry in objs) 1450 foreach (SceneObjectGroup entry in objs)
1395 entry.checkAtTargets(); 1451 entry.checkAtTargets();
@@ -1470,7 +1526,7 @@ namespace OpenSim.Region.Framework.Scenes
1470 msg.fromAgentName = "Server"; 1526 msg.fromAgentName = "Server";
1471 msg.dialog = (byte)19; // Object msg 1527 msg.dialog = (byte)19; // Object msg
1472 msg.fromGroup = false; 1528 msg.fromGroup = false;
1473 msg.offline = (byte)0; 1529 msg.offline = (byte)1;
1474 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1530 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1475 msg.Position = Vector3.Zero; 1531 msg.Position = Vector3.Zero;
1476 msg.RegionID = RegionInfo.RegionID.Guid; 1532 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1708,14 +1764,24 @@ namespace OpenSim.Region.Framework.Scenes
1708 /// <returns></returns> 1764 /// <returns></returns>
1709 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1765 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1710 { 1766 {
1767
1768 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1769 Vector3 wpos = Vector3.Zero;
1770 // Check for water surface intersection from above
1771 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1772 {
1773 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1774 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1775 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1776 wpos.Z = wheight;
1777 }
1778
1711 Vector3 pos = Vector3.Zero; 1779 Vector3 pos = Vector3.Zero;
1712 if (RayEndIsIntersection == (byte)1) 1780 if (RayEndIsIntersection == (byte)1)
1713 { 1781 {
1714 pos = RayEnd; 1782 pos = RayEnd;
1715 return pos;
1716 } 1783 }
1717 1784 else if (RayTargetID != UUID.Zero)
1718 if (RayTargetID != UUID.Zero)
1719 { 1785 {
1720 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1786 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1721 1787
@@ -1737,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1737 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1803 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1738 1804
1739 // Un-comment out the following line to Get Raytrace results printed to the console. 1805 // Un-comment out the following line to Get Raytrace results printed to the console.
1740 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1806 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1741 float ScaleOffset = 0.5f; 1807 float ScaleOffset = 0.5f;
1742 1808
1743 // If we hit something 1809 // If we hit something
@@ -1760,13 +1826,10 @@ namespace OpenSim.Region.Framework.Scenes
1760 //pos.Z -= 0.25F; 1826 //pos.Z -= 0.25F;
1761 1827
1762 } 1828 }
1763
1764 return pos;
1765 } 1829 }
1766 else 1830 else
1767 { 1831 {
1768 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1832 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1769
1770 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1833 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1771 1834
1772 // Un-comment the following line to print the raytrace results to the console. 1835 // Un-comment the following line to print the raytrace results to the console.
@@ -1775,13 +1838,12 @@ namespace OpenSim.Region.Framework.Scenes
1775 if (ei.HitTF) 1838 if (ei.HitTF)
1776 { 1839 {
1777 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1840 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1778 } else 1841 }
1842 else
1779 { 1843 {
1780 // fall back to our stupid functionality 1844 // fall back to our stupid functionality
1781 pos = RayEnd; 1845 pos = RayEnd;
1782 } 1846 }
1783
1784 return pos;
1785 } 1847 }
1786 } 1848 }
1787 else 1849 else
@@ -1792,8 +1854,12 @@ namespace OpenSim.Region.Framework.Scenes
1792 //increase height so its above the ground. 1854 //increase height so its above the ground.
1793 //should be getting the normal of the ground at the rez point and using that? 1855 //should be getting the normal of the ground at the rez point and using that?
1794 pos.Z += scale.Z / 2f; 1856 pos.Z += scale.Z / 2f;
1795 return pos; 1857// return pos;
1796 } 1858 }
1859
1860 // check against posible water intercept
1861 if (wpos.Z > pos.Z) pos = wpos;
1862 return pos;
1797 } 1863 }
1798 1864
1799 1865
@@ -1877,7 +1943,10 @@ namespace OpenSim.Region.Framework.Scenes
1877 public bool AddRestoredSceneObject( 1943 public bool AddRestoredSceneObject(
1878 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1944 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1879 { 1945 {
1880 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1946 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1947 if (result)
1948 sceneObject.IsDeleted = false;
1949 return result;
1881 } 1950 }
1882 1951
1883 /// <summary> 1952 /// <summary>
@@ -1969,6 +2038,15 @@ namespace OpenSim.Region.Framework.Scenes
1969 /// </summary> 2038 /// </summary>
1970 public void DeleteAllSceneObjects() 2039 public void DeleteAllSceneObjects()
1971 { 2040 {
2041 DeleteAllSceneObjects(false);
2042 }
2043
2044 /// <summary>
2045 /// Delete every object from the scene. This does not include attachments worn by avatars.
2046 /// </summary>
2047 public void DeleteAllSceneObjects(bool exceptNoCopy)
2048 {
2049 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1972 lock (Entities) 2050 lock (Entities)
1973 { 2051 {
1974 EntityBase[] entities = Entities.GetEntities(); 2052 EntityBase[] entities = Entities.GetEntities();
@@ -1977,11 +2055,24 @@ namespace OpenSim.Region.Framework.Scenes
1977 if (e is SceneObjectGroup) 2055 if (e is SceneObjectGroup)
1978 { 2056 {
1979 SceneObjectGroup sog = (SceneObjectGroup)e; 2057 SceneObjectGroup sog = (SceneObjectGroup)e;
1980 if (!sog.IsAttachment) 2058 if (sog != null && !sog.IsAttachment)
1981 DeleteSceneObject((SceneObjectGroup)e, false); 2059 {
2060 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2061 {
2062 DeleteSceneObject((SceneObjectGroup)e, false);
2063 }
2064 else
2065 {
2066 toReturn.Add((SceneObjectGroup)e);
2067 }
2068 }
1982 } 2069 }
1983 } 2070 }
1984 } 2071 }
2072 if (toReturn.Count > 0)
2073 {
2074 returnObjects(toReturn.ToArray(), UUID.Zero);
2075 }
1985 } 2076 }
1986 2077
1987 /// <summary> 2078 /// <summary>
@@ -2022,6 +2113,8 @@ namespace OpenSim.Region.Framework.Scenes
2022 } 2113 }
2023 2114
2024 group.DeleteGroupFromScene(silent); 2115 group.DeleteGroupFromScene(silent);
2116 if (!silent)
2117 SendKillObject(new List<uint>() { group.LocalId });
2025 2118
2026// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2119// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2027 } 2120 }
@@ -2311,6 +2404,8 @@ namespace OpenSim.Region.Framework.Scenes
2311 2404
2312 if (newPosition != Vector3.Zero) 2405 if (newPosition != Vector3.Zero)
2313 newObject.RootPart.GroupPosition = newPosition; 2406 newObject.RootPart.GroupPosition = newPosition;
2407 if (newObject.RootPart.KeyframeMotion != null)
2408 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2314 2409
2315 if (!AddSceneObject(newObject)) 2410 if (!AddSceneObject(newObject))
2316 { 2411 {
@@ -2379,10 +2474,17 @@ namespace OpenSim.Region.Framework.Scenes
2379 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2474 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2380 public bool AddSceneObject(SceneObjectGroup sceneObject) 2475 public bool AddSceneObject(SceneObjectGroup sceneObject)
2381 { 2476 {
2477 if (sceneObject.OwnerID == UUID.Zero)
2478 {
2479 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2480 return false;
2481 }
2482
2382 // If the user is banned, we won't let any of their objects 2483 // If the user is banned, we won't let any of their objects
2383 // enter. Period. 2484 // enter. Period.
2384 // 2485 //
2385 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2486 int flags = GetUserFlags(sceneObject.OwnerID);
2487 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2386 { 2488 {
2387 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2489 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2388 2490
@@ -2428,12 +2530,23 @@ namespace OpenSim.Region.Framework.Scenes
2428 } 2530 }
2429 else 2531 else
2430 { 2532 {
2533 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2431 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2534 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2432 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2535 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2433 } 2536 }
2537 if (sceneObject.OwnerID == UUID.Zero)
2538 {
2539 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2540 return false;
2541 }
2434 } 2542 }
2435 else 2543 else
2436 { 2544 {
2545 if (sceneObject.OwnerID == UUID.Zero)
2546 {
2547 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2548 return false;
2549 }
2437 AddRestoredSceneObject(sceneObject, true, false); 2550 AddRestoredSceneObject(sceneObject, true, false);
2438 2551
2439 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2552 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2462,6 +2575,24 @@ namespace OpenSim.Region.Framework.Scenes
2462 return 2; // StateSource.PrimCrossing 2575 return 2; // StateSource.PrimCrossing
2463 } 2576 }
2464 2577
2578 public int GetUserFlags(UUID user)
2579 {
2580 //Unfortunately the SP approach means that the value is cached until region is restarted
2581 /*
2582 ScenePresence sp;
2583 if (TryGetScenePresence(user, out sp))
2584 {
2585 return sp.UserFlags;
2586 }
2587 else
2588 {
2589 */
2590 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2591 if (uac == null)
2592 return 0;
2593 return uac.UserFlags;
2594 //}
2595 }
2465 #endregion 2596 #endregion
2466 2597
2467 #region Add/Remove Avatar Methods 2598 #region Add/Remove Avatar Methods
@@ -2476,6 +2607,7 @@ namespace OpenSim.Region.Framework.Scenes
2476 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2607 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2477 2608
2478 CheckHeartbeat(); 2609 CheckHeartbeat();
2610 ScenePresence presence;
2479 2611
2480 ScenePresence sp = GetScenePresence(client.AgentId); 2612 ScenePresence sp = GetScenePresence(client.AgentId);
2481 2613
@@ -2524,7 +2656,13 @@ namespace OpenSim.Region.Framework.Scenes
2524 2656
2525 EventManager.TriggerOnNewClient(client); 2657 EventManager.TriggerOnNewClient(client);
2526 if (vialogin) 2658 if (vialogin)
2659 {
2527 EventManager.TriggerOnClientLogin(client); 2660 EventManager.TriggerOnClientLogin(client);
2661 // Send initial parcel data
2662 Vector3 pos = sp.AbsolutePosition;
2663 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2664 land.SendLandUpdateToClient(client);
2665 }
2528 2666
2529 return sp; 2667 return sp;
2530 } 2668 }
@@ -2614,19 +2752,12 @@ namespace OpenSim.Region.Framework.Scenes
2614 // and the scene presence and the client, if they exist 2752 // and the scene presence and the client, if they exist
2615 try 2753 try
2616 { 2754 {
2617 // We need to wait for the client to make UDP contact first. 2755 ScenePresence sp = GetScenePresence(agentID);
2618 // It's the UDP contact that creates the scene presence 2756 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2619 ScenePresence sp = WaitGetScenePresence(agentID); 2757
2620 if (sp != null) 2758 if (sp != null)
2621 {
2622 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2623
2624 sp.ControllingClient.Close(); 2759 sp.ControllingClient.Close();
2625 } 2760
2626 else
2627 {
2628 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2629 }
2630 // BANG! SLASH! 2761 // BANG! SLASH!
2631 m_authenticateHandler.RemoveCircuit(agentID); 2762 m_authenticateHandler.RemoveCircuit(agentID);
2632 2763
@@ -2671,6 +2802,8 @@ namespace OpenSim.Region.Framework.Scenes
2671 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2802 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2672 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2803 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2673 2804
2805 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2806
2674 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2807 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2675 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2808 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2676 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2809 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2727,6 +2860,7 @@ namespace OpenSim.Region.Framework.Scenes
2727 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2860 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2728 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2861 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2729 client.OnCopyInventoryItem += CopyInventoryItem; 2862 client.OnCopyInventoryItem += CopyInventoryItem;
2863 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2730 client.OnMoveInventoryItem += MoveInventoryItem; 2864 client.OnMoveInventoryItem += MoveInventoryItem;
2731 client.OnRemoveInventoryItem += RemoveInventoryItem; 2865 client.OnRemoveInventoryItem += RemoveInventoryItem;
2732 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2866 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2798,6 +2932,8 @@ namespace OpenSim.Region.Framework.Scenes
2798 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 2932 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2799 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 2933 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2800 2934
2935 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
2936
2801 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 2937 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2802 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 2938 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2803 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 2939 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -2900,15 +3036,16 @@ namespace OpenSim.Region.Framework.Scenes
2900 /// </summary> 3036 /// </summary>
2901 /// <param name="agentId">The avatar's Unique ID</param> 3037 /// <param name="agentId">The avatar's Unique ID</param>
2902 /// <param name="client">The IClientAPI for the client</param> 3038 /// <param name="client">The IClientAPI for the client</param>
2903 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3039 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2904 { 3040 {
2905 if (m_teleportModule != null) 3041 if (m_teleportModule != null)
2906 m_teleportModule.TeleportHome(agentId, client); 3042 return m_teleportModule.TeleportHome(agentId, client);
2907 else 3043 else
2908 { 3044 {
2909 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3045 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2910 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3046 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2911 } 3047 }
3048 return false;
2912 } 3049 }
2913 3050
2914 /// <summary> 3051 /// <summary>
@@ -3018,6 +3155,16 @@ namespace OpenSim.Region.Framework.Scenes
3018 /// <param name="flags"></param> 3155 /// <param name="flags"></param>
3019 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3156 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3020 { 3157 {
3158 //Add half the avatar's height so that the user doesn't fall through prims
3159 ScenePresence presence;
3160 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3161 {
3162 if (presence.Appearance != null)
3163 {
3164 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3165 }
3166 }
3167
3021 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3168 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3022 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3169 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3023 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3170 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3086,8 +3233,9 @@ namespace OpenSim.Region.Framework.Scenes
3086 regions.Remove(RegionInfo.RegionHandle); 3233 regions.Remove(RegionInfo.RegionHandle);
3087 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3234 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3088 } 3235 }
3089 3236 m_log.Debug("[Scene] Beginning ClientClosed");
3090 m_eventManager.TriggerClientClosed(agentID, this); 3237 m_eventManager.TriggerClientClosed(agentID, this);
3238 m_log.Debug("[Scene] Finished ClientClosed");
3091 } 3239 }
3092 catch (NullReferenceException) 3240 catch (NullReferenceException)
3093 { 3241 {
@@ -3149,9 +3297,10 @@ namespace OpenSim.Region.Framework.Scenes
3149 { 3297 {
3150 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3298 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3151 } 3299 }
3152 3300 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3153 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3301 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3154// CleanDroppedAttachments(); 3302// CleanDroppedAttachments();
3303 m_log.Debug("[Scene] The avatar has left the building");
3155 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3304 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3156 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3305 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3157 } 3306 }
@@ -3273,13 +3422,16 @@ namespace OpenSim.Region.Framework.Scenes
3273 sp = null; 3422 sp = null;
3274 } 3423 }
3275 3424
3276 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3277 3425
3278 //On login test land permisions 3426 //On login test land permisions
3279 if (vialogin) 3427 if (vialogin)
3280 { 3428 {
3281 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3429 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3430 if (cache != null)
3431 cache.Remove(agent.firstname + " " + agent.lastname);
3432 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3282 { 3433 {
3434 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3283 return false; 3435 return false;
3284 } 3436 }
3285 } 3437 }
@@ -3303,8 +3455,13 @@ namespace OpenSim.Region.Framework.Scenes
3303 3455
3304 try 3456 try
3305 { 3457 {
3306 if (!AuthorizeUser(agent, out reason)) 3458 // Always check estate if this is a login. Always
3307 return false; 3459 // check if banned regions are to be blacked out.
3460 if (vialogin || (!m_seeIntoBannedRegion))
3461 {
3462 if (!AuthorizeUser(agent, out reason))
3463 return false;
3464 }
3308 } 3465 }
3309 catch (Exception e) 3466 catch (Exception e)
3310 { 3467 {
@@ -3430,6 +3587,8 @@ namespace OpenSim.Region.Framework.Scenes
3430 } 3587 }
3431 3588
3432 // Honor parcel landing type and position. 3589 // Honor parcel landing type and position.
3590 /*
3591 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3433 if (land != null) 3592 if (land != null)
3434 { 3593 {
3435 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3594 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3437,26 +3596,34 @@ namespace OpenSim.Region.Framework.Scenes
3437 agent.startpos = land.LandData.UserLocation; 3596 agent.startpos = land.LandData.UserLocation;
3438 } 3597 }
3439 } 3598 }
3599 */// This is now handled properly in ScenePresence.MakeRootAgent
3440 } 3600 }
3441 3601
3442 return true; 3602 return true;
3443 } 3603 }
3444 3604
3445 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3605 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3446 { 3606 {
3447 3607 reason = String.Empty;
3448 bool banned = land.IsBannedFromLand(agent.AgentID); 3608 if (Permissions.IsGod(agentID))
3449 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3609 return true;
3610
3611 ILandObject land = LandChannel.GetLandObject(posX, posY);
3612 if (land == null)
3613 return false;
3614
3615 bool banned = land.IsBannedFromLand(agentID);
3616 bool restricted = land.IsRestrictedFromLand(agentID);
3450 3617
3451 if (banned || restricted) 3618 if (banned || restricted)
3452 { 3619 {
3453 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3620 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3454 if (nearestParcel != null) 3621 if (nearestParcel != null)
3455 { 3622 {
3456 //Move agent to nearest allowed 3623 //Move agent to nearest allowed
3457 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3624 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3458 agent.startpos.X = newPosition.X; 3625 posX = newPosition.X;
3459 agent.startpos.Y = newPosition.Y; 3626 posY = newPosition.Y;
3460 } 3627 }
3461 else 3628 else
3462 { 3629 {
@@ -3518,7 +3685,7 @@ namespace OpenSim.Region.Framework.Scenes
3518 3685
3519 if (!m_strictAccessControl) return true; 3686 if (!m_strictAccessControl) return true;
3520 if (Permissions.IsGod(agent.AgentID)) return true; 3687 if (Permissions.IsGod(agent.AgentID)) return true;
3521 3688
3522 if (AuthorizationService != null) 3689 if (AuthorizationService != null)
3523 { 3690 {
3524 if (!AuthorizationService.IsAuthorizedForRegion( 3691 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3533,7 +3700,7 @@ namespace OpenSim.Region.Framework.Scenes
3533 3700
3534 if (m_regInfo.EstateSettings != null) 3701 if (m_regInfo.EstateSettings != null)
3535 { 3702 {
3536 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3703 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3537 { 3704 {
3538 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3705 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3539 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3706 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3725,6 +3892,13 @@ namespace OpenSim.Region.Framework.Scenes
3725 3892
3726 // We have to wait until the viewer contacts this region after receiving EAC. 3893 // We have to wait until the viewer contacts this region after receiving EAC.
3727 // That calls AddNewClient, which finally creates the ScenePresence 3894 // That calls AddNewClient, which finally creates the ScenePresence
3895 int flags = GetUserFlags(cAgentData.AgentID);
3896 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3897 {
3898 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3899 return false;
3900 }
3901
3728 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3902 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3729 if (nearestParcel == null) 3903 if (nearestParcel == null)
3730 { 3904 {
@@ -3806,12 +3980,22 @@ namespace OpenSim.Region.Framework.Scenes
3806 return false; 3980 return false;
3807 } 3981 }
3808 3982
3983 public bool IncomingCloseAgent(UUID agentID)
3984 {
3985 return IncomingCloseAgent(agentID, false);
3986 }
3987
3988 public bool IncomingCloseChildAgent(UUID agentID)
3989 {
3990 return IncomingCloseAgent(agentID, true);
3991 }
3992
3809 /// <summary> 3993 /// <summary>
3810 /// Tell a single agent to disconnect from the region. 3994 /// Tell a single agent to disconnect from the region.
3811 /// </summary> 3995 /// </summary>
3812 /// <param name="regionHandle"></param>
3813 /// <param name="agentID"></param> 3996 /// <param name="agentID"></param>
3814 public bool IncomingCloseAgent(UUID agentID) 3997 /// <param name="childOnly"></param>
3998 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3815 { 3999 {
3816 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4000 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3817 4001
@@ -3823,7 +4007,7 @@ namespace OpenSim.Region.Framework.Scenes
3823 { 4007 {
3824 m_sceneGraph.removeUserCount(false); 4008 m_sceneGraph.removeUserCount(false);
3825 } 4009 }
3826 else 4010 else if (!childOnly)
3827 { 4011 {
3828 m_sceneGraph.removeUserCount(true); 4012 m_sceneGraph.removeUserCount(true);
3829 } 4013 }
@@ -3839,9 +4023,12 @@ namespace OpenSim.Region.Framework.Scenes
3839 } 4023 }
3840 else 4024 else
3841 presence.ControllingClient.SendShutdownConnectionNotice(); 4025 presence.ControllingClient.SendShutdownConnectionNotice();
4026 presence.ControllingClient.Close(false);
4027 }
4028 else if (!childOnly)
4029 {
4030 presence.ControllingClient.Close(true);
3842 } 4031 }
3843
3844 presence.ControllingClient.Close();
3845 return true; 4032 return true;
3846 } 4033 }
3847 4034
@@ -4423,34 +4610,78 @@ namespace OpenSim.Region.Framework.Scenes
4423 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4610 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4424 } 4611 }
4425 4612
4426 public int GetHealth() 4613 public int GetHealth(out int flags, out string message)
4427 { 4614 {
4428 // Returns: 4615 // Returns:
4429 // 1 = sim is up and accepting http requests. The heartbeat has 4616 // 1 = sim is up and accepting http requests. The heartbeat has
4430 // stopped and the sim is probably locked up, but a remote 4617 // stopped and the sim is probably locked up, but a remote
4431 // admin restart may succeed 4618 // admin restart may succeed
4432 // 4619 //
4433 // 2 = Sim is up and the heartbeat is running. The sim is likely 4620 // 2 = Sim is up and the heartbeat is running. The sim is likely
4434 // usable for people within and logins _may_ work 4621 // usable for people within
4622 //
4623 // 3 = Sim is up and one packet thread is running. Sim is
4624 // unstable and will not accept new logins
4435 // 4625 //
4436 // 3 = We have seen a new user enter within the past 4 minutes 4626 // 4 = Sim is up and both packet threads are running. Sim is
4627 // likely usable
4628 //
4629 // 5 = We have seen a new user enter within the past 4 minutes
4437 // which can be seen as positive confirmation of sim health 4630 // which can be seen as positive confirmation of sim health
4438 // 4631 //
4632
4633 flags = 0;
4634 message = String.Empty;
4635
4636 CheckHeartbeat();
4637
4638 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4639 {
4640 // We're still starting
4641 // 0 means "in startup", it can't happen another way, since
4642 // to get here, we must be able to accept http connections
4643 return 0;
4644 }
4645
4439 int health=1; // Start at 1, means we're up 4646 int health=1; // Start at 1, means we're up
4440 4647
4441 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4648 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4649 {
4650 health+=1;
4651 flags |= 1;
4652 }
4653
4654 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4655 {
4442 health+=1; 4656 health+=1;
4657 flags |= 2;
4658 }
4659
4660 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4661 {
4662 health+=1;
4663 flags |= 4;
4664 }
4443 else 4665 else
4666 {
4667int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4668System.Diagnostics.Process proc = new System.Diagnostics.Process();
4669proc.EnableRaisingEvents=false;
4670proc.StartInfo.FileName = "/bin/kill";
4671proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4672proc.Start();
4673proc.WaitForExit();
4674Thread.Sleep(1000);
4675Environment.Exit(1);
4676 }
4677
4678 if (flags != 7)
4444 return health; 4679 return health;
4445 4680
4446 // A login in the last 4 mins? We can't be doing too badly 4681 // A login in the last 4 mins? We can't be doing too badly
4447 // 4682 //
4448 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4683 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4449 health++; 4684 health++;
4450 else
4451 return health;
4452
4453 CheckHeartbeat();
4454 4685
4455 return health; 4686 return health;
4456 } 4687 }
@@ -4539,7 +4770,7 @@ namespace OpenSim.Region.Framework.Scenes
4539 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4770 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4540 if (wasUsingPhysics) 4771 if (wasUsingPhysics)
4541 { 4772 {
4542 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 4773 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
4543 } 4774 }
4544 } 4775 }
4545 4776
@@ -4643,7 +4874,7 @@ namespace OpenSim.Region.Framework.Scenes
4643 if (m_firstHeartbeat) 4874 if (m_firstHeartbeat)
4644 return; 4875 return;
4645 4876
4646 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4877 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4647 StartTimer(); 4878 StartTimer();
4648 } 4879 }
4649 4880
@@ -4657,9 +4888,14 @@ namespace OpenSim.Region.Framework.Scenes
4657 get { return m_allowScriptCrossings; } 4888 get { return m_allowScriptCrossings; }
4658 } 4889 }
4659 4890
4660 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 4891 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4892 {
4893 return GetNearestAllowedPosition(avatar, null);
4894 }
4895
4896 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4661 { 4897 {
4662 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 4898 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4663 4899
4664 if (nearestParcel != null) 4900 if (nearestParcel != null)
4665 { 4901 {
@@ -4668,10 +4904,7 @@ namespace OpenSim.Region.Framework.Scenes
4668 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 4904 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4669 if (nearestPoint != null) 4905 if (nearestPoint != null)
4670 { 4906 {
4671// m_log.DebugFormat( 4907 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4672// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4673// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4674
4675 return nearestPoint.Value; 4908 return nearestPoint.Value;
4676 } 4909 }
4677 4910
@@ -4681,17 +4914,20 @@ namespace OpenSim.Region.Framework.Scenes
4681 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 4914 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4682 if (nearestPoint != null) 4915 if (nearestPoint != null)
4683 { 4916 {
4684// m_log.DebugFormat( 4917 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4685// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4686
4687 return nearestPoint.Value; 4918 return nearestPoint.Value;
4688 } 4919 }
4689 4920
4690 //Ultimate backup if we have no idea where they are 4921 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4691// m_log.DebugFormat( 4922 if (dest != excludeParcel)
4692// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 4923 {
4924 // Ultimate backup if we have no idea where they are and
4925 // the last allowed position was in another parcel
4926 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
4927 return avatar.lastKnownAllowedPosition;
4928 }
4693 4929
4694 return avatar.lastKnownAllowedPosition; 4930 // else fall through to region edge
4695 } 4931 }
4696 4932
4697 //Go to the edge, this happens in teleporting to a region with no available parcels 4933 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4725,13 +4961,18 @@ namespace OpenSim.Region.Framework.Scenes
4725 4961
4726 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 4962 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4727 { 4963 {
4964 return GetNearestAllowedParcel(avatarId, x, y, null);
4965 }
4966
4967 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
4968 {
4728 List<ILandObject> all = AllParcels(); 4969 List<ILandObject> all = AllParcels();
4729 float minParcelDistance = float.MaxValue; 4970 float minParcelDistance = float.MaxValue;
4730 ILandObject nearestParcel = null; 4971 ILandObject nearestParcel = null;
4731 4972
4732 foreach (var parcel in all) 4973 foreach (var parcel in all)
4733 { 4974 {
4734 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 4975 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4735 { 4976 {
4736 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 4977 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4737 if (parcelDistance < minParcelDistance) 4978 if (parcelDistance < minParcelDistance)
@@ -4973,7 +5214,55 @@ namespace OpenSim.Region.Framework.Scenes
4973 mapModule.GenerateMaptile(); 5214 mapModule.GenerateMaptile();
4974 } 5215 }
4975 5216
4976 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5217// public void CleanDroppedAttachments()
5218// {
5219// List<SceneObjectGroup> objectsToDelete =
5220// new List<SceneObjectGroup>();
5221//
5222// lock (m_cleaningAttachments)
5223// {
5224// ForEachSOG(delegate (SceneObjectGroup grp)
5225// {
5226// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5227// {
5228// UUID agentID = grp.OwnerID;
5229// if (agentID == UUID.Zero)
5230// {
5231// objectsToDelete.Add(grp);
5232// return;
5233// }
5234//
5235// ScenePresence sp = GetScenePresence(agentID);
5236// if (sp == null)
5237// {
5238// objectsToDelete.Add(grp);
5239// return;
5240// }
5241// }
5242// });
5243// }
5244//
5245// foreach (SceneObjectGroup grp in objectsToDelete)
5246// {
5247// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5248// DeleteSceneObject(grp, true);
5249// }
5250// }
5251
5252 public void ThreadAlive(int threadCode)
5253 {
5254 switch(threadCode)
5255 {
5256 case 1: // Incoming
5257 m_lastIncoming = Util.EnvironmentTickCount();
5258 break;
5259 case 2: // Incoming
5260 m_lastOutgoing = Util.EnvironmentTickCount();
5261 break;
5262 }
5263 }
5264
5265 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
4977 { 5266 {
4978 RegenerateMaptile(); 5267 RegenerateMaptile();
4979 5268
@@ -4992,6 +5281,14 @@ namespace OpenSim.Region.Framework.Scenes
4992 // child agent creation, thereby emulating the SL behavior. 5281 // child agent creation, thereby emulating the SL behavior.
4993 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5282 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
4994 { 5283 {
5284 reason = "You are banned from the region";
5285
5286 if (Permissions.IsGod(agentID))
5287 {
5288 reason = String.Empty;
5289 return true;
5290 }
5291
4995 int num = m_sceneGraph.GetNumberOfScenePresences(); 5292 int num = m_sceneGraph.GetNumberOfScenePresences();
4996 5293
4997 if (num >= RegionInfo.RegionSettings.AgentLimit) 5294 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5003,6 +5300,41 @@ namespace OpenSim.Region.Framework.Scenes
5003 } 5300 }
5004 } 5301 }
5005 5302
5303 ScenePresence presence = GetScenePresence(agentID);
5304 IClientAPI client = null;
5305 AgentCircuitData aCircuit = null;
5306
5307 if (presence != null)
5308 {
5309 client = presence.ControllingClient;
5310 if (client != null)
5311 aCircuit = client.RequestClientInfo();
5312 }
5313
5314 // We may be called before there is a presence or a client.
5315 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5316 if (client == null)
5317 {
5318 aCircuit = new AgentCircuitData();
5319 aCircuit.AgentID = agentID;
5320 aCircuit.firstname = String.Empty;
5321 aCircuit.lastname = String.Empty;
5322 }
5323
5324 try
5325 {
5326 if (!AuthorizeUser(aCircuit, out reason))
5327 {
5328 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5329 return false;
5330 }
5331 }
5332 catch (Exception e)
5333 {
5334 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5335 return false;
5336 }
5337
5006 if (position == Vector3.Zero) // Teleport 5338 if (position == Vector3.Zero) // Teleport
5007 { 5339 {
5008 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5340 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5031,13 +5363,46 @@ namespace OpenSim.Region.Framework.Scenes
5031 } 5363 }
5032 } 5364 }
5033 } 5365 }
5366
5367 float posX = 128.0f;
5368 float posY = 128.0f;
5369
5370 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5371 {
5372 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5373 return false;
5374 }
5375 }
5376 else // Walking
5377 {
5378 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5379 if (land == null)
5380 return false;
5381
5382 bool banned = land.IsBannedFromLand(agentID);
5383 bool restricted = land.IsRestrictedFromLand(agentID);
5384
5385 if (banned || restricted)
5386 return false;
5034 } 5387 }
5035 5388
5036 reason = String.Empty; 5389 reason = String.Empty;
5037 return true; 5390 return true;
5038 } 5391 }
5039 5392
5040 /// <summary> 5393 public void StartTimerWatchdog()
5394 {
5395 m_timerWatchdog.Interval = 1000;
5396 m_timerWatchdog.Elapsed += TimerWatchdog;
5397 m_timerWatchdog.AutoReset = true;
5398 m_timerWatchdog.Start();
5399 }
5400
5401 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5402 {
5403 CheckHeartbeat();
5404 }
5405
5041 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5406 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5042 /// autopilot that moves an avatar to a sit target!. 5407 /// autopilot that moves an avatar to a sit target!.
5043 /// </summary> 5408 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 495cede..1e80f73 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 4d98f00..b806d91 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;
@@ -180,10 +180,13 @@ namespace OpenSim.Region.Framework.Scenes
180 } 180 }
181 } 181 }
182 182
183 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
184
183 /// <summary> 185 /// <summary>
184 /// Closes a child agent on a given region 186 /// This Closes child agents on neighboring regions
187 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
185 /// </summary> 188 /// </summary>
186 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 189 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
187 { 190 {
188 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 191 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
189 192
@@ -192,31 +195,29 @@ namespace OpenSim.Region.Framework.Scenes
192 Utils.LongToUInts(regionHandle, out x, out y); 195 Utils.LongToUInts(regionHandle, out x, out y);
193 196
194 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 197 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
198 m_scene.SimulationService.CloseChildAgent(destination, agentID);
199 }
195 200
196 m_log.DebugFormat( 201 private void SendCloseChildAgentCompleted(IAsyncResult iar)
197 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 202 {
198 agentID, destination.RegionCoordX, destination.RegionCoordY); 203 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
199 204 icon.EndInvoke(iar);
200 m_scene.SimulationService.CloseAgent(destination, agentID);
201 } 205 }
202 206
203 /// <summary>
204 /// Closes a child agents in a collection of regions. Does so asynchronously
205 /// so that the caller doesn't wait.
206 /// </summary>
207 /// <param name="agentID"></param>
208 /// <param name="regionslst"></param>
209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 207 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
210 { 208 {
211 foreach (ulong handle in regionslst) 209 foreach (ulong handle in regionslst)
212 { 210 {
213 SendCloseChildAgent(agentID, handle); 211 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
212 d.BeginInvoke(agentID, handle,
213 SendCloseChildAgentCompleted,
214 d);
214 } 215 }
215 } 216 }
216 217
217 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 218 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
218 { 219 {
219 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 220 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
220 } 221 }
221 } 222 }
222} \ No newline at end of file 223}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 5c542d6..ccc3f32 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
@@ -120,13 +130,18 @@ namespace OpenSim.Region.Framework.Scenes
120 130
121 protected internal void Close() 131 protected internal void Close()
122 { 132 {
123 lock (m_presenceLock) 133 m_scenePresencesLock.EnterWriteLock();
134 try
124 { 135 {
125 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 136 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
126 List<ScenePresence> newlist = new List<ScenePresence>(); 137 List<ScenePresence> newlist = new List<ScenePresence>();
127 m_scenePresenceMap = newmap; 138 m_scenePresenceMap = newmap;
128 m_scenePresenceArray = newlist; 139 m_scenePresenceArray = newlist;
129 } 140 }
141 finally
142 {
143 m_scenePresencesLock.ExitWriteLock();
144 }
130 145
131 lock (SceneObjectGroupsByFullID) 146 lock (SceneObjectGroupsByFullID)
132 SceneObjectGroupsByFullID.Clear(); 147 SceneObjectGroupsByFullID.Clear();
@@ -247,6 +262,33 @@ namespace OpenSim.Region.Framework.Scenes
247 protected internal bool AddRestoredSceneObject( 262 protected internal bool AddRestoredSceneObject(
248 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 263 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
249 { 264 {
265 if (!m_parentScene.CombineRegions)
266 {
267 // KF: Check for out-of-region, move inside and make static.
268 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
269 sceneObject.RootPart.GroupPosition.Y,
270 sceneObject.RootPart.GroupPosition.Z);
271 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 ||
272 npos.X > Constants.RegionSize ||
273 npos.Y > Constants.RegionSize))
274 {
275 if (npos.X < 0.0) npos.X = 1.0f;
276 if (npos.Y < 0.0) npos.Y = 1.0f;
277 if (npos.Z < 0.0) npos.Z = 0.0f;
278 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
279 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
280
281 foreach (SceneObjectPart part in sceneObject.Parts)
282 {
283 part.GroupPosition = npos;
284 }
285 sceneObject.RootPart.Velocity = Vector3.Zero;
286 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
287 sceneObject.RootPart.Acceleration = Vector3.Zero;
288 sceneObject.RootPart.Velocity = Vector3.Zero;
289 }
290 }
291
250 if (attachToBackup && (!alreadyPersisted)) 292 if (attachToBackup && (!alreadyPersisted))
251 { 293 {
252 sceneObject.ForceInventoryPersistence(); 294 sceneObject.ForceInventoryPersistence();
@@ -336,6 +378,11 @@ namespace OpenSim.Region.Framework.Scenes
336 /// </returns> 378 /// </returns>
337 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 379 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
338 { 380 {
381 if (sceneObject == null)
382 {
383 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
384 return false;
385 }
339 if (sceneObject.UUID == UUID.Zero) 386 if (sceneObject.UUID == UUID.Zero)
340 { 387 {
341 m_log.ErrorFormat( 388 m_log.ErrorFormat(
@@ -470,6 +517,30 @@ namespace OpenSim.Region.Framework.Scenes
470 m_updateList[obj.UUID] = obj; 517 m_updateList[obj.UUID] = obj;
471 } 518 }
472 519
520 public void FireAttachToBackup(SceneObjectGroup obj)
521 {
522 if (OnAttachToBackup != null)
523 {
524 OnAttachToBackup(obj);
525 }
526 }
527
528 public void FireDetachFromBackup(SceneObjectGroup obj)
529 {
530 if (OnDetachFromBackup != null)
531 {
532 OnDetachFromBackup(obj);
533 }
534 }
535
536 public void FireChangeBackup(SceneObjectGroup obj)
537 {
538 if (OnChangeBackup != null)
539 {
540 OnChangeBackup(obj);
541 }
542 }
543
473 /// <summary> 544 /// <summary>
474 /// Process all pending updates 545 /// Process all pending updates
475 /// </summary> 546 /// </summary>
@@ -587,7 +658,8 @@ namespace OpenSim.Region.Framework.Scenes
587 658
588 Entities[presence.UUID] = presence; 659 Entities[presence.UUID] = presence;
589 660
590 lock (m_presenceLock) 661 m_scenePresencesLock.EnterWriteLock();
662 try
591 { 663 {
592 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 664 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
593 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 665 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -611,6 +683,10 @@ namespace OpenSim.Region.Framework.Scenes
611 m_scenePresenceMap = newmap; 683 m_scenePresenceMap = newmap;
612 m_scenePresenceArray = newlist; 684 m_scenePresenceArray = newlist;
613 } 685 }
686 finally
687 {
688 m_scenePresencesLock.ExitWriteLock();
689 }
614 } 690 }
615 691
616 /// <summary> 692 /// <summary>
@@ -625,7 +701,8 @@ namespace OpenSim.Region.Framework.Scenes
625 agentID); 701 agentID);
626 } 702 }
627 703
628 lock (m_presenceLock) 704 m_scenePresencesLock.EnterWriteLock();
705 try
629 { 706 {
630 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 707 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
631 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 708 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -647,6 +724,10 @@ namespace OpenSim.Region.Framework.Scenes
647 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 724 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
648 } 725 }
649 } 726 }
727 finally
728 {
729 m_scenePresencesLock.ExitWriteLock();
730 }
650 } 731 }
651 732
652 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 733 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1179,6 +1260,25 @@ namespace OpenSim.Region.Framework.Scenes
1179 1260
1180 #region Client Event handlers 1261 #region Client Event handlers
1181 1262
1263 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1264 {
1265 SceneObjectPart part = GetSceneObjectPart(localID);
1266 ObjectChangeData data = (ObjectChangeData)odata;
1267
1268 if (part != null)
1269 {
1270 SceneObjectGroup grp = part.ParentGroup;
1271 if (grp != null)
1272 {
1273 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1274 {
1275 part.StoreUndoState(data.change); // lets test only saving what we changed
1276 grp.doChangeObject(part, (ObjectChangeData)data);
1277 }
1278 }
1279 }
1280 }
1281
1182 /// <summary> 1282 /// <summary>
1183 /// Update the scale of an individual prim. 1283 /// Update the scale of an individual prim.
1184 /// </summary> 1284 /// </summary>
@@ -1193,7 +1293,17 @@ namespace OpenSim.Region.Framework.Scenes
1193 { 1293 {
1194 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1294 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1195 { 1295 {
1296 bool physbuild = false;
1297 if (part.ParentGroup.RootPart.PhysActor != null)
1298 {
1299 part.ParentGroup.RootPart.PhysActor.Building = true;
1300 physbuild = true;
1301 }
1302
1196 part.Resize(scale); 1303 part.Resize(scale);
1304
1305 if (physbuild)
1306 part.ParentGroup.RootPart.PhysActor.Building = false;
1197 } 1307 }
1198 } 1308 }
1199 } 1309 }
@@ -1205,7 +1315,17 @@ namespace OpenSim.Region.Framework.Scenes
1205 { 1315 {
1206 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1316 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1207 { 1317 {
1318 bool physbuild = false;
1319 if (group.RootPart.PhysActor != null)
1320 {
1321 group.RootPart.PhysActor.Building = true;
1322 physbuild = true;
1323 }
1324
1208 group.GroupResize(scale); 1325 group.GroupResize(scale);
1326
1327 if (physbuild)
1328 group.RootPart.PhysActor.Building = false;
1209 } 1329 }
1210 } 1330 }
1211 } 1331 }
@@ -1333,8 +1453,13 @@ namespace OpenSim.Region.Framework.Scenes
1333 { 1453 {
1334 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1454 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1335 { 1455 {
1336 if (m_parentScene.AttachmentsModule != null) 1456 // Set the new attachment point data in the object
1337 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1457 byte attachmentPoint = group.GetAttachmentPoint();
1458 group.UpdateGroupPosition(pos);
1459 group.IsAttachment = false;
1460 group.AbsolutePosition = group.RootPart.AttachedPos;
1461 group.AttachmentPoint = attachmentPoint;
1462 group.HasGroupChanged = true;
1338 } 1463 }
1339 else 1464 else
1340 { 1465 {
@@ -1382,7 +1507,7 @@ namespace OpenSim.Region.Framework.Scenes
1382 /// <param name="SetPhantom"></param> 1507 /// <param name="SetPhantom"></param>
1383 /// <param name="remoteClient"></param> 1508 /// <param name="remoteClient"></param>
1384 protected internal void UpdatePrimFlags( 1509 protected internal void UpdatePrimFlags(
1385 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1510 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1386 { 1511 {
1387 SceneObjectGroup group = GetGroupByPrim(localID); 1512 SceneObjectGroup group = GetGroupByPrim(localID);
1388 if (group != null) 1513 if (group != null)
@@ -1390,7 +1515,18 @@ namespace OpenSim.Region.Framework.Scenes
1390 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1515 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1391 { 1516 {
1392 // VolumeDetect can't be set via UI and will always be off when a change is made there 1517 // VolumeDetect can't be set via UI and will always be off when a change is made there
1393 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1518 if (PhysData.PhysShapeType == PhysShapeType.invalid)
1519 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false);
1520 else
1521 {
1522 SceneObjectPart part = GetSceneObjectPart(localID);
1523 if (part != null)
1524 {
1525 part.UpdateExtraPhysics(PhysData);
1526 if (part.UpdatePhysRequired)
1527 remoteClient.SendPartPhysicsProprieties(part);
1528 }
1529 }
1394 } 1530 }
1395 } 1531 }
1396 } 1532 }
@@ -1534,6 +1670,7 @@ namespace OpenSim.Region.Framework.Scenes
1534 { 1670 {
1535 part.Material = Convert.ToByte(material); 1671 part.Material = Convert.ToByte(material);
1536 group.HasGroupChanged = true; 1672 group.HasGroupChanged = true;
1673 remoteClient.SendPartPhysicsProprieties(part);
1537 } 1674 }
1538 } 1675 }
1539 } 1676 }
@@ -1598,6 +1735,12 @@ namespace OpenSim.Region.Framework.Scenes
1598 /// <param name="childPrims"></param> 1735 /// <param name="childPrims"></param>
1599 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1736 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1600 { 1737 {
1738 if (root.KeyframeMotion != null)
1739 {
1740 root.KeyframeMotion.Stop();
1741 root.KeyframeMotion = null;
1742 }
1743
1601 SceneObjectGroup parentGroup = root.ParentGroup; 1744 SceneObjectGroup parentGroup = root.ParentGroup;
1602 if (parentGroup == null) return; 1745 if (parentGroup == null) return;
1603 1746
@@ -1606,8 +1749,11 @@ namespace OpenSim.Region.Framework.Scenes
1606 return; 1749 return;
1607 1750
1608 Monitor.Enter(m_updateLock); 1751 Monitor.Enter(m_updateLock);
1752
1609 try 1753 try
1610 { 1754 {
1755 parentGroup.areUpdatesSuspended = true;
1756
1611 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1757 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1612 1758
1613 // We do this in reverse to get the link order of the prims correct 1759 // We do this in reverse to get the link order of the prims correct
@@ -1622,9 +1768,13 @@ namespace OpenSim.Region.Framework.Scenes
1622 // Make sure no child prim is set for sale 1768 // Make sure no child prim is set for sale
1623 // So that, on delink, no prims are unwittingly 1769 // So that, on delink, no prims are unwittingly
1624 // left for sale and sold off 1770 // left for sale and sold off
1625 child.RootPart.ObjectSaleType = 0; 1771
1626 child.RootPart.SalePrice = 10; 1772 if (child != null)
1627 childGroups.Add(child); 1773 {
1774 child.RootPart.ObjectSaleType = 0;
1775 child.RootPart.SalePrice = 10;
1776 childGroups.Add(child);
1777 }
1628 } 1778 }
1629 1779
1630 foreach (SceneObjectGroup child in childGroups) 1780 foreach (SceneObjectGroup child in childGroups)
@@ -1651,6 +1801,16 @@ namespace OpenSim.Region.Framework.Scenes
1651 } 1801 }
1652 finally 1802 finally
1653 { 1803 {
1804 lock (SceneObjectGroupsByLocalPartID)
1805 {
1806 foreach (SceneObjectPart part in parentGroup.Parts)
1807 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1808 }
1809
1810 parentGroup.areUpdatesSuspended = false;
1811 parentGroup.HasGroupChanged = true;
1812 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1813 parentGroup.ScheduleGroupForFullUpdate();
1654 Monitor.Exit(m_updateLock); 1814 Monitor.Exit(m_updateLock);
1655 } 1815 }
1656 } 1816 }
@@ -1673,6 +1833,11 @@ namespace OpenSim.Region.Framework.Scenes
1673 { 1833 {
1674 if (part != null) 1834 if (part != null)
1675 { 1835 {
1836 if (part.KeyframeMotion != null)
1837 {
1838 part.KeyframeMotion.Stop();
1839 part.KeyframeMotion = null;
1840 }
1676 if (part.ParentGroup.PrimCount != 1) // Skip single 1841 if (part.ParentGroup.PrimCount != 1) // Skip single
1677 { 1842 {
1678 if (part.LinkNum < 2) // Root 1843 if (part.LinkNum < 2) // Root
@@ -1687,21 +1852,24 @@ namespace OpenSim.Region.Framework.Scenes
1687 1852
1688 SceneObjectGroup group = part.ParentGroup; 1853 SceneObjectGroup group = part.ParentGroup;
1689 if (!affectedGroups.Contains(group)) 1854 if (!affectedGroups.Contains(group))
1855 {
1856 group.areUpdatesSuspended = true;
1690 affectedGroups.Add(group); 1857 affectedGroups.Add(group);
1858 }
1691 } 1859 }
1692 } 1860 }
1693 } 1861 }
1694 1862
1695 foreach (SceneObjectPart child in childParts) 1863 if (childParts.Count > 0)
1696 { 1864 {
1697 // Unlink all child parts from their groups 1865 foreach (SceneObjectPart child in childParts)
1698 // 1866 {
1699 child.ParentGroup.DelinkFromGroup(child, true); 1867 // Unlink all child parts from their groups
1700 1868 //
1701 // These are not in affected groups and will not be 1869 child.ParentGroup.DelinkFromGroup(child, true);
1702 // handled further. Do the honors here. 1870 child.ParentGroup.HasGroupChanged = true;
1703 child.ParentGroup.HasGroupChanged = true; 1871 child.ParentGroup.ScheduleGroupForFullUpdate();
1704 child.ParentGroup.ScheduleGroupForFullUpdate(); 1872 }
1705 } 1873 }
1706 1874
1707 foreach (SceneObjectPart root in rootParts) 1875 foreach (SceneObjectPart root in rootParts)
@@ -1711,56 +1879,68 @@ namespace OpenSim.Region.Framework.Scenes
1711 // However, editing linked parts and unlinking may be different 1879 // However, editing linked parts and unlinking may be different
1712 // 1880 //
1713 SceneObjectGroup group = root.ParentGroup; 1881 SceneObjectGroup group = root.ParentGroup;
1882 group.areUpdatesSuspended = true;
1714 1883
1715 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1884 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1716 int numChildren = newSet.Count; 1885 int numChildren = newSet.Count;
1717 1886
1887 if (numChildren == 1)
1888 break;
1889
1718 // If there are prims left in a link set, but the root is 1890 // If there are prims left in a link set, but the root is
1719 // slated for unlink, we need to do this 1891 // slated for unlink, we need to do this
1892 // Unlink the remaining set
1720 // 1893 //
1721 if (numChildren != 1) 1894 bool sendEventsToRemainder = true;
1722 { 1895 if (numChildren > 1)
1723 // Unlink the remaining set 1896 sendEventsToRemainder = false;
1724 //
1725 bool sendEventsToRemainder = true;
1726 if (numChildren > 1)
1727 sendEventsToRemainder = false;
1728 1897
1729 foreach (SceneObjectPart p in newSet) 1898 foreach (SceneObjectPart p in newSet)
1899 {
1900 if (p != group.RootPart)
1730 { 1901 {
1731 if (p != group.RootPart) 1902 group.DelinkFromGroup(p, sendEventsToRemainder);
1732 group.DelinkFromGroup(p, sendEventsToRemainder); 1903 if (numChildren > 2)
1904 {
1905 p.ParentGroup.areUpdatesSuspended = true;
1906 }
1907 else
1908 {
1909 p.ParentGroup.HasGroupChanged = true;
1910 p.ParentGroup.ScheduleGroupForFullUpdate();
1911 }
1733 } 1912 }
1913 }
1914
1915 // If there is more than one prim remaining, we
1916 // need to re-link
1917 //
1918 if (numChildren > 2)
1919 {
1920 // Remove old root
1921 //
1922 if (newSet.Contains(root))
1923 newSet.Remove(root);
1734 1924
1735 // If there is more than one prim remaining, we 1925 // Preserve link ordering
1736 // need to re-link
1737 // 1926 //
1738 if (numChildren > 2) 1927 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1739 { 1928 {
1740 // Remove old root 1929 return a.LinkNum.CompareTo(b.LinkNum);
1741 // 1930 });
1742 if (newSet.Contains(root))
1743 newSet.Remove(root);
1744
1745 // Preserve link ordering
1746 //
1747 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1748 {
1749 return a.LinkNum.CompareTo(b.LinkNum);
1750 });
1751 1931
1752 // Determine new root 1932 // Determine new root
1753 // 1933 //
1754 SceneObjectPart newRoot = newSet[0]; 1934 SceneObjectPart newRoot = newSet[0];
1755 newSet.RemoveAt(0); 1935 newSet.RemoveAt(0);
1756 1936
1757 foreach (SceneObjectPart newChild in newSet) 1937 foreach (SceneObjectPart newChild in newSet)
1758 newChild.ClearUpdateSchedule(); 1938 newChild.ClearUpdateSchedule();
1759 1939
1760 LinkObjects(newRoot, newSet); 1940 newRoot.ParentGroup.areUpdatesSuspended = true;
1761 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1941 LinkObjects(newRoot, newSet);
1762 affectedGroups.Add(newRoot.ParentGroup); 1942 if (!affectedGroups.Contains(newRoot.ParentGroup))
1763 } 1943 affectedGroups.Add(newRoot.ParentGroup);
1764 } 1944 }
1765 } 1945 }
1766 1946
@@ -1768,8 +1948,14 @@ namespace OpenSim.Region.Framework.Scenes
1768 // 1948 //
1769 foreach (SceneObjectGroup g in affectedGroups) 1949 foreach (SceneObjectGroup g in affectedGroups)
1770 { 1950 {
1951 // Child prims that have been unlinked and deleted will
1952 // return unless the root is deleted. This will remove them
1953 // from the database. They will be rewritten immediately,
1954 // minus the rows for the unlinked child prims.
1955 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1771 g.TriggerScriptChangedEvent(Changed.LINK); 1956 g.TriggerScriptChangedEvent(Changed.LINK);
1772 g.HasGroupChanged = true; // Persist 1957 g.HasGroupChanged = true; // Persist
1958 g.areUpdatesSuspended = false;
1773 g.ScheduleGroupForFullUpdate(); 1959 g.ScheduleGroupForFullUpdate();
1774 } 1960 }
1775 } 1961 }
@@ -1871,9 +2057,6 @@ namespace OpenSim.Region.Framework.Scenes
1871 child.ApplyNextOwnerPermissions(); 2057 child.ApplyNextOwnerPermissions();
1872 } 2058 }
1873 } 2059 }
1874
1875 copy.RootPart.ObjectSaleType = 0;
1876 copy.RootPart.SalePrice = 10;
1877 } 2060 }
1878 2061
1879 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2062 // 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 a73d9b6..f3660a5 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 afb5ccf..90ad098 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; }
@@ -386,14 +460,99 @@ namespace OpenSim.Region.Framework.Scenes
386 460
387 if (Scene != null) 461 if (Scene != null)
388 { 462 {
389 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 463 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
390 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 464 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
465 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
466 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
467 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
391 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 468 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
392 { 469 {
393 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 470 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
471 uint x = 0;
472 uint y = 0;
473 string version = String.Empty;
474 Vector3 newpos = Vector3.Zero;
475 OpenSim.Services.Interfaces.GridRegion destination = null;
476
477 bool canCross = true;
478 foreach (ScenePresence av in m_linkedAvatars)
479 {
480 // We need to cross these agents. First, let's find
481 // out if any of them can't cross for some reason.
482 // We have to deny the crossing entirely if any
483 // of them are banned. Alternatively, we could
484 // unsit banned agents....
485
486
487 // We set the avatar position as being the object
488 // position to get the region to send to
489 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
490 {
491 canCross = false;
492 break;
493 }
494
495 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
496 }
497
498 if (canCross)
499 {
500 // We unparent the SP quietly so that it won't
501 // be made to stand up
502 foreach (ScenePresence av in m_linkedAvatars)
503 {
504 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
505 if (parentPart != null)
506 av.ParentUUID = parentPart.UUID;
507
508 av.ParentID = 0;
509 }
510
511 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
512
513 // Normalize
514 if (val.X >= Constants.RegionSize)
515 val.X -= Constants.RegionSize;
516 if (val.Y >= Constants.RegionSize)
517 val.Y -= Constants.RegionSize;
518 if (val.X < 0)
519 val.X += Constants.RegionSize;
520 if (val.Y < 0)
521 val.Y += Constants.RegionSize;
522
523 // If it's deleted, crossing was successful
524 if (IsDeleted)
525 {
526 foreach (ScenePresence av in m_linkedAvatars)
527 {
528 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
529
530 av.IsInTransit = true;
531
532 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
533 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
534 }
535
536 return;
537 }
538 }
539 else if (RootPart.PhysActor != null)
540 {
541 RootPart.PhysActor.CrossingFailure();
542 }
543
544 Vector3 oldp = AbsolutePosition;
545 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
546 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
547 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
394 } 548 }
395 } 549 }
396 550/* don't see the need but worse don't see where is restored to false if things stay in
551 foreach (SceneObjectPart part in m_parts.GetArray())
552 {
553 part.IgnoreUndoUpdate = true;
554 }
555 */
397 if (RootPart.GetStatusSandbox()) 556 if (RootPart.GetStatusSandbox())
398 { 557 {
399 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 558 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -407,10 +566,30 @@ namespace OpenSim.Region.Framework.Scenes
407 return; 566 return;
408 } 567 }
409 } 568 }
410
411 SceneObjectPart[] parts = m_parts.GetArray(); 569 SceneObjectPart[] parts = m_parts.GetArray();
412 for (int i = 0; i < parts.Length; i++) 570 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
413 parts[i].GroupPosition = val; 571 if (m_dupeInProgress)
572 triggerScriptEvent = false;
573 foreach (SceneObjectPart part in parts)
574 {
575 part.GroupPosition = val;
576 if (triggerScriptEvent)
577 part.TriggerScriptChangedEvent(Changed.POSITION);
578 }
579 if (!m_dupeInProgress)
580 {
581 foreach (ScenePresence av in m_linkedAvatars)
582 {
583 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
584 if (p != null && m_parts.TryGetValue(p.UUID, out p))
585 {
586 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
587 av.AbsolutePosition += offset;
588 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
589 av.SendAvatarDataToAllAgents();
590 }
591 }
592 }
414 593
415 //if (m_rootPart.PhysActor != null) 594 //if (m_rootPart.PhysActor != null)
416 //{ 595 //{
@@ -425,6 +604,29 @@ namespace OpenSim.Region.Framework.Scenes
425 } 604 }
426 } 605 }
427 606
607 public override Vector3 Velocity
608 {
609 get { return RootPart.Velocity; }
610 set { RootPart.Velocity = value; }
611 }
612
613 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
614 {
615 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
616 ScenePresence agent = icon.EndInvoke(iar);
617
618 //// If the cross was successful, this agent is a child agent
619 //if (agent.IsChildAgent)
620 // agent.Reset();
621 //else // Not successful
622 // agent.RestoreInCurrentScene();
623
624 // In any case
625 agent.IsInTransit = false;
626
627 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
628 }
629
428 public override uint LocalId 630 public override uint LocalId
429 { 631 {
430 get { return m_rootPart.LocalId; } 632 get { return m_rootPart.LocalId; }
@@ -517,6 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
517 child.PhysActor.Selected = value; 719 child.PhysActor.Selected = value;
518 } 720 }
519 } 721 }
722 if (RootPart.KeyframeMotion != null)
723 RootPart.KeyframeMotion.Selected = value;
520 } 724 }
521 } 725 }
522 726
@@ -576,6 +780,7 @@ namespace OpenSim.Region.Framework.Scenes
576 /// </summary> 780 /// </summary>
577 public SceneObjectGroup() 781 public SceneObjectGroup()
578 { 782 {
783
579 } 784 }
580 785
581 /// <summary> 786 /// <summary>
@@ -592,7 +797,7 @@ namespace OpenSim.Region.Framework.Scenes
592 /// Constructor. This object is added to the scene later via AttachToScene() 797 /// Constructor. This object is added to the scene later via AttachToScene()
593 /// </summary> 798 /// </summary>
594 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 799 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
595 { 800 {
596 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 801 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
597 } 802 }
598 803
@@ -640,6 +845,9 @@ namespace OpenSim.Region.Framework.Scenes
640 /// </summary> 845 /// </summary>
641 public virtual void AttachToBackup() 846 public virtual void AttachToBackup()
642 { 847 {
848 if (IsAttachment) return;
849 m_scene.SceneGraph.FireAttachToBackup(this);
850
643 if (InSceneBackup) 851 if (InSceneBackup)
644 { 852 {
645 //m_log.DebugFormat( 853 //m_log.DebugFormat(
@@ -682,6 +890,13 @@ namespace OpenSim.Region.Framework.Scenes
682 890
683 ApplyPhysics(); 891 ApplyPhysics();
684 892
893 if (RootPart.PhysActor != null)
894 RootPart.Force = RootPart.Force;
895 if (RootPart.PhysActor != null)
896 RootPart.Torque = RootPart.Torque;
897 if (RootPart.PhysActor != null)
898 RootPart.Buoyancy = RootPart.Buoyancy;
899
685 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 900 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
686 // for the same object with very different properties. The caller must schedule the update. 901 // for the same object with very different properties. The caller must schedule the update.
687 //ScheduleGroupForFullUpdate(); 902 //ScheduleGroupForFullUpdate();
@@ -697,6 +912,10 @@ namespace OpenSim.Region.Framework.Scenes
697 EntityIntersection result = new EntityIntersection(); 912 EntityIntersection result = new EntityIntersection();
698 913
699 SceneObjectPart[] parts = m_parts.GetArray(); 914 SceneObjectPart[] parts = m_parts.GetArray();
915
916 // Find closest hit here
917 float idist = float.MaxValue;
918
700 for (int i = 0; i < parts.Length; i++) 919 for (int i = 0; i < parts.Length; i++)
701 { 920 {
702 SceneObjectPart part = parts[i]; 921 SceneObjectPart part = parts[i];
@@ -711,11 +930,6 @@ namespace OpenSim.Region.Framework.Scenes
711 930
712 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 931 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
713 932
714 // This may need to be updated to the maximum draw distance possible..
715 // We might (and probably will) be checking for prim creation from other sims
716 // when the camera crosses the border.
717 float idist = Constants.RegionSize;
718
719 if (inter.HitTF) 933 if (inter.HitTF)
720 { 934 {
721 // We need to find the closest prim to return to the testcaller along the ray 935 // We need to find the closest prim to return to the testcaller along the ray
@@ -726,10 +940,11 @@ namespace OpenSim.Region.Framework.Scenes
726 result.obj = part; 940 result.obj = part;
727 result.normal = inter.normal; 941 result.normal = inter.normal;
728 result.distance = inter.distance; 942 result.distance = inter.distance;
943
944 idist = inter.distance;
729 } 945 }
730 } 946 }
731 } 947 }
732
733 return result; 948 return result;
734 } 949 }
735 950
@@ -741,25 +956,27 @@ namespace OpenSim.Region.Framework.Scenes
741 /// <returns></returns> 956 /// <returns></returns>
742 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 957 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
743 { 958 {
744 maxX = -256f; 959 maxX = float.MinValue;
745 maxY = -256f; 960 maxY = float.MinValue;
746 maxZ = -256f; 961 maxZ = float.MinValue;
747 minX = 256f; 962 minX = float.MaxValue;
748 minY = 256f; 963 minY = float.MaxValue;
749 minZ = 8192f; 964 minZ = float.MaxValue;
750 965
751 SceneObjectPart[] parts = m_parts.GetArray(); 966 SceneObjectPart[] parts = m_parts.GetArray();
752 for (int i = 0; i < parts.Length; i++) 967 foreach (SceneObjectPart part in parts)
753 { 968 {
754 SceneObjectPart part = parts[i];
755
756 Vector3 worldPos = part.GetWorldPosition(); 969 Vector3 worldPos = part.GetWorldPosition();
757 Vector3 offset = worldPos - AbsolutePosition; 970 Vector3 offset = worldPos - AbsolutePosition;
758 Quaternion worldRot; 971 Quaternion worldRot;
759 if (part.ParentID == 0) 972 if (part.ParentID == 0)
973 {
760 worldRot = part.RotationOffset; 974 worldRot = part.RotationOffset;
975 }
761 else 976 else
977 {
762 worldRot = part.GetWorldRotation(); 978 worldRot = part.GetWorldRotation();
979 }
763 980
764 Vector3 frontTopLeft; 981 Vector3 frontTopLeft;
765 Vector3 frontTopRight; 982 Vector3 frontTopRight;
@@ -771,6 +988,8 @@ namespace OpenSim.Region.Framework.Scenes
771 Vector3 backBottomLeft; 988 Vector3 backBottomLeft;
772 Vector3 backBottomRight; 989 Vector3 backBottomRight;
773 990
991 // Vector3[] corners = new Vector3[8];
992
774 Vector3 orig = Vector3.Zero; 993 Vector3 orig = Vector3.Zero;
775 994
776 frontTopLeft.X = orig.X - (part.Scale.X / 2); 995 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -805,6 +1024,38 @@ namespace OpenSim.Region.Framework.Scenes
805 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1024 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
806 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1025 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
807 1026
1027
1028
1029 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1030 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1031 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1032 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1033 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1034 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1035 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1036 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1037
1038 //for (int i = 0; i < 8; i++)
1039 //{
1040 // corners[i] = corners[i] * worldRot;
1041 // corners[i] += offset;
1042
1043 // if (corners[i].X > maxX)
1044 // maxX = corners[i].X;
1045 // if (corners[i].X < minX)
1046 // minX = corners[i].X;
1047
1048 // if (corners[i].Y > maxY)
1049 // maxY = corners[i].Y;
1050 // if (corners[i].Y < minY)
1051 // minY = corners[i].Y;
1052
1053 // if (corners[i].Z > maxZ)
1054 // maxZ = corners[i].Y;
1055 // if (corners[i].Z < minZ)
1056 // minZ = corners[i].Z;
1057 //}
1058
808 frontTopLeft = frontTopLeft * worldRot; 1059 frontTopLeft = frontTopLeft * worldRot;
809 frontTopRight = frontTopRight * worldRot; 1060 frontTopRight = frontTopRight * worldRot;
810 frontBottomLeft = frontBottomLeft * worldRot; 1061 frontBottomLeft = frontBottomLeft * worldRot;
@@ -826,6 +1077,15 @@ namespace OpenSim.Region.Framework.Scenes
826 backTopLeft += offset; 1077 backTopLeft += offset;
827 backTopRight += offset; 1078 backTopRight += offset;
828 1079
1080 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1081 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1082 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1083 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1084 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1085 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1086 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1087 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1088
829 if (frontTopRight.X > maxX) 1089 if (frontTopRight.X > maxX)
830 maxX = frontTopRight.X; 1090 maxX = frontTopRight.X;
831 if (frontTopLeft.X > maxX) 1091 if (frontTopLeft.X > maxX)
@@ -969,17 +1229,118 @@ namespace OpenSim.Region.Framework.Scenes
969 1229
970 #endregion 1230 #endregion
971 1231
1232 public void GetResourcesCosts(SceneObjectPart apart,
1233 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1234 {
1235 // this information may need to be cached
1236
1237 float cost;
1238 float tmpcost;
1239
1240 bool ComplexCost = false;
1241
1242 SceneObjectPart p;
1243 SceneObjectPart[] parts;
1244
1245 lock (m_parts)
1246 {
1247 parts = m_parts.GetArray();
1248 }
1249
1250 int nparts = parts.Length;
1251
1252
1253 for (int i = 0; i < nparts; i++)
1254 {
1255 p = parts[i];
1256
1257 if (p.UsesComplexCost)
1258 {
1259 ComplexCost = true;
1260 break;
1261 }
1262 }
1263
1264 if (ComplexCost)
1265 {
1266 linksetResCost = 0;
1267 linksetPhysCost = 0;
1268 partCost = 0;
1269 partPhysCost = 0;
1270
1271 for (int i = 0; i < nparts; i++)
1272 {
1273 p = parts[i];
1274
1275 cost = p.StreamingCost;
1276 tmpcost = p.SimulationCost;
1277 if (tmpcost > cost)
1278 cost = tmpcost;
1279 tmpcost = p.PhysicsCost;
1280 if (tmpcost > cost)
1281 cost = tmpcost;
1282
1283 linksetPhysCost += tmpcost;
1284 linksetResCost += cost;
1285
1286 if (p == apart)
1287 {
1288 partCost = cost;
1289 partPhysCost = tmpcost;
1290 }
1291 }
1292 }
1293 else
1294 {
1295 partPhysCost = 1.0f;
1296 partCost = 1.0f;
1297 linksetResCost = (float)nparts;
1298 linksetPhysCost = linksetResCost;
1299 }
1300 }
1301
1302 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1303 {
1304 SceneObjectPart p;
1305 SceneObjectPart[] parts;
1306
1307 lock (m_parts)
1308 {
1309 parts = m_parts.GetArray();
1310 }
1311
1312 int nparts = parts.Length;
1313
1314 PhysCost = 0;
1315 StreamCost = 0;
1316 SimulCost = 0;
1317
1318 for (int i = 0; i < nparts; i++)
1319 {
1320 p = parts[i];
1321
1322 StreamCost += p.StreamingCost;
1323 SimulCost += p.SimulationCost;
1324 PhysCost += p.PhysicsCost;
1325 }
1326 }
1327
972 public void SaveScriptedState(XmlTextWriter writer) 1328 public void SaveScriptedState(XmlTextWriter writer)
973 { 1329 {
1330 SaveScriptedState(writer, false);
1331 }
1332
1333 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1334 {
974 XmlDocument doc = new XmlDocument(); 1335 XmlDocument doc = new XmlDocument();
975 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1336 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
976 1337
977 SceneObjectPart[] parts = m_parts.GetArray(); 1338 SceneObjectPart[] parts = m_parts.GetArray();
978 for (int i = 0; i < parts.Length; i++) 1339 for (int i = 0; i < parts.Length; i++)
979 { 1340 {
980 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1341 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
981 foreach (KeyValuePair<UUID, string> kvp in pstates) 1342 foreach (KeyValuePair<UUID, string> kvp in pstates)
982 states.Add(kvp.Key, kvp.Value); 1343 states[kvp.Key] = kvp.Value;
983 } 1344 }
984 1345
985 if (states.Count > 0) 1346 if (states.Count > 0)
@@ -999,6 +1360,169 @@ namespace OpenSim.Region.Framework.Scenes
999 } 1360 }
1000 1361
1001 /// <summary> 1362 /// <summary>
1363 /// Add the avatar to this linkset (avatar is sat).
1364 /// </summary>
1365 /// <param name="agentID"></param>
1366 public void AddAvatar(UUID agentID)
1367 {
1368 ScenePresence presence;
1369 if (m_scene.TryGetScenePresence(agentID, out presence))
1370 {
1371 if (!m_linkedAvatars.Contains(presence))
1372 {
1373 m_linkedAvatars.Add(presence);
1374 }
1375 }
1376 }
1377
1378 /// <summary>
1379 /// Delete the avatar from this linkset (avatar is unsat).
1380 /// </summary>
1381 /// <param name="agentID"></param>
1382 public void DeleteAvatar(UUID agentID)
1383 {
1384 ScenePresence presence;
1385 if (m_scene.TryGetScenePresence(agentID, out presence))
1386 {
1387 if (m_linkedAvatars.Contains(presence))
1388 {
1389 m_linkedAvatars.Remove(presence);
1390 }
1391 }
1392 }
1393
1394 /// <summary>
1395 /// Returns the list of linked presences (avatars sat on this group)
1396 /// </summary>
1397 /// <param name="agentID"></param>
1398 public List<ScenePresence> GetLinkedAvatars()
1399 {
1400 return m_linkedAvatars;
1401 }
1402
1403 /// <summary>
1404 /// Attach this scene object to the given avatar.
1405 /// </summary>
1406 /// <param name="agentID"></param>
1407 /// <param name="attachmentpoint"></param>
1408 /// <param name="AttachOffset"></param>
1409 private void AttachToAgent(
1410 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1411 {
1412 if (avatar != null)
1413 {
1414 // don't attach attachments to child agents
1415 if (avatar.IsChildAgent) return;
1416
1417 // Remove from database and parcel prim count
1418 m_scene.DeleteFromStorage(so.UUID);
1419 m_scene.EventManager.TriggerParcelPrimCountTainted();
1420
1421 so.AttachedAvatar = avatar.UUID;
1422
1423 if (so.RootPart.PhysActor != null)
1424 {
1425 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1426 so.RootPart.PhysActor = null;
1427 }
1428
1429 so.AbsolutePosition = attachOffset;
1430 so.RootPart.AttachedPos = attachOffset;
1431 so.IsAttachment = true;
1432 so.RootPart.SetParentLocalId(avatar.LocalId);
1433 so.AttachmentPoint = attachmentpoint;
1434
1435 avatar.AddAttachment(this);
1436
1437 if (!silent)
1438 {
1439 // Killing it here will cause the client to deselect it
1440 // It then reappears on the avatar, deselected
1441 // through the full update below
1442 //
1443 if (IsSelected)
1444 {
1445 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1446 }
1447
1448 IsSelected = false; // fudge....
1449 ScheduleGroupForFullUpdate();
1450 }
1451 }
1452 else
1453 {
1454 m_log.WarnFormat(
1455 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1456 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1457 }
1458 }
1459
1460 public byte GetAttachmentPoint()
1461 {
1462 return m_rootPart.Shape.State;
1463 }
1464
1465 public void DetachToGround()
1466 {
1467 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1468 if (avatar == null)
1469 return;
1470
1471 avatar.RemoveAttachment(this);
1472
1473 Vector3 detachedpos = new Vector3(127f,127f,127f);
1474 if (avatar == null)
1475 return;
1476
1477 detachedpos = avatar.AbsolutePosition;
1478 RootPart.FromItemID = UUID.Zero;
1479
1480 AbsolutePosition = detachedpos;
1481 AttachedAvatar = UUID.Zero;
1482
1483 //SceneObjectPart[] parts = m_parts.GetArray();
1484 //for (int i = 0; i < parts.Length; i++)
1485 // parts[i].AttachedAvatar = UUID.Zero;
1486
1487 m_rootPart.SetParentLocalId(0);
1488 AttachmentPoint = (byte)0;
1489 // must check if buildind should be true or false here
1490 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1491 HasGroupChanged = true;
1492 RootPart.Rezzed = DateTime.Now;
1493 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1494 AttachToBackup();
1495 m_scene.EventManager.TriggerParcelPrimCountTainted();
1496 m_rootPart.ScheduleFullUpdate();
1497 m_rootPart.ClearUndoState();
1498 }
1499
1500 public void DetachToInventoryPrep()
1501 {
1502 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1503 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1504 if (avatar != null)
1505 {
1506 //detachedpos = avatar.AbsolutePosition;
1507 avatar.RemoveAttachment(this);
1508 }
1509
1510 AttachedAvatar = UUID.Zero;
1511
1512 /*SceneObjectPart[] parts = m_parts.GetArray();
1513 for (int i = 0; i < parts.Length; i++)
1514 parts[i].AttachedAvatar = UUID.Zero;*/
1515
1516 m_rootPart.SetParentLocalId(0);
1517 //m_rootPart.SetAttachmentPoint((byte)0);
1518 IsAttachment = false;
1519 AbsolutePosition = m_rootPart.AttachedPos;
1520 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1521 //AttachToBackup();
1522 //m_rootPart.ScheduleFullUpdate();
1523 }
1524
1525 /// <summary>
1002 /// 1526 ///
1003 /// </summary> 1527 /// </summary>
1004 /// <param name="part"></param> 1528 /// <param name="part"></param>
@@ -1048,7 +1572,10 @@ namespace OpenSim.Region.Framework.Scenes
1048 public void AddPart(SceneObjectPart part) 1572 public void AddPart(SceneObjectPart part)
1049 { 1573 {
1050 part.SetParent(this); 1574 part.SetParent(this);
1051 part.LinkNum = m_parts.Add(part.UUID, part); 1575 m_parts.Add(part.UUID, part);
1576
1577 part.LinkNum = m_parts.Count;
1578
1052 if (part.LinkNum == 2) 1579 if (part.LinkNum == 2)
1053 RootPart.LinkNum = 1; 1580 RootPart.LinkNum = 1;
1054 } 1581 }
@@ -1136,7 +1663,7 @@ namespace OpenSim.Region.Framework.Scenes
1136// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1663// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1137// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1664// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1138 1665
1139 part.StoreUndoState(); 1666// part.StoreUndoState();
1140 part.OnGrab(offsetPos, remoteClient); 1667 part.OnGrab(offsetPos, remoteClient);
1141 } 1668 }
1142 1669
@@ -1156,6 +1683,11 @@ namespace OpenSim.Region.Framework.Scenes
1156 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1683 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1157 public void DeleteGroupFromScene(bool silent) 1684 public void DeleteGroupFromScene(bool silent)
1158 { 1685 {
1686 // We need to keep track of this state in case this group is still queued for backup.
1687 IsDeleted = true;
1688
1689 DetachFromBackup();
1690
1159 SceneObjectPart[] parts = m_parts.GetArray(); 1691 SceneObjectPart[] parts = m_parts.GetArray();
1160 for (int i = 0; i < parts.Length; i++) 1692 for (int i = 0; i < parts.Length; i++)
1161 { 1693 {
@@ -1178,6 +1710,8 @@ namespace OpenSim.Region.Framework.Scenes
1178 } 1710 }
1179 }); 1711 });
1180 } 1712 }
1713
1714
1181 } 1715 }
1182 1716
1183 public void AddScriptLPS(int count) 1717 public void AddScriptLPS(int count)
@@ -1247,28 +1781,43 @@ namespace OpenSim.Region.Framework.Scenes
1247 /// </summary> 1781 /// </summary>
1248 public void ApplyPhysics() 1782 public void ApplyPhysics()
1249 { 1783 {
1250 // Apply physics to the root prim
1251 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1252
1253 // Apply physics to child prims
1254 SceneObjectPart[] parts = m_parts.GetArray(); 1784 SceneObjectPart[] parts = m_parts.GetArray();
1255 if (parts.Length > 1) 1785 if (parts.Length > 1)
1256 { 1786 {
1787 ResetChildPrimPhysicsPositions();
1788
1789 // Apply physics to the root prim
1790 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1791
1792
1257 for (int i = 0; i < parts.Length; i++) 1793 for (int i = 0; i < parts.Length; i++)
1258 { 1794 {
1259 SceneObjectPart part = parts[i]; 1795 SceneObjectPart part = parts[i];
1260 if (part.LocalId != m_rootPart.LocalId) 1796 if (part.LocalId != m_rootPart.LocalId)
1261 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1797 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1262 } 1798 }
1263
1264 // Hack to get the physics scene geometries in the right spot 1799 // Hack to get the physics scene geometries in the right spot
1265 ResetChildPrimPhysicsPositions(); 1800// ResetChildPrimPhysicsPositions();
1801 if (m_rootPart.PhysActor != null)
1802 {
1803 m_rootPart.PhysActor.Building = false;
1804 }
1805 }
1806 else
1807 {
1808 // Apply physics to the root prim
1809 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1266 } 1810 }
1267 } 1811 }
1268 1812
1269 public void SetOwnerId(UUID userId) 1813 public void SetOwnerId(UUID userId)
1270 { 1814 {
1271 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1815 ForEachPart(delegate(SceneObjectPart part)
1816 {
1817
1818 part.OwnerID = userId;
1819
1820 });
1272 } 1821 }
1273 1822
1274 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1823 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1300,11 +1849,17 @@ namespace OpenSim.Region.Framework.Scenes
1300 return; 1849 return;
1301 } 1850 }
1302 1851
1852 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1853 return;
1854
1303 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1855 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1304 // any exception propogate upwards. 1856 // any exception propogate upwards.
1305 try 1857 try
1306 { 1858 {
1307 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1859 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1860 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1861 m_scene.LoadingPrims) // Land may not be valid yet
1862
1308 { 1863 {
1309 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1864 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1310 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1865 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1331,6 +1886,7 @@ namespace OpenSim.Region.Framework.Scenes
1331 } 1886 }
1332 } 1887 }
1333 } 1888 }
1889
1334 } 1890 }
1335 1891
1336 if (m_scene.UseBackup && HasGroupChanged) 1892 if (m_scene.UseBackup && HasGroupChanged)
@@ -1338,6 +1894,20 @@ namespace OpenSim.Region.Framework.Scenes
1338 // don't backup while it's selected or you're asking for changes mid stream. 1894 // don't backup while it's selected or you're asking for changes mid stream.
1339 if (isTimeToPersist() || forcedBackup) 1895 if (isTimeToPersist() || forcedBackup)
1340 { 1896 {
1897 if (m_rootPart.PhysActor != null &&
1898 (!m_rootPart.PhysActor.IsPhysical))
1899 {
1900 // Possible ghost prim
1901 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1902 {
1903 foreach (SceneObjectPart part in m_parts.GetArray())
1904 {
1905 // Re-set physics actor positions and
1906 // orientations
1907 part.GroupPosition = m_rootPart.GroupPosition;
1908 }
1909 }
1910 }
1341// m_log.DebugFormat( 1911// m_log.DebugFormat(
1342// "[SCENE]: Storing {0}, {1} in {2}", 1912// "[SCENE]: Storing {0}, {1} in {2}",
1343// Name, UUID, m_scene.RegionInfo.RegionName); 1913// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1355,6 +1925,11 @@ namespace OpenSim.Region.Framework.Scenes
1355 1925
1356 backup_group.ForEachPart(delegate(SceneObjectPart part) 1926 backup_group.ForEachPart(delegate(SceneObjectPart part)
1357 { 1927 {
1928 if (part.KeyframeMotion != null)
1929 {
1930 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
1931 part.KeyframeMotion.UpdateSceneObject(this);
1932 }
1358 part.Inventory.ProcessInventoryBackup(datastore); 1933 part.Inventory.ProcessInventoryBackup(datastore);
1359 }); 1934 });
1360 1935
@@ -1407,6 +1982,7 @@ namespace OpenSim.Region.Framework.Scenes
1407 /// <returns></returns> 1982 /// <returns></returns>
1408 public SceneObjectGroup Copy(bool userExposed) 1983 public SceneObjectGroup Copy(bool userExposed)
1409 { 1984 {
1985 m_dupeInProgress = true;
1410 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1986 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1411 dupe.m_isBackedUp = false; 1987 dupe.m_isBackedUp = false;
1412 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1988 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -1421,7 +1997,7 @@ namespace OpenSim.Region.Framework.Scenes
1421 // This is only necessary when userExposed is false! 1997 // This is only necessary when userExposed is false!
1422 1998
1423 bool previousAttachmentStatus = dupe.IsAttachment; 1999 bool previousAttachmentStatus = dupe.IsAttachment;
1424 2000
1425 if (!userExposed) 2001 if (!userExposed)
1426 dupe.IsAttachment = true; 2002 dupe.IsAttachment = true;
1427 2003
@@ -1439,11 +2015,11 @@ namespace OpenSim.Region.Framework.Scenes
1439 dupe.m_rootPart.TrimPermissions(); 2015 dupe.m_rootPart.TrimPermissions();
1440 2016
1441 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2017 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1442 2018
1443 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2019 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1444 { 2020 {
1445 return p1.LinkNum.CompareTo(p2.LinkNum); 2021 return p1.LinkNum.CompareTo(p2.LinkNum);
1446 } 2022 }
1447 ); 2023 );
1448 2024
1449 foreach (SceneObjectPart part in partList) 2025 foreach (SceneObjectPart part in partList)
@@ -1453,40 +2029,53 @@ namespace OpenSim.Region.Framework.Scenes
1453 { 2029 {
1454 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2030 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1455 newPart.LinkNum = part.LinkNum; 2031 newPart.LinkNum = part.LinkNum;
1456 } 2032 if (userExposed)
2033 newPart.ParentID = dupe.m_rootPart.LocalId;
2034 }
1457 else 2035 else
1458 { 2036 {
1459 newPart = dupe.m_rootPart; 2037 newPart = dupe.m_rootPart;
1460 } 2038 }
2039/*
2040 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2041 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1461 2042
1462 // Need to duplicate the physics actor as well 2043 // Need to duplicate the physics actor as well
1463 if (part.PhysActor != null && userExposed) 2044 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1464 { 2045 {
1465 PrimitiveBaseShape pbs = newPart.Shape; 2046 PrimitiveBaseShape pbs = newPart.Shape;
1466
1467 newPart.PhysActor 2047 newPart.PhysActor
1468 = m_scene.PhysicsScene.AddPrimShape( 2048 = m_scene.PhysicsScene.AddPrimShape(
1469 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2049 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1470 pbs, 2050 pbs,
1471 newPart.AbsolutePosition, 2051 newPart.AbsolutePosition,
1472 newPart.Scale, 2052 newPart.Scale,
1473 newPart.RotationOffset, 2053 newPart.GetWorldRotation(),
1474 part.PhysActor.IsPhysical, 2054 isphys,
2055 isphan,
1475 newPart.LocalId); 2056 newPart.LocalId);
1476 2057
1477 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 2058 newPart.DoPhysicsPropertyUpdate(isphys, true);
1478 } 2059 */
2060 if (userExposed)
2061 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2062// }
1479 } 2063 }
1480 2064
1481 if (userExposed) 2065 if (userExposed)
1482 { 2066 {
1483 dupe.UpdateParentIDs(); 2067// done above dupe.UpdateParentIDs();
2068
2069 if (dupe.m_rootPart.PhysActor != null)
2070 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2071
1484 dupe.HasGroupChanged = true; 2072 dupe.HasGroupChanged = true;
1485 dupe.AttachToBackup(); 2073 dupe.AttachToBackup();
1486 2074
1487 ScheduleGroupForFullUpdate(); 2075 ScheduleGroupForFullUpdate();
1488 } 2076 }
1489 2077
2078 m_dupeInProgress = false;
1490 return dupe; 2079 return dupe;
1491 } 2080 }
1492 2081
@@ -1498,11 +2087,24 @@ namespace OpenSim.Region.Framework.Scenes
1498 /// <param name="cGroupID"></param> 2087 /// <param name="cGroupID"></param>
1499 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2088 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1500 { 2089 {
1501 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2090 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2091 // give newpart a new local ID lettng old part keep same
2092 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2093 newpart.LocalId = m_scene.AllocateLocalId();
2094
2095 SetRootPart(newpart);
2096 if (userExposed)
2097 RootPart.Velocity = Vector3.Zero; // In case source is moving
1502 } 2098 }
1503 2099
1504 public void ScriptSetPhysicsStatus(bool usePhysics) 2100 public void ScriptSetPhysicsStatus(bool usePhysics)
1505 { 2101 {
2102 if (usePhysics)
2103 {
2104 if (RootPart.KeyframeMotion != null)
2105 RootPart.KeyframeMotion.Stop();
2106 RootPart.KeyframeMotion = null;
2107 }
1506 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2108 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1507 } 2109 }
1508 2110
@@ -1566,32 +2168,12 @@ namespace OpenSim.Region.Framework.Scenes
1566 } 2168 }
1567 } 2169 }
1568 2170
1569 public void setAngularImpulse(Vector3 impulse)
1570 {
1571 if (RootPart.PhysActor != null)
1572 {
1573 if (!IsAttachment)
1574 {
1575 RootPart.PhysActor.Torque = impulse;
1576 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
1577 }
1578 }
1579 }
1580
1581 public Vector3 GetTorque() 2171 public Vector3 GetTorque()
1582 { 2172 {
1583 if (RootPart.PhysActor != null) 2173 return RootPart.Torque;
1584 {
1585 if (!IsAttachment)
1586 {
1587 Vector3 torque = RootPart.PhysActor.Torque;
1588 return torque;
1589 }
1590 }
1591
1592 return Vector3.Zero;
1593 } 2174 }
1594 2175
2176 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1595 public void moveToTarget(Vector3 target, float tau) 2177 public void moveToTarget(Vector3 target, float tau)
1596 { 2178 {
1597 if (IsAttachment) 2179 if (IsAttachment)
@@ -1619,6 +2201,46 @@ namespace OpenSim.Region.Framework.Scenes
1619 RootPart.PhysActor.PIDActive = false; 2201 RootPart.PhysActor.PIDActive = false;
1620 } 2202 }
1621 2203
2204 public void rotLookAt(Quaternion target, float strength, float damping)
2205 {
2206 SceneObjectPart rootpart = m_rootPart;
2207 if (rootpart != null)
2208 {
2209 if (IsAttachment)
2210 {
2211 /*
2212 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2213 if (avatar != null)
2214 {
2215 Rotate the Av?
2216 } */
2217 }
2218 else
2219 {
2220 if (rootpart.PhysActor != null)
2221 { // APID must be implemented in your physics system for this to function.
2222 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2223 rootpart.PhysActor.APIDStrength = strength;
2224 rootpart.PhysActor.APIDDamping = damping;
2225 rootpart.PhysActor.APIDActive = true;
2226 }
2227 }
2228 }
2229 }
2230
2231 public void stopLookAt()
2232 {
2233 SceneObjectPart rootpart = m_rootPart;
2234 if (rootpart != null)
2235 {
2236 if (rootpart.PhysActor != null)
2237 { // APID must be implemented in your physics system for this to function.
2238 rootpart.PhysActor.APIDActive = false;
2239 }
2240 }
2241
2242 }
2243
1622 /// <summary> 2244 /// <summary>
1623 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2245 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1624 /// </summary> 2246 /// </summary>
@@ -1673,7 +2295,12 @@ namespace OpenSim.Region.Framework.Scenes
1673 /// <param name="cGroupID"></param> 2295 /// <param name="cGroupID"></param>
1674 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2296 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1675 { 2297 {
1676 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2298 // give new ID to the new part, letting old keep original
2299 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2300 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2301 newPart.LocalId = m_scene.AllocateLocalId();
2302 newPart.SetParent(this);
2303
1677 AddPart(newPart); 2304 AddPart(newPart);
1678 2305
1679 SetPartAsNonRoot(newPart); 2306 SetPartAsNonRoot(newPart);
@@ -1802,11 +2429,11 @@ namespace OpenSim.Region.Framework.Scenes
1802 /// Immediately send a full update for this scene object. 2429 /// Immediately send a full update for this scene object.
1803 /// </summary> 2430 /// </summary>
1804 public void SendGroupFullUpdate() 2431 public void SendGroupFullUpdate()
1805 { 2432 {
1806 if (IsDeleted) 2433 if (IsDeleted)
1807 return; 2434 return;
1808 2435
1809// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2436// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1810 2437
1811 RootPart.SendFullUpdateToAllClients(); 2438 RootPart.SendFullUpdateToAllClients();
1812 2439
@@ -1950,6 +2577,11 @@ namespace OpenSim.Region.Framework.Scenes
1950 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2577 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1951 public void LinkToGroup(SceneObjectGroup objectGroup) 2578 public void LinkToGroup(SceneObjectGroup objectGroup)
1952 { 2579 {
2580 LinkToGroup(objectGroup, false);
2581 }
2582
2583 public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
2584 {
1953// m_log.DebugFormat( 2585// m_log.DebugFormat(
1954// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", 2586// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
1955// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); 2587// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
@@ -1960,6 +2592,15 @@ namespace OpenSim.Region.Framework.Scenes
1960 2592
1961 SceneObjectPart linkPart = objectGroup.m_rootPart; 2593 SceneObjectPart linkPart = objectGroup.m_rootPart;
1962 2594
2595 if (m_rootPart.PhysActor != null)
2596 m_rootPart.PhysActor.Building = true;
2597 if (linkPart.PhysActor != null)
2598 linkPart.PhysActor.Building = true;
2599
2600 // physics flags from group to be applied to linked parts
2601 bool grpusephys = UsesPhysics;
2602 bool grptemporary = IsTemporary;
2603
1963 Vector3 oldGroupPosition = linkPart.GroupPosition; 2604 Vector3 oldGroupPosition = linkPart.GroupPosition;
1964 Quaternion oldRootRotation = linkPart.RotationOffset; 2605 Quaternion oldRootRotation = linkPart.RotationOffset;
1965 2606
@@ -1983,13 +2624,34 @@ namespace OpenSim.Region.Framework.Scenes
1983 2624
1984 lock (m_parts.SyncRoot) 2625 lock (m_parts.SyncRoot)
1985 { 2626 {
1986 int linkNum = PrimCount + 1; 2627 int linkNum;
2628 if (insert)
2629 {
2630 linkNum = 2;
2631 foreach (SceneObjectPart part in Parts)
2632 {
2633 if (part.LinkNum > 1)
2634 part.LinkNum++;
2635 }
2636 }
2637 else
2638 {
2639 linkNum = PrimCount + 1;
2640 }
1987 2641
1988 m_parts.Add(linkPart.UUID, linkPart); 2642 m_parts.Add(linkPart.UUID, linkPart);
1989 2643
1990 linkPart.SetParent(this); 2644 linkPart.SetParent(this);
1991 linkPart.CreateSelected = true; 2645 linkPart.CreateSelected = true;
1992 2646
2647 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2648 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2649 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2650 {
2651 linkPart.PhysActor.link(m_rootPart.PhysActor);
2652 this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor);
2653 }
2654
1993 linkPart.LinkNum = linkNum++; 2655 linkPart.LinkNum = linkNum++;
1994 2656
1995 SceneObjectPart[] ogParts = objectGroup.Parts; 2657 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2002,7 +2664,16 @@ namespace OpenSim.Region.Framework.Scenes
2002 { 2664 {
2003 SceneObjectPart part = ogParts[i]; 2665 SceneObjectPart part = ogParts[i];
2004 if (part.UUID != objectGroup.m_rootPart.UUID) 2666 if (part.UUID != objectGroup.m_rootPart.UUID)
2667 {
2005 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2668 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2669 // let physics know
2670 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2671 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2672 {
2673 part.PhysActor.link(m_rootPart.PhysActor);
2674 this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2675 }
2676 }
2006 part.ClearUndoState(); 2677 part.ClearUndoState();
2007 } 2678 }
2008 } 2679 }
@@ -2011,7 +2682,7 @@ namespace OpenSim.Region.Framework.Scenes
2011 objectGroup.IsDeleted = true; 2682 objectGroup.IsDeleted = true;
2012 2683
2013 objectGroup.m_parts.Clear(); 2684 objectGroup.m_parts.Clear();
2014 2685
2015 // Can't do this yet since backup still makes use of the root part without any synchronization 2686 // Can't do this yet since backup still makes use of the root part without any synchronization
2016// objectGroup.m_rootPart = null; 2687// objectGroup.m_rootPart = null;
2017 2688
@@ -2022,6 +2693,9 @@ namespace OpenSim.Region.Framework.Scenes
2022 // unmoved prims! 2693 // unmoved prims!
2023 ResetChildPrimPhysicsPositions(); 2694 ResetChildPrimPhysicsPositions();
2024 2695
2696 if (m_rootPart.PhysActor != null)
2697 m_rootPart.PhysActor.Building = false;
2698
2025 //HasGroupChanged = true; 2699 //HasGroupChanged = true;
2026 //ScheduleGroupForFullUpdate(); 2700 //ScheduleGroupForFullUpdate();
2027 } 2701 }
@@ -2074,7 +2748,10 @@ namespace OpenSim.Region.Framework.Scenes
2074// m_log.DebugFormat( 2748// m_log.DebugFormat(
2075// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2749// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2076// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2750// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2077 2751
2752 if (m_rootPart.PhysActor != null)
2753 m_rootPart.PhysActor.Building = true;
2754
2078 linkPart.ClearUndoState(); 2755 linkPart.ClearUndoState();
2079 2756
2080 Quaternion worldRot = linkPart.GetWorldRotation(); 2757 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2134,6 +2811,14 @@ namespace OpenSim.Region.Framework.Scenes
2134 2811
2135 // When we delete a group, we currently have to force persist to the database if the object id has changed 2812 // When we delete a group, we currently have to force persist to the database if the object id has changed
2136 // (since delete works by deleting all rows which have a given object id) 2813 // (since delete works by deleting all rows which have a given object id)
2814
2815 // this is as it seems to be in sl now
2816 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2817 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2818
2819 if (m_rootPart.PhysActor != null)
2820 m_rootPart.PhysActor.Building = false;
2821
2137 objectGroup.HasGroupChangedDueToDelink = true; 2822 objectGroup.HasGroupChangedDueToDelink = true;
2138 2823
2139 return objectGroup; 2824 return objectGroup;
@@ -2145,6 +2830,7 @@ namespace OpenSim.Region.Framework.Scenes
2145 /// <param name="objectGroup"></param> 2830 /// <param name="objectGroup"></param>
2146 public virtual void DetachFromBackup() 2831 public virtual void DetachFromBackup()
2147 { 2832 {
2833 m_scene.SceneGraph.FireDetachFromBackup(this);
2148 if (m_isBackedUp && Scene != null) 2834 if (m_isBackedUp && Scene != null)
2149 m_scene.EventManager.OnBackup -= ProcessBackup; 2835 m_scene.EventManager.OnBackup -= ProcessBackup;
2150 2836
@@ -2163,7 +2849,8 @@ namespace OpenSim.Region.Framework.Scenes
2163 2849
2164 axPos *= parentRot; 2850 axPos *= parentRot;
2165 part.OffsetPosition = axPos; 2851 part.OffsetPosition = axPos;
2166 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2852 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2853 part.GroupPosition = newPos;
2167 part.OffsetPosition = Vector3.Zero; 2854 part.OffsetPosition = Vector3.Zero;
2168 part.RotationOffset = worldRot; 2855 part.RotationOffset = worldRot;
2169 2856
@@ -2174,7 +2861,7 @@ namespace OpenSim.Region.Framework.Scenes
2174 2861
2175 part.LinkNum = linkNum; 2862 part.LinkNum = linkNum;
2176 2863
2177 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2864 part.OffsetPosition = newPos - AbsolutePosition;
2178 2865
2179 Quaternion rootRotation = m_rootPart.RotationOffset; 2866 Quaternion rootRotation = m_rootPart.RotationOffset;
2180 2867
@@ -2184,7 +2871,7 @@ namespace OpenSim.Region.Framework.Scenes
2184 2871
2185 parentRot = m_rootPart.RotationOffset; 2872 parentRot = m_rootPart.RotationOffset;
2186 oldRot = part.RotationOffset; 2873 oldRot = part.RotationOffset;
2187 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2874 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2188 part.RotationOffset = newRot; 2875 part.RotationOffset = newRot;
2189 } 2876 }
2190 2877
@@ -2431,8 +3118,31 @@ namespace OpenSim.Region.Framework.Scenes
2431 } 3118 }
2432 } 3119 }
2433 3120
3121/*
3122 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2434 for (int i = 0; i < parts.Length; i++) 3123 for (int i = 0; i < parts.Length; i++)
2435 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3124 {
3125 if (parts[i] != RootPart)
3126 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
3127 }
3128*/
3129 if (parts.Length > 1)
3130 {
3131 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3132
3133 for (int i = 0; i < parts.Length; i++)
3134 {
3135
3136 if (parts[i].UUID != m_rootPart.UUID)
3137 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3138 }
3139
3140 if (m_rootPart.PhysActor != null)
3141 m_rootPart.PhysActor.Building = false;
3142 }
3143 else
3144 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
3145
2436 } 3146 }
2437 } 3147 }
2438 3148
@@ -2445,6 +3155,17 @@ namespace OpenSim.Region.Framework.Scenes
2445 } 3155 }
2446 } 3156 }
2447 3157
3158
3159
3160 /// <summary>
3161 /// Gets the number of parts
3162 /// </summary>
3163 /// <returns></returns>
3164 public int GetPartCount()
3165 {
3166 return Parts.Count();
3167 }
3168
2448 /// <summary> 3169 /// <summary>
2449 /// Update the texture entry for this part 3170 /// Update the texture entry for this part
2450 /// </summary> 3171 /// </summary>
@@ -2504,11 +3225,6 @@ namespace OpenSim.Region.Framework.Scenes
2504 /// <param name="scale"></param> 3225 /// <param name="scale"></param>
2505 public void GroupResize(Vector3 scale) 3226 public void GroupResize(Vector3 scale)
2506 { 3227 {
2507// m_log.DebugFormat(
2508// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2509
2510 RootPart.StoreUndoState(true);
2511
2512 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3228 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2513 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3229 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2514 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3230 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2533,7 +3249,6 @@ namespace OpenSim.Region.Framework.Scenes
2533 SceneObjectPart obPart = parts[i]; 3249 SceneObjectPart obPart = parts[i];
2534 if (obPart.UUID != m_rootPart.UUID) 3250 if (obPart.UUID != m_rootPart.UUID)
2535 { 3251 {
2536// obPart.IgnoreUndoUpdate = true;
2537 Vector3 oldSize = new Vector3(obPart.Scale); 3252 Vector3 oldSize = new Vector3(obPart.Scale);
2538 3253
2539 float f = 1.0f; 3254 float f = 1.0f;
@@ -2597,8 +3312,6 @@ namespace OpenSim.Region.Framework.Scenes
2597 z *= a; 3312 z *= a;
2598 } 3313 }
2599 } 3314 }
2600
2601// obPart.IgnoreUndoUpdate = false;
2602 } 3315 }
2603 } 3316 }
2604 } 3317 }
@@ -2608,9 +3321,7 @@ namespace OpenSim.Region.Framework.Scenes
2608 prevScale.Y *= y; 3321 prevScale.Y *= y;
2609 prevScale.Z *= z; 3322 prevScale.Z *= z;
2610 3323
2611// RootPart.IgnoreUndoUpdate = true;
2612 RootPart.Resize(prevScale); 3324 RootPart.Resize(prevScale);
2613// RootPart.IgnoreUndoUpdate = false;
2614 3325
2615 parts = m_parts.GetArray(); 3326 parts = m_parts.GetArray();
2616 for (int i = 0; i < parts.Length; i++) 3327 for (int i = 0; i < parts.Length; i++)
@@ -2619,8 +3330,6 @@ namespace OpenSim.Region.Framework.Scenes
2619 3330
2620 if (obPart.UUID != m_rootPart.UUID) 3331 if (obPart.UUID != m_rootPart.UUID)
2621 { 3332 {
2622 obPart.IgnoreUndoUpdate = true;
2623
2624 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3333 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2625 currentpos.X *= x; 3334 currentpos.X *= x;
2626 currentpos.Y *= y; 3335 currentpos.Y *= y;
@@ -2633,16 +3342,12 @@ namespace OpenSim.Region.Framework.Scenes
2633 3342
2634 obPart.Resize(newSize); 3343 obPart.Resize(newSize);
2635 obPart.UpdateOffSet(currentpos); 3344 obPart.UpdateOffSet(currentpos);
2636
2637 obPart.IgnoreUndoUpdate = false;
2638 } 3345 }
2639 3346
2640// obPart.IgnoreUndoUpdate = false; 3347 HasGroupChanged = true;
2641// obPart.StoreUndoState(); 3348 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3349 ScheduleGroupForTerseUpdate();
2642 } 3350 }
2643
2644// m_log.DebugFormat(
2645// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2646 } 3351 }
2647 3352
2648 #endregion 3353 #endregion
@@ -2655,14 +3360,6 @@ namespace OpenSim.Region.Framework.Scenes
2655 /// <param name="pos"></param> 3360 /// <param name="pos"></param>
2656 public void UpdateGroupPosition(Vector3 pos) 3361 public void UpdateGroupPosition(Vector3 pos)
2657 { 3362 {
2658// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2659
2660 RootPart.StoreUndoState(true);
2661
2662// SceneObjectPart[] parts = m_parts.GetArray();
2663// for (int i = 0; i < parts.Length; i++)
2664// parts[i].StoreUndoState();
2665
2666 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3363 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2667 { 3364 {
2668 if (IsAttachment) 3365 if (IsAttachment)
@@ -2694,21 +3391,17 @@ namespace OpenSim.Region.Framework.Scenes
2694 /// </summary> 3391 /// </summary>
2695 /// <param name="pos"></param> 3392 /// <param name="pos"></param>
2696 /// <param name="localID"></param> 3393 /// <param name="localID"></param>
3394 ///
3395
2697 public void UpdateSinglePosition(Vector3 pos, uint localID) 3396 public void UpdateSinglePosition(Vector3 pos, uint localID)
2698 { 3397 {
2699 SceneObjectPart part = GetChildPart(localID); 3398 SceneObjectPart part = GetChildPart(localID);
2700 3399
2701// SceneObjectPart[] parts = m_parts.GetArray();
2702// for (int i = 0; i < parts.Length; i++)
2703// parts[i].StoreUndoState();
2704
2705 if (part != null) 3400 if (part != null)
2706 { 3401 {
2707// m_log.DebugFormat( 3402// unlock parts position change
2708// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3403 if (m_rootPart.PhysActor != null)
2709 3404 m_rootPart.PhysActor.Building = true;
2710 part.StoreUndoState(false);
2711 part.IgnoreUndoUpdate = true;
2712 3405
2713 if (part.UUID == m_rootPart.UUID) 3406 if (part.UUID == m_rootPart.UUID)
2714 { 3407 {
@@ -2719,8 +3412,10 @@ namespace OpenSim.Region.Framework.Scenes
2719 part.UpdateOffSet(pos); 3412 part.UpdateOffSet(pos);
2720 } 3413 }
2721 3414
3415 if (m_rootPart.PhysActor != null)
3416 m_rootPart.PhysActor.Building = false;
3417
2722 HasGroupChanged = true; 3418 HasGroupChanged = true;
2723 part.IgnoreUndoUpdate = false;
2724 } 3419 }
2725 } 3420 }
2726 3421
@@ -2730,13 +3425,7 @@ namespace OpenSim.Region.Framework.Scenes
2730 /// <param name="pos"></param> 3425 /// <param name="pos"></param>
2731 public void UpdateRootPosition(Vector3 pos) 3426 public void UpdateRootPosition(Vector3 pos)
2732 { 3427 {
2733// m_log.DebugFormat( 3428 // needs to be called with phys building true
2734// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2735
2736// SceneObjectPart[] parts = m_parts.GetArray();
2737// for (int i = 0; i < parts.Length; i++)
2738// parts[i].StoreUndoState();
2739
2740 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3429 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2741 Vector3 oldPos = 3430 Vector3 oldPos =
2742 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3431 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2759,7 +3448,14 @@ namespace OpenSim.Region.Framework.Scenes
2759 AbsolutePosition = newPos; 3448 AbsolutePosition = newPos;
2760 3449
2761 HasGroupChanged = true; 3450 HasGroupChanged = true;
2762 ScheduleGroupForTerseUpdate(); 3451 if (m_rootPart.Undoing)
3452 {
3453 ScheduleGroupForFullUpdate();
3454 }
3455 else
3456 {
3457 ScheduleGroupForTerseUpdate();
3458 }
2763 } 3459 }
2764 3460
2765 #endregion 3461 #endregion
@@ -2772,17 +3468,6 @@ namespace OpenSim.Region.Framework.Scenes
2772 /// <param name="rot"></param> 3468 /// <param name="rot"></param>
2773 public void UpdateGroupRotationR(Quaternion rot) 3469 public void UpdateGroupRotationR(Quaternion rot)
2774 { 3470 {
2775// m_log.DebugFormat(
2776// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2777
2778// SceneObjectPart[] parts = m_parts.GetArray();
2779// for (int i = 0; i < parts.Length; i++)
2780// parts[i].StoreUndoState();
2781
2782 m_rootPart.StoreUndoState(true);
2783
2784 m_rootPart.UpdateRotation(rot);
2785
2786 PhysicsActor actor = m_rootPart.PhysActor; 3471 PhysicsActor actor = m_rootPart.PhysActor;
2787 if (actor != null) 3472 if (actor != null)
2788 { 3473 {
@@ -2801,16 +3486,6 @@ namespace OpenSim.Region.Framework.Scenes
2801 /// <param name="rot"></param> 3486 /// <param name="rot"></param>
2802 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3487 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2803 { 3488 {
2804// m_log.DebugFormat(
2805// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2806
2807// SceneObjectPart[] parts = m_parts.GetArray();
2808// for (int i = 0; i < parts.Length; i++)
2809// parts[i].StoreUndoState();
2810
2811 RootPart.StoreUndoState(true);
2812 RootPart.IgnoreUndoUpdate = true;
2813
2814 m_rootPart.UpdateRotation(rot); 3489 m_rootPart.UpdateRotation(rot);
2815 3490
2816 PhysicsActor actor = m_rootPart.PhysActor; 3491 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2824,8 +3499,6 @@ namespace OpenSim.Region.Framework.Scenes
2824 3499
2825 HasGroupChanged = true; 3500 HasGroupChanged = true;
2826 ScheduleGroupForTerseUpdate(); 3501 ScheduleGroupForTerseUpdate();
2827
2828 RootPart.IgnoreUndoUpdate = false;
2829 } 3502 }
2830 3503
2831 /// <summary> 3504 /// <summary>
@@ -2836,15 +3509,12 @@ namespace OpenSim.Region.Framework.Scenes
2836 public void UpdateSingleRotation(Quaternion rot, uint localID) 3509 public void UpdateSingleRotation(Quaternion rot, uint localID)
2837 { 3510 {
2838 SceneObjectPart part = GetChildPart(localID); 3511 SceneObjectPart part = GetChildPart(localID);
2839
2840 SceneObjectPart[] parts = m_parts.GetArray(); 3512 SceneObjectPart[] parts = m_parts.GetArray();
2841 for (int i = 0; i < parts.Length; i++)
2842 parts[i].StoreUndoState();
2843 3513
2844 if (part != null) 3514 if (part != null)
2845 { 3515 {
2846// m_log.DebugFormat( 3516 if (m_rootPart.PhysActor != null)
2847// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3517 m_rootPart.PhysActor.Building = true;
2848 3518
2849 if (part.UUID == m_rootPart.UUID) 3519 if (part.UUID == m_rootPart.UUID)
2850 { 3520 {
@@ -2854,6 +3524,9 @@ namespace OpenSim.Region.Framework.Scenes
2854 { 3524 {
2855 part.UpdateRotation(rot); 3525 part.UpdateRotation(rot);
2856 } 3526 }
3527
3528 if (m_rootPart.PhysActor != null)
3529 m_rootPart.PhysActor.Building = false;
2857 } 3530 }
2858 } 3531 }
2859 3532
@@ -2867,12 +3540,8 @@ namespace OpenSim.Region.Framework.Scenes
2867 SceneObjectPart part = GetChildPart(localID); 3540 SceneObjectPart part = GetChildPart(localID);
2868 if (part != null) 3541 if (part != null)
2869 { 3542 {
2870// m_log.DebugFormat( 3543 if (m_rootPart.PhysActor != null)
2871// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3544 m_rootPart.PhysActor.Building = true;
2872// part.Name, part.LocalId, rot);
2873
2874 part.StoreUndoState();
2875 part.IgnoreUndoUpdate = true;
2876 3545
2877 if (part.UUID == m_rootPart.UUID) 3546 if (part.UUID == m_rootPart.UUID)
2878 { 3547 {
@@ -2885,7 +3554,8 @@ namespace OpenSim.Region.Framework.Scenes
2885 part.OffsetPosition = pos; 3554 part.OffsetPosition = pos;
2886 } 3555 }
2887 3556
2888 part.IgnoreUndoUpdate = false; 3557 if (m_rootPart.PhysActor != null)
3558 m_rootPart.PhysActor.Building = false;
2889 } 3559 }
2890 } 3560 }
2891 3561
@@ -2895,15 +3565,12 @@ namespace OpenSim.Region.Framework.Scenes
2895 /// <param name="rot"></param> 3565 /// <param name="rot"></param>
2896 public void UpdateRootRotation(Quaternion rot) 3566 public void UpdateRootRotation(Quaternion rot)
2897 { 3567 {
2898// m_log.DebugFormat( 3568 // needs to be called with phys building true
2899// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2900// Name, LocalId, rot);
2901
2902 Quaternion axRot = rot; 3569 Quaternion axRot = rot;
2903 Quaternion oldParentRot = m_rootPart.RotationOffset; 3570 Quaternion oldParentRot = m_rootPart.RotationOffset;
2904 3571
2905 m_rootPart.StoreUndoState(); 3572 //Don't use UpdateRotation because it schedules an update prematurely
2906 m_rootPart.UpdateRotation(rot); 3573 m_rootPart.RotationOffset = rot;
2907 if (m_rootPart.PhysActor != null) 3574 if (m_rootPart.PhysActor != null)
2908 { 3575 {
2909 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3576 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2916,35 +3583,135 @@ namespace OpenSim.Region.Framework.Scenes
2916 SceneObjectPart prim = parts[i]; 3583 SceneObjectPart prim = parts[i];
2917 if (prim.UUID != m_rootPart.UUID) 3584 if (prim.UUID != m_rootPart.UUID)
2918 { 3585 {
2919 prim.IgnoreUndoUpdate = true; 3586 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3587 NewRot = Quaternion.Inverse(axRot) * NewRot;
3588 prim.RotationOffset = NewRot;
3589
2920 Vector3 axPos = prim.OffsetPosition; 3590 Vector3 axPos = prim.OffsetPosition;
3591
2921 axPos *= oldParentRot; 3592 axPos *= oldParentRot;
2922 axPos *= Quaternion.Inverse(axRot); 3593 axPos *= Quaternion.Inverse(axRot);
2923 prim.OffsetPosition = axPos; 3594 prim.OffsetPosition = axPos;
2924 Quaternion primsRot = prim.RotationOffset; 3595 }
2925 Quaternion newRot = oldParentRot * primsRot; 3596 }
2926 newRot = Quaternion.Inverse(axRot) * newRot;
2927 prim.RotationOffset = newRot;
2928 prim.ScheduleTerseUpdate();
2929 prim.IgnoreUndoUpdate = false;
2930 }
2931 }
2932
2933// for (int i = 0; i < parts.Length; i++)
2934// {
2935// SceneObjectPart childpart = parts[i];
2936// if (childpart != m_rootPart)
2937// {
2938//// childpart.IgnoreUndoUpdate = false;
2939//// childpart.StoreUndoState();
2940// }
2941// }
2942 3597
2943 m_rootPart.ScheduleTerseUpdate(); 3598 HasGroupChanged = true;
3599 ScheduleGroupForFullUpdate();
3600 }
2944 3601
2945// m_log.DebugFormat( 3602 private enum updatetype :int
2946// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3603 {
2947// Name, LocalId, rot); 3604 none = 0,
3605 partterse = 1,
3606 partfull = 2,
3607 groupterse = 3,
3608 groupfull = 4
3609 }
3610
3611 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3612 {
3613 // TODO this still as excessive *.Schedule*Update()s
3614
3615 if (part != null && part.ParentGroup != null)
3616 {
3617 ObjectChangeType change = data.change;
3618 bool togroup = ((change & ObjectChangeType.Group) != 0);
3619 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3620
3621 SceneObjectGroup group = part.ParentGroup;
3622 PhysicsActor pha = group.RootPart.PhysActor;
3623
3624 updatetype updateType = updatetype.none;
3625
3626 if (togroup)
3627 {
3628 // related to group
3629 if ((change & ObjectChangeType.Position) != 0)
3630 {
3631 group.AbsolutePosition = data.position;
3632 updateType = updatetype.groupterse;
3633 }
3634 if ((change & ObjectChangeType.Rotation) != 0)
3635 {
3636 group.RootPart.UpdateRotation(data.rotation);
3637 updateType = updatetype.none;
3638 }
3639 if ((change & ObjectChangeType.Scale) != 0)
3640 {
3641 if (pha != null)
3642 pha.Building = true;
3643
3644 group.GroupResize(data.scale);
3645 updateType = updatetype.none;
3646
3647 if (pha != null)
3648 pha.Building = false;
3649 }
3650 }
3651 else
3652 {
3653 // related to single prim in a link-set ( ie group)
3654 if (pha != null)
3655 pha.Building = true;
3656
3657 // root part is special
3658 // parts offset positions or rotations need to change also
3659
3660 if (part == group.RootPart)
3661 {
3662 if ((change & ObjectChangeType.Position) != 0)
3663 group.UpdateRootPosition(data.position);
3664 if ((change & ObjectChangeType.Rotation) != 0)
3665 group.UpdateRootRotation(data.rotation);
3666 if ((change & ObjectChangeType.Scale) != 0)
3667 part.Resize(data.scale);
3668 }
3669 else
3670 {
3671 if ((change & ObjectChangeType.Position) != 0)
3672 {
3673 part.OffsetPosition = data.position;
3674 updateType = updatetype.partterse;
3675 }
3676 if ((change & ObjectChangeType.Rotation) != 0)
3677 {
3678 part.UpdateRotation(data.rotation);
3679 updateType = updatetype.none;
3680 }
3681 if ((change & ObjectChangeType.Scale) != 0)
3682 {
3683 part.Resize(data.scale);
3684 updateType = updatetype.none;
3685 }
3686 }
3687
3688 if (pha != null)
3689 pha.Building = false;
3690 }
3691
3692 if (updateType != updatetype.none)
3693 {
3694 group.HasGroupChanged = true;
3695
3696 switch (updateType)
3697 {
3698 case updatetype.partterse:
3699 part.ScheduleTerseUpdate();
3700 break;
3701 case updatetype.partfull:
3702 part.ScheduleFullUpdate();
3703 break;
3704 case updatetype.groupterse:
3705 group.ScheduleGroupForTerseUpdate();
3706 break;
3707 case updatetype.groupfull:
3708 group.ScheduleGroupForFullUpdate();
3709 break;
3710 default:
3711 break;
3712 }
3713 }
3714 }
2948 } 3715 }
2949 3716
2950 #endregion 3717 #endregion
@@ -3168,7 +3935,6 @@ namespace OpenSim.Region.Framework.Scenes
3168 public float GetMass() 3935 public float GetMass()
3169 { 3936 {
3170 float retmass = 0f; 3937 float retmass = 0f;
3171
3172 SceneObjectPart[] parts = m_parts.GetArray(); 3938 SceneObjectPart[] parts = m_parts.GetArray();
3173 for (int i = 0; i < parts.Length; i++) 3939 for (int i = 0; i < parts.Length; i++)
3174 retmass += parts[i].GetMass(); 3940 retmass += parts[i].GetMass();
@@ -3264,6 +4030,14 @@ namespace OpenSim.Region.Framework.Scenes
3264 SetFromItemID(uuid); 4030 SetFromItemID(uuid);
3265 } 4031 }
3266 4032
4033 public void ResetOwnerChangeFlag()
4034 {
4035 ForEachPart(delegate(SceneObjectPart part)
4036 {
4037 part.ResetOwnerChangeFlag();
4038 });
4039 }
4040
3267 #endregion 4041 #endregion
3268 } 4042 }
3269} 4043}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 439b718..85d2bee 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.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
210 220
211 public Vector3 RotationAxis = Vector3.One; 221 public Vector3 RotationAxis = Vector3.One;
212 222
213 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 223 public bool VolumeDetectActive;
214 // Certainly this must be a persistant setting finally
215 224
216 public bool IsWaitingForFirstSpinUpdatePacket; 225 public bool IsWaitingForFirstSpinUpdatePacket;
217 226
@@ -251,10 +260,10 @@ namespace OpenSim.Region.Framework.Scenes
251 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 260 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
252 private Vector3 m_sitTargetPosition; 261 private Vector3 m_sitTargetPosition;
253 private string m_sitAnimation = "SIT"; 262 private string m_sitAnimation = "SIT";
263 private bool m_occupied; // KF if any av is sitting on this prim
254 private string m_text = String.Empty; 264 private string m_text = String.Empty;
255 private string m_touchName = String.Empty; 265 private string m_touchName = String.Empty;
256 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 266 private UndoRedoState m_UndoRedo = null;
257 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
258 267
259 private bool m_passTouches; 268 private bool m_passTouches;
260 269
@@ -283,7 +292,16 @@ namespace OpenSim.Region.Framework.Scenes
283 protected Vector3 m_lastAcceleration; 292 protected Vector3 m_lastAcceleration;
284 protected Vector3 m_lastAngularVelocity; 293 protected Vector3 m_lastAngularVelocity;
285 protected int m_lastTerseSent; 294 protected int m_lastTerseSent;
286 295 protected float m_buoyancy = 0.0f;
296 protected Vector3 m_force;
297 protected Vector3 m_torque;
298
299 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
300 protected float m_density = 1000.0f; // in kg/m^3
301 protected float m_gravitymod = 1.0f;
302 protected float m_friction = 0.6f; // wood
303 protected float m_bounce = 0.5f; // wood
304
287 /// <summary> 305 /// <summary>
288 /// Stores media texture data 306 /// Stores media texture data
289 /// </summary> 307 /// </summary>
@@ -299,6 +317,17 @@ namespace OpenSim.Region.Framework.Scenes
299 private UUID m_collisionSound; 317 private UUID m_collisionSound;
300 private float m_collisionSoundVolume; 318 private float m_collisionSoundVolume;
301 319
320
321 private SOPVehicle m_vehicle = null;
322
323 private KeyframeMotion m_keyframeMotion = null;
324
325 public KeyframeMotion KeyframeMotion
326 {
327 get; set;
328 }
329
330
302 #endregion Fields 331 #endregion Fields
303 332
304// ~SceneObjectPart() 333// ~SceneObjectPart()
@@ -341,7 +370,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 370 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) : this() 371 Quaternion rotationOffset, Vector3 offsetPosition) : this()
343 { 372 {
344 m_name = "Primitive"; 373 m_name = "Object";
345 374
346 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 375 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
347 LastOwnerID = CreatorID = OwnerID = ownerID; 376 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -381,7 +410,7 @@ namespace OpenSim.Region.Framework.Scenes
381 private uint _ownerMask = (uint)PermissionMask.All; 410 private uint _ownerMask = (uint)PermissionMask.All;
382 private uint _groupMask = (uint)PermissionMask.None; 411 private uint _groupMask = (uint)PermissionMask.None;
383 private uint _everyoneMask = (uint)PermissionMask.None; 412 private uint _everyoneMask = (uint)PermissionMask.None;
384 private uint _nextOwnerMask = (uint)PermissionMask.All; 413 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
385 private PrimFlags _flags = PrimFlags.None; 414 private PrimFlags _flags = PrimFlags.None;
386 private DateTime m_expires; 415 private DateTime m_expires;
387 private DateTime m_rezzed; 416 private DateTime m_rezzed;
@@ -475,12 +504,16 @@ namespace OpenSim.Region.Framework.Scenes
475 } 504 }
476 505
477 /// <value> 506 /// <value>
478 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 507 /// Get the inventory list
479 /// </value> 508 /// </value>
480 public TaskInventoryDictionary TaskInventory 509 public TaskInventoryDictionary TaskInventory
481 { 510 {
482 get { return m_inventory.Items; } 511 get {
483 set { m_inventory.Items = value; } 512 return m_inventory.Items;
513 }
514 set {
515 m_inventory.Items = value;
516 }
484 } 517 }
485 518
486 /// <summary> 519 /// <summary>
@@ -529,19 +562,6 @@ namespace OpenSim.Region.Framework.Scenes
529 } 562 }
530 } 563 }
531 564
532 public byte Material
533 {
534 get { return (byte) m_material; }
535 set
536 {
537 m_material = (Material)value;
538 if (PhysActor != null)
539 {
540 PhysActor.SetMaterial((int)value);
541 }
542 }
543 }
544
545 public bool PassTouches 565 public bool PassTouches
546 { 566 {
547 get { return m_passTouches; } 567 get { return m_passTouches; }
@@ -624,14 +644,12 @@ namespace OpenSim.Region.Framework.Scenes
624 set { m_LoopSoundSlavePrims = value; } 644 set { m_LoopSoundSlavePrims = value; }
625 } 645 }
626 646
627
628 public Byte[] TextureAnimation 647 public Byte[] TextureAnimation
629 { 648 {
630 get { return m_TextureAnimation; } 649 get { return m_TextureAnimation; }
631 set { m_TextureAnimation = value; } 650 set { m_TextureAnimation = value; }
632 } 651 }
633 652
634
635 public Byte[] ParticleSystem 653 public Byte[] ParticleSystem
636 { 654 {
637 get { return m_particleSystem; } 655 get { return m_particleSystem; }
@@ -668,9 +686,11 @@ namespace OpenSim.Region.Framework.Scenes
668 { 686 {
669 // If this is a linkset, we don't want the physics engine mucking up our group position here. 687 // If this is a linkset, we don't want the physics engine mucking up our group position here.
670 PhysicsActor actor = PhysActor; 688 PhysicsActor actor = PhysActor;
671 if (actor != null && ParentID == 0) 689 if (ParentID == 0)
672 { 690 {
673 m_groupPosition = actor.Position; 691 if (actor != null)
692 m_groupPosition = actor.Position;
693 return m_groupPosition;
674 } 694 }
675 695
676 if (ParentGroup.IsAttachment) 696 if (ParentGroup.IsAttachment)
@@ -680,12 +700,14 @@ namespace OpenSim.Region.Framework.Scenes
680 return sp.AbsolutePosition; 700 return sp.AbsolutePosition;
681 } 701 }
682 702
703 // use root prim's group position. Physics may have updated it
704 if (ParentGroup.RootPart != this)
705 m_groupPosition = ParentGroup.RootPart.GroupPosition;
683 return m_groupPosition; 706 return m_groupPosition;
684 } 707 }
685 set 708 set
686 { 709 {
687 m_groupPosition = value; 710 m_groupPosition = value;
688
689 PhysicsActor actor = PhysActor; 711 PhysicsActor actor = PhysActor;
690 if (actor != null) 712 if (actor != null)
691 { 713 {
@@ -711,16 +733,6 @@ namespace OpenSim.Region.Framework.Scenes
711 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 733 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
712 } 734 }
713 } 735 }
714
715 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
716 if (SitTargetAvatar != UUID.Zero)
717 {
718 ScenePresence avatar;
719 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
720 {
721 avatar.ParentPosition = GetWorldPosition();
722 }
723 }
724 } 736 }
725 } 737 }
726 738
@@ -729,7 +741,7 @@ namespace OpenSim.Region.Framework.Scenes
729 get { return m_offsetPosition; } 741 get { return m_offsetPosition; }
730 set 742 set
731 { 743 {
732// StoreUndoState(); 744 Vector3 oldpos = m_offsetPosition;
733 m_offsetPosition = value; 745 m_offsetPosition = value;
734 746
735 if (ParentGroup != null && !ParentGroup.IsDeleted) 747 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -744,7 +756,22 @@ namespace OpenSim.Region.Framework.Scenes
744 if (ParentGroup.Scene != null) 756 if (ParentGroup.Scene != null)
745 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 757 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
746 } 758 }
759
760 if (!m_parentGroup.m_dupeInProgress)
761 {
762 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
763 foreach (ScenePresence av in avs)
764 {
765 if (av.ParentID == m_localId)
766 {
767 Vector3 offset = (m_offsetPosition - oldpos);
768 av.AbsolutePosition += offset;
769 av.SendAvatarDataToAllAgents();
770 }
771 }
772 }
747 } 773 }
774 TriggerScriptChangedEvent(Changed.POSITION);
748 } 775 }
749 } 776 }
750 777
@@ -793,7 +820,7 @@ namespace OpenSim.Region.Framework.Scenes
793 820
794 set 821 set
795 { 822 {
796 StoreUndoState(); 823// StoreUndoState();
797 m_rotationOffset = value; 824 m_rotationOffset = value;
798 825
799 PhysicsActor actor = PhysActor; 826 PhysicsActor actor = PhysActor;
@@ -881,7 +908,7 @@ namespace OpenSim.Region.Framework.Scenes
881 get 908 get
882 { 909 {
883 PhysicsActor actor = PhysActor; 910 PhysicsActor actor = PhysActor;
884 if ((actor != null) && actor.IsPhysical) 911 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
885 { 912 {
886 m_angularVelocity = actor.RotationalVelocity; 913 m_angularVelocity = actor.RotationalVelocity;
887 } 914 }
@@ -893,7 +920,16 @@ namespace OpenSim.Region.Framework.Scenes
893 /// <summary></summary> 920 /// <summary></summary>
894 public Vector3 Acceleration 921 public Vector3 Acceleration
895 { 922 {
896 get { return m_acceleration; } 923 get
924 {
925 PhysicsActor actor = PhysActor;
926 if (actor != null)
927 {
928 m_acceleration = actor.Acceleration;
929 }
930 return m_acceleration;
931 }
932
897 set { m_acceleration = value; } 933 set { m_acceleration = value; }
898 } 934 }
899 935
@@ -950,7 +986,11 @@ namespace OpenSim.Region.Framework.Scenes
950 public PrimitiveBaseShape Shape 986 public PrimitiveBaseShape Shape
951 { 987 {
952 get { return m_shape; } 988 get { return m_shape; }
953 set { m_shape = value;} 989 set
990 {
991 m_shape = value;
992 m_physicsShapeType = DefaultPhysicsShapeType();
993 }
954 } 994 }
955 995
956 /// <summary> 996 /// <summary>
@@ -963,7 +1003,7 @@ namespace OpenSim.Region.Framework.Scenes
963 { 1003 {
964 if (m_shape != null) 1004 if (m_shape != null)
965 { 1005 {
966 StoreUndoState(); 1006// StoreUndoState();
967 1007
968 m_shape.Scale = value; 1008 m_shape.Scale = value;
969 1009
@@ -990,6 +1030,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1030 }
991 1031
992 public UpdateRequired UpdateFlag { get; set; } 1032 public UpdateRequired UpdateFlag { get; set; }
1033 public bool UpdatePhysRequired { get; set; }
993 1034
994 /// <summary> 1035 /// <summary>
995 /// Used for media on a prim. 1036 /// Used for media on a prim.
@@ -1030,10 +1071,7 @@ namespace OpenSim.Region.Framework.Scenes
1030 { 1071 {
1031 get 1072 get
1032 { 1073 {
1033 if (ParentGroup.IsAttachment) 1074 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1034 return GroupPosition;
1035
1036 return m_offsetPosition + m_groupPosition;
1037 } 1075 }
1038 } 1076 }
1039 1077
@@ -1203,6 +1241,13 @@ namespace OpenSim.Region.Framework.Scenes
1203 _flags = value; 1241 _flags = value;
1204 } 1242 }
1205 } 1243 }
1244
1245 [XmlIgnore]
1246 public bool IsOccupied // KF If an av is sittingon this prim
1247 {
1248 get { return m_occupied; }
1249 set { m_occupied = value; }
1250 }
1206 1251
1207 /// <summary> 1252 /// <summary>
1208 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1253 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1262,6 +1307,288 @@ namespace OpenSim.Region.Framework.Scenes
1262 set { m_collisionSoundVolume = value; } 1307 set { m_collisionSoundVolume = value; }
1263 } 1308 }
1264 1309
1310 public float Buoyancy
1311 {
1312 get
1313 {
1314 if (ParentGroup.RootPart == this)
1315 return m_buoyancy;
1316
1317 return ParentGroup.RootPart.Buoyancy;
1318 }
1319 set
1320 {
1321 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1322 {
1323 ParentGroup.RootPart.Buoyancy = value;
1324 return;
1325 }
1326 m_buoyancy = value;
1327 if (PhysActor != null)
1328 PhysActor.Buoyancy = value;
1329 }
1330 }
1331
1332 public Vector3 Force
1333 {
1334 get
1335 {
1336 if (ParentGroup.RootPart == this)
1337 return m_force;
1338
1339 return ParentGroup.RootPart.Force;
1340 }
1341
1342 set
1343 {
1344 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1345 {
1346 ParentGroup.RootPart.Force = value;
1347 return;
1348 }
1349 m_force = value;
1350 if (PhysActor != null)
1351 PhysActor.Force = value;
1352 }
1353 }
1354
1355 public Vector3 Torque
1356 {
1357 get
1358 {
1359 if (ParentGroup.RootPart == this)
1360 return m_torque;
1361
1362 return ParentGroup.RootPart.Torque;
1363 }
1364
1365 set
1366 {
1367 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1368 {
1369 ParentGroup.RootPart.Torque = value;
1370 return;
1371 }
1372 m_torque = value;
1373 if (PhysActor != null)
1374 PhysActor.Torque = value;
1375 }
1376 }
1377
1378 public byte Material
1379 {
1380 get { return (byte)m_material; }
1381 set
1382 {
1383 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1384 {
1385 bool update = false;
1386
1387 if (m_material != (Material)value)
1388 {
1389 update = true;
1390 m_material = (Material)value;
1391 }
1392
1393 if (m_friction != SOPMaterialData.friction(m_material))
1394 {
1395 update = true;
1396 m_friction = SOPMaterialData.friction(m_material);
1397 }
1398
1399 if (m_bounce != SOPMaterialData.bounce(m_material))
1400 {
1401 update = true;
1402 m_bounce = SOPMaterialData.bounce(m_material);
1403 }
1404
1405 if (update)
1406 {
1407 if (PhysActor != null)
1408 {
1409 PhysActor.SetMaterial((int)value);
1410 }
1411 if(ParentGroup != null)
1412 ParentGroup.HasGroupChanged = true;
1413 ScheduleFullUpdateIfNone();
1414 UpdatePhysRequired = true;
1415 }
1416 }
1417 }
1418 }
1419
1420 // not a propriety to move to methods place later
1421 private bool HasMesh()
1422 {
1423 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1424 return true;
1425 return false;
1426 }
1427
1428 // not a propriety to move to methods place later
1429 public byte DefaultPhysicsShapeType()
1430 {
1431 byte type;
1432
1433 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1434 type = (byte)PhysShapeType.convex;
1435 else
1436 type = (byte)PhysShapeType.prim;
1437
1438 return type;
1439 }
1440
1441 [XmlIgnore]
1442 public bool UsesComplexCost
1443 {
1444 get
1445 {
1446 byte pst = PhysicsShapeType;
1447 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1448 return true;
1449 return false;
1450 }
1451 }
1452
1453 [XmlIgnore]
1454 public float PhysicsCost
1455 {
1456 get
1457 {
1458 if(PhysicsShapeType == (byte)PhysShapeType.none)
1459 return 0;
1460
1461 float cost = 0.1f;
1462 if (PhysActor != null)
1463// cost += PhysActor.Cost;
1464
1465 if ((Flags & PrimFlags.Physics) != 0)
1466 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1467 return cost;
1468 }
1469 }
1470
1471 [XmlIgnore]
1472 public float StreamingCost
1473 {
1474 get
1475 {
1476
1477
1478 return 0.1f;
1479 }
1480 }
1481
1482 [XmlIgnore]
1483 public float SimulationCost
1484 {
1485 get
1486 {
1487 // ignoring scripts. Don't like considering them for this
1488 if((Flags & PrimFlags.Physics) != 0)
1489 return 1.0f;
1490
1491 return 0.5f;
1492 }
1493 }
1494
1495 public byte PhysicsShapeType
1496 {
1497 get { return m_physicsShapeType; }
1498 set
1499 {
1500 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1501 {
1502 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1503 m_physicsShapeType = DefaultPhysicsShapeType();
1504 else
1505 m_physicsShapeType = value;
1506 }
1507 else
1508 m_physicsShapeType = DefaultPhysicsShapeType();
1509
1510 if (ParentGroup != null)
1511 ParentGroup.HasGroupChanged = true;
1512
1513 if(m_physicsShapeType != value)
1514 UpdatePhysRequired = true;
1515 }
1516 }
1517
1518 public float Density // in kg/m^3
1519 {
1520 get { return m_density; }
1521 set
1522 {
1523 if (value >=1 && value <= 22587.0)
1524 {
1525 m_density = value;
1526 UpdatePhysRequired = true;
1527 }
1528
1529 ScheduleFullUpdateIfNone();
1530
1531 if (ParentGroup != null)
1532 ParentGroup.HasGroupChanged = true;
1533 }
1534 }
1535
1536 public float GravityModifier
1537 {
1538 get { return m_gravitymod; }
1539 set
1540 {
1541 if( value >= -1 && value <=28.0f)
1542 {
1543 m_gravitymod = value;
1544 UpdatePhysRequired = true;
1545 }
1546
1547 ScheduleFullUpdateIfNone();
1548
1549 if (ParentGroup != null)
1550 ParentGroup.HasGroupChanged = true;
1551
1552 }
1553 }
1554
1555 public float Friction
1556 {
1557 get { return m_friction; }
1558 set
1559 {
1560 if (value >= 0 && value <= 255.0f)
1561 {
1562 m_friction = value;
1563 UpdatePhysRequired = true;
1564 }
1565
1566 ScheduleFullUpdateIfNone();
1567
1568 if (ParentGroup != null)
1569 ParentGroup.HasGroupChanged = true;
1570 }
1571 }
1572
1573 public float Bounciness
1574 {
1575 get { return m_bounce; }
1576 set
1577 {
1578 if (value >= 0 && value <= 1.0f)
1579 {
1580 m_bounce = value;
1581 UpdatePhysRequired = true;
1582 }
1583
1584 ScheduleFullUpdateIfNone();
1585
1586 if (ParentGroup != null)
1587 ParentGroup.HasGroupChanged = true;
1588 }
1589 }
1590
1591
1265 #endregion Public Properties with only Get 1592 #endregion Public Properties with only Get
1266 1593
1267 private uint ApplyMask(uint val, bool set, uint mask) 1594 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1437,20 +1764,24 @@ namespace OpenSim.Region.Framework.Scenes
1437 /// </summary> 1764 /// </summary>
1438 /// <param name="impulsei">Vector force</param> 1765 /// <param name="impulsei">Vector force</param>
1439 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1766 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1440 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1767
1768 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1769 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1441 { 1770 {
1442 Vector3 impulse = impulsei; 1771 Vector3 torque = torquei;
1443 1772
1444 if (localGlobalTF) 1773 if (localGlobalTF)
1445 { 1774 {
1775/*
1446 Quaternion grot = GetWorldRotation(); 1776 Quaternion grot = GetWorldRotation();
1447 Quaternion AXgrot = grot; 1777 Quaternion AXgrot = grot;
1448 Vector3 AXimpulsei = impulsei; 1778 Vector3 AXimpulsei = impulsei;
1449 Vector3 newimpulse = AXimpulsei * AXgrot; 1779 Vector3 newimpulse = AXimpulsei * AXgrot;
1450 impulse = newimpulse; 1780 */
1781 torque *= GetWorldRotation();
1451 } 1782 }
1452 1783
1453 ParentGroup.setAngularImpulse(impulse); 1784 Torque = torque;
1454 } 1785 }
1455 1786
1456 /// <summary> 1787 /// <summary>
@@ -1458,18 +1789,19 @@ namespace OpenSim.Region.Framework.Scenes
1458 /// </summary> 1789 /// </summary>
1459 /// <param name="rootObjectFlags"></param> 1790 /// <param name="rootObjectFlags"></param>
1460 /// <param name="VolumeDetectActive"></param> 1791 /// <param name="VolumeDetectActive"></param>
1461 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1792
1793 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
1462 { 1794 {
1463 if (!ParentGroup.Scene.CollidablePrims) 1795 if (!ParentGroup.Scene.CollidablePrims)
1464 return; 1796 return;
1465 1797
1466// m_log.DebugFormat( 1798 if (PhysicsShapeType == (byte)PhysShapeType.none)
1467// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1799 return;
1468// Name, LocalId, UUID, m_physicalPrim);
1469 1800
1470 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1801 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
1471 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1802 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
1472 1803
1804
1473 if (IsJoint()) 1805 if (IsJoint())
1474 { 1806 {
1475 DoPhysicsPropertyUpdate(isPhysical, true); 1807 DoPhysicsPropertyUpdate(isPhysical, true);
@@ -1477,16 +1809,19 @@ namespace OpenSim.Region.Framework.Scenes
1477 else 1809 else
1478 { 1810 {
1479 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1811 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored
1480 if (VolumeDetectActive) 1812// if (VolumeDetectActive)
1481 isPhantom = false; 1813// isPhantom = false;
1482 1814
1483 // Added clarification.. since A rigid body is an object that you can kick around, etc. 1815 // Added clarification.. since A rigid body is an object that you can kick around, etc.
1484 bool RigidBody = isPhysical && !isPhantom; 1816// bool RigidBody = isPhysical && !isPhantom;
1485 1817
1486 // 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 1818 // 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
1487 // or flexible 1819 // or flexible
1488 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 1820 // if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1821 if ((!isPhantom || isPhysical || VolumeDetectActive) && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1489 { 1822 {
1823 Vector3 velocity = Velocity;
1824 Vector3 rotationalVelocity = AngularVelocity;
1490 try 1825 try
1491 { 1826 {
1492 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( 1827 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
@@ -1494,8 +1829,9 @@ namespace OpenSim.Region.Framework.Scenes
1494 Shape, 1829 Shape,
1495 AbsolutePosition, 1830 AbsolutePosition,
1496 Scale, 1831 Scale,
1497 RotationOffset, 1832 GetWorldRotation(),
1498 RigidBody, 1833 isPhysical,
1834 isPhantom,
1499 m_localId); 1835 m_localId);
1500 } 1836 }
1501 catch 1837 catch
@@ -1509,8 +1845,30 @@ namespace OpenSim.Region.Framework.Scenes
1509 { 1845 {
1510 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 1846 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
1511 PhysActor.SetMaterial(Material); 1847 PhysActor.SetMaterial(Material);
1512 DoPhysicsPropertyUpdate(RigidBody, true); 1848
1513 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1849 // if root part apply vehicle
1850 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
1851 m_vehicle.SetVehicle(PhysActor);
1852
1853 DoPhysicsPropertyUpdate(isPhysical, true);
1854 if(VolumeDetectActive) // change if not the default only
1855 PhysActor.SetVolumeDetect(1);
1856
1857 if (!building)
1858 PhysActor.Building = false;
1859
1860 Velocity = velocity;
1861 AngularVelocity = rotationalVelocity;
1862 PhysActor.Velocity = velocity;
1863 PhysActor.RotationalVelocity = rotationalVelocity;
1864
1865 // if not vehicle and root part apply force and torque
1866 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
1867 && LocalId == ParentGroup.RootPart.LocalId)
1868 {
1869 PhysActor.Force = Force;
1870 PhysActor.Torque = Torque;
1871 }
1514 } 1872 }
1515 } 1873 }
1516 } 1874 }
@@ -1564,6 +1922,11 @@ namespace OpenSim.Region.Framework.Scenes
1564 dupe.Category = Category; 1922 dupe.Category = Category;
1565 dupe.m_rezzed = m_rezzed; 1923 dupe.m_rezzed = m_rezzed;
1566 1924
1925 dupe.m_UndoRedo = null;
1926
1927 dupe.IgnoreUndoUpdate = false;
1928 dupe.Undoing = false;
1929
1567 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1930 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1568 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 1931 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1569 1932
@@ -1579,6 +1942,7 @@ namespace OpenSim.Region.Framework.Scenes
1579 1942
1580 // Move afterwards ResetIDs as it clears the localID 1943 // Move afterwards ResetIDs as it clears the localID
1581 dupe.LocalId = localID; 1944 dupe.LocalId = localID;
1945
1582 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1946 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1583 dupe.LastOwnerID = OwnerID; 1947 dupe.LastOwnerID = OwnerID;
1584 1948
@@ -1598,6 +1962,9 @@ namespace OpenSim.Region.Framework.Scenes
1598 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1962 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1599 } 1963 }
1600 1964
1965 if (dupe.PhysActor != null)
1966 dupe.PhysActor.LocalID = localID;
1967
1601 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 1968 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1602 1969
1603// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 1970// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1735,63 +2102,63 @@ namespace OpenSim.Region.Framework.Scenes
1735 { 2102 {
1736 if (UsePhysics != PhysActor.IsPhysical || isNew) 2103 if (UsePhysics != PhysActor.IsPhysical || isNew)
1737 { 2104 {
1738 if (PhysActor.IsPhysical) // implies UsePhysics==false for this block 2105 if (PhysActor.IsPhysical)
1739 { 2106 {
1740 if (!isNew) 2107 if (!isNew) // implies UsePhysics==false for this block
2108 {
1741 ParentGroup.Scene.RemovePhysicalPrim(1); 2109 ParentGroup.Scene.RemovePhysicalPrim(1);
1742 2110
1743 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2111 Velocity = new Vector3(0, 0, 0);
1744 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; 2112 Acceleration = new Vector3(0, 0, 0);
1745 PhysActor.delink(); 2113 if (ParentGroup.RootPart == this)
2114 AngularVelocity = new Vector3(0, 0, 0);
1746 2115
1747 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2116 if (PhysActor.Phantom)
1748 { 2117 {
1749 // destroy all joints connected to this now deactivated body 2118 RemoveFromPhysics();
1750 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); 2119 return;
1751 } 2120 }
1752 2121
1753 // stop client-side interpolation of all joint proxy objects that have just been deleted 2122 PhysActor.IsPhysical = UsePhysics;
1754 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2123 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1755 // which stops client-side interpolation of deactivated joint proxy objects. 2124 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
2125 PhysActor.delink();
2126 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2127 {
2128 // destroy all joints connected to this now deactivated body
2129 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
2130 }
2131 }
1756 } 2132 }
1757 2133
1758 if (!UsePhysics && !isNew) 2134 if (PhysActor.IsPhysical != UsePhysics)
1759 { 2135 PhysActor.IsPhysical = UsePhysics;
1760 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1761 // prim still has velocity and continues to interpolate its position along the old
1762 // velocity-vector.
1763 Velocity = new Vector3(0, 0, 0);
1764 Acceleration = new Vector3(0, 0, 0);
1765 AngularVelocity = new Vector3(0, 0, 0);
1766 //RotationalVelocity = new Vector3(0, 0, 0);
1767 }
1768 2136
1769 PhysActor.IsPhysical = UsePhysics; 2137 if (UsePhysics)
2138 {
2139 if (ParentGroup.RootPart.KeyframeMotion != null)
2140 ParentGroup.RootPart.KeyframeMotion.Stop();
2141 ParentGroup.RootPart.KeyframeMotion = null;
2142 ParentGroup.Scene.AddPhysicalPrim(1);
1770 2143
1771 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2144 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1772 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2145 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1773 /// that's not wholesome. Had to make Scene public
1774 //PhysActor = null;
1775 2146
1776 if ((Flags & PrimFlags.Phantom) == 0) 2147 if (ParentID != 0 && ParentID != LocalId)
1777 {
1778 if (UsePhysics)
1779 { 2148 {
1780 ParentGroup.Scene.AddPhysicalPrim(1); 2149 if (ParentGroup.RootPart.PhysActor != null)
1781
1782 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1783 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1784 if (ParentID != 0 && ParentID != LocalId)
1785 { 2150 {
1786 if (ParentGroup.RootPart.PhysActor != null) 2151 PhysActor.link(ParentGroup.RootPart.PhysActor);
1787 {
1788 PhysActor.link(ParentGroup.RootPart.PhysActor);
1789 }
1790 } 2152 }
1791 } 2153 }
1792 } 2154 }
1793 } 2155 }
1794 2156
2157 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2158 if (PhysActor.Phantom != phan)
2159 PhysActor.Phantom = phan;
2160
2161
1795 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2162 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
1796 // mesh data. 2163 // mesh data.
1797 if (Shape.SculptEntry) 2164 if (Shape.SculptEntry)
@@ -1924,10 +2291,7 @@ namespace OpenSim.Region.Framework.Scenes
1924 2291
1925 public Vector3 GetForce() 2292 public Vector3 GetForce()
1926 { 2293 {
1927 if (PhysActor != null) 2294 return Force;
1928 return PhysActor.Force;
1929 else
1930 return Vector3.Zero;
1931 } 2295 }
1932 2296
1933 /// <summary> 2297 /// <summary>
@@ -2561,9 +2925,9 @@ namespace OpenSim.Region.Framework.Scenes
2561 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); 2925 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
2562 2926
2563 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2927 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2564 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2928 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2565 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2929 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2566 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2930 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2567 { 2931 {
2568 ParentGroup.AbsolutePosition = newpos; 2932 ParentGroup.AbsolutePosition = newpos;
2569 return; 2933 return;
@@ -2584,17 +2948,18 @@ namespace OpenSim.Region.Framework.Scenes
2584 //Trys to fetch sound id from prim's inventory. 2948 //Trys to fetch sound id from prim's inventory.
2585 //Prim's inventory doesn't support non script items yet 2949 //Prim's inventory doesn't support non script items yet
2586 2950
2587 lock (TaskInventory) 2951 TaskInventory.LockItemsForRead(true);
2952
2953 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2588 { 2954 {
2589 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2955 if (item.Value.Name == sound)
2590 { 2956 {
2591 if (item.Value.Name == sound) 2957 soundID = item.Value.ItemID;
2592 { 2958 break;
2593 soundID = item.Value.ItemID;
2594 break;
2595 }
2596 } 2959 }
2597 } 2960 }
2961
2962 TaskInventory.LockItemsForRead(false);
2598 } 2963 }
2599 2964
2600 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2965 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2715,6 +3080,19 @@ namespace OpenSim.Region.Framework.Scenes
2715 APIDTarget = Quaternion.Identity; 3080 APIDTarget = Quaternion.Identity;
2716 } 3081 }
2717 3082
3083
3084
3085 public void ScheduleFullUpdateIfNone()
3086 {
3087 if (ParentGroup == null)
3088 return;
3089
3090// ??? ParentGroup.HasGroupChanged = true;
3091
3092 if (UpdateFlag != UpdateRequired.FULL)
3093 ScheduleFullUpdate();
3094 }
3095
2718 /// <summary> 3096 /// <summary>
2719 /// Schedules this prim for a full update 3097 /// Schedules this prim for a full update
2720 /// </summary> 3098 /// </summary>
@@ -2914,8 +3292,8 @@ namespace OpenSim.Region.Framework.Scenes
2914 { 3292 {
2915 const float ROTATION_TOLERANCE = 0.01f; 3293 const float ROTATION_TOLERANCE = 0.01f;
2916 const float VELOCITY_TOLERANCE = 0.001f; 3294 const float VELOCITY_TOLERANCE = 0.001f;
2917 const float POSITION_TOLERANCE = 0.05f; 3295 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2918 const int TIME_MS_TOLERANCE = 3000; 3296 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2919 3297
2920 switch (UpdateFlag) 3298 switch (UpdateFlag)
2921 { 3299 {
@@ -2977,17 +3355,16 @@ namespace OpenSim.Region.Framework.Scenes
2977 if (!UUID.TryParse(sound, out soundID)) 3355 if (!UUID.TryParse(sound, out soundID))
2978 { 3356 {
2979 // search sound file from inventory 3357 // search sound file from inventory
2980 lock (TaskInventory) 3358 TaskInventory.LockItemsForRead(true);
3359 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2981 { 3360 {
2982 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3361 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2983 { 3362 {
2984 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3363 soundID = item.Value.ItemID;
2985 { 3364 break;
2986 soundID = item.Value.ItemID;
2987 break;
2988 }
2989 } 3365 }
2990 } 3366 }
3367 TaskInventory.LockItemsForRead(false);
2991 } 3368 }
2992 3369
2993 if (soundID == UUID.Zero) 3370 if (soundID == UUID.Zero)
@@ -3072,10 +3449,13 @@ namespace OpenSim.Region.Framework.Scenes
3072 3449
3073 public void SetBuoyancy(float fvalue) 3450 public void SetBuoyancy(float fvalue)
3074 { 3451 {
3452 Buoyancy = fvalue;
3453/*
3075 if (PhysActor != null) 3454 if (PhysActor != null)
3076 { 3455 {
3077 PhysActor.Buoyancy = fvalue; 3456 PhysActor.Buoyancy = fvalue;
3078 } 3457 }
3458 */
3079 } 3459 }
3080 3460
3081 public void SetDieAtEdge(bool p) 3461 public void SetDieAtEdge(bool p)
@@ -3103,23 +3483,83 @@ namespace OpenSim.Region.Framework.Scenes
3103 3483
3104 public void SetForce(Vector3 force) 3484 public void SetForce(Vector3 force)
3105 { 3485 {
3486 Force = force;
3487/*
3106 if (PhysActor != null) 3488 if (PhysActor != null)
3107 { 3489 {
3108 PhysActor.Force = force; 3490 PhysActor.Force = force;
3109 } 3491 }
3492 */
3493 }
3494
3495 public SOPVehicle sopVehicle
3496 {
3497 get
3498 {
3499 return m_vehicle;
3500 }
3501 set
3502 {
3503 m_vehicle = value;
3504 }
3505 }
3506
3507
3508 public int VehicleType
3509 {
3510 get
3511 {
3512 if (m_vehicle == null)
3513 return (int)Vehicle.TYPE_NONE;
3514 else
3515 return (int)m_vehicle.Type;
3516 }
3517 set
3518 {
3519 SetVehicleType(value);
3520 }
3110 } 3521 }
3111 3522
3112 public void SetVehicleType(int type) 3523 public void SetVehicleType(int type)
3113 { 3524 {
3114 if (PhysActor != null) 3525 m_vehicle = null;
3526
3527 if (type == (int)Vehicle.TYPE_NONE)
3528 {
3529 if (_parentID ==0 && PhysActor != null)
3530 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3531 return;
3532 }
3533 m_vehicle = new SOPVehicle();
3534 m_vehicle.ProcessTypeChange((Vehicle)type);
3535 {
3536 if (_parentID ==0 && PhysActor != null)
3537 PhysActor.VehicleType = type;
3538 return;
3539 }
3540 }
3541
3542 public void SetVehicleFlags(int param, bool remove)
3543 {
3544 if (m_vehicle == null)
3545 return;
3546
3547 m_vehicle.ProcessVehicleFlags(param, remove);
3548
3549 if (_parentID ==0 && PhysActor != null)
3115 { 3550 {
3116 PhysActor.VehicleType = type; 3551 PhysActor.VehicleFlags(param, remove);
3117 } 3552 }
3118 } 3553 }
3119 3554
3120 public void SetVehicleFloatParam(int param, float value) 3555 public void SetVehicleFloatParam(int param, float value)
3121 { 3556 {
3122 if (PhysActor != null) 3557 if (m_vehicle == null)
3558 return;
3559
3560 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3561
3562 if (_parentID == 0 && PhysActor != null)
3123 { 3563 {
3124 PhysActor.VehicleFloatParam(param, value); 3564 PhysActor.VehicleFloatParam(param, value);
3125 } 3565 }
@@ -3127,7 +3567,12 @@ namespace OpenSim.Region.Framework.Scenes
3127 3567
3128 public void SetVehicleVectorParam(int param, Vector3 value) 3568 public void SetVehicleVectorParam(int param, Vector3 value)
3129 { 3569 {
3130 if (PhysActor != null) 3570 if (m_vehicle == null)
3571 return;
3572
3573 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3574
3575 if (_parentID == 0 && PhysActor != null)
3131 { 3576 {
3132 PhysActor.VehicleVectorParam(param, value); 3577 PhysActor.VehicleVectorParam(param, value);
3133 } 3578 }
@@ -3135,7 +3580,12 @@ namespace OpenSim.Region.Framework.Scenes
3135 3580
3136 public void SetVehicleRotationParam(int param, Quaternion rotation) 3581 public void SetVehicleRotationParam(int param, Quaternion rotation)
3137 { 3582 {
3138 if (PhysActor != null) 3583 if (m_vehicle == null)
3584 return;
3585
3586 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3587
3588 if (_parentID == 0 && PhysActor != null)
3139 { 3589 {
3140 PhysActor.VehicleRotationParam(param, rotation); 3590 PhysActor.VehicleRotationParam(param, rotation);
3141 } 3591 }
@@ -3322,13 +3772,6 @@ namespace OpenSim.Region.Framework.Scenes
3322 hasProfileCut = hasDimple; // is it the same thing? 3772 hasProfileCut = hasDimple; // is it the same thing?
3323 } 3773 }
3324 3774
3325 public void SetVehicleFlags(int param, bool remove)
3326 {
3327 if (PhysActor != null)
3328 {
3329 PhysActor.VehicleFlags(param, remove);
3330 }
3331 }
3332 3775
3333 public void SetGroup(UUID groupID, IClientAPI client) 3776 public void SetGroup(UUID groupID, IClientAPI client)
3334 { 3777 {
@@ -3431,68 +3874,18 @@ namespace OpenSim.Region.Framework.Scenes
3431 //ParentGroup.ScheduleGroupForFullUpdate(); 3874 //ParentGroup.ScheduleGroupForFullUpdate();
3432 } 3875 }
3433 3876
3434 public void StoreUndoState() 3877 public void StoreUndoState(ObjectChangeType change)
3435 { 3878 {
3436 StoreUndoState(false); 3879 if (m_UndoRedo == null)
3437 } 3880 m_UndoRedo = new UndoRedoState(5);
3438 3881
3439 public void StoreUndoState(bool forGroup) 3882 lock (m_UndoRedo)
3440 {
3441 if (!Undoing)
3442 { 3883 {
3443 if (!IgnoreUndoUpdate) 3884 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3444 { 3885 {
3445 if (ParentGroup != null) 3886 m_UndoRedo.StoreUndo(this, change);
3446 {
3447 lock (m_undo)
3448 {
3449 if (m_undo.Count > 0)
3450 {
3451 UndoState last = m_undo.Peek();
3452 if (last != null)
3453 {
3454 // TODO: May need to fix for group comparison
3455 if (last.Compare(this))
3456 {
3457 // m_log.DebugFormat(
3458 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3459 // Name, LocalId, m_undo.Count);
3460
3461 return;
3462 }
3463 }
3464 }
3465
3466 // m_log.DebugFormat(
3467 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3468 // Name, LocalId, forGroup, m_undo.Count);
3469
3470 if (ParentGroup.GetSceneMaxUndo() > 0)
3471 {
3472 UndoState nUndo = new UndoState(this, forGroup);
3473
3474 m_undo.Push(nUndo);
3475
3476 if (m_redo.Count > 0)
3477 m_redo.Clear();
3478
3479 // m_log.DebugFormat(
3480 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3481 // Name, LocalId, forGroup, m_undo.Count);
3482 }
3483 }
3484 }
3485 } 3887 }
3486// else
3487// {
3488// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3489// }
3490 } 3888 }
3491// else
3492// {
3493// m_log.DebugFormat(
3494// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3495// }
3496 } 3889 }
3497 3890
3498 /// <summary> 3891 /// <summary>
@@ -3502,84 +3895,46 @@ namespace OpenSim.Region.Framework.Scenes
3502 { 3895 {
3503 get 3896 get
3504 { 3897 {
3505 lock (m_undo) 3898 if (m_UndoRedo == null)
3506 return m_undo.Count; 3899 return 0;
3900 return m_UndoRedo.Count;
3507 } 3901 }
3508 } 3902 }
3509 3903
3510 public void Undo() 3904 public void Undo()
3511 { 3905 {
3512 lock (m_undo) 3906 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3513 { 3907 return;
3514// m_log.DebugFormat(
3515// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3516// Name, LocalId, m_undo.Count);
3517
3518 if (m_undo.Count > 0)
3519 {
3520 UndoState goback = m_undo.Pop();
3521
3522 if (goback != null)
3523 {
3524 UndoState nUndo = null;
3525
3526 if (ParentGroup.GetSceneMaxUndo() > 0)
3527 {
3528 nUndo = new UndoState(this, goback.ForGroup);
3529 }
3530
3531 goback.PlaybackState(this);
3532
3533 if (nUndo != null)
3534 m_redo.Push(nUndo);
3535 }
3536 }
3537 3908
3538// m_log.DebugFormat( 3909 lock (m_UndoRedo)
3539// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3910 {
3540// Name, LocalId, m_undo.Count); 3911 Undoing = true;
3912 m_UndoRedo.Undo(this);
3913 Undoing = false;
3541 } 3914 }
3542 } 3915 }
3543 3916
3544 public void Redo() 3917 public void Redo()
3545 { 3918 {
3546 lock (m_undo) 3919 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3547 { 3920 return;
3548// m_log.DebugFormat(
3549// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3550// Name, LocalId, m_redo.Count);
3551
3552 if (m_redo.Count > 0)
3553 {
3554 UndoState gofwd = m_redo.Pop();
3555
3556 if (gofwd != null)
3557 {
3558 if (ParentGroup.GetSceneMaxUndo() > 0)
3559 {
3560 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3561
3562 m_undo.Push(nUndo);
3563 }
3564
3565 gofwd.PlayfwdState(this);
3566 }
3567 3921
3568// m_log.DebugFormat( 3922 lock (m_UndoRedo)
3569// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3923 {
3570// Name, LocalId, m_redo.Count); 3924 Undoing = true;
3571 } 3925 m_UndoRedo.Redo(this);
3926 Undoing = false;
3572 } 3927 }
3573 } 3928 }
3574 3929
3575 public void ClearUndoState() 3930 public void ClearUndoState()
3576 { 3931 {
3577// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3932 if (m_UndoRedo == null || Undoing)
3933 return;
3578 3934
3579 lock (m_undo) 3935 lock (m_UndoRedo)
3580 { 3936 {
3581 m_undo.Clear(); 3937 m_UndoRedo.Clear();
3582 m_redo.Clear();
3583 } 3938 }
3584 } 3939 }
3585 3940
@@ -4209,6 +4564,41 @@ namespace OpenSim.Region.Framework.Scenes
4209 } 4564 }
4210 } 4565 }
4211 4566
4567
4568 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4569 {
4570 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4571 return;
4572
4573 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4574 {
4575 PhysicsShapeType = (byte)physdata.PhysShapeType;
4576
4577 if (PhysicsShapeType == (byte)PhysShapeType.none)
4578 {
4579 if (PhysActor != null)
4580 {
4581 Velocity = new Vector3(0, 0, 0);
4582 Acceleration = new Vector3(0, 0, 0);
4583 if (ParentGroup.RootPart == this)
4584 AngularVelocity = new Vector3(0, 0, 0);
4585 ParentGroup.Scene.RemovePhysicalPrim(1);
4586 RemoveFromPhysics();
4587 }
4588 }
4589 else if (PhysActor == null)
4590 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
4591 }
4592
4593 if(Density != physdata.Density)
4594 Density = physdata.Density;
4595 if(GravityModifier != physdata.GravitationModifier)
4596 GravityModifier = physdata.GravitationModifier;
4597 if(Friction != physdata.Friction)
4598 Friction = physdata.Friction;
4599 if(Bounciness != physdata.Bounce)
4600 Bounciness = physdata.Bounce;
4601 }
4212 /// <summary> 4602 /// <summary>
4213 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4603 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
4214 /// </summary> 4604 /// </summary>
@@ -4216,7 +4606,8 @@ namespace OpenSim.Region.Framework.Scenes
4216 /// <param name="SetTemporary"></param> 4606 /// <param name="SetTemporary"></param>
4217 /// <param name="SetPhantom"></param> 4607 /// <param name="SetPhantom"></param>
4218 /// <param name="SetVD"></param> 4608 /// <param name="SetVD"></param>
4219 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4609// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
4610 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4220 { 4611 {
4221 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4612 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4222 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4613 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4226,41 +4617,58 @@ namespace OpenSim.Region.Framework.Scenes
4226 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4617 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4227 return; 4618 return;
4228 4619
4620 // do this first
4621 if (building && PhysActor != null && PhysActor.Building != building)
4622 PhysActor.Building = building;
4623
4229 // Special cases for VD. VD can only be called from a script 4624 // Special cases for VD. VD can only be called from a script
4230 // and can't be combined with changes to other states. So we can rely 4625 // and can't be combined with changes to other states. So we can rely
4231 // that... 4626 // that...
4232 // ... if VD is changed, all others are not. 4627 // ... if VD is changed, all others are not.
4233 // ... if one of the others is changed, VD is not. 4628 // ... if one of the others is changed, VD is not.
4629
4630/*
4234 if (SetVD) // VD is active, special logic applies 4631 if (SetVD) // VD is active, special logic applies
4235 {
4236 // State machine logic for VolumeDetect
4237 // More logic below
4238 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4239 4632
4240 if (phanReset) // Phantom changes from on to off switch VD off too 4633 volume detection is now independent of phantom in sl
4241 { 4634
4242 SetVD = false; // Switch it of for the course of this routine 4635 {
4243 VolumeDetectActive = false; // and also permanently 4636 // State machine logic for VolumeDetect
4244 if (PhysActor != null) 4637 // More logic below
4245 PhysActor.SetVolumeDetect(0); // Let physics know about it too 4638
4246 } 4639
4247 else 4640 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4248 { 4641
4249 // If volumedetect is active we don't want phantom to be applied. 4642 if (phanReset) // Phantom changes from on to off switch VD off too
4250 // If this is a new call to VD out of the state "phantom" 4643 {
4251 // this will also cause the prim to be visible to physics 4644 SetVD = false; // Switch it of for the course of this routine
4645 VolumeDetectActive = false; // and also permanently
4646 if (PhysActor != null)
4647 PhysActor.SetVolumeDetect(0); // Let physics know about it too
4648 }
4649 else
4650 {
4651 // If volumedetect is active we don't want phantom to be applied.
4652 // If this is a new call to VD out of the state "phantom"
4653 // this will also cause the prim to be visible to physics
4252 SetPhantom = false; 4654 SetPhantom = false;
4253 } 4655 }
4656 }
4657 else if (wasVD)
4658 {
4659 // Correspondingly, if VD is turned off, also turn off phantom
4660 SetPhantom = false;
4254 } 4661 }
4255 4662
4256 if (UsePhysics && IsJoint()) 4663 if (UsePhysics && IsJoint())
4257 { 4664 {
4258 SetPhantom = true; 4665 SetPhantom = true;
4259 } 4666 }
4260 4667*/
4261 if (UsePhysics) 4668 if (UsePhysics)
4262 { 4669 {
4263 AddFlag(PrimFlags.Physics); 4670 AddFlag(PrimFlags.Physics);
4671/*
4264 if (!wasUsingPhysics) 4672 if (!wasUsingPhysics)
4265 { 4673 {
4266 DoPhysicsPropertyUpdate(UsePhysics, false); 4674 DoPhysicsPropertyUpdate(UsePhysics, false);
@@ -4273,78 +4681,99 @@ namespace OpenSim.Region.Framework.Scenes
4273 } 4681 }
4274 } 4682 }
4275 } 4683 }
4684 */
4276 } 4685 }
4277 else 4686 else
4278 { 4687 {
4279 RemFlag(PrimFlags.Physics); 4688 RemFlag(PrimFlags.Physics);
4689/*
4280 if (wasUsingPhysics) 4690 if (wasUsingPhysics)
4281 { 4691 {
4282 DoPhysicsPropertyUpdate(UsePhysics, false); 4692 DoPhysicsPropertyUpdate(UsePhysics, false);
4283 } 4693 }
4284 } 4694*/
4695 }
4696
4697 if (SetPhantom)
4698 AddFlag(PrimFlags.Phantom);
4699 else
4700 RemFlag(PrimFlags.Phantom);
4285 4701
4286 if (SetPhantom 4702 if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4287 || ParentGroup.IsAttachment
4288 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints 4703 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4289 { 4704 {
4290 AddFlag(PrimFlags.Phantom); 4705// AddFlag(PrimFlags.Phantom);
4706
4707 Velocity = new Vector3(0, 0, 0);
4708 Acceleration = new Vector3(0, 0, 0);
4709 if (ParentGroup.RootPart == this)
4710 AngularVelocity = new Vector3(0, 0, 0);
4291 4711
4292 if (PhysActor != null) 4712 if (PhysActor != null)
4713 {
4714 ParentGroup.Scene.RemovePhysicalPrim(1);
4293 RemoveFromPhysics(); 4715 RemoveFromPhysics();
4716 }
4294 } 4717 }
4295 else // Not phantom 4718 else
4296 { 4719 {
4297 RemFlag(PrimFlags.Phantom);
4298
4299 if (ParentGroup.Scene == null) 4720 if (ParentGroup.Scene == null)
4300 return; 4721 return;
4301 4722
4302 if (ParentGroup.Scene.CollidablePrims && PhysActor == null) 4723 if (ParentGroup.Scene.CollidablePrims)
4303 { 4724 {
4304 // It's not phantom anymore. So make sure the physics engine get's knowledge of it 4725 if (PhysActor == null)
4305 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4306 string.Format("{0}/{1}", Name, UUID),
4307 Shape,
4308 AbsolutePosition,
4309 Scale,
4310 RotationOffset,
4311 UsePhysics,
4312 m_localId);
4313
4314 PhysActor.SetMaterial(Material);
4315 DoPhysicsPropertyUpdate(UsePhysics, true);
4316
4317 if (!ParentGroup.IsDeleted)
4318 { 4726 {
4319 if (LocalId == ParentGroup.RootPart.LocalId) 4727 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4728 string.Format("{0}/{1}", Name, UUID),
4729 Shape,
4730 AbsolutePosition,
4731 Scale,
4732 GetWorldRotation(), //physics wants world rotation like all other functions send
4733 UsePhysics,
4734 SetPhantom,
4735 m_localId);
4736
4737 PhysActor.SetMaterial(Material);
4738
4739 // if root part apply vehicle
4740 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4741 m_vehicle.SetVehicle(PhysActor);
4742
4743 DoPhysicsPropertyUpdate(UsePhysics, true);
4744
4745 if (!ParentGroup.IsDeleted)
4320 { 4746 {
4321 ParentGroup.CheckSculptAndLoad(); 4747 if (LocalId == ParentGroup.RootPart.LocalId)
4748 {
4749 ParentGroup.CheckSculptAndLoad();
4750 }
4322 } 4751 }
4323 }
4324 4752
4325 if ( 4753 if (
4326 ((AggregateScriptEvents & scriptEvents.collision) != 0) || 4754 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4327 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || 4755 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4328 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || 4756 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4329 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || 4757 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4330 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || 4758 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4331 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || 4759 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4332 (CollisionSound != UUID.Zero) 4760 (CollisionSound != UUID.Zero)
4333 ) 4761 )
4334 { 4762 {
4335 PhysActor.OnCollisionUpdate += PhysicsCollision; 4763 PhysActor.OnCollisionUpdate += PhysicsCollision;
4336 PhysActor.SubscribeEvents(1000); 4764 PhysActor.SubscribeEvents(1000);
4765 }
4337 } 4766 }
4338 } 4767 else // it already has a physical representation
4339 else // it already has a physical representation
4340 {
4341 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4342
4343 if (!ParentGroup.IsDeleted)
4344 { 4768 {
4345 if (LocalId == ParentGroup.RootPart.LocalId) 4769 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4770
4771 if (!ParentGroup.IsDeleted)
4346 { 4772 {
4347 ParentGroup.CheckSculptAndLoad(); 4773 if (LocalId == ParentGroup.RootPart.LocalId)
4774 {
4775 ParentGroup.CheckSculptAndLoad();
4776 }
4348 } 4777 }
4349 } 4778 }
4350 } 4779 }
@@ -4360,7 +4789,7 @@ namespace OpenSim.Region.Framework.Scenes
4360 if (this.PhysActor != null) 4789 if (this.PhysActor != null)
4361 { 4790 {
4362 PhysActor.SetVolumeDetect(1); 4791 PhysActor.SetVolumeDetect(1);
4363 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4792// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4364 this.VolumeDetectActive = true; 4793 this.VolumeDetectActive = true;
4365 } 4794 }
4366 } 4795 }
@@ -4368,8 +4797,7 @@ namespace OpenSim.Region.Framework.Scenes
4368 { 4797 {
4369 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4798 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4370 // (mumbles, well, at least if you have infinte CPU powers :-)) 4799 // (mumbles, well, at least if you have infinte CPU powers :-))
4371 PhysicsActor pa = this.PhysActor; 4800 if (this.PhysActor != null)
4372 if (pa != null)
4373 { 4801 {
4374 PhysActor.SetVolumeDetect(0); 4802 PhysActor.SetVolumeDetect(0);
4375 } 4803 }
@@ -4387,12 +4815,15 @@ namespace OpenSim.Region.Framework.Scenes
4387 } 4815 }
4388 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4816 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4389 4817
4818 // and last in case we have a new actor and not building
4819 if (PhysActor != null && PhysActor.Building != building)
4820 PhysActor.Building = building;
4390 if (ParentGroup != null) 4821 if (ParentGroup != null)
4391 { 4822 {
4392 ParentGroup.HasGroupChanged = true; 4823 ParentGroup.HasGroupChanged = true;
4393 ScheduleFullUpdate(); 4824 ScheduleFullUpdate();
4394 } 4825 }
4395 4826
4396// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4827// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4397 } 4828 }
4398 4829
@@ -4750,5 +5181,17 @@ namespace OpenSim.Region.Framework.Scenes
4750 Color color = Color; 5181 Color color = Color;
4751 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));
4752 } 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 }
4753 } 5196 }
4754} 5197}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index f2d1915..ca85d10 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 }
217 } 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 }
260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -271,7 +330,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 330// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 331
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 332 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
333 {
334 StoreScriptError(item.ItemID, "no permission");
274 return; 335 return;
336 }
275 337
276 m_part.AddFlag(PrimFlags.Scripted); 338 m_part.AddFlag(PrimFlags.Scripted);
277 339
@@ -280,14 +342,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 342 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 343 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 344 {
283 lock (m_items) 345 m_items.LockItemsForWrite(true);
284 { 346 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 347 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 348 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 349 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 350 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
351 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 352 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 353 m_part.ScheduleFullUpdate();
293 return; 354 return;
@@ -296,6 +357,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 357 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 358 if (null == asset)
298 { 359 {
360 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
361 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 362 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 363 "[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, 364 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +369,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 369 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 370 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 371
309 lock (m_items) 372 m_items.LockItemsForWrite(true);
310 {
311 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 373
374 m_items[item.ItemID].OldItemID = item.OldItemID;
375 m_items[item.ItemID].PermsMask = 0;
376 m_items[item.ItemID].PermsGranter = UUID.Zero;
377
378 m_items.LockItemsForWrite(false);
379
316 string script = Utils.BytesToString(asset.Data); 380 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 381 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 382 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
383 StoreScriptErrors(item.ItemID, null);
384 if (!item.ScriptRunning)
385 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
386 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 387 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 388 m_part.ScheduleFullUpdate();
321 } 389 }
@@ -386,20 +454,146 @@ namespace OpenSim.Region.Framework.Scenes
386 454
387 /// <summary> 455 /// <summary>
388 /// Start a script which is in this prim's inventory. 456 /// Start a script which is in this prim's inventory.
457 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 458 /// </summary>
390 /// <param name="itemId"> 459 /// <param name="itemId">
391 /// A <see cref="UUID"/> 460 /// A <see cref="UUID"/>
392 /// </param> 461 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 462 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 463 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 464 lock (m_scriptErrors)
396 if (item != null) 465 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 466 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
467 m_scriptErrors.Remove(itemId);
468 }
469 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
470 }
471
472 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
473 {
474 m_items.LockItemsForRead(true);
475 if (m_items.ContainsKey(itemId))
476 {
477 if (m_items.ContainsKey(itemId))
478 {
479 m_items.LockItemsForRead(false);
480 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
481 }
482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
486 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
487 StoreScriptError(itemId, msg);
488 m_log.ErrorFormat(
489 "[PRIM INVENTORY]: " +
490 "Couldn't start script with ID {0} since it {1}", itemId, msg);
491 }
492 }
398 else 493 else
494 {
495 m_items.LockItemsForRead(false);
496 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
497 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 498 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}", 499 "[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, 500 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 501 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
502 }
503
504 }
505
506 /// <summary>
507 /// Start a script which is in this prim's inventory and return any compilation error messages.
508 /// </summary>
509 /// <param name="itemId">
510 /// A <see cref="UUID"/>
511 /// </param>
512 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
513 {
514 ArrayList errors;
515
516 // Indicate to CreateScriptInstanceInternal() we want it to
517 // post any compilation/loading error messages
518 lock (m_scriptErrors)
519 {
520 m_scriptErrors[itemId] = null;
521 }
522
523 // Perform compilation/loading
524 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
525
526 // Wait for and retrieve any errors
527 lock (m_scriptErrors)
528 {
529 while ((errors = m_scriptErrors[itemId]) == null)
530 {
531 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
532 {
533 m_log.ErrorFormat(
534 "[PRIM INVENTORY]: " +
535 "timedout waiting for script {0} errors", itemId);
536 errors = m_scriptErrors[itemId];
537 if (errors == null)
538 {
539 errors = new ArrayList(1);
540 errors.Add("timedout waiting for errors");
541 }
542 break;
543 }
544 }
545 m_scriptErrors.Remove(itemId);
546 }
547 return errors;
548 }
549
550 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
551 private void StoreScriptErrors(UUID itemId, ArrayList errors)
552 {
553 lock (m_scriptErrors)
554 {
555 // If compilation/loading initiated via CreateScriptInstance(),
556 // it does not want the errors, so just get out
557 if (!m_scriptErrors.ContainsKey(itemId))
558 {
559 return;
560 }
561
562 // Initiated via CreateScriptInstanceEr(), if we know what the
563 // errors are, save them and wake CreateScriptInstanceEr().
564 if (errors != null)
565 {
566 m_scriptErrors[itemId] = errors;
567 System.Threading.Monitor.PulseAll(m_scriptErrors);
568 return;
569 }
570 }
571
572 // Initiated via CreateScriptInstanceEr() but we don't know what
573 // the errors are yet, so retrieve them from the script engine.
574 // This may involve some waiting internal to GetScriptErrors().
575 errors = GetScriptErrors(itemId);
576
577 // Get a default non-null value to indicate success.
578 if (errors == null)
579 {
580 errors = new ArrayList();
581 }
582
583 // Post to CreateScriptInstanceEr() and wake it up
584 lock (m_scriptErrors)
585 {
586 m_scriptErrors[itemId] = errors;
587 System.Threading.Monitor.PulseAll(m_scriptErrors);
588 }
589 }
590
591 // Like StoreScriptErrors(), but just posts a single string message
592 private void StoreScriptError(UUID itemId, string message)
593 {
594 ArrayList errors = new ArrayList(1);
595 errors.Add(message);
596 StoreScriptErrors(itemId, errors);
403 } 597 }
404 598
405 /// <summary> 599 /// <summary>
@@ -412,15 +606,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 606 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 607 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 608 {
415 bool scriptPresent = false; 609 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 { 610 {
425 if (!sceneObjectBeingDeleted) 611 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 612 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +631,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 631 /// <returns></returns>
446 private bool InventoryContainsName(string name) 632 private bool InventoryContainsName(string name)
447 { 633 {
448 lock (m_items) 634 m_items.LockItemsForRead(true);
635 foreach (TaskInventoryItem item in m_items.Values)
449 { 636 {
450 foreach (TaskInventoryItem item in m_items.Values) 637 if (item.Name == name)
451 { 638 {
452 if (item.Name == name) 639 m_items.LockItemsForRead(false);
453 return true; 640 return true;
454 } 641 }
455 } 642 }
643 m_items.LockItemsForRead(false);
456 return false; 644 return false;
457 } 645 }
458 646
@@ -494,8 +682,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 682 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 683 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 684 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 685 m_items.LockItemsForRead(true);
498 686 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
687 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 688 foreach (TaskInventoryItem i in il)
500 { 689 {
501 if (i.Name == item.Name) 690 if (i.Name == item.Name)
@@ -533,14 +722,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 722 item.Name = name;
534 item.GroupID = m_part.GroupID; 723 item.GroupID = m_part.GroupID;
535 724
536 lock (m_items) 725 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 726 m_items.Add(item.ItemID, item);
538 727 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 728 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 729 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 730 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 731 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 732
544 m_inventorySerial++; 733 m_inventorySerial++;
545 //m_inventorySerial += 2; 734 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 735 HasInventoryChanged = true;
@@ -556,15 +745,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 745 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 746 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 747 {
559 lock (m_items) 748 m_items.LockItemsForWrite(true);
749 foreach (TaskInventoryItem item in items)
560 { 750 {
561 foreach (TaskInventoryItem item in items) 751 m_items.Add(item.ItemID, item);
562 { 752// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 753 }
754 m_items.LockItemsForWrite(false);
755
756 m_inventorySerial++;
568 } 757 }
569 758
570 /// <summary> 759 /// <summary>
@@ -575,10 +764,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 764 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 765 {
577 TaskInventoryItem item; 766 TaskInventoryItem item;
578 767 m_items.LockItemsForRead(true);
579 lock (m_items) 768 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 769 m_items.LockItemsForRead(false);
581
582 return item; 770 return item;
583 } 771 }
584 772
@@ -594,15 +782,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 782 {
595 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 783 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 784
597 lock (m_items) 785 m_items.LockItemsForRead(true);
786
787 foreach (TaskInventoryItem item in m_items.Values)
598 { 788 {
599 foreach (TaskInventoryItem item in m_items.Values) 789 if (item.Name == name)
600 { 790 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 791 }
605 792
793 m_items.LockItemsForRead(false);
794
606 return items; 795 return items;
607 } 796 }
608 797
@@ -621,6 +810,9 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 810 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 811 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 812
813 group.RootPart.AttachPoint = group.RootPart.Shape.State;
814 group.RootPart.AttachOffset = group.AbsolutePosition;
815
624 group.ResetIDs(); 816 group.ResetIDs();
625 817
626 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 818 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -695,8 +887,9 @@ namespace OpenSim.Region.Framework.Scenes
695 887
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 888 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 889 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 890 m_items.LockItemsForWrite(true);
699 if (it != null) 891
892 if (m_items.ContainsKey(item.ItemID))
700 { 893 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 894// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 895
@@ -709,14 +902,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 902 item.GroupID = m_part.GroupID;
710 903
711 if (item.AssetID == UUID.Zero) 904 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 905 item.AssetID = m_items[item.ItemID].AssetID;
713 906
714 lock (m_items) 907 m_items[item.ItemID] = item;
715 { 908 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 909 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 910 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 911
@@ -725,7 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 914 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 915 m_part.ParentGroup.HasGroupChanged = true;
727 } 916 }
728 917 m_items.LockItemsForWrite(false);
729 return true; 918 return true;
730 } 919 }
731 else 920 else
@@ -736,8 +925,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 925 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 926 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 927 }
739 return false; 928 m_items.LockItemsForWrite(false);
740 929
930 return false;
741 } 931 }
742 932
743 /// <summary> 933 /// <summary>
@@ -748,43 +938,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 938 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 939 public int RemoveInventoryItem(UUID itemID)
750 { 940 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 941 m_items.LockItemsForRead(true);
752 if (item != null) 942
943 if (m_items.ContainsKey(itemID))
753 { 944 {
754 int type = m_items[itemID].InvType; 945 int type = m_items[itemID].InvType;
946 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 947 if (type == 10) // Script
756 { 948 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 949 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 950 }
951 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 952 m_items.Remove(itemID);
953 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 954 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 955 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 956
764 HasInventoryChanged = true; 957 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 958 m_part.ParentGroup.HasGroupChanged = true;
766 959
767 if (!ContainsScripts()) 960 int scriptcount = 0;
961 m_items.LockItemsForRead(true);
962 foreach (TaskInventoryItem item in m_items.Values)
963 {
964 if (item.Type == 10)
965 {
966 scriptcount++;
967 }
968 }
969 m_items.LockItemsForRead(false);
970
971
972 if (scriptcount <= 0)
973 {
768 m_part.RemFlag(PrimFlags.Scripted); 974 m_part.RemFlag(PrimFlags.Scripted);
975 }
769 976
770 m_part.ScheduleFullUpdate(); 977 m_part.ScheduleFullUpdate();
771 978
772 return type; 979 return type;
773
774 } 980 }
775 else 981 else
776 { 982 {
983 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 984 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 985 "[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", 986 "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, 987 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 988 }
783 989
784 return -1; 990 return -1;
785 } 991 }
786 992
787 private bool CreateInventoryFile() 993 private bool CreateInventoryFileName()
788 { 994 {
789// m_log.DebugFormat( 995// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 996// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +999,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 999 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 1000 m_inventoryFileNameSerial < m_inventorySerial)
795 { 1001 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1002 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 1003 m_inventoryFileNameSerial = m_inventorySerial;
799 1004
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1005 return true;
1006 }
1007
1008 return false;
1009 }
1010
1011 /// <summary>
1012 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1013 /// </summary>
1014 /// <param name="xferManager"></param>
1015 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1016 {
1017 bool changed = CreateInventoryFileName();
1018
1019 bool includeAssets = false;
1020 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1021 includeAssets = true;
1022
1023 if (m_inventoryPrivileged != includeAssets)
1024 changed = true;
1025
1026 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1027
1028 Items.LockItemsForRead(true);
1029
1030 if (m_inventorySerial == 0) // No inventory
1031 {
1032 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1033 Items.LockItemsForRead(false);
1034 return;
1035 }
801 1036
802 lock (m_items) 1037 if (m_items.Count == 0) // No inventory
1038 {
1039 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1040 Items.LockItemsForRead(false);
1041 return;
1042 }
1043
1044 if (!changed)
1045 {
1046 if (m_inventoryFileData.Length > 2)
803 { 1047 {
804 foreach (TaskInventoryItem item in m_items.Values) 1048 xferManager.AddNewFile(m_inventoryFileName,
805 { 1049 m_inventoryFileData);
806// m_log.DebugFormat( 1050 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1051 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1052
810 UUID ownerID = item.OwnerID; 1053 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1054 return;
812 uint baseMask = item.BasePermissions; 1055 }
813 uint ownerMask = item.CurrentPermissions; 1056 }
814 uint groupMask = item.GroupPermissions;
815 1057
816 invString.AddItemStart(); 1058 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1059
820 invString.AddPermissionsStart(); 1060 foreach (TaskInventoryItem item in m_items.Values)
1061 {
1062 UUID ownerID = item.OwnerID;
1063 uint everyoneMask = 0;
1064 uint baseMask = item.BasePermissions;
1065 uint ownerMask = item.CurrentPermissions;
1066 uint groupMask = item.GroupPermissions;
821 1067
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1068 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1069 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1070 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 1071
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1072 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1073
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1074 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1075 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1076 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1077 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1078 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1079
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1080 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1081 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1082
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1083 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 1084
841 invString.AddSaleStart(); 1085 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1086 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1087
846 invString.AddNameValueLine("name", item.Name + "|"); 1088 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1089 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1090 else
1091 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1092 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1093 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1094 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1095
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1096 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1097 invString.AddNameValueLine("sale_type", "not");
851 } 1098 invString.AddNameValueLine("sale_price", "0");
852 } 1099 invString.AddSectionEnd();
853 1100
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1101 invString.AddNameValueLine("name", item.Name + "|");
1102 invString.AddNameValueLine("desc", item.Description + "|");
855 1103
856 return true; 1104 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1105 invString.AddSectionEnd();
857 } 1106 }
858 1107
859 // No need to recreate, the existing file is fine 1108 Items.LockItemsForRead(false);
860 return false;
861 }
862
863 /// <summary>
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 1109
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1110 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
880 return;
881 }
882 1111
883 CreateInventoryFile(); 1112 if (m_inventoryFileData.Length > 2)
884 1113 {
885 // In principle, we should only do the rest if the inventory changed; 1114 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1115 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1116 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1117 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 } 1118 }
1119
1120 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1121 }
907 1122
908 /// <summary> 1123 /// <summary>
@@ -911,13 +1126,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1126 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1127 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1128 {
914 if (HasInventoryChanged) 1129// Removed this because linking will cause an immediate delete of the new
915 { 1130// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1131// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1132// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1133// of prim inventory loss.
1134// if (HasInventoryChanged)
1135// {
1136 Items.LockItemsForRead(true);
1137 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1138 Items.LockItemsForRead(false);
919 1139
920 } 1140 HasInventoryChanged = false;
1141// }
921 } 1142 }
922 1143
923 public class InventoryStringBuilder 1144 public class InventoryStringBuilder
@@ -983,82 +1204,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1204 {
984 uint mask=0x7fffffff; 1205 uint mask=0x7fffffff;
985 1206
986 lock (m_items) 1207 foreach (TaskInventoryItem item in m_items.Values)
987 { 1208 {
988 foreach (TaskInventoryItem item in m_items.Values) 1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1210 mask &= ~((uint)PermissionMask.Copy >> 13);
1211 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1212 mask &= ~((uint)PermissionMask.Transfer >> 13);
1213 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1214 mask &= ~((uint)PermissionMask.Modify >> 13);
1215
1216 if (item.InvType == (int)InventoryType.Object)
989 { 1217 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1219 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1220 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1221 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1222 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1223 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 } 1224 }
1225
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1227 mask &= ~(uint)PermissionMask.Copy;
1228 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1229 mask &= ~(uint)PermissionMask.Transfer;
1230 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1231 mask &= ~(uint)PermissionMask.Modify;
1023 } 1232 }
1024
1025 return mask; 1233 return mask;
1026 } 1234 }
1027 1235
1028 public void ApplyNextOwnerPermissions() 1236 public void ApplyNextOwnerPermissions()
1029 { 1237 {
1030 lock (m_items) 1238 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1239 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1240 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1241 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1244 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1245 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1246 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1247 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 } 1248 }
1249 item.OwnerChanged = true;
1250 item.CurrentPermissions &= item.NextPermissions;
1251 item.BasePermissions &= item.NextPermissions;
1252 item.EveryonePermissions &= item.NextPermissions;
1253 item.PermsMask = 0;
1254 item.PermsGranter = UUID.Zero;
1050 } 1255 }
1051 } 1256 }
1052 1257
1053 public void ApplyGodPermissions(uint perms) 1258 public void ApplyGodPermissions(uint perms)
1054 { 1259 {
1055 lock (m_items) 1260 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1261 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1262 item.CurrentPermissions = perms;
1058 { 1263 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1264 }
1063 1265
1064 m_inventorySerial++; 1266 m_inventorySerial++;
@@ -1071,17 +1273,13 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1273 /// <returns></returns>
1072 public bool ContainsScripts() 1274 public bool ContainsScripts()
1073 { 1275 {
1074 lock (m_items) 1276 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1277 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1278 if (item.InvType == (int)InventoryType.LSL)
1077 { 1279 {
1078 if (item.InvType == (int)InventoryType.LSL) 1280 return true;
1079 {
1080 return true;
1081 }
1082 } 1281 }
1083 } 1282 }
1084
1085 return false; 1283 return false;
1086 } 1284 }
1087 1285
@@ -1089,11 +1287,8 @@ namespace OpenSim.Region.Framework.Scenes
1089 { 1287 {
1090 List<UUID> ret = new List<UUID>(); 1288 List<UUID> ret = new List<UUID>();
1091 1289
1092 lock (m_items) 1290 foreach (TaskInventoryItem item in m_items.Values)
1093 { 1291 ret.Add(item.ItemID);
1094 foreach (TaskInventoryItem item in m_items.Values)
1095 ret.Add(item.ItemID);
1096 }
1097 1292
1098 return ret; 1293 return ret;
1099 } 1294 }
@@ -1124,6 +1319,11 @@ namespace OpenSim.Region.Framework.Scenes
1124 1319
1125 public Dictionary<UUID, string> GetScriptStates() 1320 public Dictionary<UUID, string> GetScriptStates()
1126 { 1321 {
1322 return GetScriptStates(false);
1323 }
1324
1325 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1326 {
1127 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1327 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1128 1328
1129 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1329 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1134,25 +1334,35 @@ namespace OpenSim.Region.Framework.Scenes
1134 if (engines.Length == 0) // No engine at all 1334 if (engines.Length == 0) // No engine at all
1135 return ret; 1335 return ret;
1136 1336
1137 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1337 Items.LockItemsForRead(true);
1138 1338 foreach (TaskInventoryItem item in m_items.Values)
1139 foreach (TaskInventoryItem item in scripts)
1140 { 1339 {
1141 foreach (IScriptModule e in engines) 1340 if (item.InvType == (int)InventoryType.LSL)
1142 { 1341 {
1143 if (e != null) 1342 foreach (IScriptModule e in engines)
1144 { 1343 {
1145 string n = e.GetXMLState(item.ItemID); 1344 if (e != null)
1146 if (n != String.Empty)
1147 { 1345 {
1148 if (!ret.ContainsKey(item.ItemID)) 1346 string n = e.GetXMLState(item.ItemID);
1149 ret[item.ItemID] = n; 1347 if (n != String.Empty)
1150 break; 1348 {
1349 if (oldIDs)
1350 {
1351 if (!ret.ContainsKey(item.OldItemID))
1352 ret[item.OldItemID] = n;
1353 }
1354 else
1355 {
1356 if (!ret.ContainsKey(item.ItemID))
1357 ret[item.ItemID] = n;
1358 }
1359 break;
1360 }
1151 } 1361 }
1152 } 1362 }
1153 } 1363 }
1154 } 1364 }
1155 1365 Items.LockItemsForRead(false);
1156 return ret; 1366 return ret;
1157 } 1367 }
1158 1368
@@ -1162,21 +1372,27 @@ namespace OpenSim.Region.Framework.Scenes
1162 if (engines.Length == 0) 1372 if (engines.Length == 0)
1163 return; 1373 return;
1164 1374
1165 List<TaskInventoryItem> scripts = GetInventoryScripts();
1166 1375
1167 foreach (TaskInventoryItem item in scripts) 1376 Items.LockItemsForRead(true);
1377
1378 foreach (TaskInventoryItem item in m_items.Values)
1168 { 1379 {
1169 foreach (IScriptModule engine in engines) 1380 if (item.InvType == (int)InventoryType.LSL)
1170 { 1381 {
1171 if (engine != null) 1382 foreach (IScriptModule engine in engines)
1172 { 1383 {
1173 if (item.OwnerChanged) 1384 if (engine != null)
1174 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1385 {
1175 item.OwnerChanged = false; 1386 if (item.OwnerChanged)
1176 engine.ResumeScript(item.ItemID); 1387 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1388 item.OwnerChanged = false;
1389 engine.ResumeScript(item.ItemID);
1390 }
1177 } 1391 }
1178 } 1392 }
1179 } 1393 }
1394
1395 Items.LockItemsForRead(false);
1180 } 1396 }
1181 } 1397 }
1182} 1398}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 82f6486..9baee05 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes
91 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 91 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
92 /// issue #1716 92 /// issue #1716
93 /// </summary> 93 /// </summary>
94 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 94 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
95 95
96 /// <summary> 96 /// <summary>
97 /// Movement updates for agents in neighboring regions are sent directly to clients. 97 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -168,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168// private int m_lastColCount = -1; //KF: Look for Collision chnages 168// private int m_lastColCount = -1; //KF: Look for Collision chnages
169// private int m_updateCount = 0; //KF: Update Anims for a while 169// private int m_updateCount = 0; //KF: Update Anims for a while
170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
171 private List<uint> m_lastColliders = new List<uint>();
171 172
172 private TeleportFlags m_teleportFlags; 173 private TeleportFlags m_teleportFlags;
173 public TeleportFlags TeleportFlags 174 public TeleportFlags TeleportFlags
@@ -229,6 +230,11 @@ namespace OpenSim.Region.Framework.Scenes
229 //private int m_moveToPositionStateStatus; 230 //private int m_moveToPositionStateStatus;
230 //***************************************************** 231 //*****************************************************
231 232
233 private bool m_collisionEventFlag = false;
234 private object m_collisionEventLock = new Object();
235
236 private Vector3 m_prevSitOffset;
237
232 protected AvatarAppearance m_appearance; 238 protected AvatarAppearance m_appearance;
233 239
234 public AvatarAppearance Appearance 240 public AvatarAppearance Appearance
@@ -568,6 +574,13 @@ namespace OpenSim.Region.Framework.Scenes
568 /// </summary> 574 /// </summary>
569 public uint ParentID { get; set; } 575 public uint ParentID { get; set; }
570 576
577 public UUID ParentUUID
578 {
579 get { return m_parentUUID; }
580 set { m_parentUUID = value; }
581 }
582 private UUID m_parentUUID = UUID.Zero;
583
571 /// <summary> 584 /// <summary>
572 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 585 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
573 /// </summary> 586 /// </summary>
@@ -797,10 +810,38 @@ namespace OpenSim.Region.Framework.Scenes
797 "[SCENE]: Upgrading child to root agent for {0} in {1}", 810 "[SCENE]: Upgrading child to root agent for {0} in {1}",
798 Name, m_scene.RegionInfo.RegionName); 811 Name, m_scene.RegionInfo.RegionName);
799 812
800 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
801
802 bool wasChild = IsChildAgent; 813 bool wasChild = IsChildAgent;
803 IsChildAgent = false; 814
815 if (ParentUUID != UUID.Zero)
816 {
817 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
818 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
819 if (part == null)
820 {
821 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
822 }
823 else
824 {
825 part.ParentGroup.AddAvatar(UUID);
826 if (part.SitTargetPosition != Vector3.Zero)
827 part.SitTargetAvatar = UUID;
828 ParentPosition = part.GetWorldPosition();
829 ParentID = part.LocalId;
830 ParentPart = part;
831 m_pos = m_prevSitOffset;
832 pos = ParentPosition;
833 }
834 ParentUUID = UUID.Zero;
835
836 IsChildAgent = false;
837
838 Animator.TrySetMovementAnimation("SIT");
839 }
840 else
841 {
842 IsChildAgent = false;
843 }
844
804 845
805 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 846 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
806 if (gm != null) 847 if (gm != null)
@@ -810,62 +851,64 @@ namespace OpenSim.Region.Framework.Scenes
810 851
811 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 852 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
812 853
813 // Moved this from SendInitialData to ensure that Appearance is initialized 854 if (ParentID == 0)
814 // before the inventory is processed in MakeRootAgent. This fixes a race condition
815 // related to the handling of attachments
816 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
817 if (m_scene.TestBorderCross(pos, Cardinals.E))
818 { 855 {
819 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 856 // Moved this from SendInitialData to ensure that Appearance is initialized
820 pos.X = crossedBorder.BorderLine.Z - 1; 857 // before the inventory is processed in MakeRootAgent. This fixes a race condition
821 } 858 // related to the handling of attachments
859 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
860 if (m_scene.TestBorderCross(pos, Cardinals.E))
861 {
862 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
863 pos.X = crossedBorder.BorderLine.Z - 1;
864 }
822 865
823 if (m_scene.TestBorderCross(pos, Cardinals.N)) 866 if (m_scene.TestBorderCross(pos, Cardinals.N))
824 { 867 {
825 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 868 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
826 pos.Y = crossedBorder.BorderLine.Z - 1; 869 pos.Y = crossedBorder.BorderLine.Z - 1;
827 } 870 }
828 871
829 CheckAndAdjustLandingPoint(ref pos); 872 CheckAndAdjustLandingPoint(ref pos);
830 873
831 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 874 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
832 { 875 {
833 m_log.WarnFormat( 876 m_log.WarnFormat(
834 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 877 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
835 pos, Name, UUID); 878 pos, Name, UUID);
836 879
837 if (pos.X < 0f) pos.X = 0f; 880 if (pos.X < 0f) pos.X = 0f;
838 if (pos.Y < 0f) pos.Y = 0f; 881 if (pos.Y < 0f) pos.Y = 0f;
839 if (pos.Z < 0f) pos.Z = 0f; 882 if (pos.Z < 0f) pos.Z = 0f;
840 } 883 }
841 884
842 float localAVHeight = 1.56f; 885 float localAVHeight = 1.56f;
843 if (Appearance.AvatarHeight > 0) 886 if (Appearance.AvatarHeight > 0)
844 localAVHeight = Appearance.AvatarHeight; 887 localAVHeight = Appearance.AvatarHeight;
845 888
846 float posZLimit = 0; 889 float posZLimit = 0;
847 890
848 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 891 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
849 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 892 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
850 893
851 float newPosZ = posZLimit + localAVHeight / 2; 894 float newPosZ = posZLimit + localAVHeight / 2;
852 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 895 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
853 { 896 {
854 pos.Z = newPosZ; 897 pos.Z = newPosZ;
855 } 898 }
856 AbsolutePosition = pos; 899 AbsolutePosition = pos;
857 900
858 AddToPhysicalScene(isFlying); 901 AddToPhysicalScene(isFlying);
859 902
860 if (ForceFly) 903 if (ForceFly)
861 { 904 {
862 Flying = true; 905 Flying = true;
863 } 906 }
864 else if (FlyDisabled) 907 else if (FlyDisabled)
865 { 908 {
866 Flying = false; 909 Flying = false;
910 }
867 } 911 }
868
869 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 912 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
870 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 913 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
871 // elsewhere anyway 914 // elsewhere anyway
@@ -883,14 +926,19 @@ namespace OpenSim.Region.Framework.Scenes
883 { 926 {
884 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 927 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
885 // Resume scripts 928 // Resume scripts
886 foreach (SceneObjectGroup sog in m_attachments) 929 Util.FireAndForget(delegate(object x) {
887 { 930 foreach (SceneObjectGroup sog in m_attachments)
888 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 931 {
889 sog.ResumeScripts(); 932 sog.ScheduleGroupForFullUpdate();
890 } 933 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
934 sog.ResumeScripts();
935 }
936 });
891 } 937 }
892 } 938 }
893 939
940 SendAvatarDataToAllAgents();
941
894 // send the animations of the other presences to me 942 // send the animations of the other presences to me
895 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 943 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
896 { 944 {
@@ -1687,9 +1735,9 @@ namespace OpenSim.Region.Framework.Scenes
1687 if (pos.Z - terrainHeight < 0.2) 1735 if (pos.Z - terrainHeight < 0.2)
1688 pos.Z = terrainHeight; 1736 pos.Z = terrainHeight;
1689 1737
1690 m_log.DebugFormat( 1738// m_log.DebugFormat(
1691 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1739// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1692 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1740// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1693 1741
1694 if (noFly) 1742 if (noFly)
1695 Flying = false; 1743 Flying = false;
@@ -1746,8 +1794,11 @@ namespace OpenSim.Region.Framework.Scenes
1746// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1794// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1747 1795
1748 SitGround = false; 1796 SitGround = false;
1797
1798/* move this down so avatar gets physical in the new position and not where it is siting
1749 if (PhysicsActor == null) 1799 if (PhysicsActor == null)
1750 AddToPhysicalScene(false); 1800 AddToPhysicalScene(false);
1801 */
1751 1802
1752 if (ParentID != 0) 1803 if (ParentID != 0)
1753 { 1804 {
@@ -1771,6 +1822,7 @@ namespace OpenSim.Region.Framework.Scenes
1771 if (part.SitTargetAvatar == UUID) 1822 if (part.SitTargetAvatar == UUID)
1772 part.SitTargetAvatar = UUID.Zero; 1823 part.SitTargetAvatar = UUID.Zero;
1773 1824
1825 part.ParentGroup.DeleteAvatar(UUID);
1774 ParentPosition = part.GetWorldPosition(); 1826 ParentPosition = part.GetWorldPosition();
1775 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1827 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1776 1828
@@ -1779,6 +1831,10 @@ namespace OpenSim.Region.Framework.Scenes
1779 1831
1780 ParentID = 0; 1832 ParentID = 0;
1781 ParentPart = null; 1833 ParentPart = null;
1834
1835 if (PhysicsActor == null)
1836 AddToPhysicalScene(false);
1837
1782 SendAvatarDataToAllAgents(); 1838 SendAvatarDataToAllAgents();
1783 m_requestedSitTargetID = 0; 1839 m_requestedSitTargetID = 0;
1784 1840
@@ -1786,6 +1842,9 @@ namespace OpenSim.Region.Framework.Scenes
1786 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1842 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1787 } 1843 }
1788 1844
1845 else if (PhysicsActor == null)
1846 AddToPhysicalScene(false);
1847
1789 Animator.TrySetMovementAnimation("STAND"); 1848 Animator.TrySetMovementAnimation("STAND");
1790 } 1849 }
1791 1850
@@ -1909,7 +1968,7 @@ namespace OpenSim.Region.Framework.Scenes
1909 forceMouselook = part.GetForceMouselook(); 1968 forceMouselook = part.GetForceMouselook();
1910 1969
1911 ControllingClient.SendSitResponse( 1970 ControllingClient.SendSitResponse(
1912 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 1971 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1913 1972
1914 m_requestedSitTargetUUID = targetID; 1973 m_requestedSitTargetUUID = targetID;
1915 1974
@@ -2191,14 +2250,36 @@ namespace OpenSim.Region.Framework.Scenes
2191 2250
2192 //Quaternion result = (sitTargetOrient * vq) * nq; 2251 //Quaternion result = (sitTargetOrient * vq) * nq;
2193 2252
2194 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2253 double x, y, z, m;
2254
2255 Quaternion r = sitTargetOrient;
2256 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2257
2258 if (Math.Abs(1.0 - m) > 0.000001)
2259 {
2260 m = 1.0 / Math.Sqrt(m);
2261 r.X *= (float)m;
2262 r.Y *= (float)m;
2263 r.Z *= (float)m;
2264 r.W *= (float)m;
2265 }
2266
2267 x = 2 * (r.X * r.Z + r.Y * r.W);
2268 y = 2 * (-r.X * r.W + r.Y * r.Z);
2269 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2270
2271 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2272 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2273 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2195 Rotation = sitTargetOrient; 2274 Rotation = sitTargetOrient;
2196 ParentPosition = part.AbsolutePosition; 2275 ParentPosition = part.AbsolutePosition;
2276 part.ParentGroup.AddAvatar(UUID);
2197 } 2277 }
2198 else 2278 else
2199 { 2279 {
2200 m_pos -= part.AbsolutePosition; 2280 m_pos -= part.AbsolutePosition;
2201 ParentPosition = part.AbsolutePosition; 2281 ParentPosition = part.AbsolutePosition;
2282 part.ParentGroup.AddAvatar(UUID);
2202 2283
2203// m_log.DebugFormat( 2284// m_log.DebugFormat(
2204// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2285// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -3037,6 +3118,9 @@ namespace OpenSim.Region.Framework.Scenes
3037 cAgent.AlwaysRun = SetAlwaysRun; 3118 cAgent.AlwaysRun = SetAlwaysRun;
3038 3119
3039 cAgent.Appearance = new AvatarAppearance(Appearance); 3120 cAgent.Appearance = new AvatarAppearance(Appearance);
3121
3122 cAgent.ParentPart = ParentUUID;
3123 cAgent.SitOffset = m_pos;
3040 3124
3041 lock (scriptedcontrols) 3125 lock (scriptedcontrols)
3042 { 3126 {
@@ -3096,6 +3180,8 @@ namespace OpenSim.Region.Framework.Scenes
3096 CameraAtAxis = cAgent.AtAxis; 3180 CameraAtAxis = cAgent.AtAxis;
3097 CameraLeftAxis = cAgent.LeftAxis; 3181 CameraLeftAxis = cAgent.LeftAxis;
3098 CameraUpAxis = cAgent.UpAxis; 3182 CameraUpAxis = cAgent.UpAxis;
3183 ParentUUID = cAgent.ParentPart;
3184 m_prevSitOffset = cAgent.SitOffset;
3099 3185
3100 // When we get to the point of re-computing neighbors everytime this 3186 // When we get to the point of re-computing neighbors everytime this
3101 // changes, then start using the agent's drawdistance rather than the 3187 // changes, then start using the agent's drawdistance rather than the
@@ -3302,6 +3388,8 @@ namespace OpenSim.Region.Framework.Scenes
3302 } 3388 }
3303 } 3389 }
3304 3390
3391 RaiseCollisionScriptEvents(coldata);
3392
3305 if (Invulnerable) 3393 if (Invulnerable)
3306 return; 3394 return;
3307 3395
@@ -3813,6 +3901,12 @@ namespace OpenSim.Region.Framework.Scenes
3813 3901
3814 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3902 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3815 { 3903 {
3904 string reason;
3905
3906 // Honor bans
3907 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
3908 return;
3909
3816 SceneObjectGroup telehub = null; 3910 SceneObjectGroup telehub = null;
3817 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 3911 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3818 { 3912 {
@@ -3852,11 +3946,173 @@ namespace OpenSim.Region.Framework.Scenes
3852 pos = land.LandData.UserLocation; 3946 pos = land.LandData.UserLocation;
3853 } 3947 }
3854 } 3948 }
3855 3949
3856 land.SendLandUpdateToClient(ControllingClient); 3950 land.SendLandUpdateToClient(ControllingClient);
3857 } 3951 }
3858 } 3952 }
3859 3953
3954 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3955 {
3956 lock(m_collisionEventLock)
3957 {
3958 if (m_collisionEventFlag)
3959 return;
3960 m_collisionEventFlag = true;
3961 }
3962
3963 Util.FireAndForget(delegate(object x)
3964 {
3965 try
3966 {
3967 List<uint> thisHitColliders = new List<uint>();
3968 List<uint> endedColliders = new List<uint>();
3969 List<uint> startedColliders = new List<uint>();
3970
3971 foreach (uint localid in coldata.Keys)
3972 {
3973 thisHitColliders.Add(localid);
3974 if (!m_lastColliders.Contains(localid))
3975 {
3976 startedColliders.Add(localid);
3977 }
3978 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3979 }
3980
3981 // calculate things that ended colliding
3982 foreach (uint localID in m_lastColliders)
3983 {
3984 if (!thisHitColliders.Contains(localID))
3985 {
3986 endedColliders.Add(localID);
3987 }
3988 }
3989 //add the items that started colliding this time to the last colliders list.
3990 foreach (uint localID in startedColliders)
3991 {
3992 m_lastColliders.Add(localID);
3993 }
3994 // remove things that ended colliding from the last colliders list
3995 foreach (uint localID in endedColliders)
3996 {
3997 m_lastColliders.Remove(localID);
3998 }
3999
4000 // do event notification
4001 if (startedColliders.Count > 0)
4002 {
4003 ColliderArgs StartCollidingMessage = new ColliderArgs();
4004 List<DetectedObject> colliding = new List<DetectedObject>();
4005 foreach (uint localId in startedColliders)
4006 {
4007 if (localId == 0)
4008 continue;
4009
4010 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4011 string data = "";
4012 if (obj != null)
4013 {
4014 DetectedObject detobj = new DetectedObject();
4015 detobj.keyUUID = obj.UUID;
4016 detobj.nameStr = obj.Name;
4017 detobj.ownerUUID = obj.OwnerID;
4018 detobj.posVector = obj.AbsolutePosition;
4019 detobj.rotQuat = obj.GetWorldRotation();
4020 detobj.velVector = obj.Velocity;
4021 detobj.colliderType = 0;
4022 detobj.groupUUID = obj.GroupID;
4023 colliding.Add(detobj);
4024 }
4025 }
4026
4027 if (colliding.Count > 0)
4028 {
4029 StartCollidingMessage.Colliders = colliding;
4030
4031 foreach (SceneObjectGroup att in GetAttachments())
4032 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4033 }
4034 }
4035
4036 if (endedColliders.Count > 0)
4037 {
4038 ColliderArgs EndCollidingMessage = new ColliderArgs();
4039 List<DetectedObject> colliding = new List<DetectedObject>();
4040 foreach (uint localId in endedColliders)
4041 {
4042 if (localId == 0)
4043 continue;
4044
4045 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4046 string data = "";
4047 if (obj != null)
4048 {
4049 DetectedObject detobj = new DetectedObject();
4050 detobj.keyUUID = obj.UUID;
4051 detobj.nameStr = obj.Name;
4052 detobj.ownerUUID = obj.OwnerID;
4053 detobj.posVector = obj.AbsolutePosition;
4054 detobj.rotQuat = obj.GetWorldRotation();
4055 detobj.velVector = obj.Velocity;
4056 detobj.colliderType = 0;
4057 detobj.groupUUID = obj.GroupID;
4058 colliding.Add(detobj);
4059 }
4060 }
4061
4062 if (colliding.Count > 0)
4063 {
4064 EndCollidingMessage.Colliders = colliding;
4065
4066 foreach (SceneObjectGroup att in GetAttachments())
4067 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4068 }
4069 }
4070
4071 if (thisHitColliders.Count > 0)
4072 {
4073 ColliderArgs CollidingMessage = new ColliderArgs();
4074 List<DetectedObject> colliding = new List<DetectedObject>();
4075 foreach (uint localId in thisHitColliders)
4076 {
4077 if (localId == 0)
4078 continue;
4079
4080 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4081 string data = "";
4082 if (obj != null)
4083 {
4084 DetectedObject detobj = new DetectedObject();
4085 detobj.keyUUID = obj.UUID;
4086 detobj.nameStr = obj.Name;
4087 detobj.ownerUUID = obj.OwnerID;
4088 detobj.posVector = obj.AbsolutePosition;
4089 detobj.rotQuat = obj.GetWorldRotation();
4090 detobj.velVector = obj.Velocity;
4091 detobj.colliderType = 0;
4092 detobj.groupUUID = obj.GroupID;
4093 colliding.Add(detobj);
4094 }
4095 }
4096
4097 if (colliding.Count > 0)
4098 {
4099 CollidingMessage.Colliders = colliding;
4100
4101 lock (m_attachments)
4102 {
4103 foreach (SceneObjectGroup att in m_attachments)
4104 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4105 }
4106 }
4107 }
4108 }
4109 finally
4110 {
4111 m_collisionEventFlag = false;
4112 }
4113 });
4114 }
4115
3860 private void TeleportFlagsDebug() { 4116 private void TeleportFlagsDebug() {
3861 4117
3862 // Some temporary debugging help to show all the TeleportFlags we have... 4118 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3881,6 +4137,5 @@ namespace OpenSim.Region.Framework.Scenes
3881 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4137 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3882 4138
3883 } 4139 }
3884
3885 } 4140 }
3886} 4141}
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 d3c96e2..1e87eed 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
@@ -1695,5 +1703,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1695 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1703 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1696 { 1704 {
1697 } 1705 }
1706
1707 public void SendPartPhysicsProprieties(ISceneEntity entity)
1708 {
1709 }
1710
1698 } 1711 }
1699} 1712}
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 70e2f7e..0be0a19 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) ||
@@ -749,7 +749,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
749 } 749 }
750 750
751 751
752 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 752 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
753 753
754 /// <summary> 754 /// <summary>
755 /// Perform administrative login for Vivox. 755 /// Perform administrative login for Vivox.
@@ -762,7 +762,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
762 } 762 }
763 763
764 764
765 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 765 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
766 766
767 /// <summary> 767 /// <summary>
768 /// Perform administrative logout for Vivox. 768 /// Perform administrative logout for Vivox.
@@ -774,7 +774,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
774 } 774 }
775 775
776 776
777 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 777 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
778 778
779 /// <summary> 779 /// <summary>
780 /// Retrieve account information for the specified user. 780 /// Retrieve account information for the specified user.
@@ -787,7 +787,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
787 } 787 }
788 788
789 789
790 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 790 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
791 791
792 /// <summary> 792 /// <summary>
793 /// Creates a new account. 793 /// Creates a new account.
@@ -802,7 +802,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
802 } 802 }
803 803
804 804
805 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 805 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
806 806
807 /// <summary> 807 /// <summary>
808 /// Change the user's password. 808 /// Change the user's password.
@@ -814,7 +814,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
814 } 814 }
815 815
816 816
817 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 817 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
818 818
819 /// <summary> 819 /// <summary>
820 /// Create a channel. 820 /// Create a channel.
@@ -888,7 +888,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
888 return false; 888 return false;
889 } 889 }
890 890
891 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 891 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
892 892
893 /// <summary> 893 /// <summary>
894 /// Retrieve a channel. 894 /// Retrieve a channel.
@@ -1032,7 +1032,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1032 return false; 1032 return false;
1033 } 1033 }
1034 1034
1035 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1035 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1036 1036
1037 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1037 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1038 // { 1038 // {
@@ -1056,7 +1056,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1056 /// In this case the call handles parent and description as optional values. 1056 /// In this case the call handles parent and description as optional values.
1057 /// </summary> 1057 /// </summary>
1058 1058
1059 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1059 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1060 1060
1061 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1061 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1062 { 1062 {
@@ -1072,7 +1072,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1072 /// Return information on channels in the given directory 1072 /// Return information on channels in the given directory
1073 /// </summary> 1073 /// </summary>
1074 1074
1075 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1075 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1076 1076
1077 private XmlElement VivoxListChildren(string channelid) 1077 private XmlElement VivoxListChildren(string channelid)
1078 { 1078 {
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index b60cd42..d39b847 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -874,7 +874,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
874 msg.dialog = dialog; 874 msg.dialog = dialog;
875 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 875 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
876 msg.fromGroup = true; 876 msg.fromGroup = true;
877 msg.offline = (byte)0; 877 msg.offline = (byte)1; // Allow this message to be stored for offline use
878 msg.ParentEstateID = 0; 878 msg.ParentEstateID = 0;
879 msg.Position = Vector3.Zero; 879 msg.Position = Vector3.Zero;
880 msg.RegionID = UUID.Zero.Guid; 880 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 24b9e6b..7bd5590 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
47 private readonly string m_firstname; 47 private readonly string m_firstname;
48 private readonly string m_lastname; 48 private readonly string m_lastname;
49 private readonly Vector3 m_startPos; 49 private readonly Vector3 m_startPos;
50 private readonly UUID m_uuid = UUID.Random(); 50 private UUID m_uuid = UUID.Random();
51 private readonly Scene m_scene; 51 private readonly Scene m_scene;
52 private readonly UUID m_ownerID; 52 private readonly UUID m_ownerID;
53 53
@@ -174,7 +174,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
174#pragma warning disable 67 174#pragma warning disable 67
175 public event Action<IClientAPI> OnLogout; 175 public event Action<IClientAPI> OnLogout;
176 public event ObjectPermissions OnObjectPermissions; 176 public event ObjectPermissions OnObjectPermissions;
177 177 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
178 public event MoneyTransferRequest OnMoneyTransferRequest; 178 public event MoneyTransferRequest OnMoneyTransferRequest;
179 public event ParcelBuy OnParcelBuy; 179 public event ParcelBuy OnParcelBuy;
180 public event Action<IClientAPI> OnConnectionClosed; 180 public event Action<IClientAPI> OnConnectionClosed;
@@ -243,6 +243,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
243 public event UpdatePrimTexture OnUpdatePrimTexture; 243 public event UpdatePrimTexture OnUpdatePrimTexture;
244 public event UpdateVector OnUpdatePrimGroupPosition; 244 public event UpdateVector OnUpdatePrimGroupPosition;
245 public event UpdateVector OnUpdatePrimSinglePosition; 245 public event UpdateVector OnUpdatePrimSinglePosition;
246 public event ClientChangeObject onClientChangeObject;
246 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 247 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
247 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; 248 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
248 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; 249 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
@@ -380,7 +381,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
380 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 381 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
381 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 382 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
382 public event ClassifiedDelete OnClassifiedDelete; 383 public event ClassifiedDelete OnClassifiedDelete;
383 public event ClassifiedDelete OnClassifiedGodDelete; 384 public event ClassifiedGodDelete OnClassifiedGodDelete;
384 385
385 public event EventNotificationAddRequest OnEventNotificationAddRequest; 386 public event EventNotificationAddRequest OnEventNotificationAddRequest;
386 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 387 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -419,6 +420,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
419 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 420 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
420 public event SimWideDeletesDelegate OnSimWideDeletes; 421 public event SimWideDeletesDelegate OnSimWideDeletes;
421 public event SendPostcard OnSendPostcard; 422 public event SendPostcard OnSendPostcard;
423 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
422 public event MuteListEntryUpdate OnUpdateMuteListEntry; 424 public event MuteListEntryUpdate OnUpdateMuteListEntry;
423 public event MuteListEntryRemove OnRemoveMuteListEntry; 425 public event MuteListEntryRemove OnRemoveMuteListEntry;
424 public event GodlikeMessage onGodlikeMessage; 426 public event GodlikeMessage onGodlikeMessage;
@@ -446,6 +448,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
446 public virtual UUID AgentId 448 public virtual UUID AgentId
447 { 449 {
448 get { return m_uuid; } 450 get { return m_uuid; }
451 set { m_uuid = value; }
449 } 452 }
450 453
451 public UUID SessionId 454 public UUID SessionId
@@ -854,8 +857,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
854 857
855 public void Close() 858 public void Close()
856 { 859 {
857 // Remove ourselves from the scene 860 Close(true);
858 m_scene.RemoveClient(AgentId, false); 861 }
862
863 public void Close(bool sendStop)
864 {
859 } 865 }
860 866
861 public void Start() 867 public void Start()
@@ -1189,5 +1195,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1189 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1195 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1190 { 1196 {
1191 } 1197 }
1198
1199 public void SendPartPhysicsProprieties(ISceneEntity entity)
1200 {
1201 }
1202
1192 } 1203 }
1193} 1204}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 2b8379d..68f21c8 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -144,29 +144,38 @@ 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 with id {0}", npcAvatar.AgentId); 157 {
158 m_log.DebugFormat(
159 "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
160
161 sp.CompleteMovement(npcAvatar, false);
162 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
163 }
164 else
165 {
166 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
167 npcAvatar.AgentId = UUID.Zero;
168 }
161 169
162 return npcAvatar.AgentId;
163 }
164 else
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 } 170 }
169 } 171 ev.Set();
172 });
173
174 ev.WaitOne();
175
176// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
177
178 return npcAvatar.AgentId;
170 } 179 }
171 180
172 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget) 181 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
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..2945199
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1438 @@
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 // unique UUID of this character object
144 public UUID m_uuid;
145 public bool bad = false;
146 private Object m_syncRoot = new Object();
147
148 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)
149 {
150 m_uuid = UUID.Random();
151
152 if (pos.IsFinite())
153 {
154 if (pos.Z > 9999999f)
155 {
156 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
157 }
158 if (pos.Z < -90000f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 _position = pos;
163 m_taintPosition.X = pos.X;
164 m_taintPosition.Y = pos.Y;
165 m_taintPosition.Z = pos.Z;
166 }
167 else
168 {
169 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
170 m_taintPosition.X = _position.X;
171 m_taintPosition.Y = _position.Y;
172 m_taintPosition.Z = _position.Z;
173 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
174 }
175
176 _parent_scene = parent_scene;
177
178 PID_D = pid_d;
179 PID_P = pid_p;
180 CAPSULE_RADIUS = capsule_radius;
181 m_tensor = tensor;
182 m_density = density;
183 heightFudgeFactor = height_fudge_factor;
184 walkDivisor = walk_divisor;
185 runDivisor = rundivisor;
186
187 // m_StandUpRotation =
188 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
189 // 0.5f);
190
191 for (int i = 0; i < 11; i++)
192 {
193 m_colliderarr[i] = false;
194 }
195 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
196 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
197 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
198
199 m_isPhysical = false; // current status: no ODE information exists
200 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
201
202 _parent_scene.AddPhysicsActorTaint(this);
203
204 m_name = avName;
205 }
206
207 public override int PhysicsActorType
208 {
209 get { return (int) ActorTypes.Agent; }
210 set { return; }
211 }
212
213 /// <summary>
214 /// If this is set, the avatar will move faster
215 /// </summary>
216 public override bool SetAlwaysRun
217 {
218 get { return m_alwaysRun; }
219 set { m_alwaysRun = value; }
220 }
221
222 public override uint LocalID
223 {
224 set { m_localID = value; }
225 }
226
227 public override bool Grabbed
228 {
229 set { return; }
230 }
231
232 public override bool Selected
233 {
234// set { return; }
235 set { jumping = value; } // add for jumping flag
236 }
237
238 public override float Buoyancy
239 {
240 get { return m_buoyancy; }
241 set { m_buoyancy = value; }
242 }
243
244 public override bool FloatOnWater
245 {
246 set { return; }
247 }
248
249 public override bool IsPhysical
250 {
251 get { return false; }
252 set { return; }
253 }
254
255 public override bool ThrottleUpdates
256 {
257 get { return false; }
258 set { return; }
259 }
260
261 public override bool Flying
262 {
263 get { return flying; }
264 set { flying = value; }
265 }
266
267 /// <summary>
268 /// Returns if the avatar is colliding in general.
269 /// This includes the ground and objects and avatar.
270 /// </summary>
271 public override bool IsColliding
272 {
273//#@ get { return m_iscolliding; }
274 get { //##
275//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
276 return m_iscolliding; } //##
277 set
278 {
279 int i;
280 int truecount = 0;
281 int falsecount = 0;
282
283 if (m_colliderarr.Length >= 10)
284 {
285 for (i = 0; i < 10; i++)
286 {
287 m_colliderarr[i] = m_colliderarr[i + 1];
288 }
289 }
290 m_colliderarr[10] = value;
291
292 for (i = 0; i < 11; i++)
293 {
294 if (m_colliderarr[i])
295 {
296 truecount++;
297 }
298 else
299 {
300 falsecount++;
301 }
302 }
303
304 // Equal truecounts and false counts means we're colliding with something.
305
306 if (falsecount > 1.2*truecount)
307 {
308 m_iscolliding = false;
309 }
310 else
311 {
312 m_iscolliding = true;
313 }
314// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
315 if (m_wascolliding != m_iscolliding)
316 {
317 //base.SendCollisionUpdate(new CollisionEventUpdate());
318 }
319 m_wascolliding = m_iscolliding;
320 }
321 }
322
323 /// <summary>
324 /// Returns if an avatar is colliding with the ground
325 /// </summary>
326 public override bool CollidingGround
327 {
328 get { return m_iscollidingGround; }
329 set
330 {
331 // Collisions against the ground are not really reliable
332 // So, to get a consistant value we have to average the current result over time
333 // Currently we use 1 second = 10 calls to this.
334 int i;
335 int truecount = 0;
336 int falsecount = 0;
337
338 if (m_colliderGroundarr.Length >= 10)
339 {
340 for (i = 0; i < 10; i++)
341 {
342 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
343 }
344 }
345 m_colliderGroundarr[10] = value;
346
347 for (i = 0; i < 11; i++)
348 {
349 if (m_colliderGroundarr[i])
350 {
351 truecount++;
352 }
353 else
354 {
355 falsecount++;
356 }
357 }
358
359 // Equal truecounts and false counts means we're colliding with something.
360
361 if (falsecount > 1.2*truecount)
362 {
363 m_iscollidingGround = false;
364 }
365 else
366 {
367 m_iscollidingGround = true;
368 }
369 if (m_wascollidingGround != m_iscollidingGround)
370 {
371 //base.SendCollisionUpdate(new CollisionEventUpdate());
372 }
373 m_wascollidingGround = m_iscollidingGround;
374 }
375 }
376
377 /// <summary>
378 /// Returns if the avatar is colliding with an object
379 /// </summary>
380 public override bool CollidingObj
381 {
382 get { return m_iscollidingObj; }
383 set
384 {
385 m_iscollidingObj = value;
386 if (value)
387 m_pidControllerActive = false;
388 else
389 m_pidControllerActive = true;
390 }
391 }
392
393 /// <summary>
394 /// turn the PID controller on or off.
395 /// The PID Controller will turn on all by itself in many situations
396 /// </summary>
397 /// <param name="status"></param>
398 public void SetPidStatus(bool status)
399 {
400 m_pidControllerActive = status;
401 }
402
403 public override bool Stopped
404 {
405 get { return _zeroFlag; }
406 }
407
408 /// <summary>
409 /// This 'puts' an avatar somewhere in the physics space.
410 /// Not really a good choice unless you 'know' it's a good
411 /// spot otherwise you're likely to orbit the avatar.
412 /// </summary>
413 public override Vector3 Position
414 {
415 get { return _position; }
416 set
417 {
418 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
419 {
420 if (value.IsFinite())
421 {
422 if (value.Z > 9999999f)
423 {
424 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
425 }
426 if (value.Z < -90000f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430
431 _position.X = value.X;
432 _position.Y = value.Y;
433 _position.Z = value.Z;
434
435 m_taintPosition.X = value.X;
436 m_taintPosition.Y = value.Y;
437 m_taintPosition.Z = value.Z;
438 _parent_scene.AddPhysicsActorTaint(this);
439 }
440 else
441 {
442 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
443 }
444 }
445 }
446 }
447
448 public override Vector3 RotationalVelocity
449 {
450 get { return m_rotationalVelocity; }
451 set { m_rotationalVelocity = value; }
452 }
453
454 /// <summary>
455 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
456 /// and use it to offset landings properly
457 /// </summary>
458 public override Vector3 Size
459 {
460 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_pidControllerActive = true;
466
467 Vector3 SetSize = value;
468 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
469 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
470
471 Velocity = Vector3.Zero;
472 m_taintPosition = _position; // update the stale taint position
473 _parent_scene.AddPhysicsActorTaint(this);
474 }
475 else
476 {
477 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
478 }
479 }
480 }
481
482 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
483 {
484 movementVector.Z = 0f;
485 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
486 if (magnitude < 0.1f) return;
487
488 // normalize the velocity vector
489 float invMagnitude = 1.0f / magnitude;
490 movementVector.X *= invMagnitude;
491 movementVector.Y *= invMagnitude;
492
493 // if we change the capsule heading too often, the capsule can fall down
494 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
495 // meaning only 4 possible capsule tilt orientations
496 if (movementVector.X > 0)
497 {
498 // east
499 if (movementVector.Y > 0)
500 {
501 // northeast
502 movementVector.X = (float)Math.Sqrt(2.0);
503 movementVector.Y = (float)Math.Sqrt(2.0);
504 }
505 else
506 {
507 // southeast
508 movementVector.X = (float)Math.Sqrt(2.0);
509 movementVector.Y = -(float)Math.Sqrt(2.0);
510 }
511 }
512 else
513 {
514 // west
515 if (movementVector.Y > 0)
516 {
517 // northwest
518 movementVector.X = -(float)Math.Sqrt(2.0);
519 movementVector.Y = (float)Math.Sqrt(2.0);
520 }
521 else
522 {
523 // southwest
524 movementVector.X = -(float)Math.Sqrt(2.0);
525 movementVector.Y = -(float)Math.Sqrt(2.0);
526 }
527 }
528
529
530 // movementVector.Z is zero
531
532 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
533 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
534 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
535 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
536
537 //m_log.Debug("[PHYSICS] changing avatar tilt");
538 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
539 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
541 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
542 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
544 }
545
546 /// <summary>
547 /// This creates the Avatar's physical Surrogate at the position supplied
548 /// </summary>
549 /// <param name="npositionX"></param>
550 /// <param name="npositionY"></param>
551 /// <param name="npositionZ"></param>
552
553 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
554 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
555 // place that is safe to call this routine AvatarGeomAndBodyCreation.
556 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
557 {
558 //CAPSULE_LENGTH = -5;
559 //CAPSULE_RADIUS = -5;
560 int dAMotorEuler = 1;
561 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
562 if (CAPSULE_LENGTH <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_LENGTH = 0.01f;
566
567 }
568
569 if (CAPSULE_RADIUS <= 0)
570 {
571 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
572 CAPSULE_RADIUS = 0.01f;
573
574 }
575
576 if(Shell != IntPtr.Zero)
577 {
578 try
579 {
580 d.GeomDestroy(Shell);
581 }
582 catch (System.AccessViolationException)
583 {
584 m_log.Error("[PHYSICS]: PrimGeom dead");
585 }
586 // Remove any old entries
587//string tShell;
588//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
589//Console.WriteLine("**** Remove {0}", tShell);
590 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
591 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
592 }
593
594 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
595 _parent_scene.geom_name_map[Shell] = m_name;
596 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
597//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);
598
599 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
600 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
601
602 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
603 Body = d.BodyCreate(_parent_scene.world);
604 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
605
606 _position.X = npositionX;
607 _position.Y = npositionY;
608 _position.Z = npositionZ;
609
610
611 m_taintPosition.X = npositionX;
612 m_taintPosition.Y = npositionY;
613 m_taintPosition.Z = npositionZ;
614
615 d.BodySetMass(Body, ref ShellMass);
616 d.Matrix3 m_caprot;
617 // 90 Stand up on the cap of the capped cyllinder
618 if (_parent_scene.IsAvCapsuleTilted)
619 {
620 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
621 }
622 else
623 {
624 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
625 }
626
627
628 d.GeomSetRotation(Shell, ref m_caprot);
629 d.BodySetRotation(Body, ref m_caprot);
630
631 d.GeomSetBody(Shell, Body);
632
633
634 // The purpose of the AMotor here is to keep the avatar's physical
635 // surrogate from rotating while moving
636 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
637 d.JointAttach(Amotor, Body, IntPtr.Zero);
638 d.JointSetAMotorMode(Amotor, dAMotorEuler);
639 d.JointSetAMotorNumAxes(Amotor, 3);
640 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
641 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
642 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
643 d.JointSetAMotorAngle(Amotor, 0, 0);
644 d.JointSetAMotorAngle(Amotor, 1, 0);
645 d.JointSetAMotorAngle(Amotor, 2, 0);
646
647 // These lowstops and high stops are effectively (no wiggle room)
648 if (_parent_scene.IsAvCapsuleTilted)
649 {
650 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
651 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
652 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
653 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
654 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
656 }
657 else
658 {
659 #region Documentation of capsule motor LowStop and HighStop parameters
660 // Intentionally introduce some tilt into the capsule by setting
661 // the motor stops to small epsilon values. This small tilt prevents
662 // the capsule from falling into the terrain; a straight-up capsule
663 // (with -0..0 motor stops) falls into the terrain for reasons yet
664 // to be comprehended in their entirety.
665 #endregion
666 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
667 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
668 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
669 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
670 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
671 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
672 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
673 }
674
675 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
676 // capped cyllinder will fall over
677 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
678 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
679
680 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
681 //d.QfromR(
682 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
683 //
684 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
685 //standupStraight();
686 }
687
688 //
689 /// <summary>
690 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
691 /// This may be used in calculations in the scene/scenepresence
692 /// </summary>
693 public override float Mass
694 {
695 get
696 {
697 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
698 return m_density*AVvolume;
699 }
700 }
701 public override void link(PhysicsActor obj)
702 {
703
704 }
705
706 public override void delink()
707 {
708
709 }
710
711 public override void LockAngularMotion(Vector3 axis)
712 {
713
714 }
715
716// This code is very useful. Written by DanX0r. We're just not using it right now.
717// Commented out to prevent a warning.
718//
719// private void standupStraight()
720// {
721// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
722// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
723// // change appearance and when you enter the simulator
724// // After this routine is done, the amotor stabilizes much quicker
725// d.Vector3 feet;
726// d.Vector3 head;
727// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
728// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
729// float posture = head.Z - feet.Z;
730
731// // restoring force proportional to lack of posture:
732// float servo = (2.5f - posture) * POSTURE_SERVO;
733// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
734// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
735// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
736// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
737// }
738
739 public override Vector3 Force
740 {
741 get { return _target_velocity; }
742 set { return; }
743 }
744
745 public override int VehicleType
746 {
747 get { return 0; }
748 set { return; }
749 }
750
751 public override void VehicleFloatParam(int param, float value)
752 {
753
754 }
755
756 public override void VehicleVectorParam(int param, Vector3 value)
757 {
758
759 }
760
761 public override void VehicleRotationParam(int param, Quaternion rotation)
762 {
763
764 }
765
766 public override void VehicleFlags(int flags, bool remove)
767 {
768 }
769
770 public override void SetVolumeDetect(int param)
771 {
772
773 }
774
775 public override Vector3 CenterOfMass
776 {
777 get { return Vector3.Zero; }
778 }
779
780 public override Vector3 GeometricCenter
781 {
782 get { return Vector3.Zero; }
783 }
784
785 public override PrimitiveBaseShape Shape
786 {
787 set { return; }
788 }
789
790 public override Vector3 Velocity
791 {
792 get {
793 // There's a problem with Vector3.Zero! Don't Use it Here!
794 if (_zeroFlag)
795 return Vector3.Zero;
796 m_lastUpdateSent = false;
797 return _velocity;
798 }
799 set
800 {
801 if (value.IsFinite())
802 {
803 m_pidControllerActive = true;
804 _target_velocity = value;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
809 }
810 }
811 }
812
813 public override Vector3 Torque
814 {
815 get { return Vector3.Zero; }
816 set { return; }
817 }
818
819 public override float CollisionScore
820 {
821 get { return 0f; }
822 set { }
823 }
824
825 public override bool Kinematic
826 {
827 get { return false; }
828 set { }
829 }
830
831 public override Quaternion Orientation
832 {
833 get { return Quaternion.Identity; }
834 set {
835 //Matrix3 or = Orientation.ToRotationMatrix();
836 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
837 //d.BodySetRotation(Body, ref ord);
838 }
839 }
840
841 public override Vector3 Acceleration
842 {
843 get { return _acceleration; }
844 set { _acceleration = value; }
845 }
846
847 public void SetAcceleration(Vector3 accel)
848 {
849 m_pidControllerActive = true;
850 _acceleration = accel;
851 }
852
853 /// <summary>
854 /// Adds the force supplied to the Target Velocity
855 /// The PID controller takes this target velocity and tries to make it a reality
856 /// </summary>
857 /// <param name="force"></param>
858 public override void AddForce(Vector3 force, bool pushforce)
859 {
860 if (force.IsFinite())
861 {
862 if (pushforce)
863 {
864 m_pidControllerActive = false;
865 force *= 100f;
866//Console.WriteLine("DF 1"); // ##
867 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
868 doForce(force);
869 // If uncommented, things get pushed off world
870 //
871 // m_log.Debug("Push!");
872 // _target_velocity.X += force.X;
873 // _target_velocity.Y += force.Y;
874 // _target_velocity.Z += force.Z;
875 }
876 else
877 {
878 m_pidControllerActive = true;
879 _target_velocity.X += force.X;
880 _target_velocity.Y += force.Y;
881 _target_velocity.Z += force.Z;
882 }
883 }
884 else
885 {
886 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
887 }
888 //m_lastUpdateSent = false;
889 }
890
891 public override void AddAngularForce(Vector3 force, bool pushforce)
892 {
893
894 }
895
896 /// <summary>
897 /// After all of the forces add up with 'add force' we apply them with doForce
898 /// </summary>
899 /// <param name="force"></param>
900 public void doForce(Vector3 force)
901 {
902 if (!collidelock)
903 {
904 d.BodyAddForce(Body, force.X, force.Y, force.Z);
905 //d.BodySetRotation(Body, ref m_StandUpRotation);
906 //standupStraight();
907 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
908//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
909 }
910 }
911
912 public override void SetMomentum(Vector3 momentum)
913 {
914 }
915
916
917 /// <summary>
918 /// Called from Simulate
919 /// This is the avatar's movement control + PID Controller
920 /// </summary>
921 /// <param name="timeStep"></param>
922 public void Move(float timeStep, List<OdeCharacter> defects)
923 {
924 // no lock; for now it's only called from within Simulate()
925
926 // If the PID Controller isn't active then we set our force
927 // calculating base velocity to the current position
928
929 if (Body == IntPtr.Zero)
930 return;
931
932 if (m_pidControllerActive == false)
933 {
934 _zeroPosition = d.BodyGetPosition(Body);
935 }
936 //PidStatus = true;
937
938 d.Vector3 localpos = d.BodyGetPosition(Body);
939 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
940
941 if (!localPos.IsFinite())
942 {
943
944 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
945 defects.Add(this);
946 // _parent_scene.RemoveCharacter(this);
947
948 // destroy avatar capsule and related ODE data
949 if (Amotor != IntPtr.Zero)
950 {
951 // Kill the Amotor
952 d.JointDestroy(Amotor);
953 Amotor = IntPtr.Zero;
954 }
955
956 //kill the Geometry
957 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
958
959 if (Body != IntPtr.Zero)
960 {
961 //kill the body
962 d.BodyDestroy(Body);
963
964 Body = IntPtr.Zero;
965 }
966
967 if(Shell != IntPtr.Zero)
968 {
969 try
970 {
971 d.GeomDestroy(Shell);
972 }
973 catch (System.AccessViolationException)
974 {
975 m_log.Error("[PHYSICS]: PrimGeom dead");
976 }
977 // Remove any old entries
978//string tShell;
979//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
980//Console.WriteLine("**** Remove {0}", tShell);
981
982 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
983 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
984 Shell = IntPtr.Zero;
985 }
986
987 return;
988 }
989
990 Vector3 vec = Vector3.Zero;
991 d.Vector3 vel = d.BodyGetLinearVel(Body);
992
993 float movementdivisor = 1f;
994
995 if (!m_alwaysRun)
996 {
997 movementdivisor = walkDivisor;
998 }
999 else
1000 {
1001 movementdivisor = runDivisor;
1002 }
1003
1004 // if velocity is zero, use position control; otherwise, velocity control
1005 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1006 {
1007 // keep track of where we stopped. No more slippin' & slidin'
1008 if (!_zeroFlag)
1009 {
1010 _zeroFlag = true;
1011 _zeroPosition = d.BodyGetPosition(Body);
1012 }
1013 if (m_pidControllerActive)
1014 {
1015 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1016 // react to the physics scene by moving it's position.
1017 // Avatar to Avatar collisions
1018 // Prim to avatar collisions
1019
1020 d.Vector3 pos = d.BodyGetPosition(Body);
1021 float errX = _zeroPosition.X - pos.X;
1022 float errY = _zeroPosition.Y - pos.Y;
1023 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1024 {
1025 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1026 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1027 }
1028 else
1029 { // close, jump to lateral destination
1030 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1031 }
1032// if (flying)
1033 if (flying || jumping) // add for jumping
1034 {
1035 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1036 }
1037 }
1038 //PidStatus = true;
1039 }
1040 else
1041 {
1042 m_pidControllerActive = true;
1043 _zeroFlag = false;
1044 if (m_iscolliding && !flying)
1045 {
1046 // We're standing on something
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1049 }
1050 else if (m_iscolliding && flying)
1051 {
1052 // We're flying and colliding with something
1053 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1054 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1055 }
1056 else if (!m_iscolliding && flying)
1057 {
1058 // we're in mid air suspended
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1061 }
1062
1063 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1064 {
1065 // We're colliding with something and we're not flying but we're moving
1066 // This means we're walking or running.
1067 d.Vector3 pos = d.BodyGetPosition(Body);
1068 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1069 if (_target_velocity.X > 0)
1070 {
1071 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1072 }
1073 if (_target_velocity.Y > 0)
1074 {
1075 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1076 }
1077 }
1078 else if (!m_iscolliding && !flying)
1079 {
1080 // we're not colliding and we're not flying so that means we're falling!
1081 // m_iscolliding includes collisions with the ground.
1082
1083 // d.Vector3 pos = d.BodyGetPosition(Body);
1084 if (Math.Abs(_target_velocity.X) > 0)
1085 {
1086 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1087 }
1088 if (Math.Abs(_target_velocity.Y) > 0)
1089 {
1090 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1091 }
1092 }
1093
1094 if (flying)
1095 {
1096 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1097 }
1098 }
1099 if (flying)
1100 {
1101 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1102
1103 //Added for auto fly height. Kitto Flora
1104 //d.Vector3 pos = d.BodyGetPosition(Body);
1105 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1106
1107 if (_position.Z < target_altitude)
1108 {
1109 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1110 }
1111 // end add Kitto Flora
1112 }
1113 if (vec.IsFinite())
1114 {
1115 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1116 {
1117//Console.WriteLine("DF 2"); // ##
1118
1119 doForce(vec);
1120 if (!_zeroFlag)
1121 {
1122// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1123 }
1124 }
1125 }
1126 else
1127 {
1128 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1129 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1130 defects.Add(this);
1131 // _parent_scene.RemoveCharacter(this);
1132 // destroy avatar capsule and related ODE data
1133 if (Amotor != IntPtr.Zero)
1134 {
1135 // Kill the Amotor
1136 d.JointDestroy(Amotor);
1137 Amotor = IntPtr.Zero;
1138 }
1139 //kill the Geometry
1140 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1141
1142 if (Body != IntPtr.Zero)
1143 {
1144 //kill the body
1145 d.BodyDestroy(Body);
1146
1147 Body = IntPtr.Zero;
1148 }
1149
1150 if(Shell != IntPtr.Zero)
1151 {
1152 try
1153 {
1154 d.GeomDestroy(Shell);
1155 }
1156 catch (System.AccessViolationException)
1157 {
1158 m_log.Error("[PHYSICS]: PrimGeom dead");
1159 }
1160 // Remove any old entries
1161//string tShell;
1162//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1163//Console.WriteLine("**** Remove {0}", tShell);
1164
1165 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1166 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1167 Shell = IntPtr.Zero;
1168 }
1169 }
1170 }
1171
1172 /// <summary>
1173 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1174 /// </summary>
1175 public void UpdatePositionAndVelocity()
1176 {
1177 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1178 d.Vector3 vec;
1179 try
1180 {
1181 vec = d.BodyGetPosition(Body);
1182 }
1183 catch (NullReferenceException)
1184 {
1185 bad = true;
1186 _parent_scene.BadCharacter(this);
1187 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1188 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1189 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1190 }
1191
1192
1193 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1194 if (vec.X < 0.0f) vec.X = 0.0f;
1195 if (vec.Y < 0.0f) vec.Y = 0.0f;
1196 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1197 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1198
1199 _position.X = vec.X;
1200 _position.Y = vec.Y;
1201 _position.Z = vec.Z;
1202
1203 // Did we move last? = zeroflag
1204 // This helps keep us from sliding all over
1205
1206 if (_zeroFlag)
1207 {
1208 _velocity.X = 0.0f;
1209 _velocity.Y = 0.0f;
1210 _velocity.Z = 0.0f;
1211
1212 // Did we send out the 'stopped' message?
1213 if (!m_lastUpdateSent)
1214 {
1215 m_lastUpdateSent = true;
1216 //base.RequestPhysicsterseUpdate();
1217
1218 }
1219 }
1220 else
1221 {
1222 m_lastUpdateSent = false;
1223 try
1224 {
1225 vec = d.BodyGetLinearVel(Body);
1226 }
1227 catch (NullReferenceException)
1228 {
1229 vec.X = _velocity.X;
1230 vec.Y = _velocity.Y;
1231 vec.Z = _velocity.Z;
1232 }
1233 _velocity.X = (vec.X);
1234 _velocity.Y = (vec.Y);
1235
1236 _velocity.Z = (vec.Z);
1237
1238 if (_velocity.Z < -6 && !m_hackSentFall)
1239 {
1240 m_hackSentFall = true;
1241 m_pidControllerActive = false;
1242 }
1243 else if (flying && !m_hackSentFly)
1244 {
1245 //m_hackSentFly = true;
1246 //base.SendCollisionUpdate(new CollisionEventUpdate());
1247 }
1248 else
1249 {
1250 m_hackSentFly = false;
1251 m_hackSentFall = false;
1252 }
1253 }
1254 }
1255
1256 /// <summary>
1257 /// Cleanup the things we use in the scene.
1258 /// </summary>
1259 public void Destroy()
1260 {
1261 m_tainted_isPhysical = false;
1262 _parent_scene.AddPhysicsActorTaint(this);
1263 }
1264
1265 public override void CrossingFailure()
1266 {
1267 }
1268
1269 public override Vector3 PIDTarget { set { return; } }
1270 public override bool PIDActive { set { return; } }
1271 public override float PIDTau { set { return; } }
1272
1273 public override float PIDHoverHeight { set { return; } }
1274 public override bool PIDHoverActive { set { return; } }
1275 public override PIDHoverType PIDHoverType { set { return; } }
1276 public override float PIDHoverTau { set { return; } }
1277
1278 public override Quaternion APIDTarget{ set { return; } }
1279
1280 public override bool APIDActive{ set { return; } }
1281
1282 public override float APIDStrength{ set { return; } }
1283
1284 public override float APIDDamping{ set { return; } }
1285
1286
1287 public override void SubscribeEvents(int ms)
1288 {
1289 m_requestedUpdateFrequency = ms;
1290 m_eventsubscription = ms;
1291 _parent_scene.addCollisionEventReporting(this);
1292 }
1293 public override void UnSubscribeEvents()
1294 {
1295 _parent_scene.remCollisionEventReporting(this);
1296 m_requestedUpdateFrequency = 0;
1297 m_eventsubscription = 0;
1298 }
1299 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1300 {
1301 if (m_eventsubscription > 0)
1302 {
1303 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1304 }
1305 }
1306
1307 public void SendCollisions()
1308 {
1309 if (m_eventsubscription > m_requestedUpdateFrequency)
1310 {
1311 if (CollisionEventsThisFrame != null)
1312 {
1313 base.SendCollisionUpdate(CollisionEventsThisFrame);
1314 }
1315 CollisionEventsThisFrame = new CollisionEventUpdate();
1316 m_eventsubscription = 0;
1317 }
1318 }
1319 public override bool SubscribedEvents()
1320 {
1321 if (m_eventsubscription > 0)
1322 return true;
1323 return false;
1324 }
1325
1326 public void ProcessTaints(float timestep)
1327 {
1328 lock (m_syncRoot)
1329 {
1330
1331 if (m_tainted_isPhysical != m_isPhysical)
1332 {
1333 if (m_tainted_isPhysical)
1334 {
1335 // Create avatar capsule and related ODE data
1336 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1337 {
1338 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1339 + (Shell!=IntPtr.Zero ? "Shell ":"")
1340 + (Body!=IntPtr.Zero ? "Body ":"")
1341 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1342 }
1343 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1344 _parent_scene.AddCharacter(this);
1345 }
1346 else
1347 {
1348 _parent_scene.RemoveCharacter(this);
1349 // destroy avatar capsule and related ODE data
1350 if (Amotor != IntPtr.Zero)
1351 {
1352 // Kill the Amotor
1353 d.JointDestroy(Amotor);
1354 Amotor = IntPtr.Zero;
1355 }
1356 //kill the Geometry
1357 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1358
1359 if (Body != IntPtr.Zero)
1360 {
1361 //kill the body
1362 d.BodyDestroy(Body);
1363 Body = IntPtr.Zero;
1364 }
1365
1366 if(Shell != IntPtr.Zero)
1367 {
1368 try
1369 {
1370 d.GeomDestroy(Shell);
1371 }
1372 catch (System.AccessViolationException)
1373 {
1374 m_log.Error("[PHYSICS]: PrimGeom dead");
1375 }
1376 // Remove any old entries
1377 //string tShell;
1378 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1379 //Console.WriteLine("**** Remove {0}", tShell);
1380
1381 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1382 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1383 Shell = IntPtr.Zero;
1384 }
1385 }
1386
1387 m_isPhysical = m_tainted_isPhysical;
1388 }
1389
1390 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1391 {
1392 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1393 {
1394
1395 m_pidControllerActive = true;
1396 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1397 d.JointDestroy(Amotor);
1398 float prevCapsule = CAPSULE_LENGTH;
1399 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1400 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1401 d.BodyDestroy(Body);
1402 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1403 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1404 Velocity = Vector3.Zero;
1405 }
1406 else
1407 {
1408 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1409 + (Shell==IntPtr.Zero ? "Shell ":"")
1410 + (Body==IntPtr.Zero ? "Body ":"")
1411 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1412 }
1413 }
1414
1415 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1416 {
1417 if (Body != IntPtr.Zero)
1418 {
1419 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1420
1421 _position.X = m_taintPosition.X;
1422 _position.Y = m_taintPosition.Y;
1423 _position.Z = m_taintPosition.Z;
1424 }
1425 }
1426
1427 }
1428 }
1429
1430 internal void AddCollisionFrameTime(int p)
1431 {
1432 // protect it from overflow crashing
1433 if (m_eventsubscription + p >= int.MaxValue)
1434 m_eventsubscription = 0;
1435 m_eventsubscription += p;
1436 }
1437 }
1438}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..f9548d2
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4045 @@
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 public bool _zeroFlag; // if body has been stopped
183 private bool m_lastUpdateSent;
184
185 public IntPtr Body = IntPtr.Zero;
186 public String m_primName;
187 private Vector3 _target_velocity;
188 public d.Mass pMass;
189
190 public int m_eventsubscription;
191 private CollisionEventUpdate CollisionEventsThisFrame;
192
193 private IntPtr m_linkJoint = IntPtr.Zero;
194
195 public volatile bool childPrim;
196
197 internal int m_material = (int)Material.Wood;
198
199 private IntPtr m_body = IntPtr.Zero;
200
201 // Vehicle properties ============================================================================================
202 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
203 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
204 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
205 // HOVER_TERRAIN_ONLY
206 // HOVER_GLOBAL_HEIGHT
207 // NO_DEFLECTION_UP
208 // HOVER_WATER_ONLY
209 // HOVER_UP_ONLY
210 // LIMIT_MOTOR_UP
211 // LIMIT_ROLL_ONLY
212
213 // Linear properties
214 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
215 //requested by LSL
216 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
217 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
218 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
219
220 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
221 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
222 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
223
224 //Angular properties
225 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
226
227 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
228 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
229 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
230
231 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
232 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
233 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
234
235 //Deflection properties
236 // private float m_angularDeflectionEfficiency = 0;
237 // private float m_angularDeflectionTimescale = 0;
238 // private float m_linearDeflectionEfficiency = 0;
239 // private float m_linearDeflectionTimescale = 0;
240
241 //Banking properties
242 // private float m_bankingEfficiency = 0;
243 // private float m_bankingMix = 0;
244 // private float m_bankingTimescale = 0;
245
246 //Hover and Buoyancy properties
247 private float m_VhoverHeight = 0f;
248 // private float m_VhoverEfficiency = 0f;
249 private float m_VhoverTimescale = 0f;
250 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
251 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
252 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
253 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
254 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
255
256 //Attractor properties
257 private float m_verticalAttractionEfficiency = 1.0f; // damped
258 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
259
260// SerialControl m_taintserial = null;
261 object m_taintvehicledata = null;
262
263 public void DoSetVehicle()
264 {
265 VehicleData vd = (VehicleData)m_taintvehicledata;
266
267 m_type = vd.m_type;
268 m_flags = vd.m_flags;
269
270 // Linear properties
271 m_linearMotorDirection = vd.m_linearMotorDirection;
272 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
273 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
274 m_linearMotorTimescale = vd.m_linearMotorTimescale;
275// m_linearMotorOffset = vd.m_linearMotorOffset;
276
277 //Angular properties
278 m_angularMotorDirection = vd.m_angularMotorDirection;
279 m_angularMotorTimescale = vd.m_angularMotorTimescale;
280 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
281 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
282
283 //Deflection properties
284// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
285// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
286// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
287// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
288
289 //Banking properties
290// m_bankingEfficiency = vd.m_bankingEfficiency;
291// m_bankingMix = vd.m_bankingMix;
292// m_bankingTimescale = vd.m_bankingTimescale;
293
294 //Hover and Buoyancy properties
295 m_VhoverHeight = vd.m_VhoverHeight;
296// m_VhoverEfficiency = vd.m_VhoverEfficiency;
297 m_VhoverTimescale = vd.m_VhoverTimescale;
298 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
299
300 //Attractor properties
301 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
302 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
303
304 // Axis
305// m_referenceFrame = vd.m_referenceFrame;
306
307
308 m_taintvehicledata = null;
309 }
310
311 public override void SetVehicle(object vdata)
312 {
313 m_taintvehicledata = vdata;
314 _parent_scene.AddPhysicsActorTaint(this);
315 }
316
317 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
318 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom, CollisionLocker dode, uint localid)
319 {
320 m_localID = localid;
321 ode = dode;
322 if (!pos.IsFinite())
323 {
324 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
325 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
326 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
327 }
328
329 _position = pos;
330 m_taintposition = pos;
331 PID_D = parent_scene.bodyPIDD;
332 PID_G = parent_scene.bodyPIDG;
333 m_density = parent_scene.geomDefaultDensity;
334 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
335 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
336
337 prim_geom = IntPtr.Zero;
338 // prev_geom = IntPtr.Zero;
339
340 if (!pos.IsFinite())
341 {
342 size = new Vector3(0.5f, 0.5f, 0.5f);
343 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
344 }
345
346 if (size.X <= 0) size.X = 0.01f;
347 if (size.Y <= 0) size.Y = 0.01f;
348 if (size.Z <= 0) size.Z = 0.01f;
349
350 _size = size;
351 m_taintsize = _size;
352
353 if (!QuaternionIsFinite(rotation))
354 {
355 rotation = Quaternion.Identity;
356 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
357 }
358
359 _orientation = rotation;
360 m_taintrot = _orientation;
361 _mesh = mesh;
362 _pbs = pbs;
363
364 _parent_scene = parent_scene;
365 m_targetSpace = (IntPtr)0;
366
367 // if (pos.Z < 0)
368 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
369 m_isphysical = false;
370 else
371 {
372 m_isphysical = pisPhysical;
373 // If we're physical, we need to be in the master space for now.
374 // linksets *should* be in a space together.. but are not currently
375 if (m_isphysical)
376 m_targetSpace = _parent_scene.space;
377 }
378
379 m_isphantom = pisPhantom;
380 m_taintphantom = pisPhantom;
381
382 _triMeshData = IntPtr.Zero;
383 m_NoColide = false;
384
385// m_taintserial = null;
386 m_primName = primName;
387 m_taintadd = true;
388 _parent_scene.AddPhysicsActorTaint(this);
389 // don't do .add() here; old geoms get recycled with the same hash
390 }
391
392 public override int PhysicsActorType
393 {
394 get { return (int)ActorTypes.Prim; }
395 set { return; }
396 }
397
398 public override bool SetAlwaysRun
399 {
400 get { return false; }
401 set { return; }
402 }
403
404 public override uint LocalID
405 {
406 set
407 {
408 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
409 m_localID = value;
410 }
411 }
412
413 public override bool Grabbed
414 {
415 set { return; }
416 }
417
418 public override bool Selected
419 {
420 set
421 {
422 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
423 // This only makes the object not collidable if the object
424 // is physical or the object is modified somehow *IN THE FUTURE*
425 // without this, if an avatar selects prim, they can walk right
426 // through it while it's selected
427 m_collisionscore = 0;
428 if ((m_isphysical && !_zeroFlag) || !value)
429 {
430 m_taintselected = value;
431 _parent_scene.AddPhysicsActorTaint(this);
432 }
433 else
434 {
435 m_taintselected = value;
436 m_isSelected = value;
437 }
438 if (m_isSelected) disableBodySoft();
439 }
440 }
441
442 public override bool IsPhysical
443 {
444 get { return m_isphysical; }
445 set
446 {
447 m_isphysical = value;
448 if (!m_isphysical)
449 { // Zero the remembered last velocity
450 m_lastVelocity = Vector3.Zero;
451 if (m_type != Vehicle.TYPE_NONE) Halt();
452 }
453 }
454 }
455
456 public override bool Phantom
457 {
458 get { return m_isphantom; }
459 set
460 {
461 m_isphantom = value;
462 }
463 }
464
465 public void setPrimForRemoval()
466 {
467 m_taintremove = true;
468 }
469
470 public override bool Flying
471 {
472 // no flying prims for you
473 get { return false; }
474 set { }
475 }
476
477 public override bool IsColliding
478 {
479 get { return iscolliding; }
480 set { iscolliding = value; }
481 }
482
483 public override bool CollidingGround
484 {
485 get { return false; }
486 set { return; }
487 }
488
489 public override bool CollidingObj
490 {
491 get { return false; }
492 set { return; }
493 }
494
495 public override bool ThrottleUpdates
496 {
497 get { return m_throttleUpdates; }
498 set { m_throttleUpdates = value; }
499 }
500
501 public override bool Stopped
502 {
503 get { return _zeroFlag; }
504 }
505
506 public override Vector3 Position
507 {
508 get { return _position; }
509
510 set
511 {
512 _position = value;
513 //m_log.Info("[PHYSICS]: " + _position.ToString());
514 }
515 }
516
517 public override Vector3 Size
518 {
519 get { return _size; }
520 set
521 {
522 if (value.IsFinite())
523 {
524 _size = value;
525 }
526 else
527 {
528 m_log.Warn("[PHYSICS]: Got NaN Size on object");
529 }
530 }
531 }
532
533 public override float Mass
534 {
535 get { return CalculateMass(); }
536 }
537
538 public override Vector3 Force
539 {
540 //get { return Vector3.Zero; }
541 get { return m_force; }
542 set
543 {
544 if (value.IsFinite())
545 {
546 m_force = value;
547 }
548 else
549 {
550 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
551 }
552 }
553 }
554
555 public override int VehicleType
556 {
557 get { return (int)m_type; }
558 set { ProcessTypeChange((Vehicle)value); }
559 }
560
561 public override void VehicleFloatParam(int param, float value)
562 {
563 ProcessFloatVehicleParam((Vehicle)param, value);
564 }
565
566 public override void VehicleVectorParam(int param, Vector3 value)
567 {
568 ProcessVectorVehicleParam((Vehicle)param, value);
569 }
570
571 public override void VehicleRotationParam(int param, Quaternion rotation)
572 {
573 ProcessRotationVehicleParam((Vehicle)param, rotation);
574 }
575
576 public override void VehicleFlags(int param, bool remove)
577 {
578 ProcessVehicleFlags(param, remove);
579 }
580
581 public override void SetVolumeDetect(int param)
582 {
583 lock (_parent_scene.OdeLock)
584 {
585 m_isVolumeDetect = (param != 0);
586 }
587 }
588
589 public override Vector3 CenterOfMass
590 {
591 get { return Vector3.Zero; }
592 }
593
594 public override Vector3 GeometricCenter
595 {
596 get { return Vector3.Zero; }
597 }
598
599 public override PrimitiveBaseShape Shape
600 {
601 set
602 {
603 _pbs = value;
604 m_taintshape = true;
605 }
606 }
607
608 public override Vector3 Velocity
609 {
610 get
611 {
612 // Averate previous velocity with the new one so
613 // client object interpolation works a 'little' better
614 if (_zeroFlag)
615 return Vector3.Zero;
616
617 Vector3 returnVelocity = Vector3.Zero;
618 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
619 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
620 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
621 return returnVelocity;
622 }
623 set
624 {
625 if (value.IsFinite())
626 {
627 _velocity = value;
628 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
629 _acceleration = Vector3.Zero;
630
631 m_taintVelocity = value;
632 _parent_scene.AddPhysicsActorTaint(this);
633 }
634 else
635 {
636 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
637 }
638
639 }
640 }
641
642 public override Vector3 Torque
643 {
644 get
645 {
646 if (!m_isphysical || Body == IntPtr.Zero)
647 return Vector3.Zero;
648
649 return _torque;
650 }
651
652 set
653 {
654 if (value.IsFinite())
655 {
656 m_taintTorque = value;
657 _parent_scene.AddPhysicsActorTaint(this);
658 }
659 else
660 {
661 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
662 }
663 }
664 }
665
666 public override float CollisionScore
667 {
668 get { return m_collisionscore; }
669 set { m_collisionscore = value; }
670 }
671
672 public override bool Kinematic
673 {
674 get { return false; }
675 set { }
676 }
677
678 public override Quaternion Orientation
679 {
680 get { return _orientation; }
681 set
682 {
683 if (QuaternionIsFinite(value))
684 {
685 _orientation = value;
686 }
687 else
688 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
689
690 }
691 }
692
693 public override bool FloatOnWater
694 {
695 set
696 {
697 m_taintCollidesWater = value;
698 _parent_scene.AddPhysicsActorTaint(this);
699 }
700 }
701
702 public override void SetMomentum(Vector3 momentum)
703 {
704 }
705
706 public override Vector3 PIDTarget
707 {
708 set
709 {
710 if (value.IsFinite())
711 {
712 m_PIDTarget = value;
713 }
714 else
715 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
716 }
717 }
718 public override bool PIDActive { set { m_usePID = value; } }
719 public override float PIDTau { set { m_PIDTau = value; } }
720
721 // For RotLookAt
722 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
723 public override bool APIDActive { set { m_useAPID = value; } }
724 public override float APIDStrength { set { m_APIDStrength = value; } }
725 public override float APIDDamping { set { m_APIDDamping = value; } }
726
727 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
728 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
729 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
730 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
731
732 internal static bool QuaternionIsFinite(Quaternion q)
733 {
734 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
735 return false;
736 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
737 return false;
738 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
739 return false;
740 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
741 return false;
742 return true;
743 }
744
745 public override Vector3 Acceleration // client updates read data via here
746 {
747 get
748 {
749 if (_zeroFlag)
750 {
751 return Vector3.Zero;
752 }
753 return _acceleration;
754 }
755 set { _acceleration = value; }
756 }
757
758
759 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
760 {
761 _acceleration = accel;
762 }
763
764 public override void AddForce(Vector3 force, bool pushforce)
765 {
766 if (force.IsFinite())
767 {
768 lock (m_forcelist)
769 m_forcelist.Add(force);
770
771 m_taintforce = true;
772 }
773 else
774 {
775 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
776 }
777 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
778 }
779
780 public override void AddAngularForce(Vector3 force, bool pushforce)
781 {
782 if (force.IsFinite())
783 {
784 m_angularforcelist.Add(force);
785 m_taintaddangularforce = true;
786 }
787 else
788 {
789 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
790 }
791 }
792
793 public override Vector3 RotationalVelocity
794 {
795 get
796 {
797 return m_rotationalVelocity;
798 }
799 set
800 {
801 if (value.IsFinite())
802 {
803 m_rotationalVelocity = value;
804 }
805 else
806 {
807 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
808 }
809 }
810 }
811
812 public override void CrossingFailure()
813 {
814 if (m_outofBounds)
815 {
816 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
817 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
818 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
819 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
820
821 m_lastposition = _position;
822
823 _velocity = Vector3.Zero;
824 m_lastVelocity = _velocity;
825
826
827 if (m_type != Vehicle.TYPE_NONE)
828 Halt();
829
830 d.BodySetLinearVel(Body, 0, 0, 0);
831 base.RequestPhysicsterseUpdate();
832 m_outofBounds = false;
833 }
834 /*
835 int tmp = Interlocked.Increment(ref m_crossingfailures);
836 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
837 {
838 base.RaiseOutOfBounds(_position);
839 return;
840 }
841 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
842 {
843 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
844 }
845 */
846 }
847
848 public override float Buoyancy
849 {
850 get { return m_buoyancy; }
851 set { m_buoyancy = value; }
852 }
853
854 public override void link(PhysicsActor obj)
855 {
856 m_taintparent = obj;
857 }
858
859 public override void delink()
860 {
861 m_taintparent = null;
862 }
863
864 public override void LockAngularMotion(Vector3 axis)
865 {
866 // This is actually ROTATION ENABLE, not a lock.
867 // default is <1,1,1> which is all enabled.
868 // The lock value is updated inside Move(), no point in using the taint system.
869 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
870 if (axis.IsFinite())
871 {
872 axis.X = (axis.X > 0) ? 1f : 0f;
873 axis.Y = (axis.Y > 0) ? 1f : 0f;
874 axis.Z = (axis.Z > 0) ? 1f : 0f;
875 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
876 m_rotateEnableRequest = axis;
877 m_rotateEnableUpdate = true;
878 }
879 else
880 {
881 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
882 }
883 }
884
885 public void SetGeom(IntPtr geom)
886 {
887 if (prim_geom != IntPtr.Zero)
888 {
889 // Remove any old entries
890 //string tPA;
891 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
892 //Console.WriteLine("**** Remove {0}", tPA);
893 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
894 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
895 d.GeomDestroy(prim_geom);
896 }
897
898 prim_geom = geom;
899 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
900 if (prim_geom != IntPtr.Zero)
901 {
902 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
903 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
904 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
905 if (m_NoColide)
906 {
907 d.GeomSetCategoryBits(prim_geom, 0);
908 if (m_isphysical && !m_isVolumeDetect)
909 {
910 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
911 }
912 else
913 {
914 d.GeomSetCollideBits(prim_geom, 0);
915 d.GeomDisable(prim_geom);
916 }
917 }
918 else
919 {
920 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
921 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
922 }
923 }
924
925 if (childPrim)
926 {
927 if (_parent != null && _parent is OdePrim)
928 {
929 OdePrim parent = (OdePrim)_parent;
930 //Console.WriteLine("SetGeom calls ChildSetGeom");
931 parent.ChildSetGeom(this);
932 }
933 }
934 //m_log.Warn("Setting Geom to: " + prim_geom);
935 }
936
937 public void enableBodySoft()
938 {
939 if (!childPrim)
940 {
941 if (m_isphysical && Body != IntPtr.Zero)
942 {
943 d.BodyEnable(Body);
944 if (m_type != Vehicle.TYPE_NONE)
945 Enable(Body, _parent_scene);
946 }
947
948 m_disabled = false;
949 }
950 }
951
952 public void disableBodySoft()
953 {
954 m_disabled = true;
955
956 if (m_isphysical && Body != IntPtr.Zero)
957 {
958 d.BodyDisable(Body);
959 Halt();
960 }
961 }
962
963 public void enableBody()
964 {
965 // Don't enable this body if we're a child prim
966 // this should be taken care of in the parent function not here
967 if (!childPrim)
968 {
969 // Sets the geom to a body
970 Body = d.BodyCreate(_parent_scene.world);
971
972 setMass();
973 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
974 d.Quaternion myrot = new d.Quaternion();
975 myrot.X = _orientation.X;
976 myrot.Y = _orientation.Y;
977 myrot.Z = _orientation.Z;
978 myrot.W = _orientation.W;
979 d.BodySetQuaternion(Body, ref myrot);
980 d.GeomSetBody(prim_geom, Body);
981
982 m_collisionCategories |= CollisionCategories.Body;
983 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
984
985 if (m_NoColide)
986 {
987 d.GeomSetCategoryBits(prim_geom, 0);
988 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
989 }
990 else
991 {
992 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
993 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
994 }
995
996 d.BodySetAutoDisableFlag(Body, true);
997 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
998
999 // disconnect from world gravity so we can apply buoyancy
1000 d.BodySetGravityMode(Body, false);
1001
1002 m_interpenetrationcount = 0;
1003 m_collisionscore = 0;
1004 m_disabled = false;
1005
1006 if (m_type != Vehicle.TYPE_NONE)
1007 {
1008 Enable(Body, _parent_scene);
1009 }
1010
1011 _parent_scene.addActivePrim(this);
1012 }
1013 }
1014
1015 #region Mass Calculation
1016
1017 private float CalculateMass()
1018 {
1019 float volume = _size.X * _size.Y * _size.Z; // default
1020 float tmp;
1021
1022 float returnMass = 0;
1023 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1024 float hollowVolume = hollowAmount * hollowAmount;
1025
1026 switch (_pbs.ProfileShape)
1027 {
1028 case ProfileShape.Square:
1029 // default box
1030
1031 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1032 {
1033 if (hollowAmount > 0.0)
1034 {
1035 switch (_pbs.HollowShape)
1036 {
1037 case HollowShape.Square:
1038 case HollowShape.Same:
1039 break;
1040
1041 case HollowShape.Circle:
1042
1043 hollowVolume *= 0.78539816339f;
1044 break;
1045
1046 case HollowShape.Triangle:
1047
1048 hollowVolume *= (0.5f * .5f);
1049 break;
1050
1051 default:
1052 hollowVolume = 0;
1053 break;
1054 }
1055 volume *= (1.0f - hollowVolume);
1056 }
1057 }
1058
1059 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1060 {
1061 //a tube
1062
1063 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1064 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1065 volume -= volume * tmp * tmp;
1066
1067 if (hollowAmount > 0.0)
1068 {
1069 hollowVolume *= hollowAmount;
1070
1071 switch (_pbs.HollowShape)
1072 {
1073 case HollowShape.Square:
1074 case HollowShape.Same:
1075 break;
1076
1077 case HollowShape.Circle:
1078 hollowVolume *= 0.78539816339f; ;
1079 break;
1080
1081 case HollowShape.Triangle:
1082 hollowVolume *= 0.5f * 0.5f;
1083 break;
1084 default:
1085 hollowVolume = 0;
1086 break;
1087 }
1088 volume *= (1.0f - hollowVolume);
1089 }
1090 }
1091
1092 break;
1093
1094 case ProfileShape.Circle:
1095
1096 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1097 {
1098 volume *= 0.78539816339f; // elipse base
1099
1100 if (hollowAmount > 0.0)
1101 {
1102 switch (_pbs.HollowShape)
1103 {
1104 case HollowShape.Same:
1105 case HollowShape.Circle:
1106 break;
1107
1108 case HollowShape.Square:
1109 hollowVolume *= 0.5f * 2.5984480504799f;
1110 break;
1111
1112 case HollowShape.Triangle:
1113 hollowVolume *= .5f * 1.27323954473516f;
1114 break;
1115
1116 default:
1117 hollowVolume = 0;
1118 break;
1119 }
1120 volume *= (1.0f - hollowVolume);
1121 }
1122 }
1123
1124 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1125 {
1126 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1127 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1128 volume *= (1.0f - tmp * tmp);
1129
1130 if (hollowAmount > 0.0)
1131 {
1132
1133 // calculate the hollow volume by it's shape compared to the prim shape
1134 hollowVolume *= hollowAmount;
1135
1136 switch (_pbs.HollowShape)
1137 {
1138 case HollowShape.Same:
1139 case HollowShape.Circle:
1140 break;
1141
1142 case HollowShape.Square:
1143 hollowVolume *= 0.5f * 2.5984480504799f;
1144 break;
1145
1146 case HollowShape.Triangle:
1147 hollowVolume *= .5f * 1.27323954473516f;
1148 break;
1149
1150 default:
1151 hollowVolume = 0;
1152 break;
1153 }
1154 volume *= (1.0f - hollowVolume);
1155 }
1156 }
1157 break;
1158
1159 case ProfileShape.HalfCircle:
1160 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1161 {
1162 volume *= 0.52359877559829887307710723054658f;
1163 }
1164 break;
1165
1166 case ProfileShape.EquilateralTriangle:
1167
1168 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1169 {
1170 volume *= 0.32475953f;
1171
1172 if (hollowAmount > 0.0)
1173 {
1174
1175 // calculate the hollow volume by it's shape compared to the prim shape
1176 switch (_pbs.HollowShape)
1177 {
1178 case HollowShape.Same:
1179 case HollowShape.Triangle:
1180 hollowVolume *= .25f;
1181 break;
1182
1183 case HollowShape.Square:
1184 hollowVolume *= 0.499849f * 3.07920140172638f;
1185 break;
1186
1187 case HollowShape.Circle:
1188 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1189 // Cyllinder hollow volume calculation
1190
1191 hollowVolume *= 0.1963495f * 3.07920140172638f;
1192 break;
1193
1194 default:
1195 hollowVolume = 0;
1196 break;
1197 }
1198 volume *= (1.0f - hollowVolume);
1199 }
1200 }
1201 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1202 {
1203 volume *= 0.32475953f;
1204 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1205 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1206 volume *= (1.0f - tmp * tmp);
1207
1208 if (hollowAmount > 0.0)
1209 {
1210
1211 hollowVolume *= hollowAmount;
1212
1213 switch (_pbs.HollowShape)
1214 {
1215 case HollowShape.Same:
1216 case HollowShape.Triangle:
1217 hollowVolume *= .25f;
1218 break;
1219
1220 case HollowShape.Square:
1221 hollowVolume *= 0.499849f * 3.07920140172638f;
1222 break;
1223
1224 case HollowShape.Circle:
1225
1226 hollowVolume *= 0.1963495f * 3.07920140172638f;
1227 break;
1228
1229 default:
1230 hollowVolume = 0;
1231 break;
1232 }
1233 volume *= (1.0f - hollowVolume);
1234 }
1235 }
1236 break;
1237
1238 default:
1239 break;
1240 }
1241
1242
1243
1244 float taperX1;
1245 float taperY1;
1246 float taperX;
1247 float taperY;
1248 float pathBegin;
1249 float pathEnd;
1250 float profileBegin;
1251 float profileEnd;
1252
1253 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1254 {
1255 taperX1 = _pbs.PathScaleX * 0.01f;
1256 if (taperX1 > 1.0f)
1257 taperX1 = 2.0f - taperX1;
1258 taperX = 1.0f - taperX1;
1259
1260 taperY1 = _pbs.PathScaleY * 0.01f;
1261 if (taperY1 > 1.0f)
1262 taperY1 = 2.0f - taperY1;
1263 taperY = 1.0f - taperY1;
1264 }
1265 else
1266 {
1267 taperX = _pbs.PathTaperX * 0.01f;
1268 if (taperX < 0.0f)
1269 taperX = -taperX;
1270 taperX1 = 1.0f - taperX;
1271
1272 taperY = _pbs.PathTaperY * 0.01f;
1273 if (taperY < 0.0f)
1274 taperY = -taperY;
1275 taperY1 = 1.0f - taperY;
1276
1277 }
1278
1279
1280 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1281
1282 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1283 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1284 volume *= (pathEnd - pathBegin);
1285
1286 // this is crude aproximation
1287 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1288 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1289 volume *= (profileEnd - profileBegin);
1290
1291 returnMass = m_density * volume;
1292
1293 if (returnMass <= 0)
1294 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1295 // else if (returnMass > _parent_scene.maximumMassObject)
1296 // returnMass = _parent_scene.maximumMassObject;
1297
1298
1299
1300
1301 // Recursively calculate mass
1302 bool HasChildPrim = false;
1303 lock (childrenPrim)
1304 {
1305 if (childrenPrim.Count > 0)
1306 {
1307 HasChildPrim = true;
1308 }
1309
1310 }
1311 if (HasChildPrim)
1312 {
1313 OdePrim[] childPrimArr = new OdePrim[0];
1314
1315 lock (childrenPrim)
1316 childPrimArr = childrenPrim.ToArray();
1317
1318 for (int i = 0; i < childPrimArr.Length; i++)
1319 {
1320 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1321 returnMass += childPrimArr[i].CalculateMass();
1322 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1323 if (i > 256)
1324 break;
1325 }
1326 }
1327 if (returnMass > _parent_scene.maximumMassObject)
1328 returnMass = _parent_scene.maximumMassObject;
1329 return returnMass;
1330 }// end CalculateMass
1331
1332 #endregion
1333
1334 public void setMass()
1335 {
1336 if (Body != (IntPtr)0)
1337 {
1338 float newmass = CalculateMass();
1339
1340 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1341
1342 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1343 d.BodySetMass(Body, ref pMass);
1344 }
1345 }
1346
1347 public void disableBody()
1348 {
1349 //this kills the body so things like 'mesh' can re-create it.
1350 lock (this)
1351 {
1352 if (!childPrim)
1353 {
1354 if (Body != IntPtr.Zero)
1355 {
1356 _parent_scene.remActivePrim(this);
1357 m_collisionCategories &= ~CollisionCategories.Body;
1358 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1359
1360 if (prim_geom != IntPtr.Zero)
1361 {
1362 if (m_NoColide)
1363 {
1364 d.GeomSetCategoryBits(prim_geom, 0);
1365 d.GeomSetCollideBits(prim_geom, 0);
1366 d.GeomDisable(prim_geom);
1367 }
1368 else
1369 {
1370 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1371 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1372 }
1373 }
1374
1375 d.BodyDestroy(Body);
1376 lock (childrenPrim)
1377 {
1378 if (childrenPrim.Count > 0)
1379 {
1380 foreach (OdePrim prm in childrenPrim)
1381 {
1382 if (prm.m_NoColide && prm.prim_geom != IntPtr.Zero)
1383 {
1384 d.GeomSetCategoryBits(prm.prim_geom, 0);
1385 d.GeomSetCollideBits(prm.prim_geom, 0);
1386 d.GeomDisable(prm.prim_geom);
1387 }
1388
1389 _parent_scene.remActivePrim(prm);
1390 prm.Body = IntPtr.Zero;
1391 }
1392 }
1393 }
1394 Body = IntPtr.Zero;
1395 }
1396 }
1397 else
1398 {
1399 _parent_scene.remActivePrim(this);
1400
1401 m_collisionCategories &= ~CollisionCategories.Body;
1402 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1403
1404 if (prim_geom != IntPtr.Zero)
1405 {
1406 if (m_NoColide)
1407 {
1408 d.GeomSetCategoryBits(prim_geom, 0);
1409 d.GeomSetCollideBits(prim_geom, 0);
1410 d.GeomDisable(prim_geom);
1411 }
1412 else
1413 {
1414 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1415 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1416 }
1417 }
1418
1419 Body = IntPtr.Zero;
1420 }
1421 }
1422 m_disabled = true;
1423 m_collisionscore = 0;
1424 }
1425
1426// private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1427
1428 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1429 {
1430 //Kill Body so that mesh can re-make the geom
1431 if (IsPhysical && Body != IntPtr.Zero)
1432 {
1433 if (childPrim)
1434 {
1435 if (_parent != null)
1436 {
1437 OdePrim parent = (OdePrim)_parent;
1438 parent.ChildDelink(this);
1439 }
1440 }
1441 else
1442 {
1443 disableBody();
1444 }
1445 }
1446
1447 IntPtr vertices, indices;
1448 int vertexCount, indexCount;
1449 int vertexStride, triStride;
1450 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1451 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1452
1453 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1454 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1455
1456 if (vertexCount == 0 || indexCount == 0)
1457 {
1458 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());
1459 return false;
1460 }
1461
1462 IntPtr geo = IntPtr.Zero;
1463 try
1464 {
1465 _triMeshData = d.GeomTriMeshDataCreate();
1466 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1467 d.GeomTriMeshDataPreprocess(_triMeshData);
1468
1469 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1470
1471 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1472 }
1473 catch (Exception e)
1474 {
1475 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1476
1477 if (_triMeshData != IntPtr.Zero)
1478 {
1479 d.GeomTriMeshDataDestroy(_triMeshData);
1480 _triMeshData = IntPtr.Zero;
1481 }
1482 return false;
1483 }
1484
1485 SetGeom(geo);
1486
1487 return true;
1488 }
1489
1490 public void ProcessTaints(float timestep) //=============================================================================
1491 {
1492 if (m_taintadd)
1493 {
1494 changeadd(timestep);
1495 }
1496
1497 if (m_taintremove)
1498 return;
1499
1500 if (prim_geom != IntPtr.Zero)
1501 {
1502 if (!_position.ApproxEquals(m_taintposition, 0f))
1503 {
1504 changemove(timestep);
1505 }
1506 if (m_taintrot != _orientation)
1507 {
1508 if (childPrim && IsPhysical) // For physical child prim...
1509 {
1510 rotate(timestep);
1511 // KF: ODE will also rotate the parent prim!
1512 // so rotate the root back to where it was
1513 OdePrim parent = (OdePrim)_parent;
1514 parent.rotate(timestep);
1515 }
1516 else
1517 {
1518 //Just rotate the prim
1519 rotate(timestep);
1520 }
1521 }
1522 //
1523 if (m_taintphantom != m_isphantom )
1524 {
1525 changePhantomStatus();
1526 }//
1527
1528 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1529 {
1530 changePhysicsStatus(timestep);
1531 }//
1532
1533
1534 if (!_size.ApproxEquals(m_taintsize, 0f))
1535 changesize(timestep);
1536 //
1537
1538 if (m_taintshape)
1539 changeshape(timestep);
1540 //
1541
1542 if (m_taintforce)
1543 changeAddForce(timestep);
1544
1545 if (m_taintaddangularforce)
1546 changeAddAngularForce(timestep);
1547
1548 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1549 changeSetTorque(timestep);
1550
1551 if (m_taintdisable)
1552 changedisable(timestep);
1553
1554 if (m_taintselected != m_isSelected)
1555 changeSelectedStatus();
1556
1557 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1558 changevelocity(timestep);
1559
1560 if (m_taintparent != _parent)
1561 changelink(timestep);
1562
1563 if (m_taintCollidesWater != m_collidesWater)
1564 changefloatonwater(timestep);
1565
1566 if (m_taintvehicledata != null)
1567 DoSetVehicle();
1568
1569 /* obsolete
1570 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1571 changeAngularLock(timestep);
1572 */
1573 }
1574
1575 else
1576 {
1577 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1578
1579 // not sure this will not flame...
1580 m_taintremove = true;
1581 _parent_scene.AddPhysicsActorTaint(this);
1582 }
1583
1584 }
1585
1586 private void changelink(float timestep)
1587 {
1588 // If the newly set parent is not null
1589 // create link
1590 if (_parent == null && m_taintparent != null)
1591 {
1592 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1593 {
1594 OdePrim obj = (OdePrim)m_taintparent;
1595 obj.ParentPrim(this);
1596 }
1597 }
1598 // If the newly set parent is null
1599 // destroy link
1600 else if (_parent != null && m_taintparent == null)
1601 {
1602 if (_parent is OdePrim)
1603 {
1604 OdePrim obj = (OdePrim)_parent;
1605 obj.ChildDelink(this);
1606 childPrim = false;
1607 }
1608 }
1609
1610 _parent = m_taintparent;
1611 m_taintPhysics = m_isphysical;
1612 }
1613
1614 // I'm the parent
1615 // prim is the child
1616 public void ParentPrim(OdePrim prim)
1617 {
1618 if (this.m_localID != prim.m_localID)
1619 {
1620 if (Body == IntPtr.Zero)
1621 {
1622 Body = d.BodyCreate(_parent_scene.world);
1623 // disconnect from world gravity so we can apply buoyancy
1624 d.BodySetGravityMode(Body, false);
1625
1626 setMass();
1627 }
1628 if (Body != IntPtr.Zero)
1629 {
1630 lock (childrenPrim)
1631 {
1632 if (!childrenPrim.Contains(prim))
1633 {
1634 childrenPrim.Add(prim);
1635
1636 foreach (OdePrim prm in childrenPrim)
1637 {
1638 d.Mass m2;
1639 d.MassSetZero(out m2);
1640 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1641
1642
1643 d.Quaternion quat = new d.Quaternion();
1644 quat.W = prm._orientation.W;
1645 quat.X = prm._orientation.X;
1646 quat.Y = prm._orientation.Y;
1647 quat.Z = prm._orientation.Z;
1648
1649 d.Matrix3 mat = new d.Matrix3();
1650 d.RfromQ(out mat, ref quat);
1651 d.MassRotate(ref m2, ref mat);
1652 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1653 d.MassAdd(ref pMass, ref m2);
1654 }
1655 foreach (OdePrim prm in childrenPrim)
1656 {
1657 if (m_isphantom && !prm.m_isVolumeDetect)
1658 {
1659 prm.m_collisionCategories = 0;
1660 prm.m_collisionFlags = CollisionCategories.Land;
1661 }
1662 else
1663 {
1664 prm.m_collisionCategories |= CollisionCategories.Body;
1665 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1666 }
1667 if (prm.prim_geom == IntPtr.Zero)
1668 {
1669 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1670 continue;
1671 }
1672
1673 if (prm.m_NoColide)
1674 {
1675 d.GeomSetCategoryBits(prm.prim_geom, 0);
1676 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1677 }
1678 else
1679 {
1680 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1681 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1682 }
1683
1684 d.Quaternion quat = new d.Quaternion();
1685 quat.W = prm._orientation.W;
1686 quat.X = prm._orientation.X;
1687 quat.Y = prm._orientation.Y;
1688 quat.Z = prm._orientation.Z;
1689
1690 d.Matrix3 mat = new d.Matrix3();
1691 d.RfromQ(out mat, ref quat);
1692 if (Body != IntPtr.Zero)
1693 {
1694 d.GeomSetBody(prm.prim_geom, Body);
1695 prm.childPrim = true;
1696 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1697 //d.GeomSetOffsetPosition(prim.prim_geom,
1698 // (Position.X - prm.Position.X) - pMass.c.X,
1699 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1700 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1701 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1702 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1703 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1704 d.BodySetMass(Body, ref pMass);
1705 }
1706 else
1707 {
1708 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1709 }
1710
1711 prm.m_interpenetrationcount = 0;
1712 prm.m_collisionscore = 0;
1713 prm.m_disabled = false;
1714
1715 prm.Body = Body;
1716
1717 _parent_scene.addActivePrim(prm);
1718 }
1719
1720 if (m_isphantom && !m_isVolumeDetect)
1721 {
1722 m_collisionCategories = 0;
1723 m_collisionFlags = CollisionCategories.Land;
1724 }
1725 else
1726 {
1727 m_collisionCategories |= CollisionCategories.Body;
1728 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1729 }
1730
1731 if (m_NoColide)
1732 {
1733 d.GeomSetCategoryBits(prim_geom, 0);
1734 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1735 }
1736 else
1737 {
1738 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1739 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1740 }
1741
1742 d.Quaternion quat2 = new d.Quaternion();
1743 quat2.W = _orientation.W;
1744 quat2.X = _orientation.X;
1745 quat2.Y = _orientation.Y;
1746 quat2.Z = _orientation.Z;
1747
1748 d.Matrix3 mat2 = new d.Matrix3();
1749 d.RfromQ(out mat2, ref quat2);
1750 d.GeomSetBody(prim_geom, Body);
1751 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1752 //d.GeomSetOffsetPosition(prim.prim_geom,
1753 // (Position.X - prm.Position.X) - pMass.c.X,
1754 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1755 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1756 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1757 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1758 d.BodySetMass(Body, ref pMass);
1759
1760 d.BodySetAutoDisableFlag(Body, true);
1761 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1762
1763 m_interpenetrationcount = 0;
1764 m_collisionscore = 0;
1765 m_disabled = false;
1766
1767 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1768 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1769
1770 _parent_scene.addActivePrim(this);
1771 }
1772 }
1773 }
1774 }
1775 }
1776
1777 private void ChildSetGeom(OdePrim odePrim)
1778 {
1779 lock (childrenPrim)
1780 {
1781 foreach (OdePrim prm in childrenPrim)
1782 {
1783 prm.disableBody();
1784 }
1785 }
1786 disableBody();
1787
1788 if (Body != IntPtr.Zero)
1789 {
1790 _parent_scene.remActivePrim(this);
1791 }
1792
1793 lock (childrenPrim)
1794 {
1795 foreach (OdePrim prm in childrenPrim)
1796 {
1797 ParentPrim(prm);
1798 }
1799 }
1800 }
1801
1802 private void ChildDelink(OdePrim odePrim)
1803 {
1804 // Okay, we have a delinked child.. need to rebuild the body.
1805 lock (childrenPrim)
1806 {
1807 foreach (OdePrim prm in childrenPrim)
1808 {
1809 prm.childPrim = true;
1810 prm.disableBody();
1811 }
1812 }
1813 disableBody();
1814
1815 lock (childrenPrim)
1816 {
1817 childrenPrim.Remove(odePrim);
1818 }
1819
1820 if (Body != IntPtr.Zero)
1821 {
1822 _parent_scene.remActivePrim(this);
1823 }
1824
1825 lock (childrenPrim)
1826 {
1827 foreach (OdePrim prm in childrenPrim)
1828 {
1829 ParentPrim(prm);
1830 }
1831 }
1832 }
1833
1834 private void changePhantomStatus()
1835 {
1836 m_taintphantom = m_isphantom;
1837 changeSelectedStatus();
1838 }
1839
1840/* not in use
1841 private void SetCollider()
1842 {
1843 SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected);
1844 }
1845
1846 private void SetCollider(bool sel, bool phys, bool phan, bool vdtc)
1847 {
1848 if (sel)
1849 {
1850 m_collisionCategories = CollisionCategories.Selected;
1851 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1852 }
1853 else
1854 {
1855 if (phan && !vdtc)
1856 {
1857 m_collisionCategories = 0;
1858 if (phys)
1859 m_collisionFlags = CollisionCategories.Land;
1860 else
1861 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1862 }
1863 else
1864 {
1865 m_collisionCategories = CollisionCategories.Geom;
1866 if (phys)
1867 m_collisionCategories |= CollisionCategories.Body;
1868
1869 m_collisionFlags = m_default_collisionFlags;
1870
1871 if (m_collidesLand)
1872 m_collisionFlags |= CollisionCategories.Land;
1873 if (m_collidesWater)
1874 m_collisionFlags |= CollisionCategories.Water;
1875 }
1876 }
1877
1878 if (prim_geom != IntPtr.Zero)
1879 {
1880 if (m_NoColide)
1881 {
1882 d.GeomSetCategoryBits(prim_geom, 0);
1883 if (phys)
1884 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1885 else
1886 {
1887 d.GeomSetCollideBits(prim_geom, 0);
1888 d.GeomDisable(prim_geom);
1889 }
1890 }
1891 else
1892 {
1893 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1894 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1895 }
1896 }
1897 }
1898*/
1899
1900 private void changeSelectedStatus()
1901 {
1902 if (m_taintselected)
1903 {
1904 m_collisionCategories = CollisionCategories.Selected;
1905 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1906
1907 // We do the body disable soft twice because 'in theory' a collision could have happened
1908 // in between the disabling and the collision properties setting
1909 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1910 // through the ground.
1911
1912 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1913 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1914 // so that causes the selected part to wake up and continue moving.
1915
1916 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1917 // assembly will stop simulating during the selection, because of the lack of atomicity
1918 // of select operations (their processing could be interrupted by a thread switch, causing
1919 // simulation to continue before all of the selected object notifications trickle down to
1920 // the physics engine).
1921
1922 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1923 // selected and disabled. then, due to a thread switch, the selection processing is
1924 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1925 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1926 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1927 // up, start simulating again, which in turn wakes up the last 50.
1928
1929 if (m_isphysical)
1930 {
1931 disableBodySoft();
1932 }
1933
1934 if (prim_geom != IntPtr.Zero)
1935 {
1936 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1937 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1938 if (m_NoColide)
1939 d.GeomDisable(prim_geom);
1940 }
1941
1942 if (m_isphysical)
1943 {
1944 disableBodySoft();
1945 }
1946 if (Body != IntPtr.Zero)
1947 {
1948 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1949 d.BodySetForce(Body, 0f, 0f, 0f);
1950 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
1951 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
1952 }
1953 }
1954 else
1955 {
1956 if (m_isphantom && !m_isVolumeDetect)
1957 {
1958 m_collisionCategories = 0;
1959 if (m_isphysical)
1960 m_collisionFlags = CollisionCategories.Land;
1961 else
1962 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1963 }
1964 else
1965 {
1966 m_collisionCategories = CollisionCategories.Geom;
1967 if (m_isphysical)
1968 m_collisionCategories |= CollisionCategories.Body;
1969
1970 m_collisionFlags = m_default_collisionFlags;
1971
1972 if (m_collidesLand)
1973 m_collisionFlags |= CollisionCategories.Land;
1974 if (m_collidesWater)
1975 m_collisionFlags |= CollisionCategories.Water;
1976 }
1977
1978 if (prim_geom != IntPtr.Zero)
1979 {
1980 if (m_NoColide)
1981 {
1982 d.GeomSetCategoryBits(prim_geom, 0);
1983 if (m_isphysical)
1984 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1985 else
1986 {
1987 d.GeomSetCollideBits(prim_geom, 0);
1988 d.GeomDisable(prim_geom);
1989 }
1990 }
1991 else
1992 {
1993 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1994 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1995 }
1996 }
1997 if (Body != IntPtr.Zero)
1998 {
1999 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2000 d.BodySetForce(Body, 0f, 0f, 0f);
2001 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2002 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2003 }
2004
2005 if (m_isphysical)
2006 {
2007 if (Body != IntPtr.Zero)
2008 {
2009 enableBodySoft();
2010 }
2011 }
2012 }
2013
2014 resetCollisionAccounting();
2015 m_isSelected = m_taintselected;
2016 }//end changeSelectedStatus
2017
2018 public void ResetTaints()
2019 {
2020 m_taintposition = _position;
2021 m_taintrot = _orientation;
2022 m_taintPhysics = m_isphysical;
2023 m_taintselected = m_isSelected;
2024 m_taintsize = _size;
2025 m_taintshape = false;
2026 m_taintforce = false;
2027 m_taintdisable = false;
2028 m_taintVelocity = Vector3.Zero;
2029 }
2030
2031 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2032 {
2033 bool gottrimesh = false;
2034
2035 m_NoColide = false; // assume all will go well
2036
2037 if (_triMeshData != IntPtr.Zero)
2038 {
2039 d.GeomTriMeshDataDestroy(_triMeshData);
2040 _triMeshData = IntPtr.Zero;
2041 }
2042
2043 if (_mesh != null)
2044 {
2045 gottrimesh = setMesh(_parent_scene, _mesh);
2046 if (!gottrimesh)
2047 {
2048 // getting a mesh failed,
2049 // lets go on having a basic box or sphere, with prim size but not coliding
2050 // physical colides with land, non with nothing
2051
2052 m_NoColide = true;
2053 }
2054 }
2055
2056 if (!gottrimesh)
2057 { // we will have a basic box or sphere
2058 IntPtr geo = IntPtr.Zero;
2059
2060 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2061 && _size.X == _size.Y && _size.X == _size.Z)
2062 {
2063 // its a sphere
2064 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2065 try
2066 {
2067 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2068 }
2069 catch (Exception e)
2070 {
2071 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2072 geo = IntPtr.Zero;
2073 ode.dunlock(_parent_scene.world);
2074 }
2075 }
2076 else // make it a box
2077 {
2078 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2079 try
2080 {
2081 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2082 }
2083 catch (Exception e)
2084 {
2085 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2086 geo = IntPtr.Zero;
2087 ode.dunlock(_parent_scene.world);
2088 }
2089 }
2090
2091 if (geo == IntPtr.Zero) // if this happens it must be fixed
2092 {
2093 // if it does lets stop what we can
2094 // not sure this will not flame...
2095
2096 m_taintremove = true;
2097 _parent_scene.AddPhysicsActorTaint(this);
2098 return;
2099 }
2100
2101 SetGeom(geo); // this processes the m_NoColide
2102 }
2103 }
2104
2105 public void changeadd(float timestep)
2106 {
2107 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2108 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2109
2110 if (targetspace == IntPtr.Zero)
2111 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2112
2113 m_targetSpace = targetspace;
2114
2115 if (_mesh == null && m_meshfailed == false)
2116 {
2117 if (_parent_scene.needsMeshing(_pbs))
2118 {
2119 try
2120 {
2121 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true);
2122 }
2123 catch
2124 {
2125 //Don't continuously try to mesh prims when meshing has failed
2126 m_meshfailed = true;
2127 _mesh = null;
2128 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2129 }
2130 }
2131 }
2132
2133 lock (_parent_scene.OdeLock)
2134 {
2135 CreateGeom(m_targetSpace, _mesh);
2136
2137 if (prim_geom != IntPtr.Zero)
2138 {
2139 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2140 d.Quaternion myrot = new d.Quaternion();
2141 myrot.X = _orientation.X;
2142 myrot.Y = _orientation.Y;
2143 myrot.Z = _orientation.Z;
2144 myrot.W = _orientation.W;
2145 d.GeomSetQuaternion(prim_geom, ref myrot);
2146 }
2147
2148 if (m_isphysical && Body == IntPtr.Zero)
2149 {
2150 enableBody();
2151 }
2152 }
2153
2154 changeSelectedStatus();
2155
2156 m_taintadd = false;
2157 }
2158
2159 public void changemove(float timestep)
2160 {
2161 if (m_isphysical)
2162 {
2163 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2164 if (!m_taintremove && !childPrim)
2165 {
2166 if (Body == IntPtr.Zero)
2167 enableBody();
2168 //Prim auto disable after 20 frames,
2169 //if you move it, re-enable the prim manually.
2170 if (_parent != null)
2171 {
2172 if (m_linkJoint != IntPtr.Zero)
2173 {
2174 d.JointDestroy(m_linkJoint);
2175 m_linkJoint = IntPtr.Zero;
2176 }
2177 }
2178 if (Body != IntPtr.Zero)
2179 {
2180 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2181
2182 if (_parent != null)
2183 {
2184 OdePrim odParent = (OdePrim)_parent;
2185 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2186 {
2187 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2188 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2189 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2190 d.JointAttach(m_linkJoint, Body, odParent.Body);
2191 d.JointSetFixed(m_linkJoint);
2192 }
2193 }
2194 d.BodyEnable(Body);
2195 if (m_type != Vehicle.TYPE_NONE)
2196 {
2197 Enable(Body, _parent_scene);
2198 }
2199 }
2200 else
2201 {
2202 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2203 }
2204 }
2205 //else
2206 // {
2207 //m_log.Debug("[BUG]: race!");
2208 //}
2209 }
2210 else
2211 {
2212 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2213 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2214 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2215
2216 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2217 m_targetSpace = tempspace;
2218
2219 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2220 if (prim_geom != IntPtr.Zero)
2221 {
2222 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2223
2224 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2225 d.SpaceAdd(m_targetSpace, prim_geom);
2226 }
2227 }
2228
2229 changeSelectedStatus();
2230
2231 resetCollisionAccounting();
2232 m_taintposition = _position;
2233 }
2234
2235 public void rotate(float timestep)
2236 {
2237 d.Quaternion myrot = new d.Quaternion();
2238 myrot.X = _orientation.X;
2239 myrot.Y = _orientation.Y;
2240 myrot.Z = _orientation.Z;
2241 myrot.W = _orientation.W;
2242 if (Body != IntPtr.Zero)
2243 {
2244 // KF: If this is a root prim do BodySet
2245 d.BodySetQuaternion(Body, ref myrot);
2246 }
2247 else
2248 {
2249 // daughter prim, do Geom set
2250 d.GeomSetQuaternion(prim_geom, ref myrot);
2251 }
2252
2253 resetCollisionAccounting();
2254 m_taintrot = _orientation;
2255 }
2256
2257 private void resetCollisionAccounting()
2258 {
2259 m_collisionscore = 0;
2260 m_interpenetrationcount = 0;
2261 m_disabled = false;
2262 }
2263
2264 public void changedisable(float timestep)
2265 {
2266 m_disabled = true;
2267 if (Body != IntPtr.Zero)
2268 {
2269 d.BodyDisable(Body);
2270 Body = IntPtr.Zero;
2271 }
2272
2273 m_taintdisable = false;
2274 }
2275
2276 public void changePhysicsStatus(float timestep)
2277 {
2278 if (m_isphysical == true)
2279 {
2280 if (Body == IntPtr.Zero)
2281 {
2282 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2283 {
2284 changeshape(2f);
2285 }
2286 else
2287 {
2288 enableBody();
2289 }
2290 }
2291 }
2292 else
2293 {
2294 if (Body != IntPtr.Zero)
2295 {
2296 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2297 {
2298 _mesh = null;
2299 changeadd(2f);
2300 }
2301 if (childPrim)
2302 {
2303 if (_parent != null)
2304 {
2305 OdePrim parent = (OdePrim)_parent;
2306 parent.ChildDelink(this);
2307 }
2308 }
2309 else
2310 {
2311 disableBody();
2312 }
2313 }
2314 }
2315
2316 changeSelectedStatus();
2317
2318 resetCollisionAccounting();
2319 m_taintPhysics = m_isphysical;
2320 }
2321
2322 public void changesize(float timestamp)
2323 {
2324
2325 string oldname = _parent_scene.geom_name_map[prim_geom];
2326
2327 if (_size.X <= 0) _size.X = 0.01f;
2328 if (_size.Y <= 0) _size.Y = 0.01f;
2329 if (_size.Z <= 0) _size.Z = 0.01f;
2330
2331 // Cleanup of old prim geometry
2332 if (_mesh != null)
2333 {
2334 // Cleanup meshing here
2335 }
2336 //kill body to rebuild
2337 if (IsPhysical && Body != IntPtr.Zero)
2338 {
2339 if (childPrim)
2340 {
2341 if (_parent != null)
2342 {
2343 OdePrim parent = (OdePrim)_parent;
2344 parent.ChildDelink(this);
2345 }
2346 }
2347 else
2348 {
2349 disableBody();
2350 }
2351 }
2352 if (d.SpaceQuery(m_targetSpace, prim_geom))
2353 {
2354 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2355 d.SpaceRemove(m_targetSpace, prim_geom);
2356 }
2357 // we don't need to do space calculation because the client sends a position update also.
2358
2359 // Construction of new prim
2360 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2361 {
2362 float meshlod = _parent_scene.meshSculptLOD;
2363
2364 if (IsPhysical)
2365 meshlod = _parent_scene.MeshSculptphysicalLOD;
2366 // Don't need to re-enable body.. it's done in SetMesh
2367
2368 IMesh mesh = null;
2369
2370 try
2371 {
2372 if (_parent_scene.needsMeshing(_pbs))
2373 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2374 }
2375 catch
2376 {
2377 m_meshfailed = true;
2378 mesh = null;
2379 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2380 }
2381
2382 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2383 CreateGeom(m_targetSpace, mesh);
2384 }
2385 else
2386 {
2387 _mesh = null;
2388 CreateGeom(m_targetSpace, _mesh);
2389 }
2390
2391 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2392 d.Quaternion myrot = new d.Quaternion();
2393 myrot.X = _orientation.X;
2394 myrot.Y = _orientation.Y;
2395 myrot.Z = _orientation.Z;
2396 myrot.W = _orientation.W;
2397 d.GeomSetQuaternion(prim_geom, ref myrot);
2398
2399 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2400 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2401 {
2402 // Re creates body on size.
2403 // EnableBody also does setMass()
2404 enableBody();
2405 d.BodyEnable(Body);
2406 }
2407
2408 _parent_scene.geom_name_map[prim_geom] = oldname;
2409
2410 changeSelectedStatus();
2411 if (childPrim)
2412 {
2413 if (_parent is OdePrim)
2414 {
2415 OdePrim parent = (OdePrim)_parent;
2416 parent.ChildSetGeom(this);
2417 }
2418 }
2419 resetCollisionAccounting();
2420 m_taintsize = _size;
2421 }
2422
2423
2424
2425 public void changefloatonwater(float timestep)
2426 {
2427 m_collidesWater = m_taintCollidesWater;
2428
2429 if (prim_geom != IntPtr.Zero)
2430 {
2431 if (m_collidesWater)
2432 {
2433 m_collisionFlags |= CollisionCategories.Water;
2434 }
2435 else
2436 {
2437 m_collisionFlags &= ~CollisionCategories.Water;
2438 }
2439 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2440 }
2441 }
2442
2443 public void changeshape(float timestamp)
2444 {
2445 string oldname = _parent_scene.geom_name_map[prim_geom];
2446
2447 // Cleanup of old prim geometry and Bodies
2448 if (IsPhysical && Body != IntPtr.Zero)
2449 {
2450 if (childPrim)
2451 {
2452 if (_parent != null)
2453 {
2454 OdePrim parent = (OdePrim)_parent;
2455 parent.ChildDelink(this);
2456 }
2457 }
2458 else
2459 {
2460 disableBody();
2461 }
2462 }
2463
2464
2465 // we don't need to do space calculation because the client sends a position update also.
2466 if (_size.X <= 0) _size.X = 0.01f;
2467 if (_size.Y <= 0) _size.Y = 0.01f;
2468 if (_size.Z <= 0) _size.Z = 0.01f;
2469 // Construction of new prim
2470
2471 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2472 {
2473 // Don't need to re-enable body.. it's done in SetMesh
2474 float meshlod = _parent_scene.meshSculptLOD;
2475 IMesh mesh;
2476
2477 if (IsPhysical)
2478 meshlod = _parent_scene.MeshSculptphysicalLOD;
2479 try
2480 {
2481 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2482 }
2483 catch
2484 {
2485 mesh = null;
2486 m_meshfailed = true;
2487 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2488 }
2489
2490 CreateGeom(m_targetSpace, mesh);
2491
2492 // createmesh returns null when it doesn't mesh.
2493 }
2494 else
2495 {
2496 _mesh = null;
2497 CreateGeom(m_targetSpace, null);
2498 }
2499
2500 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2501 d.Quaternion myrot = new d.Quaternion();
2502 //myrot.W = _orientation.w;
2503 myrot.W = _orientation.W;
2504 myrot.X = _orientation.X;
2505 myrot.Y = _orientation.Y;
2506 myrot.Z = _orientation.Z;
2507 d.GeomSetQuaternion(prim_geom, ref myrot);
2508
2509 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2510 if (IsPhysical && Body == IntPtr.Zero)
2511 {
2512 // Re creates body on size.
2513 // EnableBody also does setMass()
2514 enableBody();
2515 if (Body != IntPtr.Zero)
2516 {
2517 d.BodyEnable(Body);
2518 }
2519 }
2520 _parent_scene.geom_name_map[prim_geom] = oldname;
2521
2522 changeSelectedStatus();
2523 if (childPrim)
2524 {
2525 if (_parent is OdePrim)
2526 {
2527 OdePrim parent = (OdePrim)_parent;
2528 parent.ChildSetGeom(this);
2529 }
2530 }
2531 resetCollisionAccounting();
2532 m_taintshape = false;
2533 }
2534
2535 public void changeAddForce(float timestamp)
2536 {
2537 if (!m_isSelected)
2538 {
2539 lock (m_forcelist)
2540 {
2541 //m_log.Info("[PHYSICS]: dequeing forcelist");
2542 if (IsPhysical)
2543 {
2544 Vector3 iforce = Vector3.Zero;
2545 int i = 0;
2546 try
2547 {
2548 for (i = 0; i < m_forcelist.Count; i++)
2549 {
2550
2551 iforce = iforce + (m_forcelist[i] * 100);
2552 }
2553 }
2554 catch (IndexOutOfRangeException)
2555 {
2556 m_forcelist = new List<Vector3>();
2557 m_collisionscore = 0;
2558 m_interpenetrationcount = 0;
2559 m_taintforce = false;
2560 return;
2561 }
2562 catch (ArgumentOutOfRangeException)
2563 {
2564 m_forcelist = new List<Vector3>();
2565 m_collisionscore = 0;
2566 m_interpenetrationcount = 0;
2567 m_taintforce = false;
2568 return;
2569 }
2570 d.BodyEnable(Body);
2571
2572 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2573 }
2574 m_forcelist.Clear();
2575 }
2576
2577 m_collisionscore = 0;
2578 m_interpenetrationcount = 0;
2579 }
2580
2581 m_taintforce = false;
2582
2583 }
2584
2585
2586
2587 public void changeSetTorque(float timestamp)
2588 {
2589 if (!m_isSelected)
2590 {
2591 if (IsPhysical && Body != IntPtr.Zero)
2592 {
2593 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2594 }
2595 }
2596
2597 m_taintTorque = Vector3.Zero;
2598 }
2599
2600 public void changeAddAngularForce(float timestamp)
2601 {
2602 if (!m_isSelected)
2603 {
2604 lock (m_angularforcelist)
2605 {
2606 //m_log.Info("[PHYSICS]: dequeing forcelist");
2607 if (IsPhysical)
2608 {
2609 Vector3 iforce = Vector3.Zero;
2610 for (int i = 0; i < m_angularforcelist.Count; i++)
2611 {
2612 iforce = iforce + (m_angularforcelist[i] * 100);
2613 }
2614 d.BodyEnable(Body);
2615 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2616
2617 }
2618 m_angularforcelist.Clear();
2619 }
2620
2621 m_collisionscore = 0;
2622 m_interpenetrationcount = 0;
2623 }
2624
2625 m_taintaddangularforce = false;
2626 }
2627
2628 private void changevelocity(float timestep)
2629 {
2630 if (!m_isSelected)
2631 {
2632 Thread.Sleep(20);
2633 if (IsPhysical)
2634 {
2635 if (Body != IntPtr.Zero)
2636 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2637 }
2638
2639 //resetCollisionAccounting();
2640 }
2641 m_taintVelocity = Vector3.Zero;
2642 }
2643
2644 public void UpdatePositionAndVelocity()
2645 {
2646 return; // moved to the Move () method
2647 }
2648
2649 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2650 {
2651 obj.I.M00 = pMat[0, 0];
2652 obj.I.M01 = pMat[0, 1];
2653 obj.I.M02 = pMat[0, 2];
2654 obj.I.M10 = pMat[1, 0];
2655 obj.I.M11 = pMat[1, 1];
2656 obj.I.M12 = pMat[1, 2];
2657 obj.I.M20 = pMat[2, 0];
2658 obj.I.M21 = pMat[2, 1];
2659 obj.I.M22 = pMat[2, 2];
2660 return obj;
2661 }
2662
2663 public override void SubscribeEvents(int ms)
2664 {
2665 m_eventsubscription = ms;
2666 _parent_scene.addCollisionEventReporting(this);
2667 }
2668
2669 public override void UnSubscribeEvents()
2670 {
2671 _parent_scene.remCollisionEventReporting(this);
2672 m_eventsubscription = 0;
2673 }
2674
2675 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2676 {
2677 if (CollisionEventsThisFrame == null)
2678 CollisionEventsThisFrame = new CollisionEventUpdate();
2679 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2680 }
2681
2682 public void SendCollisions()
2683 {
2684 if (CollisionEventsThisFrame == null)
2685 return;
2686
2687 base.SendCollisionUpdate(CollisionEventsThisFrame);
2688
2689 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2690 CollisionEventsThisFrame = null;
2691 else
2692 CollisionEventsThisFrame = new CollisionEventUpdate();
2693 }
2694
2695 public override bool SubscribedEvents()
2696 {
2697 if (m_eventsubscription > 0)
2698 return true;
2699 return false;
2700 }
2701
2702 public static Matrix4 Inverse(Matrix4 pMat)
2703 {
2704 if (determinant3x3(pMat) == 0)
2705 {
2706 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2707 }
2708
2709
2710
2711 return (Adjoint(pMat) / determinant3x3(pMat));
2712 }
2713
2714 public static Matrix4 Adjoint(Matrix4 pMat)
2715 {
2716 Matrix4 adjointMatrix = new Matrix4();
2717 for (int i = 0; i < 4; i++)
2718 {
2719 for (int j = 0; j < 4; j++)
2720 {
2721 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2722 }
2723 }
2724
2725 adjointMatrix = Transpose(adjointMatrix);
2726 return adjointMatrix;
2727 }
2728
2729 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2730 {
2731 Matrix4 minor = new Matrix4();
2732 int m = 0, n = 0;
2733 for (int i = 0; i < 4; i++)
2734 {
2735 if (i == iRow)
2736 continue;
2737 n = 0;
2738 for (int j = 0; j < 4; j++)
2739 {
2740 if (j == iCol)
2741 continue;
2742 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2743 n++;
2744 }
2745 m++;
2746 }
2747 return minor;
2748 }
2749
2750 public static Matrix4 Transpose(Matrix4 pMat)
2751 {
2752 Matrix4 transposeMatrix = new Matrix4();
2753 for (int i = 0; i < 4; i++)
2754 for (int j = 0; j < 4; j++)
2755 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2756 return transposeMatrix;
2757 }
2758
2759 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2760 {
2761 switch (r)
2762 {
2763 case 0:
2764 switch (c)
2765 {
2766 case 0:
2767 pMat.M11 = val;
2768 break;
2769 case 1:
2770 pMat.M12 = val;
2771 break;
2772 case 2:
2773 pMat.M13 = val;
2774 break;
2775 case 3:
2776 pMat.M14 = val;
2777 break;
2778 }
2779
2780 break;
2781 case 1:
2782 switch (c)
2783 {
2784 case 0:
2785 pMat.M21 = val;
2786 break;
2787 case 1:
2788 pMat.M22 = val;
2789 break;
2790 case 2:
2791 pMat.M23 = val;
2792 break;
2793 case 3:
2794 pMat.M24 = val;
2795 break;
2796 }
2797
2798 break;
2799 case 2:
2800 switch (c)
2801 {
2802 case 0:
2803 pMat.M31 = val;
2804 break;
2805 case 1:
2806 pMat.M32 = val;
2807 break;
2808 case 2:
2809 pMat.M33 = val;
2810 break;
2811 case 3:
2812 pMat.M34 = val;
2813 break;
2814 }
2815
2816 break;
2817 case 3:
2818 switch (c)
2819 {
2820 case 0:
2821 pMat.M41 = val;
2822 break;
2823 case 1:
2824 pMat.M42 = val;
2825 break;
2826 case 2:
2827 pMat.M43 = val;
2828 break;
2829 case 3:
2830 pMat.M44 = val;
2831 break;
2832 }
2833
2834 break;
2835 }
2836 }
2837 private static float determinant3x3(Matrix4 pMat)
2838 {
2839 float det = 0;
2840 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2841 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2842 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2843 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2844 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2845 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2846
2847 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2848 return det;
2849
2850 }
2851
2852 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2853 {
2854 dst.c.W = src.c.W;
2855 dst.c.X = src.c.X;
2856 dst.c.Y = src.c.Y;
2857 dst.c.Z = src.c.Z;
2858 dst.mass = src.mass;
2859 dst.I.M00 = src.I.M00;
2860 dst.I.M01 = src.I.M01;
2861 dst.I.M02 = src.I.M02;
2862 dst.I.M10 = src.I.M10;
2863 dst.I.M11 = src.I.M11;
2864 dst.I.M12 = src.I.M12;
2865 dst.I.M20 = src.I.M20;
2866 dst.I.M21 = src.I.M21;
2867 dst.I.M22 = src.I.M22;
2868 }
2869
2870 public override void SetMaterial(int pMaterial)
2871 {
2872 m_material = pMaterial;
2873 }
2874
2875 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2876 {
2877 switch (pParam)
2878 {
2879 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2880 if (pValue < 0.01f) pValue = 0.01f;
2881 // m_angularDeflectionEfficiency = pValue;
2882 break;
2883 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2884 if (pValue < 0.1f) pValue = 0.1f;
2885 // m_angularDeflectionTimescale = pValue;
2886 break;
2887 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2888 if (pValue < 0.3f) pValue = 0.3f;
2889 m_angularMotorDecayTimescale = pValue;
2890 break;
2891 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2892 if (pValue < 0.3f) pValue = 0.3f;
2893 m_angularMotorTimescale = pValue;
2894 break;
2895 case Vehicle.BANKING_EFFICIENCY:
2896 if (pValue < 0.01f) pValue = 0.01f;
2897 // m_bankingEfficiency = pValue;
2898 break;
2899 case Vehicle.BANKING_MIX:
2900 if (pValue < 0.01f) pValue = 0.01f;
2901 // m_bankingMix = pValue;
2902 break;
2903 case Vehicle.BANKING_TIMESCALE:
2904 if (pValue < 0.01f) pValue = 0.01f;
2905 // m_bankingTimescale = pValue;
2906 break;
2907 case Vehicle.BUOYANCY:
2908 if (pValue < -1f) pValue = -1f;
2909 if (pValue > 1f) pValue = 1f;
2910 m_VehicleBuoyancy = pValue;
2911 break;
2912 // case Vehicle.HOVER_EFFICIENCY:
2913 // if (pValue < 0f) pValue = 0f;
2914 // if (pValue > 1f) pValue = 1f;
2915 // m_VhoverEfficiency = pValue;
2916 // break;
2917 case Vehicle.HOVER_HEIGHT:
2918 m_VhoverHeight = pValue;
2919 break;
2920 case Vehicle.HOVER_TIMESCALE:
2921 if (pValue < 0.1f) pValue = 0.1f;
2922 m_VhoverTimescale = pValue;
2923 break;
2924 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2925 if (pValue < 0.01f) pValue = 0.01f;
2926 // m_linearDeflectionEfficiency = pValue;
2927 break;
2928 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2929 if (pValue < 0.01f) pValue = 0.01f;
2930 // m_linearDeflectionTimescale = pValue;
2931 break;
2932 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2933 if (pValue < 0.3f) pValue = 0.3f;
2934 m_linearMotorDecayTimescale = pValue;
2935 break;
2936 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2937 if (pValue < 0.1f) pValue = 0.1f;
2938 m_linearMotorTimescale = pValue;
2939 break;
2940 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2941 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2942 if (pValue > 1.0f) pValue = 1.0f;
2943 m_verticalAttractionEfficiency = pValue;
2944 break;
2945 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2946 if (pValue < 0.1f) pValue = 0.1f;
2947 m_verticalAttractionTimescale = pValue;
2948 break;
2949
2950 // These are vector properties but the engine lets you use a single float value to
2951 // set all of the components to the same value
2952 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2953 if (pValue > 30f) pValue = 30f;
2954 if (pValue < 0.1f) pValue = 0.1f;
2955 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2956 break;
2957 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2958 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2959 UpdateAngDecay();
2960 break;
2961 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2962 if (pValue < 0.1f) pValue = 0.1f;
2963 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2964 break;
2965 case Vehicle.LINEAR_MOTOR_DIRECTION:
2966 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2967 UpdateLinDecay();
2968 break;
2969 case Vehicle.LINEAR_MOTOR_OFFSET:
2970 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2971 break;
2972
2973 }
2974
2975 }//end ProcessFloatVehicleParam
2976
2977 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2978 {
2979 switch (pParam)
2980 {
2981 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2982 if (pValue.X > 30f) pValue.X = 30f;
2983 if (pValue.X < 0.1f) pValue.X = 0.1f;
2984 if (pValue.Y > 30f) pValue.Y = 30f;
2985 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2986 if (pValue.Z > 30f) pValue.Z = 30f;
2987 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2988 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2989 break;
2990 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2991 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2992 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2993 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2994 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
2995 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2996 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
2997 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2998 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
2999 UpdateAngDecay();
3000 break;
3001 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3002 if (pValue.X < 0.1f) pValue.X = 0.1f;
3003 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3004 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3005 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3006 break;
3007 case Vehicle.LINEAR_MOTOR_DIRECTION:
3008 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3009 UpdateLinDecay();
3010 break;
3011 case Vehicle.LINEAR_MOTOR_OFFSET:
3012 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3013 break;
3014 }
3015
3016 }//end ProcessVectorVehicleParam
3017
3018 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3019 {
3020 switch (pParam)
3021 {
3022 case Vehicle.REFERENCE_FRAME:
3023 // m_referenceFrame = pValue;
3024 break;
3025 }
3026
3027 }//end ProcessRotationVehicleParam
3028
3029 internal void ProcessVehicleFlags(int pParam, bool remove)
3030 {
3031 if (remove)
3032 {
3033 m_flags &= ~((VehicleFlag)pParam);
3034 }
3035 else
3036 {
3037 m_flags |= (VehicleFlag)pParam;
3038 }
3039 }
3040
3041 internal void ProcessTypeChange(Vehicle pType)
3042 {
3043 // Set Defaults For Type
3044 m_type = pType;
3045 switch (pType)
3046 {
3047 case Vehicle.TYPE_SLED:
3048 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3049 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3050 // m_lLinMotorVel = Vector3.Zero;
3051 m_linearMotorTimescale = 1000;
3052 m_linearMotorDecayTimescale = 120;
3053 m_angularMotorDirection = Vector3.Zero;
3054 m_angularMotorDVel = Vector3.Zero;
3055 m_angularMotorTimescale = 1000;
3056 m_angularMotorDecayTimescale = 120;
3057 m_VhoverHeight = 0;
3058 // m_VhoverEfficiency = 1;
3059 m_VhoverTimescale = 10;
3060 m_VehicleBuoyancy = 0;
3061 // m_linearDeflectionEfficiency = 1;
3062 // m_linearDeflectionTimescale = 1;
3063 // m_angularDeflectionEfficiency = 1;
3064 // m_angularDeflectionTimescale = 1000;
3065 // m_bankingEfficiency = 0;
3066 // m_bankingMix = 1;
3067 // m_bankingTimescale = 10;
3068 // m_referenceFrame = Quaternion.Identity;
3069 m_flags &=
3070 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3071 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3072 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3073 break;
3074 case Vehicle.TYPE_CAR:
3075 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3076 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3077 // m_lLinMotorVel = Vector3.Zero;
3078 m_linearMotorTimescale = 1;
3079 m_linearMotorDecayTimescale = 60;
3080 m_angularMotorDirection = Vector3.Zero;
3081 m_angularMotorDVel = Vector3.Zero;
3082 m_angularMotorTimescale = 1;
3083 m_angularMotorDecayTimescale = 0.8f;
3084 m_VhoverHeight = 0;
3085 // m_VhoverEfficiency = 0;
3086 m_VhoverTimescale = 1000;
3087 m_VehicleBuoyancy = 0;
3088 // // m_linearDeflectionEfficiency = 1;
3089 // // m_linearDeflectionTimescale = 2;
3090 // // m_angularDeflectionEfficiency = 0;
3091 // m_angularDeflectionTimescale = 10;
3092 m_verticalAttractionEfficiency = 1f;
3093 m_verticalAttractionTimescale = 10f;
3094 // m_bankingEfficiency = -0.2f;
3095 // m_bankingMix = 1;
3096 // m_bankingTimescale = 1;
3097 // m_referenceFrame = Quaternion.Identity;
3098 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3099 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3100 VehicleFlag.LIMIT_MOTOR_UP);
3101 break;
3102 case Vehicle.TYPE_BOAT:
3103 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3104 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3105 // m_lLinMotorVel = Vector3.Zero;
3106 m_linearMotorTimescale = 5;
3107 m_linearMotorDecayTimescale = 60;
3108 m_angularMotorDirection = Vector3.Zero;
3109 m_angularMotorDVel = Vector3.Zero;
3110 m_angularMotorTimescale = 4;
3111 m_angularMotorDecayTimescale = 4;
3112 m_VhoverHeight = 0;
3113 // m_VhoverEfficiency = 0.5f;
3114 m_VhoverTimescale = 2;
3115 m_VehicleBuoyancy = 1;
3116 // m_linearDeflectionEfficiency = 0.5f;
3117 // m_linearDeflectionTimescale = 3;
3118 // m_angularDeflectionEfficiency = 0.5f;
3119 // m_angularDeflectionTimescale = 5;
3120 m_verticalAttractionEfficiency = 0.5f;
3121 m_verticalAttractionTimescale = 5f;
3122 // m_bankingEfficiency = -0.3f;
3123 // m_bankingMix = 0.8f;
3124 // m_bankingTimescale = 1;
3125 // m_referenceFrame = Quaternion.Identity;
3126 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3127 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3128 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3129 VehicleFlag.LIMIT_MOTOR_UP);
3130 break;
3131 case Vehicle.TYPE_AIRPLANE:
3132 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3133 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3134 // m_lLinMotorVel = Vector3.Zero;
3135 m_linearMotorTimescale = 2;
3136 m_linearMotorDecayTimescale = 60;
3137 m_angularMotorDirection = Vector3.Zero;
3138 m_angularMotorDVel = Vector3.Zero;
3139 m_angularMotorTimescale = 4;
3140 m_angularMotorDecayTimescale = 4;
3141 m_VhoverHeight = 0;
3142 // m_VhoverEfficiency = 0.5f;
3143 m_VhoverTimescale = 1000;
3144 m_VehicleBuoyancy = 0;
3145 // m_linearDeflectionEfficiency = 0.5f;
3146 // m_linearDeflectionTimescale = 3;
3147 // m_angularDeflectionEfficiency = 1;
3148 // m_angularDeflectionTimescale = 2;
3149 m_verticalAttractionEfficiency = 0.9f;
3150 m_verticalAttractionTimescale = 2f;
3151 // m_bankingEfficiency = 1;
3152 // m_bankingMix = 0.7f;
3153 // m_bankingTimescale = 2;
3154 // m_referenceFrame = Quaternion.Identity;
3155 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3156 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3157 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3158 break;
3159 case Vehicle.TYPE_BALLOON:
3160 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3161 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3162 m_linearMotorTimescale = 5;
3163 m_linearMotorDecayTimescale = 60;
3164 m_angularMotorDirection = Vector3.Zero;
3165 m_angularMotorDVel = Vector3.Zero;
3166 m_angularMotorTimescale = 6;
3167 m_angularMotorDecayTimescale = 10;
3168 m_VhoverHeight = 5;
3169 // m_VhoverEfficiency = 0.8f;
3170 m_VhoverTimescale = 10;
3171 m_VehicleBuoyancy = 1;
3172 // m_linearDeflectionEfficiency = 0;
3173 // m_linearDeflectionTimescale = 5;
3174 // m_angularDeflectionEfficiency = 0;
3175 // m_angularDeflectionTimescale = 5;
3176 m_verticalAttractionEfficiency = 1f;
3177 m_verticalAttractionTimescale = 100f;
3178 // m_bankingEfficiency = 0;
3179 // m_bankingMix = 0.7f;
3180 // m_bankingTimescale = 5;
3181 // m_referenceFrame = Quaternion.Identity;
3182 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3183 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3184 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3185 break;
3186
3187 }
3188 }//end SetDefaultsForType
3189
3190 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3191 {
3192 if (m_type == Vehicle.TYPE_NONE)
3193 return;
3194
3195 m_body = pBody;
3196 }
3197
3198
3199 internal void Halt()
3200 { // Kill all motions, when non-physical
3201 // m_linearMotorDirection = Vector3.Zero;
3202 m_lLinMotorDVel = Vector3.Zero;
3203 m_lLinObjectVel = Vector3.Zero;
3204 m_wLinObjectVel = Vector3.Zero;
3205 m_angularMotorDirection = Vector3.Zero;
3206 m_lastAngularVelocity = Vector3.Zero;
3207 m_angularMotorDVel = Vector3.Zero;
3208 _acceleration = Vector3.Zero;
3209 }
3210
3211 private void UpdateLinDecay()
3212 {
3213 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3214 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3215 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3216 } // else let the motor decay on its own
3217
3218 private void UpdateAngDecay()
3219 {
3220 m_angularMotorDVel.X = m_angularMotorDirection.X;
3221 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3222 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3223 } // else let the motor decay on its own
3224
3225 public void Move(float timestep)
3226 {
3227 float fx = 0;
3228 float fy = 0;
3229 float fz = 0;
3230 Vector3 linvel; // velocity applied, including any reversal
3231
3232 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3233 // This is a temp patch until proper region crossing is developed.
3234
3235
3236 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3237 {
3238 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3239 bool lastZeroFlag = _zeroFlag; // was it stopped
3240
3241 d.Vector3 vec = d.BodyGetPosition(Body);
3242 Vector3 l_position = Vector3.Zero;
3243 l_position.X = vec.X;
3244 l_position.Y = vec.Y;
3245 l_position.Z = vec.Z;
3246 m_lastposition = _position;
3247 _position = l_position;
3248
3249 d.Quaternion ori = d.BodyGetQuaternion(Body);
3250 // Quaternion l_orientation = Quaternion.Identity;
3251 _orientation.X = ori.X;
3252 _orientation.Y = ori.Y;
3253 _orientation.Z = ori.Z;
3254 _orientation.W = ori.W;
3255 m_lastorientation = _orientation;
3256
3257 d.Vector3 vel = d.BodyGetLinearVel(Body);
3258 m_lastVelocity = _velocity;
3259 _velocity.X = vel.X;
3260 _velocity.Y = vel.Y;
3261 _velocity.Z = vel.Z;
3262 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3263
3264 d.Vector3 torque = d.BodyGetTorque(Body);
3265 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3266
3267
3268 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3269 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3270 )
3271 {
3272 // we are outside current region
3273 // clip position to a stop just outside region and stop it only internally
3274 // do it only once using m_crossingfailures as control
3275 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3276 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3277 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3278 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3279 d.BodySetLinearVel(Body, 0, 0, 0);
3280 m_outofBounds = true;
3281 base.RequestPhysicsterseUpdate();
3282 return;
3283 }
3284
3285 base.RequestPhysicsterseUpdate();
3286
3287 if (l_position.Z < 0)
3288 {
3289 // This is so prim that get lost underground don't fall forever and suck up
3290 //
3291 // Sim resources and memory.
3292 // Disables the prim's movement physics....
3293 // It's a hack and will generate a console message if it fails.
3294
3295 //IsPhysical = false;
3296 if (_parent == null) base.RaiseOutOfBounds(_position);
3297
3298
3299 _acceleration.X = 0; // This stuff may stop client display but it has no
3300 _acceleration.Y = 0; // effect on the object in phys engine!
3301 _acceleration.Z = 0;
3302
3303 _velocity.X = 0;
3304 _velocity.Y = 0;
3305 _velocity.Z = 0;
3306 m_lastVelocity = Vector3.Zero;
3307 m_rotationalVelocity.X = 0;
3308 m_rotationalVelocity.Y = 0;
3309 m_rotationalVelocity.Z = 0;
3310
3311 if (_parent == null) base.RequestPhysicsterseUpdate();
3312
3313 m_throttleUpdates = false;
3314 throttleCounter = 0;
3315 _zeroFlag = true;
3316 //outofBounds = true;
3317 } // end neg Z check
3318
3319 // Is it moving?
3320 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3321 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3322 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3323 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3324 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3325 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3326 {
3327 _zeroFlag = true;
3328 m_throttleUpdates = false;
3329 }
3330 else
3331 {
3332 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3333 _zeroFlag = false;
3334 m_lastUpdateSent = false;
3335 //m_throttleUpdates = false;
3336 }
3337
3338 if (_zeroFlag)
3339 { // Its stopped
3340 _velocity.X = 0.0f;
3341 _velocity.Y = 0.0f;
3342 // _velocity.Z = 0.0f;
3343
3344 _acceleration.X = 0;
3345 _acceleration.Y = 0;
3346 // _acceleration.Z = 0;
3347
3348 m_rotationalVelocity.X = 0;
3349 m_rotationalVelocity.Y = 0;
3350 m_rotationalVelocity.Z = 0;
3351 // Stop it in the phys engine
3352 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3353 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3354 d.BodySetForce(Body, 0f, 0f, 0f);
3355
3356 if (!m_lastUpdateSent)
3357 {
3358 m_throttleUpdates = false;
3359 throttleCounter = 0;
3360 if (_parent == null)
3361 {
3362 base.RequestPhysicsterseUpdate();
3363 }
3364
3365 m_lastUpdateSent = true;
3366 }
3367 }
3368 else
3369 { // Its moving
3370 if (lastZeroFlag != _zeroFlag)
3371 {
3372 if (_parent == null)
3373 {
3374 base.RequestPhysicsterseUpdate();
3375 }
3376 }
3377 m_lastUpdateSent = false;
3378 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3379 {
3380 if (_parent == null)
3381 {
3382 base.RequestPhysicsterseUpdate();
3383 }
3384 }
3385 else
3386 {
3387 throttleCounter++;
3388 }
3389 }
3390 m_lastposition = l_position;
3391
3392 /// End UpdatePositionAndVelocity insert
3393
3394
3395 // Rotation lock =====================================
3396 if (m_rotateEnableUpdate)
3397 {
3398 // Snapshot current angles, set up Amotor(s)
3399 m_rotateEnableUpdate = false;
3400 m_rotateEnable = m_rotateEnableRequest;
3401 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3402
3403 if (Amotor != IntPtr.Zero)
3404 {
3405 d.JointDestroy(Amotor);
3406 Amotor = IntPtr.Zero;
3407 //Console.WriteLine("Old Amotor Destroyed");
3408 }
3409
3410 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3411 { // not all are enabled
3412 d.Quaternion r = d.BodyGetQuaternion(Body);
3413 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3414 // extract the axes vectors
3415 Vector3 vX = new Vector3(1f, 0f, 0f);
3416 Vector3 vY = new Vector3(0f, 1f, 0f);
3417 Vector3 vZ = new Vector3(0f, 0f, 1f);
3418 vX = vX * locrot;
3419 vY = vY * locrot;
3420 vZ = vZ * locrot;
3421 // snapshot the current angle vectors
3422 m_lockX = vX;
3423 m_lockY = vY;
3424 m_lockZ = vZ;
3425 // m_lockRot = locrot;
3426 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3427 d.JointAttach(Amotor, Body, IntPtr.Zero);
3428 d.JointSetAMotorMode(Amotor, 0); // User mode??
3429 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3430
3431 float axisnum = 3; // how many to lock
3432 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3433 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3434 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3435
3436 int i = 0;
3437
3438 if (m_rotateEnable.X == 0)
3439 {
3440 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3441 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3442 i++;
3443 }
3444
3445 if (m_rotateEnable.Y == 0)
3446 {
3447 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3448 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3449 i++;
3450 }
3451
3452 if (m_rotateEnable.Z == 0)
3453 {
3454 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3455 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3456 i++;
3457 }
3458
3459 // These lowstops and high stops are effectively (no wiggle room)
3460 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3461 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3462 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3463 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3464 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3465 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3466 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3467 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3468 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3469 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3470 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3471 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3472 } // else none are locked
3473 } // end Rotation Update
3474
3475
3476 // VEHICLE processing ==========================================
3477 if (m_type != Vehicle.TYPE_NONE)
3478 {
3479 // get body attitude
3480 d.Quaternion rot = d.BodyGetQuaternion(Body);
3481 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3482 Quaternion irotq = Quaternion.Inverse(rotq);
3483
3484 // VEHICLE Linear Motion
3485 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3486 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3487 m_lLinObjectVel = vel_now * irotq;
3488 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3489 {
3490 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3491 {
3492 float decayfactor = m_linearMotorDecayTimescale / timestep;
3493 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3494 m_lLinMotorDVel -= decayAmount;
3495 }
3496 else
3497 {
3498 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3499 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3500 m_lLinMotorDVel -= decel;
3501 }
3502 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3503 {
3504 m_lLinMotorDVel = Vector3.Zero;
3505 }
3506
3507 /* else
3508 {
3509 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3510 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3511 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3512 } */
3513 } // end linear motor decay
3514
3515 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3516 {
3517 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3518 if (m_linearMotorTimescale < 300.0f)
3519 {
3520 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3521 float linfactor = m_linearMotorTimescale / timestep;
3522 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3523 m_lLinObjectVel += attackAmount;
3524 }
3525 if (m_linearFrictionTimescale.X < 300.0f)
3526 {
3527 float fricfactor = m_linearFrictionTimescale.X / timestep;
3528 float fricX = m_lLinObjectVel.X / fricfactor;
3529 m_lLinObjectVel.X -= fricX;
3530 }
3531 if (m_linearFrictionTimescale.Y < 300.0f)
3532 {
3533 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3534 float fricY = m_lLinObjectVel.Y / fricfactor;
3535 m_lLinObjectVel.Y -= fricY;
3536 }
3537 if (m_linearFrictionTimescale.Z < 300.0f)
3538 {
3539 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3540 float fricZ = m_lLinObjectVel.Z / fricfactor;
3541 m_lLinObjectVel.Z -= fricZ;
3542 }
3543 }
3544 m_wLinObjectVel = m_lLinObjectVel * rotq;
3545
3546 // Gravity and Buoyancy
3547 Vector3 grav = Vector3.Zero;
3548 if (m_VehicleBuoyancy < 1.0f)
3549 {
3550 // There is some gravity, make a gravity force vector
3551 // that is applied after object velocity.
3552 d.Mass objMass;
3553 d.BodyGetMass(Body, out objMass);
3554 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3555 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3556 } // else its 1.0, no gravity.
3557
3558 // Hovering
3559 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3560 {
3561 // We should hover, get the target height
3562 d.Vector3 pos = d.BodyGetPosition(Body);
3563 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3564 {
3565 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3566 }
3567 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3568 {
3569 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3570 }
3571 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3572 {
3573 m_VhoverTargetHeight = m_VhoverHeight;
3574 }
3575
3576 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3577 {
3578 // If body is aready heigher, use its height as target height
3579 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3580 }
3581
3582 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3583 // m_VhoverTimescale = 0f; // time to acheive height
3584 // timestep is time since last frame,in secs
3585 float herr0 = pos.Z - m_VhoverTargetHeight;
3586 // Replace Vertical speed with correction figure if significant
3587 if (Math.Abs(herr0) > 0.01f)
3588 {
3589 //? d.Mass objMass;
3590 //? d.BodyGetMass(Body, out objMass);
3591 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3592 //KF: m_VhoverEfficiency is not yet implemented
3593 }
3594 else
3595 {
3596 m_wLinObjectVel.Z = 0f;
3597 }
3598 }
3599 else
3600 { // not hovering
3601 if (m_wLinObjectVel.Z == 0f)
3602 { // Gravity rules
3603 m_wLinObjectVel.Z = vel_now.Z;
3604 } // else the motor has it
3605 }
3606 linvel = m_wLinObjectVel;
3607
3608 // Vehicle Linear Motion done =======================================
3609 // Apply velocity
3610 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3611 // apply gravity force
3612 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3613 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3614 // end MoveLinear()
3615
3616
3617 // MoveAngular
3618 /*
3619 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3620
3621 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3622 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3623 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3624
3625 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3626 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3627 */
3628 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3629
3630 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3631 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3632 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3633
3634 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3635
3636 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3637 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3638 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3639 // Decay Angular Motor 2.
3640 if (m_angularMotorDecayTimescale < 300.0f)
3641 {
3642 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3643 {
3644 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3645 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3646 m_angularMotorDVel -= decayAmount;
3647 }
3648 else
3649 {
3650 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3651 m_angularMotorDVel -= decel;
3652 }
3653
3654 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3655 {
3656 m_angularMotorDVel = Vector3.Zero;
3657 }
3658 else
3659 {
3660 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3661 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3662 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3663 }
3664 } // end decay angular motor
3665 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3666
3667 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3668
3669 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3670 { // if motor or object have motion
3671 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3672
3673 if (m_angularMotorTimescale < 300.0f)
3674 {
3675 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3676 float angfactor = m_angularMotorTimescale / timestep;
3677 Vector3 attackAmount = (attack_error / angfactor);
3678 angObjectVel += attackAmount;
3679 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3680 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3681 }
3682
3683 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3684 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3685 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3686 } // else no signif. motion
3687
3688 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3689 // Bank section tba
3690 // Deflection section tba
3691 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3692
3693
3694 /* // Rotation Axis Disables:
3695 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3696 {
3697 if (m_angularEnable.X == 0)
3698 angObjectVel.X = 0f;
3699 if (m_angularEnable.Y == 0)
3700 angObjectVel.Y = 0f;
3701 if (m_angularEnable.Z == 0)
3702 angObjectVel.Z = 0f;
3703 }
3704 */
3705 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3706
3707 // Vertical attractor section
3708 Vector3 vertattr = Vector3.Zero;
3709
3710 if (m_verticalAttractionTimescale < 300)
3711 {
3712 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3713 // make a vector pointing up
3714 Vector3 verterr = Vector3.Zero;
3715 verterr.Z = 1.0f;
3716 // rotate it to Body Angle
3717 verterr = verterr * rotq;
3718 // 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.
3719 // 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
3720 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3721
3722 if (verterr.Z < 0.0f)
3723 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3724 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3725 //Console.WriteLine("InvertFlip");
3726 verterr.X = 2.0f - verterr.X;
3727 verterr.Y = 2.0f - verterr.Y;
3728 }
3729 verterr *= 0.5f;
3730 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3731 Vector3 xyav = angObjectVel;
3732 xyav.Z = 0.0f;
3733 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3734 {
3735 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3736 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3737 vertattr.X = verterr.Y;
3738 vertattr.Y = -verterr.X;
3739 vertattr.Z = 0f;
3740 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3741
3742 // scaling appears better usingsquare-law
3743 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3744 float bounce = 1.0f - damped;
3745 // 0 = crit damp, 1 = bouncy
3746 float oavz = angObjectVel.Z; // retain z velocity
3747 // time-scaled correction, which sums, therefore is bouncy:
3748 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3749 // damped, good @ < 90:
3750 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3751 angObjectVel.Z = oavz;
3752 //if(frcount == 0) Console.WriteLine("VA+");
3753 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3754 }
3755 else
3756 {
3757 // else error is very small
3758 angObjectVel.X = 0f;
3759 angObjectVel.Y = 0f;
3760 //if(frcount == 0) Console.WriteLine("VA0");
3761 }
3762 } // else vertical attractor is off
3763 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3764
3765
3766 m_lastAngularVelocity = angObjectVel;
3767 // apply Angular Velocity to body
3768 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3769 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3770
3771 } // end VEHICLES
3772 else
3773 {
3774 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3775
3776 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3777
3778 /// Dynamics Buoyancy
3779 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3780 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3781 // NB Prims in ODE are no subject to global gravity
3782 // This should only affect gravity operations
3783
3784 float m_mass = CalculateMass();
3785 // calculate z-force due togravity on object.
3786 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3787 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3788 {
3789 fz = 0; // llMoveToTarget ignores gravity.
3790 // it also ignores mass of object, and any physical resting on it.
3791 // Vector3 m_PIDTarget is where we are going
3792 // float m_PIDTau is time to get there
3793 fx = 0;
3794 fy = 0;
3795 d.Vector3 pos = d.BodyGetPosition(Body);
3796 Vector3 error = new Vector3(
3797 (m_PIDTarget.X - pos.X),
3798 (m_PIDTarget.Y - pos.Y),
3799 (m_PIDTarget.Z - pos.Z));
3800 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3801 { // Very close, Jump there and quit move
3802
3803 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3804 _target_velocity = Vector3.Zero;
3805 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3806 d.BodySetForce(Body, 0f, 0f, 0f);
3807 }
3808 else
3809 {
3810 float scale = 50.0f * timestep / m_PIDTau;
3811 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3812 {
3813 // Nearby, quit update of velocity
3814 }
3815 else
3816 { // Far, calc damped velocity
3817 _target_velocity = error * scale;
3818 }
3819 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3820 }
3821 } // end PID MoveToTarget
3822
3823
3824 /// Dynamics Hover ===================================================================================
3825 // Hover PID Controller can only run if the PIDcontroller is not in use.
3826 if (m_useHoverPID && !m_usePID)
3827 {
3828 //Console.WriteLine("Hover " + m_primName);
3829
3830 // If we're using the PID controller, then we have no gravity
3831 fz = (-1 * _parent_scene.gravityz) * m_mass;
3832
3833 // no lock; for now it's only called from within Simulate()
3834
3835 // If the PID Controller isn't active then we set our force
3836 // calculating base velocity to the current position
3837
3838 if ((m_PIDTau < 1))
3839 {
3840 PID_G = PID_G / m_PIDTau;
3841 }
3842
3843 if ((PID_G - m_PIDTau) <= 0)
3844 {
3845 PID_G = m_PIDTau + 1;
3846 }
3847
3848
3849 // Where are we, and where are we headed?
3850 d.Vector3 pos = d.BodyGetPosition(Body);
3851 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3852
3853
3854 // Non-Vehicles have a limited set of Hover options.
3855 // determine what our target height really is based on HoverType
3856 switch (m_PIDHoverType)
3857 {
3858 case PIDHoverType.Ground:
3859 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3860 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3861 break;
3862 case PIDHoverType.GroundAndWater:
3863 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3864 m_waterHeight = _parent_scene.GetWaterLevel();
3865 if (m_groundHeight > m_waterHeight)
3866 {
3867 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3868 }
3869 else
3870 {
3871 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3872 }
3873 break;
3874
3875 } // end switch (m_PIDHoverType)
3876
3877
3878 _target_velocity =
3879 new Vector3(0.0f, 0.0f,
3880 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3881 );
3882
3883 // if velocity is zero, use position control; otherwise, velocity control
3884
3885 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3886 {
3887 // keep track of where we stopped. No more slippin' & slidin'
3888
3889 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3890 // react to the physics scene by moving it's position.
3891 // Avatar to Avatar collisions
3892 // Prim to avatar collisions
3893 d.Vector3 dlinvel = vel;
3894 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3895 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3896 d.BodyAddForce(Body, 0, 0, fz);
3897 //KF this prevents furthur motions return;
3898 }
3899 else
3900 {
3901 _zeroFlag = false;
3902
3903 // We're flying and colliding with something
3904 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3905 }
3906 } // end m_useHoverPID && !m_usePID
3907
3908
3909 /// Dynamics Apply Forces ===================================================================================
3910 fx *= m_mass;
3911 fy *= m_mass;
3912 //fz *= m_mass;
3913 fx += m_force.X;
3914 fy += m_force.Y;
3915 fz += m_force.Z;
3916
3917 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3918 if (fx != 0 || fy != 0 || fz != 0)
3919 {
3920 //m_taintdisable = true;
3921 //base.RaiseOutOfBounds(Position);
3922 //d.BodySetLinearVel(Body, fx, fy, 0f);
3923 if (!d.BodyIsEnabled(Body))
3924 {
3925 // A physical body at rest on a surface will auto-disable after a while,
3926 // this appears to re-enable it incase the surface it is upon vanishes,
3927 // and the body should fall again.
3928 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3929 d.BodySetForce(Body, 0f, 0f, 0f);
3930 enableBodySoft();
3931 }
3932
3933 // 35x10 = 350n times the mass per second applied maximum.
3934 float nmax = 35f * m_mass;
3935 float nmin = -35f * m_mass;
3936
3937
3938 if (fx > nmax)
3939 fx = nmax;
3940 if (fx < nmin)
3941 fx = nmin;
3942 if (fy > nmax)
3943 fy = nmax;
3944 if (fy < nmin)
3945 fy = nmin;
3946 d.BodyAddForce(Body, fx, fy, fz);
3947 } // end apply forces
3948 } // end Vehicle/Dynamics
3949
3950 /// RotLookAt / LookAt =================================================================================
3951 if (m_useAPID)
3952 {
3953 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3954 // Quaternion m_APIDTarget
3955 // float m_APIDStrength // From SL experiments, this is the time to get there
3956 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3957 // Also in SL the mass of the object has no effect on time to get there.
3958 // Factors:
3959 // get present body rotation
3960 float limit = 1.0f;
3961 float rscaler = 50f; // adjusts rotation damping time
3962 float lscaler = 10f; // adjusts linear damping time in llLookAt
3963 float RLAservo = 0f;
3964 Vector3 diff_axis;
3965 float diff_angle;
3966 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
3967 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3968 Quaternion rtarget = new Quaternion();
3969
3970 if (m_APIDTarget.W == -99.9f)
3971 {
3972 // this is really a llLookAt(), x,y,z is the target vector
3973 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
3974 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
3975 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
3976 float twopi = 2.0f * (float)Math.PI;
3977 Vector3 dir = target - _position;
3978 dir.Normalize();
3979 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3980 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3981 float terot = (float)Math.Atan2(dir.Z, txy);
3982 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
3983 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
3984 float oerot = (float)Math.Atan2(ospin.Z, oxy);
3985 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
3986 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
3987 float roll = (float)Math.Atan2(ra, rb);
3988 float errorz = tzrot - ozrot;
3989 if (errorz > (float)Math.PI) errorz -= twopi;
3990 else if (errorz < -(float)Math.PI) errorz += twopi;
3991 float errory = oerot - terot;
3992 if (errory > (float)Math.PI) errory -= twopi;
3993 else if (errory < -(float)Math.PI) errory += twopi;
3994 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
3995 if (diff_angle > 0.01f * m_APIDdamper)
3996 {
3997 m_APIDdamper = 1.0f;
3998 RLAservo = timestep / m_APIDStrength * rscaler;
3999 errorz *= RLAservo;
4000 errory *= RLAservo;
4001 error.X = -roll * 8.0f;
4002 error.Y = errory;
4003 error.Z = errorz;
4004 error *= rotq;
4005 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4006 }
4007 else
4008 {
4009 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4010 m_APIDdamper = 2.0f;
4011 }
4012 }
4013 else
4014 {
4015 // this is a llRotLookAt()
4016 rtarget = m_APIDTarget;
4017
4018 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4019 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4020 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4021
4022 // diff_axis.Normalize(); it already is!
4023 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4024 {
4025 m_APIDdamper = 1.0f;
4026 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4027 rotforce = rotforce * rotq;
4028 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4029 RLAservo = timestep / m_APIDStrength * lscaler;
4030 rotforce = rotforce * RLAservo * diff_angle;
4031 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4032 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4033 }
4034 else
4035 { // close enough
4036 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4037 m_APIDdamper = 2.0f;
4038 }
4039 } // end llLookAt/llRotLookAt
4040 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4041 } // end m_useAPID
4042 } // end root prims
4043 } // end Move()
4044 } // end class
4045}
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..ea89d87
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3907 @@
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, 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,false, ode, localid);
1734
1735 lock (_prims)
1736 _prims.Add(newPrim);
1737 }
1738
1739 return newPrim;
1740 }
1741
1742 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1743 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, bool isphantom, uint localid)
1744 {
1745
1746 Vector3 pos = position;
1747 Vector3 siz = size;
1748 Quaternion rot = rotation;
1749
1750 OdePrim newPrim;
1751 lock (OdeLock)
1752 {
1753 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, isphantom, ode, localid);
1754
1755 lock (_prims)
1756 _prims.Add(newPrim);
1757 }
1758
1759 return newPrim;
1760 }
1761
1762
1763 public void addActivePrim(OdePrim activatePrim)
1764 {
1765 // adds active prim.. (ones that should be iterated over in collisions_optimized
1766 lock (_activeprims)
1767 {
1768 if (!_activeprims.Contains(activatePrim))
1769 _activeprims.Add(activatePrim);
1770 //else
1771 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1772 }
1773 }
1774
1775 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1776 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1777 {
1778 PhysicsActor result;
1779 IMesh mesh = null;
1780
1781 if (needsMeshing(pbs))
1782 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1783
1784 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1785
1786 return result;
1787 }
1788
1789 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1790 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1791 {
1792 PhysicsActor result;
1793 IMesh mesh = null;
1794
1795 if (needsMeshing(pbs))
1796 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1797
1798 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom, localid);
1799
1800 return result;
1801 }
1802
1803
1804
1805/*
1806 public override PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
1807 uint localid, byte[] sdata)
1808 {
1809 PhysicsActor result;
1810
1811 result = AddPrim(primName, position, parent,
1812 pbs, localid, sdata);
1813
1814 return result;
1815 }
1816*/
1817 public override float TimeDilation
1818 {
1819 get { return m_timeDilation; }
1820 }
1821
1822 public override bool SupportsNINJAJoints
1823 {
1824 get { return m_NINJA_physics_joints_enabled; }
1825 }
1826
1827 // internal utility function: must be called within a lock (OdeLock)
1828 private void InternalAddActiveJoint(PhysicsJoint joint)
1829 {
1830 activeJoints.Add(joint);
1831 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1832 }
1833
1834 // internal utility function: must be called within a lock (OdeLock)
1835 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1836 {
1837 pendingJoints.Add(joint);
1838 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1839 }
1840
1841 // internal utility function: must be called within a lock (OdeLock)
1842 private void InternalRemovePendingJoint(PhysicsJoint joint)
1843 {
1844 pendingJoints.Remove(joint);
1845 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1846 }
1847
1848 // internal utility function: must be called within a lock (OdeLock)
1849 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1850 {
1851 activeJoints.Remove(joint);
1852 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1853 }
1854
1855 public override void DumpJointInfo()
1856 {
1857 string hdr = "[NINJA] JOINTINFO: ";
1858 foreach (PhysicsJoint j in pendingJoints)
1859 {
1860 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1861 }
1862 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1863 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1864 {
1865 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1866 }
1867 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1868 foreach (PhysicsJoint j in activeJoints)
1869 {
1870 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1871 }
1872 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1873 foreach (string jointName in SOPName_to_activeJoint.Keys)
1874 {
1875 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1876 }
1877 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1878
1879 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1880 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1881 foreach (string actorName in joints_connecting_actor.Keys)
1882 {
1883 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1884 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1885 {
1886 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1887 }
1888 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1889 }
1890 }
1891
1892 public override void RequestJointDeletion(string ObjectNameInScene)
1893 {
1894 lock (externalJointRequestsLock)
1895 {
1896 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1897 {
1898 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1899 }
1900 }
1901 }
1902
1903 private void DeleteRequestedJoints()
1904 {
1905 List<string> myRequestedJointsToBeDeleted;
1906 lock (externalJointRequestsLock)
1907 {
1908 // make a local copy of the shared list for processing (threading issues)
1909 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1910 }
1911
1912 foreach (string jointName in myRequestedJointsToBeDeleted)
1913 {
1914 lock (OdeLock)
1915 {
1916 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1917 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1918 {
1919 OdePhysicsJoint joint = null;
1920 if (SOPName_to_activeJoint.ContainsKey(jointName))
1921 {
1922 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1923 InternalRemoveActiveJoint(joint);
1924 }
1925 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1926 {
1927 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1928 InternalRemovePendingJoint(joint);
1929 }
1930
1931 if (joint != null)
1932 {
1933 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1934 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1935 {
1936 string bodyName = joint.BodyNames[iBodyName];
1937 if (bodyName != "NULL")
1938 {
1939 joints_connecting_actor[bodyName].Remove(joint);
1940 if (joints_connecting_actor[bodyName].Count == 0)
1941 {
1942 joints_connecting_actor.Remove(bodyName);
1943 }
1944 }
1945 }
1946
1947 DoJointDeactivated(joint);
1948 if (joint.jointID != IntPtr.Zero)
1949 {
1950 d.JointDestroy(joint.jointID);
1951 joint.jointID = IntPtr.Zero;
1952 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1953 }
1954 else
1955 {
1956 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1957 }
1958 }
1959 else
1960 {
1961 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1962 }
1963 }
1964 else
1965 {
1966 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1967 }
1968 }
1969 }
1970
1971 // remove processed joints from the shared list
1972 lock (externalJointRequestsLock)
1973 {
1974 foreach (string jointName in myRequestedJointsToBeDeleted)
1975 {
1976 requestedJointsToBeDeleted.Remove(jointName);
1977 }
1978 }
1979 }
1980
1981 // for pending joints we don't know if their associated bodies exist yet or not.
1982 // the joint is actually created during processing of the taints
1983 private void CreateRequestedJoints()
1984 {
1985 List<PhysicsJoint> myRequestedJointsToBeCreated;
1986 lock (externalJointRequestsLock)
1987 {
1988 // make a local copy of the shared list for processing (threading issues)
1989 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1990 }
1991
1992 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1993 {
1994 lock (OdeLock)
1995 {
1996 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1997 {
1998 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);
1999 continue;
2000 }
2001 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
2002 {
2003 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);
2004 continue;
2005 }
2006
2007 InternalAddPendingJoint(joint as OdePhysicsJoint);
2008
2009 if (joint.BodyNames.Count >= 2)
2010 {
2011 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
2012 {
2013 string bodyName = joint.BodyNames[iBodyName];
2014 if (bodyName != "NULL")
2015 {
2016 if (!joints_connecting_actor.ContainsKey(bodyName))
2017 {
2018 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
2019 }
2020 joints_connecting_actor[bodyName].Add(joint);
2021 }
2022 }
2023 }
2024 }
2025 }
2026
2027 // remove processed joints from shared list
2028 lock (externalJointRequestsLock)
2029 {
2030 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2031 {
2032 requestedJointsToBeCreated.Remove(joint);
2033 }
2034 }
2035
2036 }
2037
2038 // public function to add an request for joint creation
2039 // this joint will just be added to a waiting list that is NOT processed during the main
2040 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2041
2042 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2043 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2044
2045 {
2046
2047 OdePhysicsJoint joint = new OdePhysicsJoint();
2048 joint.ObjectNameInScene = objectNameInScene;
2049 joint.Type = jointType;
2050 joint.Position = position;
2051 joint.Rotation = rotation;
2052 joint.RawParams = parms;
2053 joint.BodyNames = new List<string>(bodyNames);
2054 joint.TrackedBodyName = trackedBodyName;
2055 joint.LocalRotation = localRotation;
2056 joint.jointID = IntPtr.Zero;
2057 joint.ErrorMessageCount = 0;
2058
2059 lock (externalJointRequestsLock)
2060 {
2061 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2062 {
2063 requestedJointsToBeCreated.Add(joint);
2064 }
2065 }
2066 return joint;
2067 }
2068
2069 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2070 {
2071 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2072 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2073 {
2074
2075 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2076 //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)
2077 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2078 {
2079 jointsToRemove.Add(j);
2080 }
2081 foreach (PhysicsJoint j in jointsToRemove)
2082 {
2083 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2084 RequestJointDeletion(j.ObjectNameInScene);
2085 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2086 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)
2087 }
2088 }
2089 }
2090
2091 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2092 {
2093 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2094 lock (OdeLock)
2095 {
2096 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2097 RemoveAllJointsConnectedToActor(actor);
2098 }
2099 }
2100
2101 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2102 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2103 {
2104 Debug.Assert(joint.IsInPhysicsEngine);
2105 d.Vector3 pos = new d.Vector3();
2106
2107 if (!(joint is OdePhysicsJoint))
2108 {
2109 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2110 }
2111 else
2112 {
2113 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2114 switch (odeJoint.Type)
2115 {
2116 case PhysicsJointType.Ball:
2117 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2118 break;
2119 case PhysicsJointType.Hinge:
2120 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2121 break;
2122 }
2123 }
2124 return new Vector3(pos.X, pos.Y, pos.Z);
2125 }
2126
2127 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2128 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2129 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2130 // keeping track of the joint's original orientation relative to one of the involved bodies.
2131 public override Vector3 GetJointAxis(PhysicsJoint joint)
2132 {
2133 Debug.Assert(joint.IsInPhysicsEngine);
2134 d.Vector3 axis = new d.Vector3();
2135
2136 if (!(joint is OdePhysicsJoint))
2137 {
2138 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2139 }
2140 else
2141 {
2142 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2143 switch (odeJoint.Type)
2144 {
2145 case PhysicsJointType.Ball:
2146 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2147 break;
2148 case PhysicsJointType.Hinge:
2149 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2150 break;
2151 }
2152 }
2153 return new Vector3(axis.X, axis.Y, axis.Z);
2154 }
2155
2156
2157 public void remActivePrim(OdePrim deactivatePrim)
2158 {
2159 lock (_activeprims)
2160 {
2161 _activeprims.Remove(deactivatePrim);
2162 }
2163 }
2164
2165 public override void RemovePrim(PhysicsActor prim)
2166 {
2167 if (prim is OdePrim)
2168 {
2169 lock (OdeLock)
2170 {
2171 OdePrim p = (OdePrim) prim;
2172
2173 p.setPrimForRemoval();
2174 AddPhysicsActorTaint(prim);
2175 //RemovePrimThreadLocked(p);
2176 }
2177 }
2178 }
2179
2180 /// <summary>
2181 /// This is called from within simulate but outside the locked portion
2182 /// We need to do our own locking here
2183 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2184 ///
2185 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2186 /// that the space was using.
2187 /// </summary>
2188 /// <param name="prim"></param>
2189 public void RemovePrimThreadLocked(OdePrim prim)
2190 {
2191//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2192 lock (prim)
2193 {
2194 remCollisionEventReporting(prim);
2195 lock (ode)
2196 {
2197 if (prim.prim_geom != IntPtr.Zero)
2198 {
2199 prim.ResetTaints();
2200
2201 try
2202 {
2203 if (prim._triMeshData != IntPtr.Zero)
2204 {
2205 d.GeomTriMeshDataDestroy(prim._triMeshData);
2206 prim._triMeshData = IntPtr.Zero;
2207 }
2208 }
2209 catch { };
2210
2211 if (prim.IsPhysical)
2212 {
2213 prim.disableBody();
2214 if (prim.childPrim)
2215 {
2216 prim.childPrim = false;
2217 prim.Body = IntPtr.Zero;
2218 prim.m_disabled = true;
2219 prim.IsPhysical = false;
2220 }
2221
2222 }
2223 // we don't want to remove the main space
2224
2225 // If the geometry is in the targetspace, remove it from the target space
2226 //m_log.Warn(prim.m_targetSpace);
2227
2228 //if (prim.m_targetSpace != IntPtr.Zero)
2229 //{
2230 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2231 //{
2232
2233 //if (d.GeomIsSpace(prim.m_targetSpace))
2234 //{
2235 //waitForSpaceUnlock(prim.m_targetSpace);
2236 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2237 prim.m_targetSpace = IntPtr.Zero;
2238 //}
2239 //else
2240 //{
2241 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2242 //((OdePrim)prim).m_targetSpace.ToString());
2243 //}
2244
2245 //}
2246 //}
2247 //m_log.Warn(prim.prim_geom);
2248 try
2249 {
2250 if (prim.prim_geom != IntPtr.Zero)
2251 {
2252
2253//string tPA;
2254//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2255//Console.WriteLine("**** Remove {0}", tPA);
2256 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2257 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2258 d.GeomDestroy(prim.prim_geom);
2259 prim.prim_geom = IntPtr.Zero;
2260 }
2261 else
2262 {
2263 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2264 }
2265 }
2266 catch (AccessViolationException)
2267 {
2268 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2269 }
2270 lock (_prims)
2271 _prims.Remove(prim);
2272
2273 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2274 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2275 //{
2276 //if (prim.m_targetSpace != null)
2277 //{
2278 //if (d.GeomIsSpace(prim.m_targetSpace))
2279 //{
2280 //waitForSpaceUnlock(prim.m_targetSpace);
2281 //d.SpaceRemove(space, prim.m_targetSpace);
2282 // free up memory used by the space.
2283 //d.SpaceDestroy(prim.m_targetSpace);
2284 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2285 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2286 //}
2287 //else
2288 //{
2289 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2290 //((OdePrim) prim).m_targetSpace.ToString());
2291 //}
2292 //}
2293 //}
2294
2295 if (SupportsNINJAJoints)
2296 {
2297 RemoveAllJointsConnectedToActorThreadLocked(prim);
2298 }
2299 }
2300 }
2301 }
2302 }
2303
2304 #endregion
2305
2306 #region Space Separation Calculation
2307
2308 /// <summary>
2309 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2310 /// </summary>
2311 /// <param name="pSpace"></param>
2312 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2313 {
2314 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2315 {
2316 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2317 {
2318 if (staticPrimspace[x, y] == pSpace)
2319 staticPrimspace[x, y] = IntPtr.Zero;
2320 }
2321 }
2322 }
2323
2324 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2325 {
2326 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2327 }
2328
2329 /// <summary>
2330 /// Called when a static prim moves. Allocates a space for the prim based on its position
2331 /// </summary>
2332 /// <param name="geom">the pointer to the geom that moved</param>
2333 /// <param name="pos">the position that the geom moved to</param>
2334 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2335 /// <returns>a pointer to the new space it's in</returns>
2336 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2337 {
2338 // Called from setting the Position and Size of an ODEPrim so
2339 // it's already in locked space.
2340
2341 // we don't want to remove the main space
2342 // we don't need to test physical here because this function should
2343 // never be called if the prim is physical(active)
2344
2345 // All physical prim end up in the root space
2346 //Thread.Sleep(20);
2347 if (currentspace != space)
2348 {
2349 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2350 //if (currentspace == IntPtr.Zero)
2351 //{
2352 //int adfadf = 0;
2353 //}
2354 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2355 {
2356 if (d.GeomIsSpace(currentspace))
2357 {
2358 waitForSpaceUnlock(currentspace);
2359 d.SpaceRemove(currentspace, geom);
2360 }
2361 else
2362 {
2363 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2364 " Geom:" + geom);
2365 }
2366 }
2367 else
2368 {
2369 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2370 if (sGeomIsIn != IntPtr.Zero)
2371 {
2372 if (d.GeomIsSpace(currentspace))
2373 {
2374 waitForSpaceUnlock(sGeomIsIn);
2375 d.SpaceRemove(sGeomIsIn, geom);
2376 }
2377 else
2378 {
2379 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2380 sGeomIsIn + " Geom:" + geom);
2381 }
2382 }
2383 }
2384
2385 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2386 if (d.SpaceGetNumGeoms(currentspace) == 0)
2387 {
2388 if (currentspace != IntPtr.Zero)
2389 {
2390 if (d.GeomIsSpace(currentspace))
2391 {
2392 waitForSpaceUnlock(currentspace);
2393 waitForSpaceUnlock(space);
2394 d.SpaceRemove(space, currentspace);
2395 // free up memory used by the space.
2396
2397 //d.SpaceDestroy(currentspace);
2398 resetSpaceArrayItemToZero(currentspace);
2399 }
2400 else
2401 {
2402 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2403 currentspace + " Geom:" + geom);
2404 }
2405 }
2406 }
2407 }
2408 else
2409 {
2410 // this is a physical object that got disabled. ;.;
2411 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2412 {
2413 if (d.SpaceQuery(currentspace, geom))
2414 {
2415 if (d.GeomIsSpace(currentspace))
2416 {
2417 waitForSpaceUnlock(currentspace);
2418 d.SpaceRemove(currentspace, geom);
2419 }
2420 else
2421 {
2422 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2423 currentspace + " Geom:" + geom);
2424 }
2425 }
2426 else
2427 {
2428 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2429 if (sGeomIsIn != IntPtr.Zero)
2430 {
2431 if (d.GeomIsSpace(sGeomIsIn))
2432 {
2433 waitForSpaceUnlock(sGeomIsIn);
2434 d.SpaceRemove(sGeomIsIn, geom);
2435 }
2436 else
2437 {
2438 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2439 sGeomIsIn + " Geom:" + geom);
2440 }
2441 }
2442 }
2443 }
2444 }
2445
2446 // The routines in the Position and Size sections do the 'inserting' into the space,
2447 // so all we have to do is make sure that the space that we're putting the prim into
2448 // is in the 'main' space.
2449 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2450 IntPtr newspace = calculateSpaceForGeom(pos);
2451
2452 if (newspace == IntPtr.Zero)
2453 {
2454 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2455 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2456 }
2457
2458 return newspace;
2459 }
2460
2461 /// <summary>
2462 /// Creates a new space at X Y
2463 /// </summary>
2464 /// <param name="iprimspaceArrItemX"></param>
2465 /// <param name="iprimspaceArrItemY"></param>
2466 /// <returns>A pointer to the created space</returns>
2467 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2468 {
2469 // creating a new space for prim and inserting it into main space.
2470 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2471 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2472 waitForSpaceUnlock(space);
2473 d.SpaceSetSublevel(space, 1);
2474 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2475 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2476 }
2477
2478 /// <summary>
2479 /// Calculates the space the prim should be in by its position
2480 /// </summary>
2481 /// <param name="pos"></param>
2482 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2483 public IntPtr calculateSpaceForGeom(Vector3 pos)
2484 {
2485 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2486 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2487 return staticPrimspace[xyspace[0], xyspace[1]];
2488 }
2489
2490 /// <summary>
2491 /// Holds the space allocation logic
2492 /// </summary>
2493 /// <param name="pos"></param>
2494 /// <returns>an array item based on the position</returns>
2495 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2496 {
2497 int[] returnint = new int[2];
2498
2499 returnint[0] = (int) (pos.X/metersInSpace);
2500
2501 if (returnint[0] > ((int) (259f/metersInSpace)))
2502 returnint[0] = ((int) (259f/metersInSpace));
2503 if (returnint[0] < 0)
2504 returnint[0] = 0;
2505
2506 returnint[1] = (int) (pos.Y/metersInSpace);
2507 if (returnint[1] > ((int) (259f/metersInSpace)))
2508 returnint[1] = ((int) (259f/metersInSpace));
2509 if (returnint[1] < 0)
2510 returnint[1] = 0;
2511
2512 return returnint;
2513 }
2514
2515 #endregion
2516
2517 /// <summary>
2518 /// Routine to figure out if we need to mesh this prim with our mesher
2519 /// </summary>
2520 /// <param name="pbs"></param>
2521 /// <returns></returns>
2522 public bool needsMeshing(PrimitiveBaseShape pbs)
2523 {
2524 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2525 // but we still need to check for sculptie meshing being enabled so this is the most
2526 // convenient place to do it for now...
2527
2528 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2529 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2530 int iPropertiesNotSupportedDefault = 0;
2531
2532 if (pbs.SculptEntry && !meshSculptedPrim)
2533 {
2534#if SPAM
2535 m_log.Warn("NonMesh");
2536#endif
2537 return false;
2538 }
2539
2540 // 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
2541 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2542 {
2543 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2544 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2545 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2546 {
2547
2548 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2549 && pbs.ProfileHollow == 0
2550 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2551 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2552 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2553 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2554 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2555 {
2556#if SPAM
2557 m_log.Warn("NonMesh");
2558#endif
2559 return false;
2560 }
2561 }
2562 }
2563
2564 if (forceSimplePrimMeshing)
2565 return true;
2566
2567 if (pbs.ProfileHollow != 0)
2568 iPropertiesNotSupportedDefault++;
2569
2570 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2571 iPropertiesNotSupportedDefault++;
2572
2573 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2574 iPropertiesNotSupportedDefault++;
2575
2576 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2577 iPropertiesNotSupportedDefault++;
2578
2579 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2580 iPropertiesNotSupportedDefault++;
2581
2582 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2583 iPropertiesNotSupportedDefault++;
2584
2585 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))
2586 iPropertiesNotSupportedDefault++;
2587
2588 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2589 iPropertiesNotSupportedDefault++;
2590
2591 // test for torus
2592 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2593 {
2594 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2595 {
2596 iPropertiesNotSupportedDefault++;
2597 }
2598 }
2599 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2600 {
2601 if (pbs.PathCurve == (byte)Extrusion.Straight)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605
2606 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2607 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2608 {
2609 iPropertiesNotSupportedDefault++;
2610 }
2611 }
2612 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2613 {
2614 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2615 {
2616 iPropertiesNotSupportedDefault++;
2617 }
2618 }
2619 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2620 {
2621 if (pbs.PathCurve == (byte)Extrusion.Straight)
2622 {
2623 iPropertiesNotSupportedDefault++;
2624 }
2625 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2626 {
2627 iPropertiesNotSupportedDefault++;
2628 }
2629 }
2630
2631 if (pbs.SculptEntry && meshSculptedPrim)
2632 iPropertiesNotSupportedDefault++;
2633
2634 if (iPropertiesNotSupportedDefault == 0)
2635 {
2636#if SPAM
2637 m_log.Warn("NonMesh");
2638#endif
2639 return false;
2640 }
2641#if SPAM
2642 m_log.Debug("Mesh");
2643#endif
2644 return true;
2645 }
2646
2647 /// <summary>
2648 /// Called after our prim properties are set Scale, position etc.
2649 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2650 /// This assures us that we have no race conditions
2651 /// </summary>
2652 /// <param name="prim"></param>
2653 public override void AddPhysicsActorTaint(PhysicsActor prim)
2654 {
2655
2656 if (prim is OdePrim)
2657 {
2658 OdePrim taintedprim = ((OdePrim) prim);
2659 lock (_taintedPrimLock)
2660 {
2661 if (!(_taintedPrimH.Contains(taintedprim)))
2662 {
2663//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2664 _taintedPrimH.Add(taintedprim); // HashSet for searching
2665 _taintedPrimL.Add(taintedprim); // List for ordered readout
2666 }
2667 }
2668 return;
2669 }
2670 else if (prim is OdeCharacter)
2671 {
2672 OdeCharacter taintedchar = ((OdeCharacter)prim);
2673 lock (_taintedActors)
2674 {
2675 if (!(_taintedActors.Contains(taintedchar)))
2676 {
2677 _taintedActors.Add(taintedchar);
2678 if (taintedchar.bad)
2679 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2680 }
2681 }
2682 }
2683 }
2684
2685 /// <summary>
2686 /// This is our main simulate loop
2687 /// It's thread locked by a Mutex in the scene.
2688 /// It holds Collisions, it instructs ODE to step through the physical reactions
2689 /// It moves the objects around in memory
2690 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2691 /// </summary>
2692 /// <param name="timeStep"></param>
2693 /// <returns></returns>
2694 public override float Simulate(float timeStep)
2695 {
2696 if (framecount >= int.MaxValue)
2697 framecount = 0;
2698 //if (m_worldOffset != Vector3.Zero)
2699 // return 0;
2700
2701 framecount++;
2702
2703 DateTime now = DateTime.UtcNow;
2704 TimeSpan SinceLastFrame = now - m_lastframe;
2705 m_lastframe = now;
2706 float realtime = (float)SinceLastFrame.TotalSeconds;
2707// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2708 timeStep = realtime;
2709
2710 // float fps = 1.0f / realtime;
2711 float fps = 0.0f; // number of ODE steps in this Simulate step
2712 //m_log.Info(timeStep.ToString());
2713 step_time += timeStep;
2714
2715 // If We're loaded down by something else,
2716 // or debugging with the Visual Studio project on pause
2717 // skip a few frames to catch up gracefully.
2718 // without shooting the physicsactors all over the place
2719
2720 if (step_time >= m_SkipFramesAtms)
2721 {
2722 // Instead of trying to catch up, it'll do 5 physics frames only
2723 step_time = ODE_STEPSIZE;
2724 m_physicsiterations = 5;
2725 }
2726 else
2727 {
2728 m_physicsiterations = 10;
2729 }
2730
2731 if (SupportsNINJAJoints)
2732 {
2733 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2734 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2735 }
2736
2737 lock (OdeLock)
2738 {
2739 // Process 10 frames if the sim is running normal..
2740 // process 5 frames if the sim is running slow
2741 //try
2742 //{
2743 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2744 //}
2745 //catch (StackOverflowException)
2746 //{
2747 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2748 // ode.drelease(world);
2749 //base.TriggerPhysicsBasedRestart();
2750 //}
2751
2752 int i = 0;
2753
2754 // Figure out the Frames Per Second we're going at.
2755 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2756
2757 // fps = (step_time / ODE_STEPSIZE) * 1000;
2758 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2759 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2760
2761 // step_time = 0.09375f;
2762
2763 while (step_time > 0.0f)
2764 {
2765 //lock (ode)
2766 //{
2767 //if (!ode.lockquery())
2768 //{
2769 // ode.dlock(world);
2770 try
2771 {
2772 // Insert, remove Characters
2773 bool processedtaints = false;
2774
2775 lock (_taintedActors)
2776 {
2777 if (_taintedActors.Count > 0)
2778 {
2779 foreach (OdeCharacter character in _taintedActors)
2780 {
2781
2782 character.ProcessTaints(ODE_STEPSIZE);
2783
2784 processedtaints = true;
2785 //character.m_collisionscore = 0;
2786 }
2787
2788 if (processedtaints)
2789 _taintedActors.Clear();
2790 }
2791 } // end lock _taintedActors
2792
2793 // Modify other objects in the scene.
2794 processedtaints = false;
2795
2796 lock (_taintedPrimLock)
2797 {
2798 foreach (OdePrim prim in _taintedPrimL)
2799 {
2800 if (prim.m_taintremove)
2801 {
2802 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2803 RemovePrimThreadLocked(prim);
2804 }
2805 else
2806 {
2807 //Console.WriteLine("Simulate calls ProcessTaints");
2808 prim.ProcessTaints(ODE_STEPSIZE);
2809 }
2810 processedtaints = true;
2811 prim.m_collisionscore = 0;
2812
2813 // This loop can block up the Heartbeat for a very long time on large regions.
2814 // We need to let the Watchdog know that the Heartbeat is not dead
2815 // NOTE: This is currently commented out, but if things like OAR loading are
2816 // timing the heartbeat out we will need to uncomment it
2817 //Watchdog.UpdateThread();
2818 }
2819
2820 if (SupportsNINJAJoints)
2821 {
2822 // Create pending joints, if possible
2823
2824 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2825 // a joint requires specifying the body id of both involved bodies
2826 if (pendingJoints.Count > 0)
2827 {
2828 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2829 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2830 foreach (PhysicsJoint joint in pendingJoints)
2831 {
2832 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2833 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2834 System.StringSplitOptions.RemoveEmptyEntries);
2835 List<IntPtr> jointBodies = new List<IntPtr>();
2836 bool allJointBodiesAreReady = true;
2837 foreach (string jointParam in jointParams)
2838 {
2839 if (jointParam == "NULL")
2840 {
2841 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2842 jointBodies.Add(IntPtr.Zero);
2843 }
2844 else
2845 {
2846 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2847 bool foundPrim = false;
2848 lock (_prims)
2849 {
2850 foreach (OdePrim prim in _prims) // FIXME: inefficient
2851 {
2852 if (prim.SOPName == jointParam)
2853 {
2854 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2855 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2856 {
2857 jointBodies.Add(prim.Body);
2858 foundPrim = true;
2859 break;
2860 }
2861 else
2862 {
2863 DoJointErrorMessage(joint, "prim name " + jointParam +
2864 " exists but is not (yet) physical; deferring joint creation. " +
2865 "IsPhysical property is " + prim.IsPhysical +
2866 " and body is " + prim.Body);
2867 foundPrim = false;
2868 break;
2869 }
2870 }
2871 }
2872 }
2873 if (foundPrim)
2874 {
2875 // all is fine
2876 }
2877 else
2878 {
2879 allJointBodiesAreReady = false;
2880 break;
2881 }
2882 }
2883 }
2884 if (allJointBodiesAreReady)
2885 {
2886 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2887 if (jointBodies[0] == jointBodies[1])
2888 {
2889 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2890 }
2891 else
2892 {
2893 switch (joint.Type)
2894 {
2895 case PhysicsJointType.Ball:
2896 {
2897 IntPtr odeJoint;
2898 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2899 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2900 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2901 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2902 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2903 d.JointSetBallAnchor(odeJoint,
2904 joint.Position.X,
2905 joint.Position.Y,
2906 joint.Position.Z);
2907 //DoJointErrorMessage(joint, "ODE joint setting OK");
2908 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2909 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2910 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2911 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2912
2913 if (joint is OdePhysicsJoint)
2914 {
2915 ((OdePhysicsJoint)joint).jointID = odeJoint;
2916 }
2917 else
2918 {
2919 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2920 }
2921 }
2922 break;
2923 case PhysicsJointType.Hinge:
2924 {
2925 IntPtr odeJoint;
2926 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2927 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2928 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2929 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2930 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2931 d.JointSetHingeAnchor(odeJoint,
2932 joint.Position.X,
2933 joint.Position.Y,
2934 joint.Position.Z);
2935 // We use the orientation of the x-axis of the joint's coordinate frame
2936 // as the axis for the hinge.
2937
2938 // Therefore, we must get the joint's coordinate frame based on the
2939 // joint.Rotation field, which originates from the orientation of the
2940 // joint's proxy object in the scene.
2941
2942 // The joint's coordinate frame is defined as the transformation matrix
2943 // that converts a vector from joint-local coordinates into world coordinates.
2944 // World coordinates are defined as the XYZ coordinate system of the sim,
2945 // as shown in the top status-bar of the viewer.
2946
2947 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2948 // and use that as the hinge axis.
2949
2950 //joint.Rotation.Normalize();
2951 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2952
2953 // Now extract the X axis of the joint's coordinate frame.
2954
2955 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2956 // tar pit of transposed, inverted, and generally messed-up orientations.
2957 // (In other words, Matrix4.AtAxis() is borked.)
2958 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2959
2960 // Instead, compute the X axis of the coordinate frame by transforming
2961 // the (1,0,0) vector. At least that works.
2962
2963 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2964 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2965 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2966 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2967 d.JointSetHingeAxis(odeJoint,
2968 jointAxis.X,
2969 jointAxis.Y,
2970 jointAxis.Z);
2971 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2972 if (joint is OdePhysicsJoint)
2973 {
2974 ((OdePhysicsJoint)joint).jointID = odeJoint;
2975 }
2976 else
2977 {
2978 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2979 }
2980 }
2981 break;
2982 }
2983 successfullyProcessedPendingJoints.Add(joint);
2984 }
2985 }
2986 else
2987 {
2988 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2989 }
2990 }
2991 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2992 {
2993 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2994 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2995 InternalRemovePendingJoint(successfullyProcessedJoint);
2996 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2997 InternalAddActiveJoint(successfullyProcessedJoint);
2998 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2999 }
3000 }
3001 } // end SupportsNINJAJoints
3002
3003 if (processedtaints)
3004//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
3005 _taintedPrimH.Clear(); // ??? if this only ???
3006 _taintedPrimL.Clear();
3007 } // end lock _taintedPrimLock
3008
3009 // Move characters
3010 lock (_characters)
3011 {
3012 List<OdeCharacter> defects = new List<OdeCharacter>();
3013 foreach (OdeCharacter actor in _characters)
3014 {
3015 if (actor != null)
3016 actor.Move(ODE_STEPSIZE, defects);
3017 }
3018 if (0 != defects.Count)
3019 {
3020 foreach (OdeCharacter defect in defects)
3021 {
3022 RemoveCharacter(defect);
3023 }
3024 }
3025 } // end lock _characters
3026
3027 // Move other active objects
3028 lock (_activeprims)
3029 {
3030 foreach (OdePrim prim in _activeprims)
3031 {
3032 prim.m_collisionscore = 0;
3033 prim.Move(ODE_STEPSIZE);
3034 }
3035 } // end lock _activeprims
3036
3037 //if ((framecount % m_randomizeWater) == 0)
3038 // randomizeWater(waterlevel);
3039
3040 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3041 m_rayCastManager.ProcessQueuedRequests();
3042
3043 collision_optimized(ODE_STEPSIZE);
3044
3045 lock (_collisionEventPrim)
3046 {
3047 foreach (PhysicsActor obj in _collisionEventPrim)
3048 {
3049 if (obj == null)
3050 continue;
3051
3052 switch ((ActorTypes)obj.PhysicsActorType)
3053 {
3054 case ActorTypes.Agent:
3055 OdeCharacter cobj = (OdeCharacter)obj;
3056 cobj.AddCollisionFrameTime(100);
3057 cobj.SendCollisions();
3058 break;
3059 case ActorTypes.Prim:
3060 OdePrim pobj = (OdePrim)obj;
3061 pobj.SendCollisions();
3062 break;
3063 }
3064 }
3065 } // end lock _collisionEventPrim
3066
3067 //if (m_global_contactcount > 5)
3068 //{
3069 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3070 //}
3071
3072 m_global_contactcount = 0;
3073
3074 d.WorldQuickStep(world, ODE_STEPSIZE);
3075 d.JointGroupEmpty(contactgroup);
3076 fps++;
3077 //ode.dunlock(world);
3078 } // end try
3079 catch (Exception e)
3080 {
3081 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3082 ode.dunlock(world);
3083 }
3084
3085 step_time -= ODE_STEPSIZE;
3086 i++;
3087 //}
3088 //else
3089 //{
3090 //fps = 0;
3091 //}
3092 //}
3093 } // end while (step_time > 0.0f)
3094
3095 lock (_characters)
3096 {
3097 foreach (OdeCharacter actor in _characters)
3098 {
3099 if (actor != null)
3100 {
3101 if (actor.bad)
3102 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3103 actor.UpdatePositionAndVelocity();
3104 }
3105 }
3106 }
3107
3108 lock (_badCharacter)
3109 {
3110 if (_badCharacter.Count > 0)
3111 {
3112 foreach (OdeCharacter chr in _badCharacter)
3113 {
3114 RemoveCharacter(chr);
3115 }
3116 _badCharacter.Clear();
3117 }
3118 }
3119
3120 lock (_activeprims)
3121 {
3122 //if (timeStep < 0.2f)
3123 {
3124 foreach (OdePrim actor in _activeprims)
3125 {
3126 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3127 {
3128 actor.UpdatePositionAndVelocity();
3129
3130 if (SupportsNINJAJoints)
3131 {
3132 // If an actor moved, move its joint proxy objects as well.
3133 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3134 // for this purpose but it is never called! So we just do the joint
3135 // movement code here.
3136
3137 if (actor.SOPName != null &&
3138 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3139 joints_connecting_actor[actor.SOPName] != null &&
3140 joints_connecting_actor[actor.SOPName].Count > 0)
3141 {
3142 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3143 {
3144 if (affectedJoint.IsInPhysicsEngine)
3145 {
3146 DoJointMoved(affectedJoint);
3147 }
3148 else
3149 {
3150 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);
3151 }
3152 }
3153 }
3154 }
3155 }
3156 }
3157 }
3158 } // end lock _activeprims
3159
3160 //DumpJointInfo();
3161
3162 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3163 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3164 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3165 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3166 {
3167 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3168 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3169
3170 if (physics_logging_append_existing_logfile)
3171 {
3172 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3173 TextWriter fwriter = File.AppendText(fname);
3174 fwriter.WriteLine(header);
3175 fwriter.Close();
3176 }
3177 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3178 }
3179 } // end lock OdeLock
3180
3181 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3182 } // end Simulate
3183
3184 public override void GetResults()
3185 {
3186 }
3187
3188 public override bool IsThreaded
3189 {
3190 // for now we won't be multithreaded
3191 get { return (false); }
3192 }
3193
3194 #region ODE Specific Terrain Fixes
3195 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3196 {
3197 float[] returnarr = new float[262144];
3198 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3199
3200 // Filling out the array into its multi-dimensional components
3201 for (int y = 0; y < WorldExtents.Y; y++)
3202 {
3203 for (int x = 0; x < WorldExtents.X; x++)
3204 {
3205 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3206 }
3207 }
3208
3209 // Resize using Nearest Neighbour
3210
3211 // This particular way is quick but it only works on a multiple of the original
3212
3213 // The idea behind this method can be described with the following diagrams
3214 // second pass and third pass happen in the same loop really.. just separated
3215 // them to show what this does.
3216
3217 // First Pass
3218 // ResultArr:
3219 // 1,1,1,1,1,1
3220 // 1,1,1,1,1,1
3221 // 1,1,1,1,1,1
3222 // 1,1,1,1,1,1
3223 // 1,1,1,1,1,1
3224 // 1,1,1,1,1,1
3225
3226 // Second Pass
3227 // ResultArr2:
3228 // 1,,1,,1,,1,,1,,1,
3229 // ,,,,,,,,,,
3230 // 1,,1,,1,,1,,1,,1,
3231 // ,,,,,,,,,,
3232 // 1,,1,,1,,1,,1,,1,
3233 // ,,,,,,,,,,
3234 // 1,,1,,1,,1,,1,,1,
3235 // ,,,,,,,,,,
3236 // 1,,1,,1,,1,,1,,1,
3237 // ,,,,,,,,,,
3238 // 1,,1,,1,,1,,1,,1,
3239
3240 // Third pass fills in the blanks
3241 // ResultArr2:
3242 // 1,1,1,1,1,1,1,1,1,1,1,1
3243 // 1,1,1,1,1,1,1,1,1,1,1,1
3244 // 1,1,1,1,1,1,1,1,1,1,1,1
3245 // 1,1,1,1,1,1,1,1,1,1,1,1
3246 // 1,1,1,1,1,1,1,1,1,1,1,1
3247 // 1,1,1,1,1,1,1,1,1,1,1,1
3248 // 1,1,1,1,1,1,1,1,1,1,1,1
3249 // 1,1,1,1,1,1,1,1,1,1,1,1
3250 // 1,1,1,1,1,1,1,1,1,1,1,1
3251 // 1,1,1,1,1,1,1,1,1,1,1,1
3252 // 1,1,1,1,1,1,1,1,1,1,1,1
3253
3254 // X,Y = .
3255 // X+1,y = ^
3256 // X,Y+1 = *
3257 // X+1,Y+1 = #
3258
3259 // Filling in like this;
3260 // .*
3261 // ^#
3262 // 1st .
3263 // 2nd *
3264 // 3rd ^
3265 // 4th #
3266 // on single loop.
3267
3268 float[,] resultarr2 = new float[512, 512];
3269 for (int y = 0; y < WorldExtents.Y; y++)
3270 {
3271 for (int x = 0; x < WorldExtents.X; x++)
3272 {
3273 resultarr2[y * 2, x * 2] = resultarr[y, x];
3274
3275 if (y < WorldExtents.Y)
3276 {
3277 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3278 }
3279 if (x < WorldExtents.X)
3280 {
3281 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3282 }
3283 if (x < WorldExtents.X && y < WorldExtents.Y)
3284 {
3285 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3286 }
3287 }
3288 }
3289
3290 //Flatten out the array
3291 int i = 0;
3292 for (int y = 0; y < 512; y++)
3293 {
3294 for (int x = 0; x < 512; x++)
3295 {
3296 if (resultarr2[y, x] <= 0)
3297 returnarr[i] = 0.0000001f;
3298 else
3299 returnarr[i] = resultarr2[y, x];
3300
3301 i++;
3302 }
3303 }
3304
3305 return returnarr;
3306 }
3307
3308 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3309 {
3310 float[] returnarr = new float[262144];
3311 float[,] resultarr = new float[512,512];
3312
3313 // Filling out the array into its multi-dimensional components
3314 for (int y = 0; y < 256; y++)
3315 {
3316 for (int x = 0; x < 256; x++)
3317 {
3318 resultarr[y, x] = heightMap[y * 256 + x];
3319 }
3320 }
3321
3322 // Resize using interpolation
3323
3324 // This particular way is quick but it only works on a multiple of the original
3325
3326 // The idea behind this method can be described with the following diagrams
3327 // second pass and third pass happen in the same loop really.. just separated
3328 // them to show what this does.
3329
3330 // First Pass
3331 // ResultArr:
3332 // 1,1,1,1,1,1
3333 // 1,1,1,1,1,1
3334 // 1,1,1,1,1,1
3335 // 1,1,1,1,1,1
3336 // 1,1,1,1,1,1
3337 // 1,1,1,1,1,1
3338
3339 // Second Pass
3340 // ResultArr2:
3341 // 1,,1,,1,,1,,1,,1,
3342 // ,,,,,,,,,,
3343 // 1,,1,,1,,1,,1,,1,
3344 // ,,,,,,,,,,
3345 // 1,,1,,1,,1,,1,,1,
3346 // ,,,,,,,,,,
3347 // 1,,1,,1,,1,,1,,1,
3348 // ,,,,,,,,,,
3349 // 1,,1,,1,,1,,1,,1,
3350 // ,,,,,,,,,,
3351 // 1,,1,,1,,1,,1,,1,
3352
3353 // Third pass fills in the blanks
3354 // ResultArr2:
3355 // 1,1,1,1,1,1,1,1,1,1,1,1
3356 // 1,1,1,1,1,1,1,1,1,1,1,1
3357 // 1,1,1,1,1,1,1,1,1,1,1,1
3358 // 1,1,1,1,1,1,1,1,1,1,1,1
3359 // 1,1,1,1,1,1,1,1,1,1,1,1
3360 // 1,1,1,1,1,1,1,1,1,1,1,1
3361 // 1,1,1,1,1,1,1,1,1,1,1,1
3362 // 1,1,1,1,1,1,1,1,1,1,1,1
3363 // 1,1,1,1,1,1,1,1,1,1,1,1
3364 // 1,1,1,1,1,1,1,1,1,1,1,1
3365 // 1,1,1,1,1,1,1,1,1,1,1,1
3366
3367 // X,Y = .
3368 // X+1,y = ^
3369 // X,Y+1 = *
3370 // X+1,Y+1 = #
3371
3372 // Filling in like this;
3373 // .*
3374 // ^#
3375 // 1st .
3376 // 2nd *
3377 // 3rd ^
3378 // 4th #
3379 // on single loop.
3380
3381 float[,] resultarr2 = new float[512,512];
3382 for (int y = 0; y < (int)Constants.RegionSize; y++)
3383 {
3384 for (int x = 0; x < (int)Constants.RegionSize; x++)
3385 {
3386 resultarr2[y*2, x*2] = resultarr[y, x];
3387
3388 if (y < (int)Constants.RegionSize)
3389 {
3390 if (y + 1 < (int)Constants.RegionSize)
3391 {
3392 if (x + 1 < (int)Constants.RegionSize)
3393 {
3394 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3395 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3396 }
3397 else
3398 {
3399 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3400 }
3401 }
3402 else
3403 {
3404 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3405 }
3406 }
3407 if (x < (int)Constants.RegionSize)
3408 {
3409 if (x + 1 < (int)Constants.RegionSize)
3410 {
3411 if (y + 1 < (int)Constants.RegionSize)
3412 {
3413 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3414 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3415 }
3416 else
3417 {
3418 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3419 }
3420 }
3421 else
3422 {
3423 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3424 }
3425 }
3426 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3427 {
3428 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3429 {
3430 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3431 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3432 }
3433 else
3434 {
3435 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3436 }
3437 }
3438 }
3439 }
3440 //Flatten out the array
3441 int i = 0;
3442 for (int y = 0; y < 512; y++)
3443 {
3444 for (int x = 0; x < 512; x++)
3445 {
3446 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3447 {
3448 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3449 resultarr2[y, x] = 0;
3450 }
3451 returnarr[i] = resultarr2[y, x];
3452 i++;
3453 }
3454 }
3455
3456 return returnarr;
3457 }
3458
3459 #endregion
3460
3461 public override void SetTerrain(float[] heightMap)
3462 {
3463 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3464 {
3465 if (m_parentScene is OdeScene)
3466 {
3467 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3468 }
3469 }
3470 else
3471 {
3472 SetTerrain(heightMap, m_worldOffset);
3473 }
3474 }
3475
3476 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3477 {
3478
3479 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3480
3481 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3482 int heightmapHeight = regionsize + 2;
3483
3484 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3485 int heightmapHeightSamples = (int)regionsize + 2;
3486
3487 // Array of height samples for ODE
3488 float[] _heightmap;
3489 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3490
3491 // Other ODE parameters
3492 const float scale = 1.0f;
3493 const float offset = 0.0f;
3494 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3495 const int wrap = 0;
3496
3497 float hfmin = 2000f;
3498 float hfmax = -2000f;
3499 float minele = 0.0f; // Dont allow -ve heights
3500
3501 int x = 0;
3502 int y = 0;
3503 int xx = 0;
3504 int yy = 0;
3505
3506 // load the height samples array from the heightMap
3507 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3508 {
3509 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3510 {
3511 xx = x - 1;
3512 if (xx < 0) xx = 0;
3513 if (xx > (regionsize - 1)) xx = regionsize - 1;
3514
3515 yy = y - 1;
3516 if (yy < 0) yy = 0;
3517 if (yy > (regionsize - 1)) yy = regionsize - 1;
3518 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3519 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3520 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3521 if (val < minele) val = minele;
3522 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3523 hfmin = (val < hfmin) ? val : hfmin;
3524 hfmax = (val > hfmax) ? val : hfmax;
3525 }
3526 }
3527
3528 lock (OdeLock)
3529 {
3530 IntPtr GroundGeom = IntPtr.Zero;
3531 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3532 {
3533 RegionTerrain.Remove(pOffset);
3534 if (GroundGeom != IntPtr.Zero)
3535 {
3536 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3537 {
3538 TerrainHeightFieldHeights.Remove(GroundGeom);
3539 }
3540 d.SpaceRemove(space, GroundGeom);
3541 d.GeomDestroy(GroundGeom);
3542 }
3543 }
3544 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3545 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3546 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3547 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3548 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3549 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3550 if (GroundGeom != IntPtr.Zero)
3551 {
3552 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3553 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3554 }
3555 geom_name_map[GroundGeom] = "Terrain";
3556
3557 d.Matrix3 R = new d.Matrix3();
3558
3559 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3560 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3561 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3562
3563 q1 = q1 * q2;
3564 //q1 = q1 * q3;
3565 Vector3 v3;
3566 float angle;
3567 q1.GetAxisAngle(out v3, out angle);
3568
3569 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3570 d.GeomSetRotation(GroundGeom, ref R);
3571 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3572 IntPtr testGround = IntPtr.Zero;
3573 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3574 {
3575 RegionTerrain.Remove(pOffset);
3576 }
3577 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3578 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3579 }
3580 }
3581
3582 public override void DeleteTerrain()
3583 {
3584 }
3585
3586 public float GetWaterLevel()
3587 {
3588 return waterlevel;
3589 }
3590
3591 public override bool SupportsCombining()
3592 {
3593 return true;
3594 }
3595
3596 public override void UnCombine(PhysicsScene pScene)
3597 {
3598 IntPtr localGround = IntPtr.Zero;
3599// float[] localHeightfield;
3600 bool proceed = false;
3601 List<IntPtr> geomDestroyList = new List<IntPtr>();
3602
3603 lock (OdeLock)
3604 {
3605 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3606 {
3607 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3608 {
3609 if (geom == localGround)
3610 {
3611// localHeightfield = TerrainHeightFieldHeights[geom];
3612 proceed = true;
3613 }
3614 else
3615 {
3616 geomDestroyList.Add(geom);
3617 }
3618 }
3619
3620 if (proceed)
3621 {
3622 m_worldOffset = Vector3.Zero;
3623 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3624 m_parentScene = null;
3625
3626 foreach (IntPtr g in geomDestroyList)
3627 {
3628 // removingHeightField needs to be done or the garbage collector will
3629 // collect the terrain data before we tell ODE to destroy it causing
3630 // memory corruption
3631 if (TerrainHeightFieldHeights.ContainsKey(g))
3632 {
3633// float[] removingHeightField = TerrainHeightFieldHeights[g];
3634 TerrainHeightFieldHeights.Remove(g);
3635
3636 if (RegionTerrain.ContainsKey(g))
3637 {
3638 RegionTerrain.Remove(g);
3639 }
3640
3641 d.GeomDestroy(g);
3642 //removingHeightField = new float[0];
3643 }
3644 }
3645
3646 }
3647 else
3648 {
3649 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3650
3651 }
3652 }
3653 }
3654 }
3655
3656 public override void SetWaterLevel(float baseheight)
3657 {
3658 waterlevel = baseheight;
3659 randomizeWater(waterlevel);
3660 }
3661
3662 public void randomizeWater(float baseheight)
3663 {
3664 const uint heightmapWidth = m_regionWidth + 2;
3665 const uint heightmapHeight = m_regionHeight + 2;
3666 const uint heightmapWidthSamples = m_regionWidth + 2;
3667 const uint heightmapHeightSamples = m_regionHeight + 2;
3668 const float scale = 1.0f;
3669 const float offset = 0.0f;
3670 const float thickness = 2.9f;
3671 const int wrap = 0;
3672
3673 for (int i = 0; i < (258 * 258); i++)
3674 {
3675 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3676 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3677 }
3678
3679 lock (OdeLock)
3680 {
3681 if (WaterGeom != IntPtr.Zero)
3682 {
3683 d.SpaceRemove(space, WaterGeom);
3684 }
3685 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3686 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3687 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3688 offset, thickness, wrap);
3689 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3690 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3691 if (WaterGeom != IntPtr.Zero)
3692 {
3693 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3694 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3695
3696 }
3697 geom_name_map[WaterGeom] = "Water";
3698
3699 d.Matrix3 R = new d.Matrix3();
3700
3701 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3702 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3703 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3704
3705 q1 = q1 * q2;
3706 //q1 = q1 * q3;
3707 Vector3 v3;
3708 float angle;
3709 q1.GetAxisAngle(out v3, out angle);
3710
3711 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3712 d.GeomSetRotation(WaterGeom, ref R);
3713 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3714
3715 }
3716
3717 }
3718
3719 public override void Dispose()
3720 {
3721 m_rayCastManager.Dispose();
3722 m_rayCastManager = null;
3723
3724 lock (OdeLock)
3725 {
3726 lock (_prims)
3727 {
3728 foreach (OdePrim prm in _prims)
3729 {
3730 RemovePrim(prm);
3731 }
3732 }
3733
3734 //foreach (OdeCharacter act in _characters)
3735 //{
3736 //RemoveAvatar(act);
3737 //}
3738 d.WorldDestroy(world);
3739 //d.CloseODE();
3740 }
3741 }
3742 public override Dictionary<uint, float> GetTopColliders()
3743 {
3744 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3745 int cnt = 0;
3746 lock (_prims)
3747 {
3748 foreach (OdePrim prm in _prims)
3749 {
3750 if (prm.CollisionScore > 0)
3751 {
3752 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3753 cnt++;
3754 prm.CollisionScore = 0f;
3755 if (cnt > 25)
3756 {
3757 break;
3758 }
3759 }
3760 }
3761 }
3762 return returncolliders;
3763 }
3764
3765 public override bool SupportsRayCast()
3766 {
3767 return true;
3768 }
3769
3770 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3771 {
3772 if (retMethod != null)
3773 {
3774 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3775 }
3776 }
3777
3778#if USE_DRAWSTUFF
3779 // Keyboard callback
3780 public void command(int cmd)
3781 {
3782 IntPtr geom;
3783 d.Mass mass;
3784 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3785
3786
3787
3788 Char ch = Char.ToLower((Char)cmd);
3789 switch ((Char)ch)
3790 {
3791 case 'w':
3792 try
3793 {
3794 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));
3795
3796 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3797 ds.SetViewpoint(ref xyz, ref hpr);
3798 }
3799 catch (ArgumentException)
3800 { hpr.X = 0; }
3801 break;
3802
3803 case 'a':
3804 hpr.X++;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807
3808 case 's':
3809 try
3810 {
3811 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));
3812
3813 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3814 ds.SetViewpoint(ref xyz, ref hpr);
3815 }
3816 catch (ArgumentException)
3817 { hpr.X = 0; }
3818 break;
3819 case 'd':
3820 hpr.X--;
3821 ds.SetViewpoint(ref xyz, ref hpr);
3822 break;
3823 case 'r':
3824 xyz.Z++;
3825 ds.SetViewpoint(ref xyz, ref hpr);
3826 break;
3827 case 'f':
3828 xyz.Z--;
3829 ds.SetViewpoint(ref xyz, ref hpr);
3830 break;
3831 case 'e':
3832 xyz.Y++;
3833 ds.SetViewpoint(ref xyz, ref hpr);
3834 break;
3835 case 'q':
3836 xyz.Y--;
3837 ds.SetViewpoint(ref xyz, ref hpr);
3838 break;
3839 }
3840 }
3841
3842 public void step(int pause)
3843 {
3844
3845 ds.SetColor(1.0f, 1.0f, 0.0f);
3846 ds.SetTexture(ds.Texture.Wood);
3847 lock (_prims)
3848 {
3849 foreach (OdePrim prm in _prims)
3850 {
3851 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3852 if (prm.prim_geom != IntPtr.Zero)
3853 {
3854 d.Vector3 pos;
3855 d.GeomCopyPosition(prm.prim_geom, out pos);
3856 //d.BodyCopyPosition(body, out pos);
3857
3858 d.Matrix3 R;
3859 d.GeomCopyRotation(prm.prim_geom, out R);
3860 //d.BodyCopyRotation(body, out R);
3861
3862
3863 d.Vector3 sides = new d.Vector3();
3864 sides.X = prm.Size.X;
3865 sides.Y = prm.Size.Y;
3866 sides.Z = prm.Size.Z;
3867
3868 ds.DrawBox(ref pos, ref R, ref sides);
3869 }
3870 }
3871 }
3872 ds.SetColor(1.0f, 0.0f, 0.0f);
3873 lock (_characters)
3874 {
3875 foreach (OdeCharacter chr in _characters)
3876 {
3877 if (chr.Shell != IntPtr.Zero)
3878 {
3879 IntPtr body = d.GeomGetBody(chr.Shell);
3880
3881 d.Vector3 pos;
3882 d.GeomCopyPosition(chr.Shell, out pos);
3883 //d.BodyCopyPosition(body, out pos);
3884
3885 d.Matrix3 R;
3886 d.GeomCopyRotation(chr.Shell, out R);
3887 //d.BodyCopyRotation(body, out R);
3888
3889 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3890 d.Vector3 sides = new d.Vector3();
3891 sides.X = 0.5f;
3892 sides.Y = 0.5f;
3893 sides.Z = 0.5f;
3894
3895 ds.DrawBox(ref pos, ref R, ref sides);
3896 }
3897 }
3898 }
3899 }
3900
3901 public void start(int unused)
3902 {
3903 ds.SetViewpoint(ref xyz, ref hpr);
3904 }
3905#endif
3906 }
3907}
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..cc92484 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -65,5 +65,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 65 void releasePinned();
66 void Append(IMesh newMesh); 66 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 67 void TransformLinear(float[,] matrix, float[] offset);
68 Vector3 GetCentroid();
68 } 69 }
69} 70}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..bd80fff 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 +157,21 @@ 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
150 public abstract PrimitiveBaseShape Shape { set; } 175 public abstract PrimitiveBaseShape Shape { set; }
151 176
152 uint m_baseLocalID; 177 uint m_baseLocalID;
@@ -195,6 +220,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 220 }
196 } 221 }
197 222
223 public virtual byte[] Serialize(bool PhysIsRunning)
224 {
225 return new byte[0];
226 }
227
198 public virtual void RaiseOutOfBounds(Vector3 pos) 228 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 229 {
200 // Make a temporary copy of the event to avoid possibility of 230 // Make a temporary copy of the event to avoid possibility of
@@ -554,5 +584,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 584 {
555 return false; 585 return false;
556 } 586 }
587
557 } 588 }
558} 589}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..eca6a0f 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -125,6 +125,18 @@ namespace OpenSim.Region.Physics.Manager
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 127
128 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
129 uint localid, byte[] sdata)
130 {
131 return null;
132 }
133
134 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
135 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
136 {
137 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
138 }
139
128 public virtual float TimeDilation 140 public virtual float TimeDilation
129 { 141 {
130 get { return 1.0f; } 142 get { return 1.0f; }
@@ -222,7 +234,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 234 }
223 235
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 236 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 237 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 238 public virtual void UnCombine(PhysicsScene pScene) {}
227 239
228 /// <summary> 240 /// <summary>
@@ -260,5 +272,13 @@ namespace OpenSim.Region.Physics.Manager
260 { 272 {
261 return new List<ContactResult>(); 273 return new List<ContactResult>();
262 } 274 }
275
276 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
277 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
278 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
279 {
280 return new List<ContactResult>();
281 }
282
263 } 283 }
264} 284}
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/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 6f6ed7f..c4b245f 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;
@@ -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); }
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 1f79cd8..6f37347 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -595,8 +595,8 @@ namespace OpenSim.Region.Physics.OdePlugin
595 break; 595 break;
596 596
597 case HollowShape.Circle: 597 case HollowShape.Circle:
598 // Hollow shape is a perfect cyllinder in respect to the cube's scale 598 // Hollow shape is a perfect cylinder in respect to the cube's scale
599 // Cyllinder hollow volume calculation 599 // Cylinder hollow volume calculation
600 600
601 hollowVolume *= 0.1963495f * 3.07920140172638f; 601 hollowVolume *= 0.1963495f * 3.07920140172638f;
602 break; 602 break;
@@ -2845,7 +2845,7 @@ Console.WriteLine(" JointCreateFixed");
2845 } 2845 }
2846 public override bool PIDActive { set { m_usePID = value; } } 2846 public override bool PIDActive { set { m_usePID = value; } }
2847 public override float PIDTau { set { m_PIDTau = value; } } 2847 public override float PIDTau { set { m_PIDTau = value; } }
2848 2848
2849 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2849 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2850 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2850 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2851 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2851 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..8cd8dcf
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
@@ -0,0 +1,436 @@
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 private float radius_square;
274 private float cx;
275 private float cy;
276
277 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
278 {
279 v1 = _v1;
280 v2 = _v2;
281 v3 = _v3;
282
283 CalcCircle();
284 }
285
286 public bool isInCircle(float x, float y)
287 {
288 float dx, dy;
289 float dd;
290
291 dx = x - cx;
292 dy = y - cy;
293
294 dd = dx*dx + dy*dy;
295 if (dd < radius_square)
296 return true;
297 else
298 return false;
299 }
300
301 public bool isDegraded()
302 {
303 // This means, the vertices of this triangle are somewhat strange.
304 // They either line up or at least two of them are identical
305 return (radius_square == 0.0);
306 }
307
308 private void CalcCircle()
309 {
310 // Calculate the center and the radius of a circle given by three points p1, p2, p3
311 // It is assumed, that the triangles vertices are already set correctly
312 double p1x, p2x, p1y, p2y, p3x, p3y;
313
314 // Deviation of this routine:
315 // A circle has the general equation (M-p)^2=r^2, where M and p are vectors
316 // this gives us three equations f(p)=r^2, each for one point p1, p2, p3
317 // putting respectively two equations together gives two equations
318 // f(p1)=f(p2) and f(p1)=f(p3)
319 // bringing all constant terms to one side brings them to the form
320 // M*v1=c1 resp.M*v2=c2 where v1=(p1-p2) and v2=(p1-p3) (still vectors)
321 // and c1, c2 are scalars (Naming conventions like the variables below)
322 // Now using the equations that are formed by the components of the vectors
323 // and isolate Mx lets you make one equation that only holds My
324 // The rest is straight forward and eaasy :-)
325 //
326
327 /* helping variables for temporary results */
328 double c1, c2;
329 double v1x, v1y, v2x, v2y;
330
331 double z, n;
332
333 double rx, ry;
334
335 // Readout the three points, the triangle consists of
336 p1x = v1.X;
337 p1y = v1.Y;
338
339 p2x = v2.X;
340 p2y = v2.Y;
341
342 p3x = v3.X;
343 p3y = v3.Y;
344
345 /* calc helping values first */
346 c1 = (p1x*p1x + p1y*p1y - p2x*p2x - p2y*p2y)/2;
347 c2 = (p1x*p1x + p1y*p1y - p3x*p3x - p3y*p3y)/2;
348
349 v1x = p1x - p2x;
350 v1y = p1y - p2y;
351
352 v2x = p1x - p3x;
353 v2y = p1y - p3y;
354
355 z = (c1*v2x - c2*v1x);
356 n = (v1y*v2x - v2y*v1x);
357
358 if (n == 0.0) // This is no triangle, i.e there are (at least) two points at the same location
359 {
360 radius_square = 0.0f;
361 return;
362 }
363
364 cy = (float) (z/n);
365
366 if (v2x != 0.0)
367 {
368 cx = (float) ((c2 - v2y*cy)/v2x);
369 }
370 else if (v1x != 0.0)
371 {
372 cx = (float) ((c1 - v1y*cy)/v1x);
373 }
374 else
375 {
376 Debug.Assert(false, "Malformed triangle"); /* Both terms zero means nothing good */
377 }
378
379 rx = (p1x - cx);
380 ry = (p1y - cy);
381
382 radius_square = (float) (rx*rx + ry*ry);
383 }
384
385 public override String ToString()
386 {
387 NumberFormatInfo nfi = new NumberFormatInfo();
388 nfi.CurrencyDecimalDigits = 2;
389 nfi.CurrencyDecimalSeparator = ".";
390
391 String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
392 String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
393 String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
394
395 return s1 + ";" + s2 + ";" + s3;
396 }
397
398 public Vector3 getNormal()
399 {
400 // Vertices
401
402 // Vectors for edges
403 Vector3 e1;
404 Vector3 e2;
405
406 e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
407 e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
408
409 // Cross product for normal
410 Vector3 n = Vector3.Cross(e1, e2);
411
412 // Length
413 float l = n.Length();
414
415 // Normalized "normal"
416 n = n/l;
417
418 return n;
419 }
420
421 public void invertNormal()
422 {
423 Vertex vt;
424 vt = v1;
425 v1 = v2;
426 v2 = vt;
427 }
428
429 // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
430 // debugging purposes
431 public String ToStringRaw()
432 {
433 String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw();
434 return output;
435 }
436}
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..c9c52c0
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,762 @@
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;
44
45namespace OpenSim.Region.Physics.Meshing
46{
47 public class MeshmerizerPlugin : IMeshingPlugin
48 {
49 public MeshmerizerPlugin()
50 {
51 }
52
53 public string GetName()
54 {
55 return "UbitMeshmerizer";
56 }
57
58 public IMesher GetMesher(IConfigSource config)
59 {
60 return new Meshmerizer(config);
61 }
62 }
63
64 public class Meshmerizer : IMesher
65 {
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67
68 // Setting baseDir to a path will enable the dumping of raw files
69 // raw files can be imported by blender so a visual inspection of the results can be done
70#if SPAM
71 const string baseDir = "rawFiles";
72#else
73 private const string baseDir = null; //"rawFiles";
74#endif
75
76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
79 private string decodedSculptMapPath = null;
80 private bool useMeshiesPhysicsMesh = false;
81
82 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
83
84 private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
85
86 public Meshmerizer(IConfigSource config)
87 {
88 IConfig start_config = config.Configs["Startup"];
89 IConfig mesh_config = config.Configs["Mesh"];
90
91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
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
102 if(mesh_config != null)
103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
104
105 try
106 {
107 if (!Directory.Exists(decodedSculptMapPath))
108 Directory.CreateDirectory(decodedSculptMapPath);
109 }
110 catch (Exception e)
111 {
112 m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
113 }
114 }
115
116 /// <summary>
117 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
118 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
119 /// for some reason
120 /// </summary>
121 /// <param name="minX"></param>
122 /// <param name="maxX"></param>
123 /// <param name="minY"></param>
124 /// <param name="maxY"></param>
125 /// <param name="minZ"></param>
126 /// <param name="maxZ"></param>
127 /// <returns></returns>
128 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
129 {
130 Mesh box = new Mesh();
131 List<Vertex> vertices = new List<Vertex>();
132 // bottom
133
134 vertices.Add(new Vertex(minX, maxY, minZ));
135 vertices.Add(new Vertex(maxX, maxY, minZ));
136 vertices.Add(new Vertex(maxX, minY, minZ));
137 vertices.Add(new Vertex(minX, minY, minZ));
138
139 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
140 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
141
142 // top
143
144 vertices.Add(new Vertex(maxX, maxY, maxZ));
145 vertices.Add(new Vertex(minX, maxY, maxZ));
146 vertices.Add(new Vertex(minX, minY, maxZ));
147 vertices.Add(new Vertex(maxX, minY, maxZ));
148
149 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
150 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
151
152 // sides
153
154 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
155 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
156
157 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
158 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
159
160 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
161 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
162
163 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
164 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
165
166 return box;
167 }
168
169 /// <summary>
170 /// Creates a simple bounding box mesh for a complex input mesh
171 /// </summary>
172 /// <param name="meshIn"></param>
173 /// <returns></returns>
174 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
175 {
176 float minX = float.MaxValue;
177 float maxX = float.MinValue;
178 float minY = float.MaxValue;
179 float maxY = float.MinValue;
180 float minZ = float.MaxValue;
181 float maxZ = float.MinValue;
182
183 foreach (Vector3 v in meshIn.getVertexList())
184 {
185 if (v.X < minX) minX = v.X;
186 if (v.Y < minY) minY = v.Y;
187 if (v.Z < minZ) minZ = v.Z;
188
189 if (v.X > maxX) maxX = v.X;
190 if (v.Y > maxY) maxY = v.Y;
191 if (v.Z > maxZ) maxZ = v.Z;
192 }
193
194 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
195 }
196
197 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
198 {
199 m_log.Error(message);
200 m_log.Error("\nPrim Name: " + primName);
201 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
202 }
203
204 /// <summary>
205 /// Add a submesh to an existing list of coords and faces.
206 /// </summary>
207 /// <param name="subMeshData"></param>
208 /// <param name="size">Size of entire object</param>
209 /// <param name="coords"></param>
210 /// <param name="faces"></param>
211 private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
212 {
213 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
214
215 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
216 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
217 // geometry for this submesh.
218 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
219 return;
220
221 OpenMetaverse.Vector3 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
222 OpenMetaverse.Vector3 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
223 ushort faceIndexOffset = (ushort)coords.Count;
224
225 byte[] posBytes = subMeshData["Position"].AsBinary();
226 for (int i = 0; i < posBytes.Length; i += 6)
227 {
228 ushort uX = Utils.BytesToUInt16(posBytes, i);
229 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
230 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
231
232 Coord c = new Coord(
233 Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
234 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
235 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
236
237 coords.Add(c);
238 }
239
240 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
241 for (int i = 0; i < triangleBytes.Length; i += 6)
242 {
243 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
244 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
245 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
246 Face f = new Face(v1, v2, v3);
247 faces.Add(f);
248 }
249 }
250
251 /// <summary>
252 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
253 /// </summary>
254 /// <param name="primName"></param>
255 /// <param name="primShape"></param>
256 /// <param name="size"></param>
257 /// <param name="lod"></param>
258 /// <returns></returns>
259 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
260 {
261// m_log.DebugFormat(
262// "[MESH]: Creating physics proxy for {0}, shape {1}",
263// primName, (OpenMetaverse.SculptType)primShape.SculptType);
264
265 List<Coord> coords;
266 List<Face> faces;
267
268 if (primShape.SculptEntry)
269 {
270 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
271 {
272 if (!useMeshiesPhysicsMesh)
273 return null;
274
275 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces))
276 return null;
277 }
278 else
279 {
280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
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;
285 }
286// primShape.SculptDataLoaded = true;
287 }
288 else
289 {
290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
291 return null;
292 }
293 // keep compatible
294 primShape.SculptData = Utils.EmptyBytes;
295
296 int numCoords = coords.Count;
297 int numFaces = faces.Count;
298
299 // Create the list of vertices
300 List<Vertex> vertices = new List<Vertex>();
301 for (int i = 0; i < numCoords; i++)
302 {
303 Coord c = coords[i];
304 vertices.Add(new Vertex(c.X, c.Y, c.Z));
305 }
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(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
313 }
314
315 return mesh;
316 }
317
318 /// <summary>
319 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
320 /// </summary>
321 /// <param name="primName"></param>
322 /// <param name="primShape"></param>
323 /// <param name="size"></param>
324 /// <param name="coords">Coords are added to this list by the method.</param>
325 /// <param name="faces">Faces are added to this list by the method.</param>
326 /// <returns>true if coords and faces were successfully generated, false if not</returns>
327 private bool GenerateCoordsAndFacesFromPrimMeshData(
328 string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces)
329 {
330// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
331
332 coords = new List<Coord>();
333 faces = new List<Face>();
334 OSD meshOsd = null;
335
336 if (primShape.SculptData.Length <= 0)
337 {
338 m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName);
339 return false;
340 }
341
342 long start = 0;
343 using (MemoryStream data = new MemoryStream(primShape.SculptData))
344 {
345 try
346 {
347 OSD osd = OSDParser.DeserializeLLSDBinary(data);
348 if (osd is OSDMap)
349 meshOsd = (OSDMap)osd;
350 else
351 {
352 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
353 return false;
354 }
355 }
356 catch (Exception e)
357 {
358 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
359 }
360
361 start = data.Position;
362 }
363
364 if (meshOsd is OSDMap)
365 {
366 OSDMap physicsParms = null;
367 OSDMap map = (OSDMap)meshOsd;
368 if (map.ContainsKey("physics_shape"))
369 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
370 else if (map.ContainsKey("physics_mesh"))
371 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
372
373 if (physicsParms == null)
374 {
375 m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset");
376 return false;
377 }
378
379 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
380 int physSize = physicsParms["size"].AsInteger();
381
382 if (physOffset < 0 || physSize == 0)
383 return false; // no mesh data in asset
384
385 OSD decodedMeshOsd = new OSD();
386 byte[] meshBytes = new byte[physSize];
387 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
388// byte[] decompressed = new byte[physSize * 5];
389 try
390 {
391 using (MemoryStream inMs = new MemoryStream(meshBytes))
392 {
393 using (MemoryStream outMs = new MemoryStream())
394 {
395 using (ZOutputStream zOut = new ZOutputStream(outMs))
396 {
397 byte[] readBuffer = new byte[2048];
398 int readLen = 0;
399 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
400 {
401 zOut.Write(readBuffer, 0, readLen);
402 }
403 zOut.Flush();
404 outMs.Seek(0, SeekOrigin.Begin);
405
406 byte[] decompressedBuf = outMs.GetBuffer();
407
408 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
409 }
410 }
411 }
412 }
413 catch (Exception e)
414 {
415 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
416 return false;
417 }
418
419 OSDArray decodedMeshOsdArray = null;
420
421 // physics_shape is an array of OSDMaps, one for each submesh
422 if (decodedMeshOsd is OSDArray)
423 {
424// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
425
426 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
427 foreach (OSD subMeshOsd in decodedMeshOsdArray)
428 {
429 if (subMeshOsd is OSDMap)
430 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
431 }
432 }
433 }
434
435 return true;
436 }
437
438 /// <summary>
439 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
440 /// </summary>
441 /// <param name="primName"></param>
442 /// <param name="primShape"></param>
443 /// <param name="size"></param>
444 /// <param name="lod"></param>
445 /// <param name="coords">Coords are added to this list by the method.</param>
446 /// <param name="faces">Faces are added to this list by the method.</param>
447 /// <returns>true if coords and faces were successfully generated, false if not</returns>
448 private bool GenerateCoordsAndFacesFromPrimSculptData(
449 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
450 {
451 coords = new List<Coord>();
452 faces = new List<Face>();
453 PrimMesher.SculptMesh sculptMesh;
454 Image idata = null;
455 string decodedSculptFileName = "";
456
457 if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
458 {
459 decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
460 try
461 {
462 if (File.Exists(decodedSculptFileName))
463 {
464 idata = Image.FromFile(decodedSculptFileName);
465 }
466 }
467 catch (Exception e)
468 {
469 m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
470
471 }
472 //if (idata != null)
473 // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
474 }
475
476 if (idata == null)
477 {
478 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
479 return false;
480
481 try
482 {
483 OpenMetaverse.Imaging.ManagedImage unusedData;
484 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
485
486 if (idata == null)
487 {
488 // In some cases it seems that the decode can return a null bitmap without throwing
489 // an exception
490 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
491
492 return false;
493 }
494
495 unusedData = null;
496
497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
498
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)
501 {
502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
504 }
505 }
506 catch (DllNotFoundException)
507 {
508 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!");
509 return false;
510 }
511 catch (IndexOutOfRangeException)
512 {
513 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
514 return false;
515 }
516 catch (Exception ex)
517 {
518 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
519 return false;
520 }
521 }
522
523 PrimMesher.SculptMesh.SculptType sculptType;
524 switch ((OpenMetaverse.SculptType)primShape.SculptType)
525 {
526 case OpenMetaverse.SculptType.Cylinder:
527 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
528 break;
529 case OpenMetaverse.SculptType.Plane:
530 sculptType = PrimMesher.SculptMesh.SculptType.plane;
531 break;
532 case OpenMetaverse.SculptType.Torus:
533 sculptType = PrimMesher.SculptMesh.SculptType.torus;
534 break;
535 case OpenMetaverse.SculptType.Sphere:
536 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
537 break;
538 default:
539 sculptType = PrimMesher.SculptMesh.SculptType.plane;
540 break;
541 }
542
543 bool mirror = ((primShape.SculptType & 128) != 0);
544 bool invert = ((primShape.SculptType & 64) != 0);
545
546 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
547
548 idata.Dispose();
549
550 sculptMesh.DumpRaw(baseDir, primName, "primMesh");
551
552 sculptMesh.Scale(size.X, size.Y, size.Z);
553
554 coords = sculptMesh.coords;
555 faces = sculptMesh.faces;
556
557 return true;
558 }
559
560 /// <summary>
561 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
562 /// </summary>
563 /// <param name="primName"></param>
564 /// <param name="primShape"></param>
565 /// <param name="size"></param>
566 /// <param name="coords">Coords are added to this list by the method.</param>
567 /// <param name="faces">Faces are added to this list by the method.</param>
568 /// <returns>true if coords and faces were successfully generated, false if not</returns>
569 private bool GenerateCoordsAndFacesFromPrimShapeData(
570 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
571 {
572 PrimMesh primMesh;
573 coords = new List<Coord>();
574 faces = new List<Face>();
575
576 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
577 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
578 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
579 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
580 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
581 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
582
583 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
584 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
585 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
586 if (profileHollow > 0.95f)
587 profileHollow = 0.95f;
588
589 int sides = 4;
590 LevelOfDetail iLOD = (LevelOfDetail)lod;
591 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
592 sides = 3;
593 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
594 {
595 switch (iLOD)
596 {
597 case LevelOfDetail.High: sides = 24; break;
598 case LevelOfDetail.Medium: sides = 12; break;
599 case LevelOfDetail.Low: sides = 6; break;
600 case LevelOfDetail.VeryLow: sides = 3; break;
601 default: sides = 24; break;
602 }
603 }
604 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
605 { // half circle, prim is a sphere
606 switch (iLOD)
607 {
608 case LevelOfDetail.High: sides = 24; break;
609 case LevelOfDetail.Medium: sides = 12; break;
610 case LevelOfDetail.Low: sides = 6; break;
611 case LevelOfDetail.VeryLow: sides = 3; break;
612 default: sides = 24; break;
613 }
614
615 profileBegin = 0.5f * profileBegin + 0.5f;
616 profileEnd = 0.5f * profileEnd + 0.5f;
617 }
618
619 int hollowSides = sides;
620 if (primShape.HollowShape == HollowShape.Circle)
621 {
622 switch (iLOD)
623 {
624 case LevelOfDetail.High: hollowSides = 24; break;
625 case LevelOfDetail.Medium: hollowSides = 12; break;
626 case LevelOfDetail.Low: hollowSides = 6; break;
627 case LevelOfDetail.VeryLow: hollowSides = 3; break;
628 default: hollowSides = 24; break;
629 }
630 }
631 else if (primShape.HollowShape == HollowShape.Square)
632 hollowSides = 4;
633 else if (primShape.HollowShape == HollowShape.Triangle)
634 hollowSides = 3;
635
636 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
637
638 if (primMesh.errorMessage != null)
639 if (primMesh.errorMessage.Length > 0)
640 m_log.Error("[ERROR] " + primMesh.errorMessage);
641
642 primMesh.topShearX = pathShearX;
643 primMesh.topShearY = pathShearY;
644 primMesh.pathCutBegin = pathBegin;
645 primMesh.pathCutEnd = pathEnd;
646
647 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
648 {
649 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
650 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
651 primMesh.taperX = pathScaleX;
652 primMesh.taperY = pathScaleY;
653
654 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
655 {
656 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
657 if (profileBegin < 0.0f) profileBegin = 0.0f;
658 if (profileEnd > 1.0f) profileEnd = 1.0f;
659 }
660#if SPAM
661 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
662#endif
663 try
664 {
665 primMesh.ExtrudeLinear();
666 }
667 catch (Exception ex)
668 {
669 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
670 return false;
671 }
672 }
673 else
674 {
675 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
676 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
677 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
678 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
679 primMesh.skew = 0.01f * primShape.PathSkew;
680 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
681 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
682 primMesh.taperX = primShape.PathTaperX * 0.01f;
683 primMesh.taperY = primShape.PathTaperY * 0.01f;
684
685 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
686 {
687 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
688 if (profileBegin < 0.0f) profileBegin = 0.0f;
689 if (profileEnd > 1.0f) profileEnd = 1.0f;
690 }
691#if SPAM
692 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
693#endif
694 try
695 {
696 primMesh.ExtrudeCircular();
697 }
698 catch (Exception ex)
699 {
700 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
701 return false;
702 }
703 }
704
705 primMesh.DumpRaw(baseDir, primName, "primMesh");
706
707 primMesh.Scale(size.X, size.Y, size.Z);
708
709 coords = primMesh.coords;
710 faces = primMesh.faces;
711
712 return true;
713 }
714
715 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
716 {
717 return CreateMesh(primName, primShape, size, lod, false);
718 }
719
720 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
721 {
722#if SPAM
723 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
724#endif
725
726 Mesh mesh = null;
727 ulong key = 0;
728
729 // If this mesh has been created already, return it instead of creating another copy
730 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
731 key = primShape.GetMeshKey(size, lod);
732 if (m_uniqueMeshes.TryGetValue(key, out mesh))
733 return mesh;
734
735 if (size.X < 0.01f) size.X = 0.01f;
736 if (size.Y < 0.01f) size.Y = 0.01f;
737 if (size.Z < 0.01f) size.Z = 0.01f;
738
739 mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
740
741 if (mesh != null)
742 {
743 if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
744 {
745#if SPAM
746 m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
747 minSizeForComplexMesh.ToString() + " - creating simple bounding box");
748#endif
749 mesh = CreateBoundingBoxMesh(mesh);
750 mesh.DumpRaw(baseDir, primName, "Z extruded");
751 }
752
753 // trim the vertex and triangle lists to free up memory
754 mesh.TrimExcess();
755
756 m_uniqueMeshes.Add(key, mesh);
757 }
758
759 return mesh;
760 }
761 }
762}
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..9a22331
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1454 @@
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.Geom
119 | CollisionCategories.Space
120 | CollisionCategories.Body
121 | CollisionCategories.Character
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 private bool m_haseventsubscription = false;
132 public int m_eventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
134
135 // unique UUID of this character object
136 public UUID m_uuid;
137 public bool bad = false;
138
139 float mu;
140 float bounce;
141
142 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
143 {
144 m_uuid = UUID.Random();
145
146 if (pos.IsFinite())
147 {
148 if (pos.Z > 99999f)
149 {
150 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
151 }
152 if (pos.Z < -100f) // shouldn't this be 0 ?
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 _position = pos;
157 }
158 else
159 {
160 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
161 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
162 }
163
164 _parent_scene = parent_scene;
165
166 PID_D = pid_d;
167 PID_P = pid_p;
168 CAPSULE_RADIUS = capsule_radius;
169 m_density = density;
170 m_mass = 80f; // sure we have a default
171
172 mu = parent_scene.AvatarFriction;
173 bounce = parent_scene.AvatarBounce;
174
175 walkDivisor = walk_divisor;
176 runDivisor = rundivisor;
177
178 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
179 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
180
181 m_isPhysical = false; // current status: no ODE information exists
182
183 m_name = avName;
184
185 AddChange(changes.Add, null);
186 }
187
188 public override int PhysicsActorType
189 {
190 get { return (int)ActorTypes.Agent; }
191 set { return; }
192 }
193
194 public override void getContactData(ref ContactData cdata)
195 {
196 cdata.mu = mu;
197 cdata.bounce = bounce;
198 cdata.softcolide = false;
199 }
200
201 public override bool Building { get; set; }
202
203 /// <summary>
204 /// If this is set, the avatar will move faster
205 /// </summary>
206 public override bool SetAlwaysRun
207 {
208 get { return m_alwaysRun; }
209 set { m_alwaysRun = value; }
210 }
211
212 public override uint LocalID
213 {
214 set { m_localID = value; }
215 }
216
217 public override bool Grabbed
218 {
219 set { return; }
220 }
221
222 public override bool Selected
223 {
224 set { return; }
225 }
226
227 public override float Buoyancy
228 {
229 get { return m_buoyancy; }
230 set { m_buoyancy = value; }
231 }
232
233 public override bool FloatOnWater
234 {
235 set { return; }
236 }
237
238 public override bool IsPhysical
239 {
240 get { return false; }
241 set { return; }
242 }
243
244 public override bool ThrottleUpdates
245 {
246 get { return false; }
247 set { return; }
248 }
249
250 public override bool Flying
251 {
252 get { return flying; }
253 set
254 {
255 flying = value;
256 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
257 }
258 }
259
260 /// <summary>
261 /// Returns if the avatar is colliding in general.
262 /// This includes the ground and objects and avatar.
263 /// </summary>
264 public override bool IsColliding
265 {
266 get { return (m_iscolliding || m_iscollidingGround); }
267 set
268 {
269 if (value)
270 {
271 m_colliderfilter += 2;
272 if (m_colliderfilter > 2)
273 m_colliderfilter = 2;
274 }
275 else
276 {
277 m_colliderfilter--;
278 if (m_colliderfilter < 0)
279 m_colliderfilter = 0;
280 }
281
282 if (m_colliderfilter == 0)
283 m_iscolliding = false;
284 else
285 {
286// SetPidStatus(false);
287 m_pidControllerActive = true;
288 m_iscolliding = true;
289 }
290 }
291 }
292
293 /// <summary>
294 /// Returns if an avatar is colliding with the ground
295 /// </summary>
296 public override bool CollidingGround
297 {
298 get { return m_iscollidingGround; }
299 set
300 {
301 /* we now control this
302 if (value)
303 {
304 m_colliderGroundfilter += 2;
305 if (m_colliderGroundfilter > 2)
306 m_colliderGroundfilter = 2;
307 }
308 else
309 {
310 m_colliderGroundfilter--;
311 if (m_colliderGroundfilter < 0)
312 m_colliderGroundfilter = 0;
313 }
314
315 if (m_colliderGroundfilter == 0)
316 m_iscollidingGround = false;
317 else
318 m_iscollidingGround = true;
319 */
320 }
321
322 }
323
324 /// <summary>
325 /// Returns if the avatar is colliding with an object
326 /// </summary>
327 public override bool CollidingObj
328 {
329 get { return m_iscollidingObj; }
330 set
331 {
332 // Ubit filter this also
333 if (value)
334 {
335 m_colliderObjectfilter += 2;
336 if (m_colliderObjectfilter > 2)
337 m_colliderObjectfilter = 2;
338 }
339 else
340 {
341 m_colliderObjectfilter--;
342 if (m_colliderObjectfilter < 0)
343 m_colliderObjectfilter = 0;
344 }
345
346 if (m_colliderObjectfilter == 0)
347 m_iscollidingObj = false;
348 else
349 m_iscollidingObj = true;
350
351 // m_iscollidingObj = value;
352/*
353 if (m_iscollidingObj)
354 m_pidControllerActive = false;
355 else
356 m_pidControllerActive = true;
357 */
358 }
359 }
360
361 /// <summary>
362 /// turn the PID controller on or off.
363 /// The PID Controller will turn on all by itself in many situations
364 /// </summary>
365 /// <param name="status"></param>
366 public void SetPidStatus(bool status)
367 {
368 m_pidControllerActive = status;
369 }
370
371 public override bool Stopped
372 {
373 get { return _zeroFlag; }
374 }
375
376 /// <summary>
377 /// This 'puts' an avatar somewhere in the physics space.
378 /// Not really a good choice unless you 'know' it's a good
379 /// spot otherwise you're likely to orbit the avatar.
380 /// </summary>
381 public override Vector3 Position
382 {
383 get { return _position; }
384 set
385 {
386 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
387 {
388 if (value.IsFinite())
389 {
390 if (value.Z > 9999999f)
391 {
392 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
393 }
394 if (value.Z < -100f)
395 {
396 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
397 }
398 AddChange(changes.Position, value);
399 }
400 else
401 {
402 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
403 }
404 }
405 }
406 }
407
408 public override Vector3 RotationalVelocity
409 {
410 get { return m_rotationalVelocity; }
411 set { m_rotationalVelocity = value; }
412 }
413
414 /// <summary>
415 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
416 /// and use it to offset landings properly
417 /// </summary>
418 public override Vector3 Size
419 {
420 get {
421 float d = CAPSULE_RADIUS * 2;
422 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
423 set
424 {
425 if (value.IsFinite())
426 {
427 AddChange(changes.Size, value);
428 }
429 else
430 {
431 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
432 }
433 }
434 }
435
436 /// <summary>
437 /// This creates the Avatar's physical Surrogate at the position supplied
438 /// </summary>
439 /// <param name="npositionX"></param>
440 /// <param name="npositionY"></param>
441 /// <param name="npositionZ"></param>
442
443 //
444 /// <summary>
445 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
446 /// This may be used in calculations in the scene/scenepresence
447 /// </summary>
448 public override float Mass
449 {
450 get
451 {
452 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
453 return m_density * AVvolume;
454 }
455 }
456 public override void link(PhysicsActor obj)
457 {
458
459 }
460
461 public override void delink()
462 {
463
464 }
465
466 public override void LockAngularMotion(Vector3 axis)
467 {
468
469 }
470
471
472 public override Vector3 Force
473 {
474 get { return _target_velocity; }
475 set { return; }
476 }
477
478 public override int VehicleType
479 {
480 get { return 0; }
481 set { return; }
482 }
483
484 public override void VehicleFloatParam(int param, float value)
485 {
486
487 }
488
489 public override void VehicleVectorParam(int param, Vector3 value)
490 {
491
492 }
493
494 public override void VehicleRotationParam(int param, Quaternion rotation)
495 {
496
497 }
498
499 public override void VehicleFlags(int param, bool remove)
500 {
501
502 }
503
504 public override void SetVolumeDetect(int param)
505 {
506
507 }
508
509 public override Vector3 CenterOfMass
510 {
511 get
512 {
513 Vector3 pos = _position;
514 return pos;
515 }
516 }
517
518 public override Vector3 GeometricCenter
519 {
520 get
521 {
522 Vector3 pos = _position;
523 return pos;
524 }
525 }
526
527 //UBit mess
528 /* for later use
529 public override Vector3 PrimOOBsize
530 {
531 get
532 {
533 Vector3 s=Size;
534 s.X *=0.5f;
535 s.Y *=0.5f;
536 s.Z *=0.5f;
537 return s;
538 }
539 }
540
541 public override Vector3 PrimOOBoffset
542 {
543 get
544 {
545 return Vector3.Zero;
546 }
547 }
548 */
549
550 public override PrimitiveBaseShape Shape
551 {
552 set { return; }
553 }
554
555 public override Vector3 Velocity
556 {
557 get
558 {
559 return _velocity;
560 }
561 set
562 {
563 if (value.IsFinite())
564 {
565 AddChange(changes.Velocity, value);
566 }
567 else
568 {
569 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
570 }
571 }
572 }
573
574 public override Vector3 Torque
575 {
576 get { return Vector3.Zero; }
577 set { return; }
578 }
579
580 public override float CollisionScore
581 {
582 get { return 0f; }
583 set { }
584 }
585
586 public override bool Kinematic
587 {
588 get { return false; }
589 set { }
590 }
591
592 public override Quaternion Orientation
593 {
594 get { return Quaternion.Identity; }
595 set
596 {
597 }
598 }
599
600 public override Vector3 Acceleration
601 {
602 get { return _acceleration; }
603 set { }
604 }
605
606 public void SetAcceleration(Vector3 accel)
607 {
608 m_pidControllerActive = true;
609 _acceleration = accel;
610 }
611
612 /// <summary>
613 /// Adds the force supplied to the Target Velocity
614 /// The PID controller takes this target velocity and tries to make it a reality
615 /// </summary>
616 /// <param name="force"></param>
617 public override void AddForce(Vector3 force, bool pushforce)
618 {
619 if (force.IsFinite())
620 {
621 if (pushforce)
622 {
623 AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
624 }
625 else
626 {
627 AddChange(changes.Velocity, force);
628 }
629 }
630 else
631 {
632 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
633 }
634 //m_lastUpdateSent = false;
635 }
636
637 public override void AddAngularForce(Vector3 force, bool pushforce)
638 {
639
640 }
641
642 public override void SetMomentum(Vector3 momentum)
643 {
644 }
645
646
647 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
648 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
649 // place that is safe to call this routine AvatarGeomAndBodyCreation.
650 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
651 {
652 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
653 if (CAPSULE_LENGTH <= 0)
654 {
655 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
656 CAPSULE_LENGTH = 0.01f;
657
658 }
659
660 if (CAPSULE_RADIUS <= 0)
661 {
662 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
663 CAPSULE_RADIUS = 0.01f;
664
665 }
666 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
667
668 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
669 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
670
671 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
672
673 m_mass = ShellMass.mass; // update mass
674
675 // rescale PID parameters
676 PID_D = _parent_scene.avPIDD;
677 PID_P = _parent_scene.avPIDP;
678
679 // rescale PID parameters so that this aren't affected by mass
680 // and so don't get unstable for some masses
681 // also scale by ode time step so you don't need to refix them
682
683 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
684 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
685 PID_P /= 50 * 80;
686 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
687
688 Body = d.BodyCreate(_parent_scene.world);
689
690 d.BodySetAutoDisableFlag(Body, false);
691 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
692
693 _position.X = npositionX;
694 _position.Y = npositionY;
695 _position.Z = npositionZ;
696
697 d.BodySetMass(Body, ref ShellMass);
698 d.GeomSetBody(Shell, Body);
699
700 // The purpose of the AMotor here is to keep the avatar's physical
701 // surrogate from rotating while moving
702 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
703 d.JointAttach(Amotor, Body, IntPtr.Zero);
704
705 d.JointSetAMotorMode(Amotor, 0);
706 d.JointSetAMotorNumAxes(Amotor, 3);
707 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
708 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
709 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
710
711 d.JointSetAMotorAngle(Amotor, 0, 0);
712 d.JointSetAMotorAngle(Amotor, 1, 0);
713 d.JointSetAMotorAngle(Amotor, 2, 0);
714
715 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
716 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
718 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
719 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
720 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
721
722 // These lowstops and high stops are effectively (no wiggle room)
723 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
724 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
725 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
726 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
727 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
728 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
729
730 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
731 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
732 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
733
734 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
735 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
736 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
737 }
738
739 /// <summary>
740 /// Destroys the avatar body and geom
741
742 private void AvatarGeomAndBodyDestroy()
743 {
744 // Kill the Amotor
745 if (Amotor != IntPtr.Zero)
746 {
747 d.JointDestroy(Amotor);
748 Amotor = IntPtr.Zero;
749 }
750
751 if (Body != IntPtr.Zero)
752 {
753 //kill the body
754 d.BodyDestroy(Body);
755 Body = IntPtr.Zero;
756 }
757
758 //kill the Geometry
759 if (Shell != IntPtr.Zero)
760 {
761 _parent_scene.geom_name_map.Remove(Shell);
762 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
763 d.GeomDestroy(Shell);
764 _parent_scene.geom_name_map.Remove(Shell);
765 Shell = IntPtr.Zero;
766 }
767 }
768
769 /// <summary>
770 /// Called from Simulate
771 /// This is the avatar's movement control + PID Controller
772 /// </summary>
773 /// <param name="timeStep"></param>
774 public void Move(float timeStep, List<OdeCharacter> defects)
775 {
776 // no lock; for now it's only called from within Simulate()
777
778 // If the PID Controller isn't active then we set our force
779 // calculating base velocity to the current position
780
781 if (Body == IntPtr.Zero)
782 return;
783
784 d.Vector3 dtmp;
785 d.BodyCopyPosition(Body, out dtmp);
786 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
787
788 // the Amotor still lets avatar rotation to drift during colisions
789 // so force it back to identity
790
791 d.Quaternion qtmp;
792 qtmp.W = 1;
793 qtmp.X = 0;
794 qtmp.Y = 0;
795 qtmp.Z = 0;
796 d.BodySetQuaternion(Body, ref qtmp);
797
798 if (m_pidControllerActive == false)
799 {
800 _zeroPosition = localpos;
801 }
802 //PidStatus = true;
803
804
805 if (!localpos.IsFinite())
806 {
807
808 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
809 defects.Add(this);
810 // _parent_scene.RemoveCharacter(this);
811
812 // destroy avatar capsule and related ODE data
813 AvatarGeomAndBodyDestroy();
814
815 return;
816 }
817
818 Vector3 vec = Vector3.Zero;
819 dtmp = d.BodyGetLinearVel(Body);
820 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
821
822 float movementdivisor = 1f;
823 //Ubit change divisions into multiplications below
824 if (!m_alwaysRun)
825 {
826 movementdivisor = 1 / walkDivisor;
827 }
828 else
829 {
830 movementdivisor = 1 / runDivisor;
831 }
832
833 // colide with land
834
835 d.AABB aabb;
836 d.GeomGetAABB(Shell, out aabb);
837 float chrminZ = aabb.MinZ;
838
839 Vector3 posch = localpos;
840
841 float ftmp;
842
843 if (flying)
844 {
845 ftmp = timeStep;
846 posch.X += vel.X * ftmp;
847 posch.Y += vel.Y * ftmp;
848 }
849
850 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
851 if (chrminZ < terrainheight)
852 {
853 float depth = terrainheight - chrminZ;
854 if (!flying)
855 {
856 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
857 }
858 else
859 vec.Z = depth * PID_P * 50;
860
861 /*
862 Vector3 vtmp;
863 vtmp.X = _target_velocity.X * timeStep;
864 vtmp.Y = _target_velocity.Y * timeStep;
865 // fake and avoid squares
866 float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y));
867 if (k > 0)
868 {
869 posch.X += vtmp.X;
870 posch.Y += vtmp.Y;
871 terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
872 k = 1 + Math.Abs(terrainheight) / k;
873 movementdivisor /= k;
874
875 if (k < 1)
876 k = 1;
877 }
878 */
879
880
881 if (depth < 0.1f)
882 {
883 m_iscolliding = true;
884 m_colliderfilter = 2;
885 m_iscollidingGround = true;
886
887 ContactPoint contact = new ContactPoint();
888 contact.PenetrationDepth = depth;
889 contact.Position.X = localpos.X;
890 contact.Position.Y = localpos.Y;
891 contact.Position.Z = chrminZ;
892 contact.SurfaceNormal.X = 0f;
893 contact.SurfaceNormal.Y = 0f;
894 contact.SurfaceNormal.Z = -1f;
895 AddCollisionEvent(0, contact);
896
897 vec.Z *= 0.5f;
898 }
899
900 else
901 m_iscollidingGround = false;
902 }
903 else
904 m_iscollidingGround = false;
905
906
907 // if velocity is zero, use position control; otherwise, velocity control
908 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
909 && m_iscolliding)
910 {
911 // keep track of where we stopped. No more slippin' & slidin'
912 if (!_zeroFlag)
913 {
914 _zeroFlag = true;
915 _zeroPosition = localpos;
916 }
917 if (m_pidControllerActive)
918 {
919 // We only want to deactivate the PID Controller if we think we want to have our surrogate
920 // react to the physics scene by moving it's position.
921 // Avatar to Avatar collisions
922 // Prim to avatar collisions
923
924 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
925 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
926 if (flying)
927 {
928 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
929 }
930 }
931 //PidStatus = true;
932 }
933 else
934 {
935 m_pidControllerActive = true;
936 _zeroFlag = false;
937
938 if (m_iscolliding)
939 {
940 if (!flying)
941 {
942 if (_target_velocity.Z > 0.0f)
943 {
944 // We're colliding with something and we're not flying but we're moving
945 // This means we're walking or running. JUMPING
946 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
947 }
948 // We're standing on something
949 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
950 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
951 }
952 else
953 {
954 // We're flying and colliding with something
955 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
956 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
957 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
958 }
959 }
960 else // ie not colliding
961 {
962 if (flying) //(!m_iscolliding && flying)
963 {
964 // we're in mid air suspended
965 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
966 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
967 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
968 }
969
970 else
971 {
972 // we're not colliding and we're not flying so that means we're falling!
973 // m_iscolliding includes collisions with the ground.
974
975 // d.Vector3 pos = d.BodyGetPosition(Body);
976 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
977 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
978 }
979 }
980 }
981
982 if (flying)
983 {
984 vec.Z -= _parent_scene.gravityz * m_mass;
985
986 //Added for auto fly height. Kitto Flora
987 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
988
989 if (localpos.Z < target_altitude)
990 {
991 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
992 }
993 // end add Kitto Flora
994 }
995
996 if (vec.IsFinite())
997 {
998 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
999 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1000 }
1001 else
1002 {
1003 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1004 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1005 defects.Add(this);
1006 // _parent_scene.RemoveCharacter(this);
1007 // destroy avatar capsule and related ODE data
1008 AvatarGeomAndBodyDestroy();
1009 }
1010 }
1011
1012 /// <summary>
1013 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1014 /// </summary>
1015 public void UpdatePositionAndVelocity()
1016 {
1017 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1018 if (Body == IntPtr.Zero)
1019 return;
1020
1021 d.Vector3 vec;
1022 try
1023 {
1024 d.BodyCopyPosition(Body, out vec);
1025 }
1026 catch (NullReferenceException)
1027 {
1028 bad = true;
1029 _parent_scene.BadCharacter(this);
1030 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1031 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1032 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1033 }
1034
1035 _position.X = vec.X;
1036 _position.Y = vec.Y;
1037 _position.Z = vec.Z;
1038
1039 bool fixbody = false;
1040
1041 if (_position.X < 0.0f)
1042 {
1043 fixbody = true;
1044 _position.X = 0.1f;
1045 }
1046 else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f)
1047 {
1048 fixbody = true;
1049 _position.X = (int)_parent_scene.WorldExtents.X - 0.1f;
1050 }
1051
1052 if (_position.Y < 0.0f)
1053 {
1054 fixbody = true;
1055 _position.Y = 0.1f;
1056 }
1057 else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1)
1058 {
1059 fixbody = true;
1060 _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f;
1061 }
1062
1063 if (fixbody)
1064 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1065
1066 // Did we move last? = zeroflag
1067 // This helps keep us from sliding all over
1068/*
1069 if (_zeroFlag)
1070 {
1071 _velocity.X = 0.0f;
1072 _velocity.Y = 0.0f;
1073 _velocity.Z = 0.0f;
1074
1075 // Did we send out the 'stopped' message?
1076 if (!m_lastUpdateSent)
1077 {
1078 m_lastUpdateSent = true;
1079 base.RequestPhysicsterseUpdate();
1080 }
1081 }
1082 else
1083 {
1084 m_lastUpdateSent = false;
1085 */
1086 try
1087 {
1088 vec = d.BodyGetLinearVel(Body);
1089 }
1090 catch (NullReferenceException)
1091 {
1092 vec.X = _velocity.X;
1093 vec.Y = _velocity.Y;
1094 vec.Z = _velocity.Z;
1095 }
1096 _velocity.X = (vec.X);
1097 _velocity.Y = (vec.Y);
1098 _velocity.Z = (vec.Z);
1099 // }
1100 }
1101
1102 /// <summary>
1103 /// Cleanup the things we use in the scene.
1104 /// </summary>
1105 public void Destroy()
1106 {
1107 AddChange(changes.Remove, null);
1108 }
1109
1110 public override void CrossingFailure()
1111 {
1112 }
1113
1114 public override Vector3 PIDTarget { set { return; } }
1115 public override bool PIDActive { set { return; } }
1116 public override float PIDTau { set { return; } }
1117
1118 public override float PIDHoverHeight { set { return; } }
1119 public override bool PIDHoverActive { set { return; } }
1120 public override PIDHoverType PIDHoverType { set { return; } }
1121 public override float PIDHoverTau { set { return; } }
1122
1123 public override Quaternion APIDTarget { set { return; } }
1124
1125 public override bool APIDActive { set { return; } }
1126
1127 public override float APIDStrength { set { return; } }
1128
1129 public override float APIDDamping { set { return; } }
1130
1131
1132 public override void SubscribeEvents(int ms)
1133 {
1134 m_requestedUpdateFrequency = ms;
1135 m_eventsubscription = ms;
1136 _parent_scene.AddCollisionEventReporting(this);
1137 m_haseventsubscription = true;
1138 }
1139
1140 public override void UnSubscribeEvents()
1141 {
1142 m_haseventsubscription = false;
1143 _parent_scene.RemoveCollisionEventReporting(this);
1144 m_requestedUpdateFrequency = 0;
1145 m_eventsubscription = 0;
1146 }
1147
1148 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1149 {
1150 if (m_haseventsubscription)
1151 {
1152 // m_log.DebugFormat(
1153 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1154
1155 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1156 }
1157 }
1158
1159 public void SendCollisions()
1160 {
1161 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1162 {
1163 if (CollisionEventsThisFrame != null)
1164 {
1165 base.SendCollisionUpdate(CollisionEventsThisFrame);
1166 }
1167 CollisionEventsThisFrame = new CollisionEventUpdate();
1168 m_eventsubscription = 0;
1169 }
1170 }
1171
1172 public override bool SubscribedEvents()
1173 {
1174 return m_haseventsubscription;
1175 }
1176
1177 private void changePhysicsStatus(bool NewStatus)
1178 {
1179 if (NewStatus != m_isPhysical)
1180 {
1181 if (NewStatus)
1182 {
1183 // Create avatar capsule and related ODE data
1184 if ((Shell != IntPtr.Zero))
1185 {
1186 // a lost shell ?
1187 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1188 + (Shell != IntPtr.Zero ? "Shell " : "")
1189 + (Body != IntPtr.Zero ? "Body " : "")
1190 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1191 AvatarGeomAndBodyDestroy();
1192 }
1193
1194 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1195 _parent_scene.geom_name_map[Shell] = m_name;
1196 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1197 _parent_scene.AddCharacter(this);
1198 }
1199 else
1200 {
1201 _parent_scene.RemoveCharacter(this);
1202 // destroy avatar capsule and related ODE data
1203 AvatarGeomAndBodyDestroy();
1204 }
1205
1206 m_isPhysical = NewStatus;
1207 }
1208 }
1209
1210 private void changeAdd()
1211 {
1212 changePhysicsStatus(true);
1213 }
1214
1215 private void changeRemove()
1216 {
1217 changePhysicsStatus(false);
1218 }
1219
1220 private void changeShape(PrimitiveBaseShape arg)
1221 {
1222 }
1223
1224 private void changeSize(Vector3 Size)
1225 {
1226 if (Size.IsFinite())
1227 {
1228 float caplen = Size.Z;
1229
1230 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1231
1232 if (caplen != CAPSULE_LENGTH)
1233 {
1234 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1235 {
1236 AvatarGeomAndBodyDestroy();
1237
1238 float prevCapsule = CAPSULE_LENGTH;
1239 CAPSULE_LENGTH = caplen;
1240
1241 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1242 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2));
1243
1244 Velocity = Vector3.Zero;
1245
1246 _parent_scene.geom_name_map[Shell] = m_name;
1247 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1248 }
1249 else
1250 {
1251 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1252 + (Shell == IntPtr.Zero ? "Shell " : "")
1253 + (Body == IntPtr.Zero ? "Body " : "")
1254 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1255 }
1256 }
1257
1258 m_pidControllerActive = true;
1259 }
1260 else
1261 {
1262 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1263 }
1264 }
1265
1266 private void changePosition( Vector3 newPos)
1267 {
1268 if (Body != IntPtr.Zero)
1269 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1270 _position = newPos;
1271 }
1272
1273 private void changeOrientation(Quaternion newOri)
1274 {
1275 }
1276
1277 private void changeVelocity(Vector3 newVel)
1278 {
1279 m_pidControllerActive = true;
1280 _target_velocity = newVel;
1281 }
1282
1283 private void changeSetTorque(Vector3 newTorque)
1284 {
1285 }
1286
1287 private void changeAddForce(Vector3 newForce)
1288 {
1289 }
1290
1291 private void changeAddAngularForce(Vector3 arg)
1292 {
1293 }
1294
1295 private void changeAngularLock(Vector3 arg)
1296 {
1297 }
1298
1299 private void changeFloatOnWater(bool arg)
1300 {
1301 }
1302
1303 private void changeVolumedetetion(bool arg)
1304 {
1305 }
1306
1307 private void changeSelectedStatus(bool arg)
1308 {
1309 }
1310
1311 private void changeDisable(bool arg)
1312 {
1313 }
1314
1315 private void changeBuilding(bool arg)
1316 {
1317 }
1318
1319 private void changeForce(Vector3 newForce)
1320 {
1321 m_pidControllerActive = false;
1322 if (Body != IntPtr.Zero)
1323 {
1324 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1325 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1326 }
1327 }
1328
1329 private void donullchange()
1330 {
1331 }
1332
1333 public bool DoAChange(changes what, object arg)
1334 {
1335 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1336 {
1337 return false;
1338 }
1339
1340 // nasty switch
1341 switch (what)
1342 {
1343 case changes.Add:
1344 changeAdd();
1345 break;
1346 case changes.Remove:
1347 changeRemove();
1348 break;
1349
1350 case changes.Position:
1351 changePosition((Vector3)arg);
1352 break;
1353
1354 case changes.Orientation:
1355 changeOrientation((Quaternion)arg);
1356 break;
1357
1358 case changes.PosOffset:
1359 donullchange();
1360 break;
1361
1362 case changes.OriOffset:
1363 donullchange();
1364 break;
1365
1366 case changes.Velocity:
1367 changeVelocity((Vector3)arg);
1368 break;
1369
1370 // case changes.Acceleration:
1371 // changeacceleration((Vector3)arg);
1372 // break;
1373 // case changes.AngVelocity:
1374 // changeangvelocity((Vector3)arg);
1375 // break;
1376
1377 case changes.Force:
1378 changeForce((Vector3)arg);
1379 break;
1380
1381 case changes.Torque:
1382 changeSetTorque((Vector3)arg);
1383 break;
1384
1385 case changes.AddForce:
1386 changeAddForce((Vector3)arg);
1387 break;
1388
1389 case changes.AddAngForce:
1390 changeAddAngularForce((Vector3)arg);
1391 break;
1392
1393 case changes.AngLock:
1394 changeAngularLock((Vector3)arg);
1395 break;
1396
1397 case changes.Size:
1398 changeSize((Vector3)arg);
1399 break;
1400/* not in use for now
1401 case changes.Shape:
1402 changeShape((PrimitiveBaseShape)arg);
1403 break;
1404
1405 case changes.CollidesWater:
1406 changeFloatOnWater((bool)arg);
1407 break;
1408
1409 case changes.VolumeDtc:
1410 changeVolumedetetion((bool)arg);
1411 break;
1412
1413 case changes.Physical:
1414 changePhysicsStatus((bool)arg);
1415 break;
1416
1417 case changes.Selected:
1418 changeSelectedStatus((bool)arg);
1419 break;
1420
1421 case changes.disabled:
1422 changeDisable((bool)arg);
1423 break;
1424
1425 case changes.building:
1426 changeBuilding((bool)arg);
1427 break;
1428*/
1429 case changes.Null:
1430 donullchange();
1431 break;
1432
1433 default:
1434 donullchange();
1435 break;
1436 }
1437 return false;
1438 }
1439
1440 public void AddChange(changes what, object arg)
1441 {
1442 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1443 }
1444
1445
1446 internal void AddCollisionFrameTime(int p)
1447 {
1448 // protect it from overflow crashing
1449 if (m_eventsubscription + p >= int.MaxValue)
1450 m_eventsubscription = 0;
1451 m_eventsubscription += p;
1452 }
1453 }
1454}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..d0b4546
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,993 @@
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 < 0.5f) m_linearMotorDecayTimescale = 0.5f;
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 < 0.5f) m_angularMotorDecayTimescale = 0.5f;
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;
448 m_angularMotorTimescale = 1000;
449 m_angularMotorDecayTimescale = 1000;
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 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
905
906 if (roll > halfpi)
907 roll = pi - roll;
908 else if (roll < -halfpi)
909 roll = -pi - roll;
910
911 float effroll = pitch / halfpi;
912 effroll *= effroll;
913 effroll = 1 - effroll;
914 effroll *= roll;
915
916 if (Math.Abs(effroll) > 0.01) // roll
917 {
918 torque.X -= -effroll * ftmp + curLocalAngVel.X * ftmp2;
919 }
920
921 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
922 {
923 float effpitch = roll / halfpi;
924 effpitch *= effpitch;
925 effpitch = 1 - effpitch;
926 effpitch *= pitch;
927
928 if (Math.Abs(effpitch) > 0.01) // pitch
929 {
930 torque.Y -= -effpitch * ftmp + curLocalAngVel.Y * ftmp2;
931 }
932 }
933
934 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
935 {
936
937 float broll = effroll;
938/*
939 if (broll > halfpi)
940 broll = pi - broll;
941 else if (broll < -halfpi)
942 broll = -pi - broll;
943*/
944 broll *= m_bankingEfficiency;
945 if (m_bankingMix != 0)
946 {
947 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
948 if (vfact > 1.0f) vfact = 1.0f;
949
950 if (curLocalVel.X >= 0)
951 broll *= (1 + (vfact - 1) * m_bankingMix);
952 else
953 broll *= -(1 + (vfact - 1) * m_bankingMix);
954 }
955 // make z rot be in world Z not local as seems to be in sl
956
957 broll = broll / m_bankingTimescale;
958
959 ftmp = -Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
960
961 tmpV.X = ftmp * curAngVel.X;
962 tmpV.Y = ftmp * curAngVel.Y;
963 tmpV.Z = broll + ftmp * curAngVel.Z;
964 tmpV *= irotq;
965
966 torque.X += tmpV.X;
967 torque.Y += tmpV.Y;
968 torque.Z += tmpV.Z;
969 }
970 }
971
972 d.Mass dmass;
973 d.BodyGetMass(Body,out dmass);
974
975 if (force.X != 0 || force.Y != 0 || force.Z != 0)
976 {
977 force *= dmass.mass;
978 d.BodySetForce(Body, force.X, force.Y, force.Z);
979 }
980
981 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
982 {
983 torque *= m_referenceFrame; // to object frame
984 dtorque.X = torque.X;
985 dtorque.Y = torque.Y;
986 dtorque.Z = torque.Z;
987
988 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
989 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
990 }
991 }
992 }
993}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..39b89d3
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3703 @@
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
72 protected bool m_building;
73 private Quaternion m_lastorientation = new Quaternion();
74 private Quaternion _orientation;
75
76 private Vector3 _position;
77 private Vector3 _velocity;
78 private Vector3 _torque;
79 private Vector3 m_lastVelocity;
80 private Vector3 m_lastposition;
81 private Vector3 m_rotationalVelocity;
82 private Vector3 _size;
83 private Vector3 _acceleration;
84 private Vector3 m_angularlock = Vector3.One;
85 private IntPtr Amotor = IntPtr.Zero;
86
87 private Vector3 m_force;
88 private Vector3 m_forceacc;
89 private Vector3 m_angularForceacc;
90
91 private Vector3 m_PIDTarget;
92 private float m_PIDTau;
93 private float PID_D = 35f;
94 private float PID_G = 25f;
95 private bool m_usePID;
96
97 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
98 // and are for non-VEHICLES only.
99
100 private float m_PIDHoverHeight;
101 private float m_PIDHoverTau;
102 private bool m_useHoverPID;
103 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
104 private float m_targetHoverHeight;
105 private float m_groundHeight;
106 private float m_waterHeight;
107 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
108
109 private int body_autodisable_frames = 20;
110
111 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
112 | CollisionCategories.Space
113 | CollisionCategories.Body
114 | CollisionCategories.Character
115 );
116// private bool m_collidesLand = true;
117 private bool m_collidesWater;
118 public bool m_returnCollisions;
119 private bool m_softcolide;
120
121 private bool m_NoColide; // for now only for internal use for bad meshs
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_disabled;
130
131
132 public uint m_localID;
133
134 private PrimitiveBaseShape _pbs;
135 public OdeScene _parent_scene;
136
137 /// <summary>
138 /// The physics space which contains prim geometry
139 /// </summary>
140 public IntPtr m_targetSpace = IntPtr.Zero;
141
142 public IntPtr prim_geom;
143 public IntPtr _triMeshData;
144
145 private PhysicsActor _parent;
146
147 private List<OdePrim> childrenPrim = new List<OdePrim>();
148
149 private bool m_iscolliding;
150
151 public bool m_isSelected;
152 private bool m_delaySelect;
153 private bool m_lastdoneSelected;
154 public bool m_outbounds;
155
156 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
157
158 private bool m_throttleUpdates;
159 private int throttleCounter;
160 public float m_collisionscore;
161 int m_colliderfilter = 0;
162
163 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
164
165 private float m_density = 10.000006836f; // Aluminum g/cm3;
166
167 public bool _zeroFlag;
168 private bool m_lastUpdateSent;
169
170 public IntPtr Body = IntPtr.Zero;
171 public String Name { get; private set; }
172 private Vector3 _target_velocity;
173
174 public Vector3 primOOBsize; // prim real dimensions from mesh
175 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
176 public float primOOBradiusSQ;
177 public d.Mass primdMass; // prim inertia information on it's own referencial
178 float primMass; // prim own mass
179 float _mass; // object mass acording to case
180 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
181
182 public int givefakepos = 0;
183 private Vector3 fakepos;
184 public int givefakeori = 0;
185 private Quaternion fakeori;
186
187 public int m_eventsubscription;
188 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
189
190 public volatile bool childPrim;
191
192 public ODEDynamics m_vehicle;
193
194 internal int m_material = (int)Material.Wood;
195 private float mu;
196 private float bounce;
197
198 /// <summary>
199 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
200 /// </summary>
201 public override bool IsPhysical // this is not reliable for internal use
202 {
203 get { return m_fakeisphysical; }
204 set
205 {
206 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
207 // and also to stop imediatly some updates
208 // but real change will only happen in taintprocessing
209
210 if (!value) // Zero the remembered last velocity
211 m_lastVelocity = Vector3.Zero;
212 AddChange(changes.Physical, value);
213 }
214 }
215
216 public override bool Phantom // this is not reliable for internal use
217 {
218 get { return m_fakeisphantom; }
219 set
220 {
221 m_fakeisphantom = value; // we show imediatly to outside that we changed physical
222 // and also to stop imediatly some updates
223 // but real change will only happen in taintprocessing
224
225 AddChange(changes.Phantom, value);
226 }
227 }
228
229 public override bool Building // this is not reliable for internal use
230 {
231 get { return m_building; }
232 set
233 {
234 if (value)
235 m_building = true;
236 AddChange(changes.building, value);
237 }
238 }
239
240 public override void getContactData(ref ContactData cdata)
241 {
242 cdata.mu = mu;
243 cdata.bounce = bounce;
244
245 // cdata.softcolide = m_softcolide;
246 cdata.softcolide = false;
247
248 if (m_isphysical)
249 {
250 ODEDynamics veh;
251 if (_parent != null)
252 veh = ((OdePrim)_parent).m_vehicle;
253 else
254 veh = m_vehicle;
255
256 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
257 cdata.mu *= veh.FrictionFactor;
258 }
259 }
260
261 public override int PhysicsActorType
262 {
263 get { return (int)ActorTypes.Prim; }
264 set { return; }
265 }
266
267 public override bool SetAlwaysRun
268 {
269 get { return false; }
270 set { return; }
271 }
272
273 public override uint LocalID
274 {
275 get
276 {
277 return m_localID;
278 }
279 set
280 {
281 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
282 m_localID = value;
283 }
284 }
285
286 public override bool Grabbed
287 {
288 set { return; }
289 }
290
291 public override bool Selected
292 {
293 set
294 {
295 if (value)
296 m_isSelected = value; // if true set imediatly to stop moves etc
297 AddChange(changes.Selected, value);
298 }
299 }
300
301 public override bool Flying
302 {
303 // no flying prims for you
304 get { return false; }
305 set { }
306 }
307
308 public override bool IsColliding
309 {
310 get { return m_iscolliding; }
311 set
312 {
313 if (value)
314 {
315 m_colliderfilter += 2;
316 if (m_colliderfilter > 2)
317 m_colliderfilter = 2;
318 }
319 else
320 {
321 m_colliderfilter--;
322 if (m_colliderfilter < 0)
323 m_colliderfilter = 0;
324 }
325
326 if (m_colliderfilter == 0)
327 {
328 m_softcolide = false;
329 m_iscolliding = false;
330 }
331 else
332 m_iscolliding = true;
333 }
334 }
335
336 public override bool CollidingGround
337 {
338 get { return false; }
339 set { return; }
340 }
341
342 public override bool CollidingObj
343 {
344 get { return false; }
345 set { return; }
346 }
347
348 public override bool ThrottleUpdates
349 {
350 get { return m_throttleUpdates; }
351 set { m_throttleUpdates = value; }
352 }
353
354 public override bool Stopped
355 {
356 get { return _zeroFlag; }
357 }
358
359 public override Vector3 Position
360 {
361 get
362 {
363 if (givefakepos > 0)
364 return fakepos;
365 else
366 return _position;
367 }
368
369 set
370 {
371 fakepos = value;
372 givefakepos++;
373 AddChange(changes.Position, value);
374 }
375 }
376
377 public override Vector3 Size
378 {
379 get { return _size; }
380 set
381 {
382 if (value.IsFinite())
383 {
384 AddChange(changes.Size, value);
385 }
386 else
387 {
388 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
389 }
390 }
391 }
392
393 public override float Mass
394 {
395 get { return _mass; }
396 }
397
398 public override Vector3 Force
399 {
400 //get { return Vector3.Zero; }
401 get { return m_force; }
402 set
403 {
404 if (value.IsFinite())
405 {
406 AddChange(changes.Force, value);
407 }
408 else
409 {
410 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
411 }
412 }
413 }
414
415 public override void SetVolumeDetect(int param)
416 {
417 AddChange(changes.VolumeDtc, (param != 0));
418 }
419
420 public override Vector3 GeometricCenter
421 {
422 get
423 {
424 return Vector3.Zero;
425 }
426 }
427
428 public override Vector3 CenterOfMass
429 {
430 get
431 {
432 d.Vector3 dtmp;
433 if (IsPhysical && !childPrim && Body != IntPtr.Zero)
434 {
435 dtmp = d.BodyGetPosition(Body);
436 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
437 }
438 else if (prim_geom != IntPtr.Zero)
439 {
440 d.Quaternion dq;
441 d.GeomCopyQuaternion(prim_geom, out dq);
442 Quaternion q;
443 q.X = dq.X;
444 q.Y = dq.Y;
445 q.Z = dq.Z;
446 q.W = dq.W;
447
448 Vector3 vtmp = primOOBoffset * q;
449 dtmp = d.GeomGetPosition(prim_geom);
450 return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
451 }
452 else
453 return Vector3.Zero;
454 }
455 }
456 /*
457 public override Vector3 PrimOOBsize
458 {
459 get
460 {
461 return primOOBsize;
462 }
463 }
464
465 public override Vector3 PrimOOBoffset
466 {
467 get
468 {
469 return primOOBoffset;
470 }
471 }
472
473 public override float PrimOOBRadiusSQ
474 {
475 get
476 {
477 return primOOBradiusSQ;
478 }
479 }
480 */
481 public override PrimitiveBaseShape Shape
482 {
483 set
484 {
485 AddChange(changes.Shape, value);
486 }
487 }
488
489 public override Vector3 Velocity
490 {
491 get
492 {
493 if (_zeroFlag)
494 return Vector3.Zero;
495 return _velocity;
496 }
497 set
498 {
499 if (value.IsFinite())
500 {
501 AddChange(changes.Velocity, value);
502 // _velocity = value;
503
504 }
505 else
506 {
507 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
508 }
509
510 }
511 }
512
513 public override Vector3 Torque
514 {
515 get
516 {
517 if (!IsPhysical || Body == IntPtr.Zero)
518 return Vector3.Zero;
519
520 return _torque;
521 }
522
523 set
524 {
525 if (value.IsFinite())
526 {
527 AddChange(changes.Torque, value);
528 }
529 else
530 {
531 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
532 }
533 }
534 }
535
536 public override float CollisionScore
537 {
538 get { return m_collisionscore; }
539 set { m_collisionscore = value; }
540 }
541
542 public override bool Kinematic
543 {
544 get { return false; }
545 set { }
546 }
547
548 public override Quaternion Orientation
549 {
550 get
551 {
552 if (givefakeori > 0)
553 return fakeori;
554 else
555
556 return _orientation;
557 }
558 set
559 {
560 if (QuaternionIsFinite(value))
561 {
562 fakeori = value;
563 givefakeori++;
564 AddChange(changes.Orientation, value);
565 }
566 else
567 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
568
569 }
570 }
571
572 public override Vector3 Acceleration
573 {
574 get { return _acceleration; }
575 set { }
576 }
577
578 public override Vector3 RotationalVelocity
579 {
580 get
581 {
582 Vector3 pv = Vector3.Zero;
583 if (_zeroFlag)
584 return pv;
585 m_lastUpdateSent = false;
586
587 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
588 return pv;
589
590 return m_rotationalVelocity;
591 }
592 set
593 {
594 if (value.IsFinite())
595 {
596 m_rotationalVelocity = value;
597 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
598 d.BodyEnable(Body);
599 }
600 else
601 {
602 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
603 }
604 }
605 }
606
607
608 public override float Buoyancy
609 {
610 get { return m_buoyancy; }
611 set
612 {
613 m_buoyancy = value;
614 }
615 }
616
617 public override bool FloatOnWater
618 {
619 set
620 {
621 AddChange(changes.CollidesWater, value);
622 }
623 }
624
625 public override Vector3 PIDTarget
626 {
627 set
628 {
629 if (value.IsFinite())
630 {
631 m_PIDTarget = value;
632 }
633 else
634 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
635 }
636 }
637
638 public override bool PIDActive { set { m_usePID = value; } }
639 public override float PIDTau { set { m_PIDTau = value; } }
640
641 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
642 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
643 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
644 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
645
646 public override Quaternion APIDTarget { set { return; } }
647
648 public override bool APIDActive { set { return; } }
649
650 public override float APIDStrength { set { return; } }
651
652 public override float APIDDamping { set { return; } }
653
654 public override int VehicleType
655 {
656 // we may need to put a fake on this
657 get
658 {
659 if (m_vehicle == null)
660 return (int)Vehicle.TYPE_NONE;
661 else
662 return (int)m_vehicle.Type;
663 }
664 set
665 {
666 AddChange(changes.VehicleType, value);
667 }
668 }
669
670 public override void VehicleFloatParam(int param, float value)
671 {
672 strVehicleFloatParam fp = new strVehicleFloatParam();
673 fp.param = param;
674 fp.value = value;
675 AddChange(changes.VehicleFloatParam, fp);
676 }
677
678 public override void VehicleVectorParam(int param, Vector3 value)
679 {
680 strVehicleVectorParam fp = new strVehicleVectorParam();
681 fp.param = param;
682 fp.value = value;
683 AddChange(changes.VehicleVectorParam, fp);
684 }
685
686 public override void VehicleRotationParam(int param, Quaternion value)
687 {
688 strVehicleQuatParam fp = new strVehicleQuatParam();
689 fp.param = param;
690 fp.value = value;
691 AddChange(changes.VehicleRotationParam, fp);
692 }
693
694 public override void VehicleFlags(int param, bool value)
695 {
696 strVehicleBoolParam bp = new strVehicleBoolParam();
697 bp.param = param;
698 bp.value = value;
699 AddChange(changes.VehicleFlags, bp);
700 }
701
702 public override void SetVehicle(object vdata)
703 {
704 AddChange(changes.SetVehicle, vdata);
705 }
706 public void SetAcceleration(Vector3 accel)
707 {
708 _acceleration = accel;
709 }
710
711 public override void AddForce(Vector3 force, bool pushforce)
712 {
713 if (force.IsFinite())
714 {
715 AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE);
716 }
717 else
718 {
719 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
720 }
721 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
722 }
723
724 public override void AddAngularForce(Vector3 force, bool pushforce)
725 {
726 if (force.IsFinite())
727 {
728 AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE);
729 }
730 else
731 {
732 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
733 }
734 }
735
736 public override void CrossingFailure()
737 {
738 if (m_outbounds)
739 {
740 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
741 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
742 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
743
744 m_lastposition = _position;
745 _velocity.X = 0;
746 _velocity.Y = 0;
747 _velocity.Z = 0;
748
749 m_lastVelocity = _velocity;
750 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
751 m_vehicle.Stop();
752
753 if(Body != IntPtr.Zero)
754 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
755 if (prim_geom != IntPtr.Zero)
756 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
757
758 m_outbounds = false;
759 changeDisable(false);
760 base.RequestPhysicsterseUpdate();
761 }
762 }
763
764 public override void SetMomentum(Vector3 momentum)
765 {
766 }
767
768 public override void SetMaterial(int pMaterial)
769 {
770 m_material = pMaterial;
771 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
772 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
773 }
774
775 public void setPrimForRemoval()
776 {
777 AddChange(changes.Remove, null);
778 }
779
780 public override void link(PhysicsActor obj)
781 {
782 AddChange(changes.Link, obj);
783 }
784
785 public override void delink()
786 {
787 AddChange(changes.DeLink, null);
788 }
789
790 public override void LockAngularMotion(Vector3 axis)
791 {
792 // reverse the zero/non zero values for ODE.
793 if (axis.IsFinite())
794 {
795 axis.X = (axis.X > 0) ? 1f : 0f;
796 axis.Y = (axis.Y > 0) ? 1f : 0f;
797 axis.Z = (axis.Z > 0) ? 1f : 0f;
798 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
799 AddChange(changes.AngLock, axis);
800 }
801 else
802 {
803 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
804 }
805 }
806
807 public override void SubscribeEvents(int ms)
808 {
809 m_eventsubscription = ms;
810 _parent_scene.AddCollisionEventReporting(this);
811 }
812
813 public override void UnSubscribeEvents()
814 {
815 _parent_scene.RemoveCollisionEventReporting(this);
816 m_eventsubscription = 0;
817 }
818
819 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
820 {
821 if (CollisionEventsThisFrame == null)
822 CollisionEventsThisFrame = new CollisionEventUpdate();
823
824 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
825 }
826
827 public void SendCollisions()
828 {
829 if (CollisionEventsThisFrame == null)
830 return;
831
832 base.SendCollisionUpdate(CollisionEventsThisFrame);
833
834 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
835 CollisionEventsThisFrame = null;
836 else
837 CollisionEventsThisFrame = new CollisionEventUpdate();
838 }
839
840 public override bool SubscribedEvents()
841 {
842 if (m_eventsubscription > 0)
843 return true;
844 return false;
845 }
846
847
848 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
849 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,uint plocalID)
850 {
851 Name = primName;
852 LocalID = plocalID;
853
854 m_vehicle = null;
855
856 if (!pos.IsFinite())
857 {
858 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
859 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
860 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
861 }
862 _position = pos;
863 givefakepos = 0;
864
865 PID_D = parent_scene.bodyPIDD;
866 PID_G = parent_scene.bodyPIDG;
867 m_density = parent_scene.geomDefaultDensity;
868 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
869 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
870
871 prim_geom = IntPtr.Zero;
872 collide_geom = IntPtr.Zero;
873 Body = IntPtr.Zero;
874
875 if (!size.IsFinite())
876 {
877 size = new Vector3(0.5f, 0.5f, 0.5f);
878 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
879 }
880
881 if (size.X <= 0) size.X = 0.01f;
882 if (size.Y <= 0) size.Y = 0.01f;
883 if (size.Z <= 0) size.Z = 0.01f;
884
885 _size = size;
886
887 if (!QuaternionIsFinite(rotation))
888 {
889 rotation = Quaternion.Identity;
890 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
891 }
892
893 _orientation = rotation;
894 givefakeori = 0;
895
896 _pbs = pbs;
897
898 _parent_scene = parent_scene;
899 m_targetSpace = IntPtr.Zero;
900
901 if (pos.Z < 0)
902 {
903 m_isphysical = false;
904 }
905 else
906 {
907 m_isphysical = pisPhysical;
908 }
909 m_fakeisphysical = m_isphysical;
910
911 m_isVolumeDetect = false;
912
913 m_force = Vector3.Zero;
914
915 m_iscolliding = false;
916 m_colliderfilter = 0;
917 m_softcolide = true;
918 m_NoColide = false;
919
920 hasOOBoffsetFromMesh = false;
921 _triMeshData = IntPtr.Zero;
922
923 m_lastdoneSelected = false;
924 m_isSelected = false;
925 m_delaySelect = false;
926
927 m_isphantom = pisPhantom;
928 m_fakeisphantom = pisPhantom;
929
930 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
931 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
932
933 CalcPrimBodyData();
934
935 m_building = true; // control must set this to false when done
936
937 AddChange(changes.Add, null);
938 }
939
940 private void resetCollisionAccounting()
941 {
942 m_collisionscore = 0;
943 }
944
945 private void createAMotor(Vector3 axis)
946 {
947 if (Body == IntPtr.Zero)
948 return;
949
950 if (Amotor != IntPtr.Zero)
951 {
952 d.JointDestroy(Amotor);
953 Amotor = IntPtr.Zero;
954 }
955
956 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
957
958 if (axisnum <= 0)
959 return;
960
961 // stop it
962 d.BodySetTorque(Body, 0, 0, 0);
963 d.BodySetAngularVel(Body, 0, 0, 0);
964
965 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
966 d.JointAttach(Amotor, Body, IntPtr.Zero);
967
968 d.JointSetAMotorMode(Amotor, 0);
969
970 d.JointSetAMotorNumAxes(Amotor, axisnum);
971
972 // get current orientation to lock
973
974 d.Quaternion dcur = d.BodyGetQuaternion(Body);
975 Quaternion curr; // crap convertion between identical things
976 curr.X = dcur.X;
977 curr.Y = dcur.Y;
978 curr.Z = dcur.Z;
979 curr.W = dcur.W;
980 Vector3 ax;
981
982 int i = 0;
983 int j = 0;
984 if (axis.X == 0)
985 {
986 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
987 // ODE should do this with axis relative to body 1 but seems to fail
988 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
989 d.JointSetAMotorAngle(Amotor, 0, 0);
990 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
991 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
992 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
993 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
994 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
995 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
996 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
997 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
998 i++;
999 j = 256; // move to next axis set
1000 }
1001
1002 if (axis.Y == 0)
1003 {
1004 ax = (new Vector3(0, 1, 0)) * curr;
1005 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1006 d.JointSetAMotorAngle(Amotor, i, 0);
1007 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1008 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1009 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1010 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1011 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1012 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1013 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1014 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1015 i++;
1016 j += 256;
1017 }
1018
1019 if (axis.Z == 0)
1020 {
1021 ax = (new Vector3(0, 0, 1)) * curr;
1022 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1023 d.JointSetAMotorAngle(Amotor, i, 0);
1024 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1025 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1026 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1027 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1028 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1029 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1030 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1031 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1032 }
1033 }
1034
1035 private bool setMesh(OdeScene parent_scene)
1036 {
1037 if (Body != IntPtr.Zero)
1038 {
1039 if (childPrim)
1040 {
1041 if (_parent != null)
1042 {
1043 OdePrim parent = (OdePrim)_parent;
1044 parent.ChildDelink(this, false);
1045 }
1046 }
1047 else
1048 {
1049 DestroyBody();
1050 }
1051 }
1052
1053 IMesh mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true);
1054 if (mesh == null)
1055 {
1056 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1057 return false;
1058 }
1059
1060 IntPtr vertices, indices;
1061 int vertexCount, indexCount;
1062 int vertexStride, triStride;
1063
1064 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1065 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1066
1067 if (vertexCount == 0 || indexCount == 0)
1068 {
1069 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1070 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1071 mesh.releaseSourceMeshData();
1072 return false;
1073 }
1074
1075 primOOBoffset = mesh.GetCentroid();
1076 hasOOBoffsetFromMesh = true;
1077
1078 mesh.releaseSourceMeshData();
1079
1080 IntPtr geo = IntPtr.Zero;
1081
1082 try
1083 {
1084 _triMeshData = d.GeomTriMeshDataCreate();
1085
1086 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1087 d.GeomTriMeshDataPreprocess(_triMeshData);
1088
1089 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1090 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1091 }
1092
1093 catch (Exception e)
1094 {
1095 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1096 if (_triMeshData != IntPtr.Zero)
1097 {
1098 d.GeomTriMeshDataDestroy(_triMeshData);
1099 _triMeshData = IntPtr.Zero;
1100 }
1101 return false;
1102 }
1103
1104 SetGeom(geo);
1105 return true;
1106 }
1107
1108 private void SetGeom(IntPtr geom)
1109 {
1110 prim_geom = geom;
1111 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1112 if (prim_geom != IntPtr.Zero)
1113 {
1114 if (m_NoColide)
1115 {
1116 d.GeomSetCategoryBits(prim_geom, 0);
1117 if (m_isphysical)
1118 {
1119 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1120 }
1121 else
1122 {
1123 d.GeomSetCollideBits(prim_geom, 0);
1124 d.GeomDisable(prim_geom);
1125 }
1126 }
1127 else
1128 {
1129 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1130 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1131 }
1132
1133 CalcPrimBodyData();
1134
1135 _parent_scene.geom_name_map[prim_geom] = Name;
1136 _parent_scene.actor_name_map[prim_geom] = this;
1137
1138 }
1139 else
1140 m_log.Warn("Setting bad Geom");
1141 }
1142
1143
1144 /// <summary>
1145 /// Create a geometry for the given mesh in the given target space.
1146 /// </summary>
1147 /// <param name="m_targetSpace"></param>
1148 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1149 private void CreateGeom()
1150 {
1151 if (_triMeshData != IntPtr.Zero)
1152 {
1153 d.GeomTriMeshDataDestroy(_triMeshData);
1154 _triMeshData = IntPtr.Zero;
1155 }
1156
1157 bool haveMesh = false;
1158 hasOOBoffsetFromMesh = false;
1159 m_NoColide = false;
1160
1161 if (_parent_scene.needsMeshing(_pbs))
1162 {
1163 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1164 if (!haveMesh)
1165 m_NoColide = true;
1166 }
1167
1168 if (!haveMesh)
1169 {
1170 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1171 && _size.X == _size.Y && _size.Y == _size.Z)
1172 { // it's a sphere
1173 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1174 try
1175 {
1176 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1177 }
1178 catch (Exception e)
1179 {
1180 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1181 return;
1182 }
1183 }
1184 else
1185 {// do it as a box
1186 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1187 try
1188 {
1189 //Console.WriteLine(" CreateGeom 4");
1190 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1191 }
1192 catch (Exception e)
1193 {
1194 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1195 return;
1196 }
1197 }
1198 }
1199 }
1200
1201 /// <summary>
1202 /// Set a new geometry for this prim.
1203 /// </summary>
1204 /// <param name="geom"></param>
1205 private void RemoveGeom()
1206 {
1207 if (prim_geom != IntPtr.Zero)
1208 {
1209 _parent_scene.geom_name_map.Remove(prim_geom);
1210 _parent_scene.actor_name_map.Remove(prim_geom);
1211 try
1212 {
1213 d.GeomDestroy(prim_geom);
1214 if (_triMeshData != IntPtr.Zero)
1215 {
1216 d.GeomTriMeshDataDestroy(_triMeshData);
1217 _triMeshData = IntPtr.Zero;
1218 }
1219 }
1220 // catch (System.AccessViolationException)
1221 catch (Exception e)
1222 {
1223 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1224 }
1225
1226 prim_geom = IntPtr.Zero;
1227 }
1228 else
1229 {
1230 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1231 }
1232 Body = IntPtr.Zero;
1233 hasOOBoffsetFromMesh = false;
1234 CalcPrimBodyData();
1235 }
1236
1237 private void ChildSetGeom(OdePrim odePrim)
1238 {
1239 // well..
1240 DestroyBody();
1241 MakeBody();
1242 }
1243
1244 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1245 // should only be called for non physical prims unless they are becoming non physical
1246 private void SetInStaticSpace(OdePrim prim)
1247 {
1248 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1249 prim.m_targetSpace = targetSpace;
1250 d.GeomEnable(prim_geom);
1251 }
1252
1253 public void enableBodySoft()
1254 {
1255 if (!childPrim && !m_isSelected)
1256 {
1257 if (m_isphysical && Body != IntPtr.Zero)
1258 {
1259 if (m_isphantom && !m_isVolumeDetect)
1260 {
1261 m_collisionCategories = 0;
1262 m_collisionFlags = CollisionCategories.Land;
1263 }
1264 else
1265 {
1266 m_collisionCategories |= CollisionCategories.Body;
1267 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1268 }
1269
1270 foreach (OdePrim prm in childrenPrim)
1271 {
1272 prm.m_collisionCategories = m_collisionCategories;
1273 prm.m_collisionFlags = m_collisionFlags;
1274
1275 if (prm.prim_geom != IntPtr.Zero)
1276 {
1277 if (prm.m_NoColide)
1278 {
1279 d.GeomSetCategoryBits(prm.prim_geom, 0);
1280 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1281 }
1282 else
1283 {
1284 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1285 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1286 }
1287 d.GeomEnable(prm.prim_geom);
1288 }
1289 }
1290
1291 if (prim_geom != IntPtr.Zero)
1292 {
1293 if (m_NoColide)
1294 {
1295 d.GeomSetCategoryBits(prim_geom, 0);
1296 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1297 }
1298 else
1299 {
1300 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1301 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1302 }
1303 d.GeomEnable(prim_geom);
1304 }
1305 d.BodyEnable(Body);
1306 }
1307 }
1308 m_disabled = false;
1309 resetCollisionAccounting(); // this sets m_disable to false
1310 }
1311
1312 private void disableBodySoft()
1313 {
1314 m_disabled = true;
1315 if (!childPrim)
1316 {
1317 if (m_isphysical && Body != IntPtr.Zero)
1318 {
1319 m_collisionCategories &= ~CollisionCategories.Body;
1320 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1321
1322 foreach (OdePrim prm in childrenPrim)
1323 {
1324 prm.m_collisionCategories = m_collisionCategories;
1325 prm.m_collisionFlags = m_collisionFlags;
1326
1327 if (prm.prim_geom != IntPtr.Zero)
1328 {
1329 if (prm.m_NoColide)
1330 {
1331 d.GeomSetCategoryBits(prm.prim_geom, 0);
1332 d.GeomSetCollideBits(prm.prim_geom, 0);
1333 }
1334 else
1335 {
1336 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1337 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1338 }
1339 d.GeomDisable(prm.prim_geom);
1340 }
1341 }
1342
1343 if (prim_geom != IntPtr.Zero)
1344 {
1345 if (m_NoColide)
1346 {
1347 d.GeomSetCategoryBits(prim_geom, 0);
1348 d.GeomSetCollideBits(prim_geom, 0);
1349 }
1350 else
1351 {
1352 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1353 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1354 }
1355 d.GeomDisable(prim_geom);
1356 }
1357
1358 d.BodyDisable(Body);
1359 }
1360 }
1361 }
1362
1363 private void MakeBody()
1364 {
1365 if (!m_isphysical) // only physical get bodies
1366 return;
1367
1368 if (childPrim) // child prims don't get bodies;
1369 return;
1370
1371 if (m_building)
1372 return;
1373
1374 if (prim_geom == IntPtr.Zero)
1375 {
1376 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1377 return;
1378 }
1379
1380 if (Body != IntPtr.Zero)
1381 {
1382 d.BodyDestroy(Body);
1383 Body = IntPtr.Zero;
1384 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1385 }
1386
1387
1388 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1389 {
1390 d.GeomSetBody(prim_geom, IntPtr.Zero);
1391 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1392 }
1393
1394 d.Matrix3 mymat = new d.Matrix3();
1395 d.Quaternion myrot = new d.Quaternion();
1396 d.Mass objdmass = new d.Mass { };
1397
1398 Body = d.BodyCreate(_parent_scene.world);
1399
1400 DMassDup(ref primdMass, out objdmass);
1401
1402 // rotate inertia
1403 myrot.X = _orientation.X;
1404 myrot.Y = _orientation.Y;
1405 myrot.Z = _orientation.Z;
1406 myrot.W = _orientation.W;
1407
1408 d.RfromQ(out mymat, ref myrot);
1409 d.MassRotate(ref objdmass, ref mymat);
1410
1411 // set the body rotation and position
1412 d.BodySetRotation(Body, ref mymat);
1413
1414 // recompute full object inertia if needed
1415 if (childrenPrim.Count > 0)
1416 {
1417 d.Matrix3 mat = new d.Matrix3();
1418 d.Quaternion quat = new d.Quaternion();
1419 d.Mass tmpdmass = new d.Mass { };
1420 Vector3 rcm;
1421
1422 rcm.X = _position.X + objdmass.c.X;
1423 rcm.Y = _position.Y + objdmass.c.Y;
1424 rcm.Z = _position.Z + objdmass.c.Z;
1425
1426 lock (childrenPrim)
1427 {
1428 foreach (OdePrim prm in childrenPrim)
1429 {
1430 if (prm.prim_geom == IntPtr.Zero)
1431 {
1432 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1433 continue;
1434 }
1435
1436 DMassCopy(ref prm.primdMass, ref tmpdmass);
1437
1438 // apply prim current rotation to inertia
1439 quat.X = prm._orientation.X;
1440 quat.Y = prm._orientation.Y;
1441 quat.Z = prm._orientation.Z;
1442 quat.W = prm._orientation.W;
1443 d.RfromQ(out mat, ref quat);
1444 d.MassRotate(ref tmpdmass, ref mat);
1445
1446 Vector3 ppos = prm._position;
1447 ppos.X += tmpdmass.c.X - rcm.X;
1448 ppos.Y += tmpdmass.c.Y - rcm.Y;
1449 ppos.Z += tmpdmass.c.Z - rcm.Z;
1450
1451 // refer inertia to root prim center of mass position
1452 d.MassTranslate(ref tmpdmass,
1453 ppos.X,
1454 ppos.Y,
1455 ppos.Z);
1456
1457 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1458 // fix prim colision cats
1459
1460 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1461 {
1462 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1463 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1464 }
1465
1466 d.GeomClearOffset(prm.prim_geom);
1467 d.GeomSetBody(prm.prim_geom, Body);
1468 prm.Body = Body;
1469 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1470 }
1471 }
1472 }
1473
1474 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1475 // associate root geom with body
1476 d.GeomSetBody(prim_geom, Body);
1477
1478 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1479 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1480
1481 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1482 myrot.W = -myrot.W;
1483 d.RfromQ(out mymat, ref myrot);
1484 d.MassRotate(ref objdmass, ref mymat);
1485 d.BodySetMass(Body, ref objdmass);
1486 _mass = objdmass.mass;
1487
1488 // disconnect from world gravity so we can apply buoyancy
1489 d.BodySetGravityMode(Body, false);
1490
1491 d.BodySetAutoDisableFlag(Body, true);
1492 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1493 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1494 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1495 d.BodySetDamping(Body, .002f, .002f);
1496
1497
1498 if (m_targetSpace != IntPtr.Zero)
1499 {
1500 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1501 if (d.SpaceQuery(m_targetSpace, prim_geom))
1502 d.SpaceRemove(m_targetSpace, prim_geom);
1503 }
1504
1505
1506 if (childrenPrim.Count == 0)
1507 {
1508 collide_geom = prim_geom;
1509 m_targetSpace = _parent_scene.ActiveSpace;
1510 d.SpaceAdd(m_targetSpace, prim_geom);
1511 }
1512 else
1513 {
1514 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1515 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1516 d.SpaceSetSublevel(m_targetSpace, 3);
1517 d.SpaceSetCleanup(m_targetSpace, false);
1518 d.SpaceAdd(m_targetSpace, prim_geom);
1519 collide_geom = m_targetSpace;
1520 }
1521
1522 if (m_delaySelect)
1523 {
1524 m_isSelected = true;
1525 m_delaySelect = false;
1526 }
1527
1528 lock (childrenPrim)
1529 {
1530 foreach (OdePrim prm in childrenPrim)
1531 {
1532 if (prm.prim_geom == IntPtr.Zero)
1533 continue;
1534
1535 Vector3 ppos = prm._position;
1536 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1537
1538 if (prm.m_targetSpace != m_targetSpace)
1539 {
1540 if (prm.m_targetSpace != IntPtr.Zero)
1541 {
1542 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1543 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1544 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1545 }
1546 prm.m_targetSpace = m_targetSpace;
1547 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1548 }
1549
1550 if (m_isSelected || m_disabled)
1551 {
1552 prm.m_collisionCategories &= ~CollisionCategories.Body;
1553 prm.m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind);
1554 d.GeomDisable(prm.prim_geom);
1555 }
1556 else
1557 {
1558 if (m_isphantom && !m_isVolumeDetect)
1559 {
1560 prm.m_collisionCategories = 0;
1561 prm.m_collisionFlags = CollisionCategories.Land;
1562 }
1563 else
1564 {
1565 prm.m_collisionCategories |= CollisionCategories.Body;
1566 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1567 }
1568 d.GeomEnable(prm.prim_geom);
1569 }
1570
1571 if (prm.m_NoColide)
1572 {
1573 d.GeomSetCategoryBits(prm.prim_geom, 0);
1574 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1575 d.GeomEnable(prm.prim_geom);
1576 }
1577 else
1578 {
1579 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1580 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1581 }
1582 prm.m_collisionscore = 0;
1583
1584 if(!m_disabled)
1585 prm.m_disabled = false;
1586
1587 _parent_scene.addActivePrim(prm);
1588 }
1589 }
1590
1591 // The body doesn't already have a finite rotation mode set here
1592 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1593 {
1594 createAMotor(m_angularlock);
1595 }
1596
1597 if (m_isSelected || m_disabled)
1598 {
1599 m_collisionCategories &= ~CollisionCategories.Body;
1600 m_collisionFlags &= ~(CollisionCategories.Land | CollisionCategories.Wind);
1601
1602 d.GeomDisable(prim_geom);
1603 d.BodyDisable(Body);
1604 }
1605 else
1606 {
1607 if (m_isphantom && !m_isVolumeDetect)
1608 {
1609 m_collisionCategories = 0;
1610 m_collisionFlags = CollisionCategories.Land;
1611 }
1612 else
1613 {
1614 m_collisionCategories |= CollisionCategories.Body;
1615 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1616 }
1617
1618 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1619 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1620 }
1621
1622 if (m_NoColide)
1623 {
1624 d.GeomSetCategoryBits(prim_geom, 0);
1625 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1626 }
1627 else
1628 {
1629 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1630 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1631 }
1632
1633 m_collisionscore = 0;
1634
1635 m_softcolide = true;
1636 _parent_scene.addActivePrim(this);
1637 _parent_scene.addActiveGroups(this);
1638 }
1639
1640 private void DestroyBody()
1641 {
1642 if (Body != IntPtr.Zero)
1643 {
1644 _parent_scene.remActivePrim(this);
1645 m_collisionCategories &= ~CollisionCategories.Body;
1646 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1647 if (prim_geom != IntPtr.Zero)
1648 {
1649 if (m_NoColide)
1650 {
1651 d.GeomSetCategoryBits(prim_geom, 0);
1652 d.GeomSetCollideBits(prim_geom, 0);
1653 }
1654 else
1655 {
1656 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1657 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1658 }
1659 UpdateDataFromGeom();
1660 d.GeomSetBody(prim_geom, IntPtr.Zero);
1661 SetInStaticSpace(this);
1662 }
1663
1664 if (!childPrim)
1665 {
1666 lock (childrenPrim)
1667 {
1668 foreach (OdePrim prm in childrenPrim)
1669 {
1670 _parent_scene.remActivePrim(prm);
1671 prm.m_collisionCategories = m_collisionCategories;
1672 prm.m_collisionFlags = m_collisionFlags;
1673 if (prm.prim_geom != IntPtr.Zero)
1674 {
1675 if (prm.m_NoColide)
1676 {
1677 d.GeomSetCategoryBits(prm.prim_geom, 0);
1678 d.GeomSetCollideBits(prm.prim_geom, 0);
1679 }
1680 else
1681 {
1682 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
1683 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
1684 }
1685 prm.UpdateDataFromGeom();
1686 SetInStaticSpace(prm);
1687 }
1688 prm.Body = IntPtr.Zero;
1689 prm._mass = prm.primMass;
1690 prm.m_collisionscore = 0;
1691 }
1692 }
1693 if (Amotor != IntPtr.Zero)
1694 {
1695 d.JointDestroy(Amotor);
1696 Amotor = IntPtr.Zero;
1697 }
1698 _parent_scene.remActiveGroup(this);
1699 d.BodyDestroy(Body);
1700 }
1701 Body = IntPtr.Zero;
1702 }
1703 _mass = primMass;
1704 m_collisionscore = 0;
1705 }
1706
1707 #region Mass Calculation
1708
1709 private float CalculatePrimVolume()
1710 {
1711 float volume = _size.X * _size.Y * _size.Z; // default
1712 float tmp;
1713
1714 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1715 float hollowVolume = hollowAmount * hollowAmount;
1716
1717 switch (_pbs.ProfileShape)
1718 {
1719 case ProfileShape.Square:
1720 // default box
1721
1722 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1723 {
1724 if (hollowAmount > 0.0)
1725 {
1726 switch (_pbs.HollowShape)
1727 {
1728 case HollowShape.Square:
1729 case HollowShape.Same:
1730 break;
1731
1732 case HollowShape.Circle:
1733
1734 hollowVolume *= 0.78539816339f;
1735 break;
1736
1737 case HollowShape.Triangle:
1738
1739 hollowVolume *= (0.5f * .5f);
1740 break;
1741
1742 default:
1743 hollowVolume = 0;
1744 break;
1745 }
1746 volume *= (1.0f - hollowVolume);
1747 }
1748 }
1749
1750 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1751 {
1752 //a tube
1753
1754 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1755 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1756 volume -= volume * tmp * tmp;
1757
1758 if (hollowAmount > 0.0)
1759 {
1760 hollowVolume *= hollowAmount;
1761
1762 switch (_pbs.HollowShape)
1763 {
1764 case HollowShape.Square:
1765 case HollowShape.Same:
1766 break;
1767
1768 case HollowShape.Circle:
1769 hollowVolume *= 0.78539816339f;
1770 break;
1771
1772 case HollowShape.Triangle:
1773 hollowVolume *= 0.5f * 0.5f;
1774 break;
1775 default:
1776 hollowVolume = 0;
1777 break;
1778 }
1779 volume *= (1.0f - hollowVolume);
1780 }
1781 }
1782
1783 break;
1784
1785 case ProfileShape.Circle:
1786
1787 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1788 {
1789 volume *= 0.78539816339f; // elipse base
1790
1791 if (hollowAmount > 0.0)
1792 {
1793 switch (_pbs.HollowShape)
1794 {
1795 case HollowShape.Same:
1796 case HollowShape.Circle:
1797 break;
1798
1799 case HollowShape.Square:
1800 hollowVolume *= 0.5f * 2.5984480504799f;
1801 break;
1802
1803 case HollowShape.Triangle:
1804 hollowVolume *= .5f * 1.27323954473516f;
1805 break;
1806
1807 default:
1808 hollowVolume = 0;
1809 break;
1810 }
1811 volume *= (1.0f - hollowVolume);
1812 }
1813 }
1814
1815 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1816 {
1817 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1818 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1819 volume *= (1.0f - tmp * tmp);
1820
1821 if (hollowAmount > 0.0)
1822 {
1823
1824 // calculate the hollow volume by it's shape compared to the prim shape
1825 hollowVolume *= hollowAmount;
1826
1827 switch (_pbs.HollowShape)
1828 {
1829 case HollowShape.Same:
1830 case HollowShape.Circle:
1831 break;
1832
1833 case HollowShape.Square:
1834 hollowVolume *= 0.5f * 2.5984480504799f;
1835 break;
1836
1837 case HollowShape.Triangle:
1838 hollowVolume *= .5f * 1.27323954473516f;
1839 break;
1840
1841 default:
1842 hollowVolume = 0;
1843 break;
1844 }
1845 volume *= (1.0f - hollowVolume);
1846 }
1847 }
1848 break;
1849
1850 case ProfileShape.HalfCircle:
1851 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1852 {
1853 volume *= 0.52359877559829887307710723054658f;
1854 }
1855 break;
1856
1857 case ProfileShape.EquilateralTriangle:
1858
1859 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1860 {
1861 volume *= 0.32475953f;
1862
1863 if (hollowAmount > 0.0)
1864 {
1865
1866 // calculate the hollow volume by it's shape compared to the prim shape
1867 switch (_pbs.HollowShape)
1868 {
1869 case HollowShape.Same:
1870 case HollowShape.Triangle:
1871 hollowVolume *= .25f;
1872 break;
1873
1874 case HollowShape.Square:
1875 hollowVolume *= 0.499849f * 3.07920140172638f;
1876 break;
1877
1878 case HollowShape.Circle:
1879 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1880 // Cyllinder hollow volume calculation
1881
1882 hollowVolume *= 0.1963495f * 3.07920140172638f;
1883 break;
1884
1885 default:
1886 hollowVolume = 0;
1887 break;
1888 }
1889 volume *= (1.0f - hollowVolume);
1890 }
1891 }
1892 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1893 {
1894 volume *= 0.32475953f;
1895 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1896 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1897 volume *= (1.0f - tmp * tmp);
1898
1899 if (hollowAmount > 0.0)
1900 {
1901
1902 hollowVolume *= hollowAmount;
1903
1904 switch (_pbs.HollowShape)
1905 {
1906 case HollowShape.Same:
1907 case HollowShape.Triangle:
1908 hollowVolume *= .25f;
1909 break;
1910
1911 case HollowShape.Square:
1912 hollowVolume *= 0.499849f * 3.07920140172638f;
1913 break;
1914
1915 case HollowShape.Circle:
1916
1917 hollowVolume *= 0.1963495f * 3.07920140172638f;
1918 break;
1919
1920 default:
1921 hollowVolume = 0;
1922 break;
1923 }
1924 volume *= (1.0f - hollowVolume);
1925 }
1926 }
1927 break;
1928
1929 default:
1930 break;
1931 }
1932
1933 float taperX1;
1934 float taperY1;
1935 float taperX;
1936 float taperY;
1937 float pathBegin;
1938 float pathEnd;
1939 float profileBegin;
1940 float profileEnd;
1941
1942 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1943 {
1944 taperX1 = _pbs.PathScaleX * 0.01f;
1945 if (taperX1 > 1.0f)
1946 taperX1 = 2.0f - taperX1;
1947 taperX = 1.0f - taperX1;
1948
1949 taperY1 = _pbs.PathScaleY * 0.01f;
1950 if (taperY1 > 1.0f)
1951 taperY1 = 2.0f - taperY1;
1952 taperY = 1.0f - taperY1;
1953 }
1954 else
1955 {
1956 taperX = _pbs.PathTaperX * 0.01f;
1957 if (taperX < 0.0f)
1958 taperX = -taperX;
1959 taperX1 = 1.0f - taperX;
1960
1961 taperY = _pbs.PathTaperY * 0.01f;
1962 if (taperY < 0.0f)
1963 taperY = -taperY;
1964 taperY1 = 1.0f - taperY;
1965 }
1966
1967 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1968
1969 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1970 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1971 volume *= (pathEnd - pathBegin);
1972
1973 // this is crude aproximation
1974 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1975 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1976 volume *= (profileEnd - profileBegin);
1977
1978 return volume;
1979 }
1980
1981
1982 private void CalcPrimBodyData()
1983 {
1984 float volume;
1985
1986 if (prim_geom == IntPtr.Zero)
1987 {
1988 // Ubit let's have a initial basic OOB
1989 primOOBsize.X = _size.X;
1990 primOOBsize.Y = _size.Y;
1991 primOOBsize.Z = _size.Z;
1992 primOOBoffset = Vector3.Zero;
1993 }
1994 else
1995 {
1996 d.AABB AABB;
1997 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
1998
1999 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2000 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2001 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2002 if (!hasOOBoffsetFromMesh)
2003 {
2004 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2005 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2006 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2007 }
2008 }
2009
2010 // also its own inertia and mass
2011 // keep using basic shape mass for now
2012 volume = CalculatePrimVolume();
2013
2014 primMass = m_density * volume;
2015
2016 if (primMass <= 0)
2017 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2018 if (primMass > _parent_scene.maximumMassObject)
2019 primMass = _parent_scene.maximumMassObject;
2020
2021 _mass = primMass; // just in case
2022
2023 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2024
2025 d.MassTranslate(ref primdMass,
2026 primOOBoffset.X,
2027 primOOBoffset.Y,
2028 primOOBoffset.Z);
2029
2030 primOOBsize *= 0.5f; // let obb size be a corner coords
2031 primOOBradiusSQ = primOOBsize.LengthSquared();
2032 }
2033
2034
2035 #endregion
2036
2037
2038 /// <summary>
2039 /// Add a child prim to this parent prim.
2040 /// </summary>
2041 /// <param name="prim">Child prim</param>
2042 // I'm the parent
2043 // prim is the child
2044 public void ParentPrim(OdePrim prim)
2045 {
2046 //Console.WriteLine("ParentPrim " + m_primName);
2047 if (this.m_localID != prim.m_localID)
2048 {
2049 DestroyBody(); // for now we need to rebuil entire object on link change
2050
2051 lock (childrenPrim)
2052 {
2053 // adopt the prim
2054 if (!childrenPrim.Contains(prim))
2055 childrenPrim.Add(prim);
2056
2057 // see if this prim has kids and adopt them also
2058 // should not happen for now
2059 foreach (OdePrim prm in prim.childrenPrim)
2060 {
2061 if (!childrenPrim.Contains(prm))
2062 {
2063 if (prm.Body != IntPtr.Zero)
2064 {
2065 if (prm.prim_geom != IntPtr.Zero)
2066 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2067 if (prm.Body != prim.Body)
2068 prm.DestroyBody(); // don't loose bodies around
2069 prm.Body = IntPtr.Zero;
2070 }
2071
2072 childrenPrim.Add(prm);
2073 prm._parent = this;
2074 }
2075 }
2076 }
2077 //Remove old children from the prim
2078 prim.childrenPrim.Clear();
2079
2080 if (prim.Body != IntPtr.Zero)
2081 {
2082 if (prim.prim_geom != IntPtr.Zero)
2083 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2084 prim.DestroyBody(); // don't loose bodies around
2085 prim.Body = IntPtr.Zero;
2086 }
2087
2088 prim.childPrim = true;
2089 prim._parent = this;
2090
2091 MakeBody(); // full nasty reconstruction
2092 }
2093 }
2094
2095 private void UpdateChildsfromgeom()
2096 {
2097 if (childrenPrim.Count > 0)
2098 {
2099 foreach (OdePrim prm in childrenPrim)
2100 prm.UpdateDataFromGeom();
2101 }
2102 }
2103
2104 private void UpdateDataFromGeom()
2105 {
2106 if (prim_geom != IntPtr.Zero)
2107 {
2108 d.Vector3 lpos;
2109 d.GeomCopyPosition(prim_geom, out lpos);
2110 _position.X = lpos.X;
2111 _position.Y = lpos.Y;
2112 _position.Z = lpos.Z;
2113 d.Quaternion qtmp = new d.Quaternion { };
2114 d.GeomCopyQuaternion(prim_geom, out qtmp);
2115 _orientation.W = qtmp.W;
2116 _orientation.X = qtmp.X;
2117 _orientation.Y = qtmp.Y;
2118 _orientation.Z = qtmp.Z;
2119 }
2120 }
2121
2122 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2123 {
2124 // Okay, we have a delinked child.. destroy all body and remake
2125 if (odePrim != this && !childrenPrim.Contains(odePrim))
2126 return;
2127
2128 DestroyBody();
2129
2130 if (odePrim == this) // delinking the root prim
2131 {
2132 OdePrim newroot = null;
2133 lock (childrenPrim)
2134 {
2135 if (childrenPrim.Count > 0)
2136 {
2137 newroot = childrenPrim[0];
2138 childrenPrim.RemoveAt(0);
2139 foreach (OdePrim prm in childrenPrim)
2140 {
2141 newroot.childrenPrim.Add(prm);
2142 }
2143 childrenPrim.Clear();
2144 }
2145 if (newroot != null)
2146 {
2147 newroot.childPrim = false;
2148 newroot._parent = null;
2149 if (remakebodies)
2150 newroot.MakeBody();
2151 }
2152 }
2153 }
2154
2155 else
2156 {
2157 lock (childrenPrim)
2158 {
2159 childrenPrim.Remove(odePrim);
2160 odePrim.childPrim = false;
2161 odePrim._parent = null;
2162 // odePrim.UpdateDataFromGeom();
2163 if (remakebodies)
2164 odePrim.MakeBody();
2165 }
2166 }
2167 if (remakebodies)
2168 MakeBody();
2169 }
2170
2171 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2172 {
2173 // Okay, we have a delinked child.. destroy all body and remake
2174 if (odePrim != this && !childrenPrim.Contains(odePrim))
2175 return;
2176
2177 DestroyBody();
2178
2179 if (odePrim == this)
2180 {
2181 OdePrim newroot = null;
2182 lock (childrenPrim)
2183 {
2184 if (childrenPrim.Count > 0)
2185 {
2186 newroot = childrenPrim[0];
2187 childrenPrim.RemoveAt(0);
2188 foreach (OdePrim prm in childrenPrim)
2189 {
2190 newroot.childrenPrim.Add(prm);
2191 }
2192 childrenPrim.Clear();
2193 }
2194 if (newroot != null)
2195 {
2196 newroot.childPrim = false;
2197 newroot._parent = null;
2198 newroot.MakeBody();
2199 }
2200 }
2201 if (reMakeBody)
2202 MakeBody();
2203 return;
2204 }
2205 else
2206 {
2207 lock (childrenPrim)
2208 {
2209 childrenPrim.Remove(odePrim);
2210 odePrim.childPrim = false;
2211 odePrim._parent = null;
2212 if (reMakeBody)
2213 odePrim.MakeBody();
2214 }
2215 }
2216 MakeBody();
2217 }
2218
2219 #region changes
2220
2221 private void changeadd()
2222 {
2223 CreateGeom();
2224
2225 if (prim_geom != IntPtr.Zero)
2226 {
2227 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2228 d.Quaternion myrot = new d.Quaternion();
2229 myrot.X = _orientation.X;
2230 myrot.Y = _orientation.Y;
2231 myrot.Z = _orientation.Z;
2232 myrot.W = _orientation.W;
2233 d.GeomSetQuaternion(prim_geom, ref myrot);
2234
2235 if (!m_isphysical)
2236 SetInStaticSpace(this);
2237 }
2238
2239 if (m_isphysical && Body == IntPtr.Zero)
2240 {
2241 MakeBody();
2242 }
2243 }
2244
2245 private void changeAngularLock(Vector3 newLock)
2246 {
2247 // do we have a Physical object?
2248 if (Body != IntPtr.Zero)
2249 {
2250 //Check that we have a Parent
2251 //If we have a parent then we're not authorative here
2252 if (_parent == null)
2253 {
2254 if (!newLock.ApproxEquals(Vector3.One, 0f))
2255 {
2256 createAMotor(newLock);
2257 }
2258 else
2259 {
2260 if (Amotor != IntPtr.Zero)
2261 {
2262 d.JointDestroy(Amotor);
2263 Amotor = IntPtr.Zero;
2264 }
2265 }
2266 }
2267 }
2268 // Store this for later in case we get turned into a separate body
2269 m_angularlock = newLock;
2270 }
2271
2272 private void changeLink(OdePrim NewParent)
2273 {
2274 if (_parent == null && NewParent != null)
2275 {
2276 NewParent.ParentPrim(this);
2277 }
2278 else if (_parent != null)
2279 {
2280 if (_parent is OdePrim)
2281 {
2282 if (NewParent != _parent)
2283 {
2284 (_parent as OdePrim).ChildDelink(this, false); // for now...
2285 childPrim = false;
2286
2287 if (NewParent != null)
2288 {
2289 NewParent.ParentPrim(this);
2290 }
2291 }
2292 }
2293 }
2294 _parent = NewParent;
2295 }
2296
2297
2298 private void Stop()
2299 {
2300 if (!childPrim)
2301 {
2302 m_force = Vector3.Zero;
2303 m_forceacc = Vector3.Zero;
2304 m_angularForceacc = Vector3.Zero;
2305 _torque = Vector3.Zero;
2306 _velocity = Vector3.Zero;
2307 _acceleration = Vector3.Zero;
2308 m_rotationalVelocity = Vector3.Zero;
2309 _target_velocity = Vector3.Zero;
2310 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2311 m_vehicle.Stop();
2312 }
2313
2314 if (Body != IntPtr.Zero)
2315 {
2316 d.BodySetForce(Body, 0f, 0f, 0f);
2317 d.BodySetTorque(Body, 0f, 0f, 0f);
2318 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2319 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2320 }
2321 }
2322
2323
2324 private void changePhantomStatus(bool newval)
2325 {
2326 m_isphantom = newval;
2327
2328 if (m_isSelected)
2329 {
2330 m_collisionCategories = CollisionCategories.Selected;
2331 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2332 }
2333 else
2334 {
2335 if (m_isphantom && !m_isVolumeDetect)
2336 {
2337 m_collisionCategories = 0;
2338 if (m_isphysical)
2339 m_collisionFlags = CollisionCategories.Land;
2340 else
2341 m_collisionFlags = 0; // should never happen
2342 }
2343
2344 else
2345 {
2346 m_collisionCategories = CollisionCategories.Geom;
2347 if (m_isphysical)
2348 m_collisionCategories |= CollisionCategories.Body;
2349
2350 m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land;
2351
2352 if (m_collidesWater)
2353 m_collisionFlags |= CollisionCategories.Water;
2354 }
2355 }
2356
2357 if (!childPrim)
2358 {
2359 foreach (OdePrim prm in childrenPrim)
2360 {
2361 prm.m_collisionCategories = m_collisionCategories;
2362 prm.m_collisionFlags = m_collisionFlags;
2363
2364 if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero)
2365 {
2366 if (prm.m_NoColide)
2367 {
2368 d.GeomSetCategoryBits(prm.prim_geom, 0);
2369 if (m_isphysical)
2370 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
2371 else
2372 d.GeomSetCollideBits(prm.prim_geom, 0);
2373 }
2374 else
2375 {
2376 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
2377 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
2378 }
2379 if(!m_isSelected)
2380 d.GeomEnable(prm.prim_geom);
2381 }
2382 }
2383 }
2384
2385 if (!m_disabled && prim_geom != IntPtr.Zero)
2386 {
2387 if (m_NoColide)
2388 {
2389 d.GeomSetCategoryBits(prim_geom, 0);
2390 if (m_isphysical)
2391 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2392 else
2393 d.GeomSetCollideBits(prim_geom, 0);
2394 }
2395 else
2396 {
2397 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2398 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2399 }
2400 if(!m_isSelected)
2401 d.GeomEnable(prim_geom);
2402 }
2403 }
2404
2405 private void changeSelectedStatus(bool newval)
2406 {
2407 if (m_lastdoneSelected == newval)
2408 return;
2409
2410 m_lastdoneSelected = newval;
2411 DoSelectedStatus(newval);
2412 }
2413
2414 private void CheckDelaySelect()
2415 {
2416 if (m_delaySelect)
2417 {
2418 DoSelectedStatus(m_isSelected);
2419 }
2420 }
2421
2422 private void DoSelectedStatus(bool newval)
2423 {
2424 m_isSelected = newval;
2425 Stop();
2426
2427 if (newval)
2428 {
2429 if (!childPrim && Body != IntPtr.Zero)
2430 d.BodyDisable(Body);
2431
2432 if (m_delaySelect || m_isphysical)
2433 {
2434 m_collisionCategories = CollisionCategories.Selected;
2435 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
2436
2437 if (!childPrim)
2438 {
2439 foreach (OdePrim prm in childrenPrim)
2440 {
2441 prm.m_collisionCategories = m_collisionCategories;
2442 prm.m_collisionFlags = m_collisionFlags;
2443
2444 if (prm.prim_geom != null)
2445 {
2446
2447 if (prm.m_NoColide)
2448 {
2449 d.GeomSetCategoryBits(prm.prim_geom, 0);
2450 d.GeomSetCollideBits(prm.prim_geom, 0);
2451 }
2452 else
2453 {
2454 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
2455 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
2456 }
2457 d.GeomDisable(prm.prim_geom);
2458 }
2459 prm.m_delaySelect = false;
2460 }
2461 }
2462
2463 if (prim_geom != null)
2464 {
2465 if (m_NoColide)
2466 {
2467 d.GeomSetCategoryBits(prim_geom, 0);
2468 d.GeomSetCollideBits(prim_geom, 0);
2469 }
2470 else
2471 {
2472 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2473 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2474 }
2475 d.GeomDisable(prim_geom);
2476 }
2477
2478 m_delaySelect = false;
2479 }
2480 else if(!m_isphysical)
2481 {
2482 m_delaySelect = true;
2483 }
2484 }
2485 else
2486 {
2487 if (!childPrim && Body != IntPtr.Zero && !m_disabled)
2488 d.BodyEnable(Body);
2489
2490 if (m_isphantom && !m_isVolumeDetect)
2491 {
2492 m_collisionCategories = 0;
2493 if(m_isphysical)
2494 m_collisionFlags = CollisionCategories.Land;
2495 else
2496 m_collisionFlags = 0;
2497 }
2498 else
2499 {
2500 m_collisionCategories = CollisionCategories.Geom;
2501 if (m_isphysical)
2502 m_collisionCategories |= CollisionCategories.Body;
2503
2504 m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land;
2505
2506 if (m_collidesWater)
2507 m_collisionFlags |= CollisionCategories.Water;
2508 }
2509
2510 if (!childPrim)
2511 {
2512 foreach (OdePrim prm in childrenPrim)
2513 {
2514 prm.m_collisionCategories = m_collisionCategories;
2515 prm.m_collisionFlags = m_collisionFlags;
2516
2517 if (!prm.m_disabled && prm.prim_geom != IntPtr.Zero)
2518 {
2519 if (prm.m_NoColide)
2520 {
2521 d.GeomSetCategoryBits(prm.prim_geom, 0);
2522 if (m_isphysical)
2523 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
2524 else
2525 d.GeomSetCollideBits(prm.prim_geom, 0);
2526 }
2527 else
2528 {
2529 d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
2530 d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
2531 }
2532 d.GeomEnable(prm.prim_geom);
2533 }
2534 prm.m_delaySelect = false;
2535 prm.m_softcolide = true;
2536 }
2537 }
2538
2539 if (!m_disabled && prim_geom != IntPtr.Zero)
2540 {
2541 if (m_NoColide)
2542 {
2543 d.GeomSetCategoryBits(prim_geom, 0);
2544 if (m_isphysical)
2545 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2546 else
2547 d.GeomSetCollideBits(prim_geom, 0);
2548 }
2549 else
2550 {
2551 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2552 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2553 }
2554 d.GeomEnable(prim_geom);
2555 }
2556
2557 m_delaySelect = false;
2558 m_softcolide = true;
2559 }
2560
2561 resetCollisionAccounting();
2562 }
2563
2564 private void changePosition(Vector3 newPos)
2565 {
2566 CheckDelaySelect();
2567 if (m_isphysical)
2568 {
2569 if (childPrim) // inertia is messed, must rebuild
2570 {
2571 if (m_building)
2572 {
2573 _position = newPos;
2574 }
2575 }
2576 else
2577 {
2578 if (_position != newPos)
2579 {
2580 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2581 _position = newPos;
2582 }
2583 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2584 d.BodyEnable(Body);
2585 }
2586 }
2587 else
2588 {
2589 if (prim_geom != IntPtr.Zero)
2590 {
2591 if (newPos != _position)
2592 {
2593 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2594 _position = newPos;
2595
2596 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2597 }
2598 }
2599 }
2600 givefakepos--;
2601 if (givefakepos < 0)
2602 givefakepos = 0;
2603 // changeSelectedStatus();
2604 m_softcolide = true;
2605 resetCollisionAccounting();
2606 }
2607
2608 private void changeOrientation(Quaternion newOri)
2609 {
2610 CheckDelaySelect();
2611 if (m_isphysical)
2612 {
2613 if (childPrim) // inertia is messed, must rebuild
2614 {
2615 if (m_building)
2616 {
2617 _orientation = newOri;
2618 }
2619 }
2620 else
2621 {
2622 if (newOri != _orientation)
2623 {
2624 d.Quaternion myrot = new d.Quaternion();
2625 myrot.X = newOri.X;
2626 myrot.Y = newOri.Y;
2627 myrot.Z = newOri.Z;
2628 myrot.W = newOri.W;
2629 d.GeomSetQuaternion(prim_geom, ref myrot);
2630 _orientation = newOri;
2631 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2632 createAMotor(m_angularlock);
2633 }
2634 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2635 d.BodyEnable(Body);
2636 }
2637 }
2638 else
2639 {
2640 if (prim_geom != IntPtr.Zero)
2641 {
2642 if (newOri != _orientation)
2643 {
2644 d.Quaternion myrot = new d.Quaternion();
2645 myrot.X = newOri.X;
2646 myrot.Y = newOri.Y;
2647 myrot.Z = newOri.Z;
2648 myrot.W = newOri.W;
2649 d.GeomSetQuaternion(prim_geom, ref myrot);
2650 _orientation = newOri;
2651 }
2652 }
2653 }
2654 givefakeori--;
2655 if (givefakeori < 0)
2656 givefakeori = 0;
2657 m_softcolide = true;
2658 resetCollisionAccounting();
2659 }
2660
2661 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2662 {
2663 CheckDelaySelect();
2664 if (m_isphysical)
2665 {
2666 if (childPrim && m_building) // inertia is messed, must rebuild
2667 {
2668 _position = newPos;
2669 _orientation = newOri;
2670 }
2671 else
2672 {
2673 if (newOri != _orientation)
2674 {
2675 d.Quaternion myrot = new d.Quaternion();
2676 myrot.X = newOri.X;
2677 myrot.Y = newOri.Y;
2678 myrot.Z = newOri.Z;
2679 myrot.W = newOri.W;
2680 d.GeomSetQuaternion(prim_geom, ref myrot);
2681 _orientation = newOri;
2682 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2683 createAMotor(m_angularlock);
2684 }
2685 if (_position != newPos)
2686 {
2687 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2688 _position = newPos;
2689 }
2690 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2691 d.BodyEnable(Body);
2692 }
2693 }
2694 else
2695 {
2696 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2697 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2698
2699 if (prim_geom != IntPtr.Zero)
2700 {
2701 if (newOri != _orientation)
2702 {
2703 d.Quaternion myrot = new d.Quaternion();
2704 myrot.X = newOri.X;
2705 myrot.Y = newOri.Y;
2706 myrot.Z = newOri.Z;
2707 myrot.W = newOri.W;
2708 d.GeomSetQuaternion(prim_geom, ref myrot);
2709 _orientation = newOri;
2710 }
2711
2712 if (newPos != _position)
2713 {
2714 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2715 _position = newPos;
2716
2717 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2718 }
2719 }
2720 }
2721 givefakepos--;
2722 if (givefakepos < 0)
2723 givefakepos = 0;
2724 givefakeori--;
2725 if (givefakeori < 0)
2726 givefakeori = 0;
2727
2728 m_softcolide = true;
2729 resetCollisionAccounting();
2730 }
2731
2732
2733 private void changeDisable(bool disable)
2734 {
2735 if (disable)
2736 {
2737 if (!m_disabled)
2738 disableBodySoft();
2739 }
2740 else
2741 {
2742 if (m_disabled)
2743 enableBodySoft();
2744 }
2745 }
2746
2747 private void changePhysicsStatus(bool NewStatus)
2748 {
2749 CheckDelaySelect();
2750
2751 m_isphysical = NewStatus;
2752
2753 if (!childPrim)
2754 {
2755 if (NewStatus)
2756 {
2757 if (Body == IntPtr.Zero)
2758 MakeBody();
2759 }
2760 else
2761 {
2762 if (Body != IntPtr.Zero)
2763 {
2764 DestroyBody();
2765 }
2766 Stop();
2767 }
2768 }
2769
2770 resetCollisionAccounting();
2771 }
2772
2773 private void changeprimsizeshape()
2774 {
2775 CheckDelaySelect();
2776
2777 OdePrim parent = (OdePrim)_parent;
2778
2779 bool chp = childPrim;
2780
2781 if (chp)
2782 {
2783 if (parent != null)
2784 {
2785 parent.DestroyBody();
2786 }
2787 }
2788 else
2789 {
2790 DestroyBody();
2791 }
2792
2793 RemoveGeom();
2794
2795 // we don't need to do space calculation because the client sends a position update also.
2796 if (_size.X <= 0)
2797 _size.X = 0.01f;
2798 if (_size.Y <= 0)
2799 _size.Y = 0.01f;
2800 if (_size.Z <= 0)
2801 _size.Z = 0.01f;
2802 // Construction of new prim
2803
2804 CreateGeom();
2805
2806 if (prim_geom != IntPtr.Zero)
2807 {
2808 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2809 d.Quaternion myrot = new d.Quaternion();
2810 myrot.X = _orientation.X;
2811 myrot.Y = _orientation.Y;
2812 myrot.Z = _orientation.Z;
2813 myrot.W = _orientation.W;
2814 d.GeomSetQuaternion(prim_geom, ref myrot);
2815 }
2816
2817 if (chp)
2818 {
2819 if (parent != null)
2820 {
2821 parent.MakeBody();
2822 }
2823 }
2824 else
2825 MakeBody();
2826
2827 m_softcolide = true;
2828 resetCollisionAccounting();
2829 }
2830
2831 private void changeSize(Vector3 newSize)
2832 {
2833 _size = newSize;
2834 changeprimsizeshape();
2835 }
2836
2837 private void changeShape(PrimitiveBaseShape newShape)
2838 {
2839 _pbs = newShape;
2840 changeprimsizeshape();
2841 }
2842
2843 private void changeFloatOnWater(bool newval)
2844 {
2845 m_collidesWater = newval;
2846
2847 if (prim_geom != IntPtr.Zero && !m_isphantom)
2848 {
2849 if (m_collidesWater)
2850 {
2851 m_collisionFlags |= CollisionCategories.Water;
2852 }
2853 else
2854 {
2855 m_collisionFlags &= ~CollisionCategories.Water;
2856 }
2857 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2858 }
2859 }
2860
2861 private void changeSetTorque(Vector3 newtorque)
2862 {
2863 if (!m_isSelected)
2864 {
2865 if (m_isphysical && Body != IntPtr.Zero)
2866 {
2867 if (m_disabled)
2868 enableBodySoft();
2869 else if (!d.BodyIsEnabled(Body))
2870 d.BodyEnable(Body);
2871
2872 }
2873 _torque = newtorque;
2874 }
2875 }
2876
2877 private void changeForce(Vector3 force)
2878 {
2879 m_force = force;
2880 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2881 d.BodyEnable(Body);
2882 }
2883
2884 private void changeAddForce(Vector3 force)
2885 {
2886 m_forceacc += force;
2887 if (!m_isSelected)
2888 {
2889 lock (this)
2890 {
2891 //m_log.Info("[PHYSICS]: dequeing forcelist");
2892 if (m_isphysical && Body != IntPtr.Zero)
2893 {
2894 if (m_disabled)
2895 enableBodySoft();
2896 else if (!d.BodyIsEnabled(Body))
2897 d.BodyEnable(Body);
2898 }
2899 }
2900
2901 m_collisionscore = 0;
2902 }
2903 }
2904
2905 private void changeAddAngularForce(Vector3 aforce)
2906 {
2907 m_angularForceacc += aforce;
2908 if (!m_isSelected)
2909 {
2910 lock (this)
2911 {
2912 if (m_isphysical && Body != IntPtr.Zero)
2913 {
2914 if (m_disabled)
2915 enableBodySoft();
2916 else if (!d.BodyIsEnabled(Body))
2917 d.BodyEnable(Body);
2918 }
2919 }
2920 m_collisionscore = 0;
2921 }
2922 }
2923
2924 private void changevelocity(Vector3 newVel)
2925 {
2926 if (!m_isSelected)
2927 {
2928 if (Body != IntPtr.Zero)
2929 {
2930 if (m_disabled)
2931 enableBodySoft();
2932 else if (!d.BodyIsEnabled(Body))
2933 d.BodyEnable(Body);
2934
2935 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
2936 }
2937 //resetCollisionAccounting();
2938 }
2939 _velocity = newVel;
2940 }
2941
2942 private void changeVolumedetetion(bool newVolDtc)
2943 {
2944 m_isVolumeDetect = newVolDtc;
2945 }
2946
2947 protected void changeBuilding(bool newbuilding)
2948 {
2949 if ((bool)newbuilding)
2950 {
2951 m_building = true;
2952 if (!childPrim)
2953 DestroyBody();
2954 }
2955 else
2956 {
2957 m_building = false;
2958 CheckDelaySelect();
2959 if (!childPrim)
2960 MakeBody();
2961 }
2962 if (!childPrim && childrenPrim.Count > 0)
2963 {
2964 foreach (OdePrim prm in childrenPrim)
2965 prm.changeBuilding(m_building); // call directly
2966 }
2967 }
2968
2969 public void changeSetVehicle(VehicleData vdata)
2970 {
2971 if (m_vehicle == null)
2972 m_vehicle = new ODEDynamics(this);
2973 m_vehicle.DoSetVehicle(vdata);
2974 }
2975 private void changeVehicleType(int value)
2976 {
2977 if (value == (int)Vehicle.TYPE_NONE)
2978 {
2979 if (m_vehicle != null)
2980 m_vehicle = null;
2981 }
2982 else
2983 {
2984 if (m_vehicle == null)
2985 m_vehicle = new ODEDynamics(this);
2986
2987 m_vehicle.ProcessTypeChange((Vehicle)value);
2988 }
2989 }
2990
2991 private void changeVehicleFloatParam(strVehicleFloatParam fp)
2992 {
2993 if (m_vehicle == null)
2994 return;
2995
2996 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
2997 }
2998
2999 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3000 {
3001 if (m_vehicle == null)
3002 return;
3003 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3004 }
3005
3006 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3007 {
3008 if (m_vehicle == null)
3009 return;
3010 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3011 }
3012
3013 private void changeVehicleFlags(strVehicleBoolParam bp)
3014 {
3015 if (m_vehicle == null)
3016 return;
3017 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3018 }
3019
3020 #endregion
3021
3022 public void Move()
3023 {
3024 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3025 !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building && !m_outbounds)
3026 // !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3027 {
3028// if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3029
3030 float timestep = _parent_scene.ODE_STEPSIZE;
3031
3032 // check outside region
3033 d.Vector3 lpos;
3034 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
3035
3036 if (lpos.Z < -100 || lpos.Z > 100000f)
3037 {
3038 m_outbounds = true;
3039
3040 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3041 _acceleration.X = 0;
3042 _acceleration.Y = 0;
3043 _acceleration.Z = 0;
3044
3045 _velocity.X = 0;
3046 _velocity.Y = 0;
3047 _velocity.Z = 0;
3048 m_rotationalVelocity.X = 0;
3049 m_rotationalVelocity.Y = 0;
3050 m_rotationalVelocity.Z = 0;
3051
3052 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3053 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3054 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3055 m_lastposition = _position;
3056 m_lastorientation = _orientation;
3057
3058 base.RequestPhysicsterseUpdate();
3059
3060 m_throttleUpdates = false;
3061 throttleCounter = 0;
3062 _zeroFlag = true;
3063
3064 disableBodySoft(); // disable it and colisions
3065 base.RaiseOutOfBounds(_position);
3066 return;
3067 }
3068
3069 if (lpos.X < 0f)
3070 {
3071 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3072 m_outbounds = true;
3073 }
3074 else if(lpos.X > _parent_scene.WorldExtents.X)
3075 {
3076 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3077 m_outbounds = true;
3078 }
3079 if (lpos.Y < 0f)
3080 {
3081 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3082 m_outbounds = true;
3083 }
3084 else if(lpos.Y > _parent_scene.WorldExtents.Y)
3085 {
3086 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3087 m_outbounds = true;
3088 }
3089
3090 if(m_outbounds)
3091 {
3092 m_lastposition = _position;
3093 m_lastorientation = _orientation;
3094
3095 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3096 m_rotationalVelocity.X = dtmp.X;
3097 m_rotationalVelocity.Y = dtmp.Y;
3098 m_rotationalVelocity.Z = dtmp.Z;
3099
3100 dtmp = d.BodyGetLinearVel(Body);
3101 _velocity.X = dtmp.X;
3102 _velocity.Y = dtmp.Y;
3103 _velocity.Z = dtmp.Z;
3104
3105 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3106 d.BodySetAngularVel(Body, 0, 0, 0);
3107 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3108 disableBodySoft(); // stop collisions
3109 base.RequestPhysicsterseUpdate();
3110 return;
3111 }
3112
3113
3114 float fx = 0;
3115 float fy = 0;
3116 float fz = 0;
3117
3118 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3119 {
3120 // 'VEHICLES' are dealt with in ODEDynamics.cs
3121 m_vehicle.Step();
3122 }
3123 else
3124 {
3125 float m_mass = _mass;
3126
3127 // fz = 0f;
3128 //m_log.Info(m_collisionFlags.ToString());
3129 if (m_usePID)
3130 {
3131
3132 // If the PID Controller isn't active then we set our force
3133 // calculating base velocity to the current position
3134
3135 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3136 {
3137 //PID_G = PID_G / m_PIDTau;
3138 m_PIDTau = 1;
3139 }
3140
3141 if ((PID_G - m_PIDTau) <= 0)
3142 {
3143 PID_G = m_PIDTau + 1;
3144 }
3145
3146 d.Vector3 vel = d.BodyGetLinearVel(Body);
3147 d.Vector3 pos = d.BodyGetPosition(Body);
3148 _target_velocity =
3149 new Vector3(
3150 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3151 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3152 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3153 );
3154
3155 // if velocity is zero, use position control; otherwise, velocity control
3156
3157 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3158 {
3159 // keep track of where we stopped. No more slippin' & slidin'
3160
3161 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3162 // react to the physics scene by moving it's position.
3163 // Avatar to Avatar collisions
3164 // Prim to avatar collisions
3165
3166 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3167 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3168 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3169 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3170 d.BodySetLinearVel(Body, 0, 0, 0);
3171 d.BodyAddForce(Body, 0, 0, fz);
3172 return;
3173 }
3174 else
3175 {
3176 _zeroFlag = false;
3177
3178 // We're flying and colliding with something
3179 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3180 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3181
3182 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3183
3184 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
3185 }
3186 } // end if (m_usePID)
3187
3188 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3189 else if (m_useHoverPID)
3190 {
3191 //Console.WriteLine("Hover " + Name);
3192
3193 // If we're using the PID controller, then we have no gravity
3194
3195 // no lock; for now it's only called from within Simulate()
3196
3197 // If the PID Controller isn't active then we set our force
3198 // calculating base velocity to the current position
3199
3200 if ((m_PIDTau < 1))
3201 {
3202 PID_G = PID_G / m_PIDTau;
3203 }
3204
3205 if ((PID_G - m_PIDTau) <= 0)
3206 {
3207 PID_G = m_PIDTau + 1;
3208 }
3209
3210 // Where are we, and where are we headed?
3211 d.Vector3 pos = d.BodyGetPosition(Body);
3212 d.Vector3 vel = d.BodyGetLinearVel(Body);
3213
3214 // Non-Vehicles have a limited set of Hover options.
3215 // determine what our target height really is based on HoverType
3216 switch (m_PIDHoverType)
3217 {
3218 case PIDHoverType.Ground:
3219 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3220 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3221 break;
3222 case PIDHoverType.GroundAndWater:
3223 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3224 m_waterHeight = _parent_scene.GetWaterLevel();
3225 if (m_groundHeight > m_waterHeight)
3226 {
3227 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3228 }
3229 else
3230 {
3231 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3232 }
3233 break;
3234
3235 } // end switch (m_PIDHoverType)
3236
3237
3238 _target_velocity =
3239 new Vector3(0.0f, 0.0f,
3240 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3241 );
3242
3243 // if velocity is zero, use position control; otherwise, velocity control
3244
3245 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3246 {
3247 // keep track of where we stopped. No more slippin' & slidin'
3248
3249 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3250 // react to the physics scene by moving it's position.
3251 // Avatar to Avatar collisions
3252 // Prim to avatar collisions
3253
3254 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3255 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3256 // ? d.BodyAddForce(Body, 0, 0, fz);
3257 return;
3258 }
3259 else
3260 {
3261 _zeroFlag = false;
3262
3263 // We're flying and colliding with something
3264 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
3265 }
3266 }
3267 else
3268 {
3269 float b = (1.0f - m_buoyancy);
3270 fx = _parent_scene.gravityx * b;
3271 fy = _parent_scene.gravityy * b;
3272 fz = _parent_scene.gravityz * b;
3273 }
3274
3275 fx *= m_mass;
3276 fy *= m_mass;
3277 fz *= m_mass;
3278
3279 // constant force
3280 fx += m_force.X;
3281 fy += m_force.Y;
3282 fz += m_force.Z;
3283
3284 fx += m_forceacc.X;
3285 fy += m_forceacc.Y;
3286 fz += m_forceacc.Z;
3287
3288 m_forceacc = Vector3.Zero;
3289
3290 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3291 if (fx != 0 || fy != 0 || fz != 0)
3292 {
3293 d.BodyAddForce(Body, fx, fy, fz);
3294 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3295 }
3296
3297 Vector3 trq;
3298
3299 trq = _torque;
3300 trq += m_angularForceacc;
3301 m_angularForceacc = Vector3.Zero;
3302 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3303 {
3304 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3305 }
3306
3307 }
3308 }
3309 else
3310 { // is not physical, or is not a body or is selected
3311 // _zeroPosition = d.BodyGetPosition(Body);
3312 return;
3313 //Console.WriteLine("Nothing " + Name);
3314
3315 }
3316 }
3317
3318
3319 public void UpdatePositionAndVelocity(float simulatedtime)
3320 {
3321 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
3322 if (_parent == null && !m_disabled && !m_building && !m_outbounds)
3323 {
3324 if (Body != IntPtr.Zero)
3325 {
3326 Vector3 pv = Vector3.Zero;
3327 bool lastZeroFlag = _zeroFlag;
3328
3329 d.Vector3 lpos;
3330 d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator
3331
3332
3333 d.Quaternion ori;
3334 d.GeomCopyQuaternion(prim_geom, out ori);
3335 d.Vector3 vel = d.BodyGetLinearVel(Body);
3336 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
3337
3338 if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01)
3339 && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01)
3340 && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01)
3341 && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001)
3342 && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001)
3343 && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001)
3344 )
3345 {
3346 _zeroFlag = true;
3347 //Console.WriteLine("ZFT 2");
3348 m_throttleUpdates = false;
3349 }
3350 else
3351 {
3352 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3353 _zeroFlag = false;
3354 m_lastUpdateSent = false;
3355 //m_throttleUpdates = false;
3356 }
3357
3358 if (_zeroFlag)
3359 {
3360 m_lastposition = _position;
3361 m_lastorientation = _orientation;
3362
3363 _velocity.X = 0.0f;
3364 _velocity.Y = 0.0f;
3365 _velocity.Z = 0.0f;
3366
3367 _acceleration.X = 0;
3368 _acceleration.Y = 0;
3369 _acceleration.Z = 0;
3370
3371 m_rotationalVelocity.X = 0;
3372 m_rotationalVelocity.Y = 0;
3373 m_rotationalVelocity.Z = 0;
3374 if (!m_lastUpdateSent)
3375 {
3376 m_throttleUpdates = false;
3377 throttleCounter = 0;
3378 m_rotationalVelocity = pv;
3379
3380 base.RequestPhysicsterseUpdate();
3381
3382 m_lastUpdateSent = true;
3383 }
3384 }
3385 else
3386 {
3387 if (lastZeroFlag != _zeroFlag)
3388 {
3389 base.RequestPhysicsterseUpdate();
3390 }
3391
3392 m_lastVelocity = _velocity;
3393
3394 _position.X = lpos.X;
3395 _position.Y = lpos.Y;
3396 _position.Z = lpos.Z;
3397
3398 _velocity.X = vel.X;
3399 _velocity.Y = vel.Y;
3400 _velocity.Z = vel.Z;
3401
3402 _orientation.X = ori.X;
3403 _orientation.Y = ori.Y;
3404 _orientation.Z = ori.Z;
3405 _orientation.W = ori.W;
3406
3407 _acceleration = ((_velocity - m_lastVelocity) / simulatedtime);
3408
3409 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
3410 {
3411 m_rotationalVelocity = pv;
3412 }
3413 else
3414 {
3415 m_rotationalVelocity.X = rotvel.X;
3416 m_rotationalVelocity.Y = rotvel.Y;
3417 m_rotationalVelocity.Z = rotvel.Z;
3418 }
3419
3420 m_lastUpdateSent = false;
3421 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3422 {
3423 m_lastposition = _position;
3424 m_lastorientation = _orientation;
3425 base.RequestPhysicsterseUpdate();
3426 }
3427 else
3428 {
3429 throttleCounter++;
3430 }
3431 }
3432 }
3433 else if (!m_lastUpdateSent || !_zeroFlag)
3434 {
3435 // Not a body.. so Make sure the client isn't interpolating
3436 _velocity.X = 0;
3437 _velocity.Y = 0;
3438 _velocity.Z = 0;
3439
3440 _acceleration.X = 0;
3441 _acceleration.Y = 0;
3442 _acceleration.Z = 0;
3443
3444 m_rotationalVelocity.X = 0;
3445 m_rotationalVelocity.Y = 0;
3446 m_rotationalVelocity.Z = 0;
3447 _zeroFlag = true;
3448
3449 if (!m_lastUpdateSent)
3450 {
3451 m_throttleUpdates = false;
3452 throttleCounter = 0;
3453
3454 base.RequestPhysicsterseUpdate();
3455
3456 m_lastUpdateSent = true;
3457 }
3458 }
3459 }
3460 }
3461
3462 internal static bool QuaternionIsFinite(Quaternion q)
3463 {
3464 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3465 return false;
3466 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3467 return false;
3468 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3469 return false;
3470 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3471 return false;
3472 return true;
3473 }
3474
3475 internal static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3476 {
3477 dst.c.W = src.c.W;
3478 dst.c.X = src.c.X;
3479 dst.c.Y = src.c.Y;
3480 dst.c.Z = src.c.Z;
3481 dst.mass = src.mass;
3482 dst.I.M00 = src.I.M00;
3483 dst.I.M01 = src.I.M01;
3484 dst.I.M02 = src.I.M02;
3485 dst.I.M10 = src.I.M10;
3486 dst.I.M11 = src.I.M11;
3487 dst.I.M12 = src.I.M12;
3488 dst.I.M20 = src.I.M20;
3489 dst.I.M21 = src.I.M21;
3490 dst.I.M22 = src.I.M22;
3491 }
3492
3493 private static void DMassDup(ref d.Mass src, out d.Mass dst)
3494 {
3495 dst = new d.Mass { };
3496
3497 dst.c.W = src.c.W;
3498 dst.c.X = src.c.X;
3499 dst.c.Y = src.c.Y;
3500 dst.c.Z = src.c.Z;
3501 dst.mass = src.mass;
3502 dst.I.M00 = src.I.M00;
3503 dst.I.M01 = src.I.M01;
3504 dst.I.M02 = src.I.M02;
3505 dst.I.M10 = src.I.M10;
3506 dst.I.M11 = src.I.M11;
3507 dst.I.M12 = src.I.M12;
3508 dst.I.M20 = src.I.M20;
3509 dst.I.M21 = src.I.M21;
3510 dst.I.M22 = src.I.M22;
3511 }
3512 private void donullchange()
3513 {
3514 }
3515
3516 public bool DoAChange(changes what, object arg)
3517 {
3518 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3519 {
3520 return false;
3521 }
3522
3523 // nasty switch
3524 switch (what)
3525 {
3526 case changes.Add:
3527 changeadd();
3528 break;
3529 case changes.Remove:
3530 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3531 //When we return true, it destroys all of the prims in the linkset anyway
3532 if (_parent != null)
3533 {
3534 OdePrim parent = (OdePrim)_parent;
3535 parent.ChildRemove(this, false);
3536 }
3537 else
3538 ChildRemove(this, false);
3539
3540 m_vehicle = null;
3541 RemoveGeom();
3542 m_targetSpace = IntPtr.Zero;
3543 if (m_eventsubscription > 0)
3544 UnSubscribeEvents();
3545 return true;
3546
3547 case changes.Link:
3548 OdePrim tmp = (OdePrim)arg;
3549 changeLink(tmp);
3550 break;
3551
3552 case changes.DeLink:
3553 changeLink(null);
3554 break;
3555
3556 case changes.Position:
3557 changePosition((Vector3)arg);
3558 break;
3559
3560 case changes.Orientation:
3561 changeOrientation((Quaternion)arg);
3562 break;
3563
3564 case changes.PosOffset:
3565 donullchange();
3566 break;
3567
3568 case changes.OriOffset:
3569 donullchange();
3570 break;
3571
3572 case changes.Velocity:
3573 changevelocity((Vector3)arg);
3574 break;
3575
3576 // case changes.Acceleration:
3577 // changeacceleration((Vector3)arg);
3578 // break;
3579 // case changes.AngVelocity:
3580 // changeangvelocity((Vector3)arg);
3581 // break;
3582
3583 case changes.Force:
3584 changeForce((Vector3)arg);
3585 break;
3586
3587 case changes.Torque:
3588 changeSetTorque((Vector3)arg);
3589 break;
3590
3591 case changes.AddForce:
3592 changeAddForce((Vector3)arg);
3593 break;
3594
3595 case changes.AddAngForce:
3596 changeAddAngularForce((Vector3)arg);
3597 break;
3598
3599 case changes.AngLock:
3600 changeAngularLock((Vector3)arg);
3601 break;
3602
3603 case changes.Size:
3604 changeSize((Vector3)arg);
3605 break;
3606
3607 case changes.Shape:
3608 changeShape((PrimitiveBaseShape)arg);
3609 break;
3610
3611 case changes.CollidesWater:
3612 changeFloatOnWater((bool)arg);
3613 break;
3614
3615 case changes.VolumeDtc:
3616 changeVolumedetetion((bool)arg);
3617 break;
3618
3619 case changes.Phantom:
3620 changePhantomStatus((bool)arg);
3621 break;
3622
3623 case changes.Physical:
3624 changePhysicsStatus((bool)arg);
3625 break;
3626
3627 case changes.Selected:
3628 changeSelectedStatus((bool)arg);
3629 break;
3630
3631 case changes.disabled:
3632 changeDisable((bool)arg);
3633 break;
3634
3635 case changes.building:
3636 changeBuilding((bool)arg);
3637 break;
3638
3639 case changes.VehicleType:
3640 changeVehicleType((int)arg);
3641 break;
3642
3643 case changes.VehicleFlags:
3644 changeVehicleFlags((strVehicleBoolParam) arg);
3645 break;
3646
3647 case changes.VehicleFloatParam:
3648 changeVehicleFloatParam((strVehicleFloatParam) arg);
3649 break;
3650
3651 case changes.VehicleVectorParam:
3652 changeVehicleVectorParam((strVehicleVectorParam) arg);
3653 break;
3654
3655 case changes.VehicleRotationParam:
3656 changeVehicleRotationParam((strVehicleQuatParam) arg);
3657 break;
3658
3659 case changes.SetVehicle:
3660 changeSetVehicle((VehicleData) arg);
3661 break;
3662 case changes.Null:
3663 donullchange();
3664 break;
3665
3666 default:
3667 donullchange();
3668 break;
3669 }
3670 return false;
3671 }
3672
3673 public void AddChange(changes what, object arg)
3674 {
3675 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3676 }
3677
3678
3679 private struct strVehicleBoolParam
3680 {
3681 public int param;
3682 public bool value;
3683 }
3684
3685 private struct strVehicleFloatParam
3686 {
3687 public int param;
3688 public float value;
3689 }
3690
3691 private struct strVehicleQuatParam
3692 {
3693 public int param;
3694 public Quaternion value;
3695 }
3696
3697 private struct strVehicleVectorParam
3698 {
3699 public int param;
3700 public Vector3 value;
3701 }
3702 }
3703} \ 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..4b3f83b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,443 @@
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 OdeAPI;
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 ray requests
49 /// </summary>
50 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 IntPtr ray;
58
59 private const int ColisionContactGeomsPerTest = 5;
60
61 /// <summary>
62 /// ODE near callback delegate
63 /// </summary>
64 private d.NearCallback nearCallback;
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66 private List<ContactResult> m_contactResults = new List<ContactResult>();
67
68 public ODERayCastRequestManager(OdeScene pScene)
69 {
70 m_scene = pScene;
71 nearCallback = near;
72 ray = d.CreateRay(IntPtr.Zero, 1.0f);
73 }
74
75 /// <summary>
76 /// Queues a raycast
77 /// </summary>
78 /// <param name="position">Origin of Ray</param>
79 /// <param name="direction">Ray normal</param>
80 /// <param name="length">Ray length</param>
81 /// <param name="retMethod">Return method to send the results</param>
82 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
83 {
84 ODERayRequest req = new ODERayRequest();
85 req.geom = IntPtr.Zero;
86 req.callbackMethod = retMethod;
87 req.Count = 0;
88 req.length = length;
89 req.Normal = direction;
90 req.Origin = position;
91
92 m_PendingRequests.Enqueue(req);
93 }
94
95 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
96 {
97 ODERayRequest req = new ODERayRequest();
98 req.geom = geom;
99 req.callbackMethod = retMethod;
100 req.length = length;
101 req.Normal = direction;
102 req.Origin = position;
103 req.Count = 0;
104
105 m_PendingRequests.Enqueue(req);
106 }
107
108 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
109 {
110 ODERayRequest req = new ODERayRequest();
111 req.geom = IntPtr.Zero;
112 req.callbackMethod = retMethod;
113 req.Count = 0;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117
118 m_PendingRequests.Enqueue(req);
119 }
120
121 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
122 {
123 ODERayRequest req = new ODERayRequest();
124 req.geom = geom;
125 req.callbackMethod = retMethod;
126 req.length = length;
127 req.Normal = direction;
128 req.Origin = position;
129 req.Count = 0;
130
131 m_PendingRequests.Enqueue(req);
132 }
133
134 /// <summary>
135 /// Queues a raycast
136 /// </summary>
137 /// <param name="position">Origin of Ray</param>
138 /// <param name="direction">Ray normal</param>
139 /// <param name="length">Ray length</param>
140 /// <param name="count"></param>
141 /// <param name="retMethod">Return method to send the results</param>
142 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
143 {
144 ODERayRequest req = new ODERayRequest();
145 req.geom = IntPtr.Zero;
146 req.callbackMethod = retMethod;
147 req.length = length;
148 req.Normal = direction;
149 req.Origin = position;
150 req.Count = count;
151
152 m_PendingRequests.Enqueue(req);
153 }
154
155 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
156 {
157 ODERayRequest req = new ODERayRequest();
158 req.geom = geom;
159 req.callbackMethod = retMethod;
160 req.length = length;
161 req.Normal = direction;
162 req.Origin = position;
163 req.Count = count;
164
165 m_PendingRequests.Enqueue(req);
166 }
167
168 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
169 {
170 ODERayRequest req = new ODERayRequest();
171 req.geom = IntPtr.Zero;
172 req.callbackMethod = retMethod;
173 req.length = length;
174 req.Normal = direction;
175 req.Origin = position;
176 req.Count = count;
177
178 m_PendingRequests.Enqueue(req);
179 }
180
181 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
182 {
183 ODERayRequest req = new ODERayRequest();
184 req.geom = geom;
185 req.callbackMethod = retMethod;
186 req.length = length;
187 req.Normal = direction;
188 req.Origin = position;
189 req.Count = count;
190
191 m_PendingRequests.Enqueue(req);
192 }
193
194 /// <summary>
195 /// Process all queued raycast requests
196 /// </summary>
197 /// <returns>Time in MS the raycasts took to process.</returns>
198 public int ProcessQueuedRequests()
199 {
200 int time = System.Environment.TickCount;
201
202 if (m_PendingRequests.Count <= 0)
203 return 0;
204
205 if (m_scene.ContactgeomsArray == IntPtr.Zero) // oops something got wrong or scene isn't ready still
206 {
207 m_PendingRequests.Clear();
208 return 0;
209 }
210
211 ODERayRequest req;
212
213 int i = 50; // arbitary limit of processed tests per frame
214
215 while(m_PendingRequests.Dequeue(out req))
216 {
217 if (req.geom == IntPtr.Zero)
218 doSpaceRay(req);
219 else
220 doGeomRay(req);
221 if(--i < 0)
222 break;
223 }
224
225 lock (m_contactResults)
226 m_contactResults.Clear();
227
228 return System.Environment.TickCount - time;
229 }
230 /// <summary>
231 /// Method that actually initiates the raycast with full top space
232 /// </summary>
233 /// <param name="req"></param>
234 private void doSpaceRay(ODERayRequest req)
235 {
236 // Create the ray
237// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
238 d.GeomRaySetLength(ray, req.length);
239 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
240
241 // Collide test
242 d.SpaceCollide2(m_scene.TopSpace, ray, IntPtr.Zero, nearCallback);
243
244 // Remove Ray
245// d.GeomDestroy(ray);
246
247 if (req.callbackMethod == null)
248 return;
249
250 if (req.callbackMethod is RaycastCallback)
251 {
252 // Define default results
253 bool hitYN = false;
254 uint hitConsumerID = 0;
255 float distance = 999999999999f;
256 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
257 Vector3 snormal = Vector3.Zero;
258
259 // Find closest contact and object.
260 lock (m_contactResults)
261 {
262 foreach (ContactResult cResult in m_contactResults)
263 {
264 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
265 {
266 closestcontact = cResult.Pos;
267 hitConsumerID = cResult.ConsumerID;
268 distance = cResult.Depth;
269 hitYN = true;
270 snormal = cResult.Normal;
271 }
272 }
273 m_contactResults.Clear();
274 }
275
276 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
277 }
278 else
279 {
280 ((RayCallback)req.callbackMethod)(m_contactResults);
281 lock (m_PendingRequests)
282 m_contactResults.Clear();
283 }
284 }
285
286 /// <summary>
287 /// Method that actually initiates the raycast with a geom
288 /// </summary>
289 /// <param name="req"></param>
290 private void doGeomRay(ODERayRequest req)
291 {
292 // Create the ray
293// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
294 d.GeomRaySetLength(ray, req.length);
295 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
296
297 // Collide test
298 d.SpaceCollide2(req.geom, ray, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
299
300 // Remove Ray
301// d.GeomDestroy(ray);
302
303 if (req.callbackMethod == null)
304 return;
305
306 if (req.callbackMethod is RaycastCallback)
307 {
308 // Define default results
309 bool hitYN = false;
310 uint hitConsumerID = 0;
311 float distance = 999999999999f;
312 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
313 Vector3 snormal = Vector3.Zero;
314
315 // Find closest contact and object.
316 lock (m_contactResults)
317 {
318 foreach (ContactResult cResult in m_contactResults)
319 {
320 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
321 {
322 closestcontact = cResult.Pos;
323 hitConsumerID = cResult.ConsumerID;
324 distance = cResult.Depth;
325 hitYN = true;
326 snormal = cResult.Normal;
327 }
328 }
329 m_contactResults.Clear();
330 }
331
332 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
333 }
334 else
335 {
336 ((RayCallback)req.callbackMethod)(m_contactResults);
337 lock (m_PendingRequests)
338 m_contactResults.Clear();
339 }
340 }
341
342 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
343 {
344 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
345 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
346 return false;
347
348 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
349 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
350 return true;
351 }
352
353 // This is the standard Near. g2 is the ray
354 private void near(IntPtr space, IntPtr g1, IntPtr g2)
355 {
356 //Don't test against heightfield Geom, or you'll be sorry!
357 // Exclude heightfield geom
358
359 if (g1 == IntPtr.Zero || g1 == g2)
360 return;
361
362 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
363 return;
364
365 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
366 if (d.GeomIsSpace(g1))
367 {
368 try
369 {
370 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
371 }
372 catch (Exception e)
373 {
374 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
375 }
376 return;
377 }
378
379 int count = 0;
380 try
381 {
382 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
383 }
384 catch (SEHException)
385 {
386 m_log.Error("[PHYSICS Ray]: 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.");
387 }
388 catch (Exception e)
389 {
390 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
391 return;
392 }
393
394 if (count == 0)
395 return;
396
397 PhysicsActor p1 = null;
398
399 if (g1 != IntPtr.Zero)
400 m_scene.actor_name_map.TryGetValue(g1, out p1);
401
402 d.ContactGeom curcontact = new d.ContactGeom();
403 // Loop over contacts, build results.
404 for (int i = 0; i < count; i++)
405 {
406 if (!GetCurContactGeom(i, ref curcontact))
407 break;
408 if (p1 != null) {
409 if (p1 is OdePrim)
410 {
411 ContactResult collisionresult = new ContactResult();
412
413 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
414 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
415 collisionresult.Depth = curcontact.depth;
416 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
417 curcontact.normal.Z);
418 lock (m_contactResults)
419 m_contactResults.Add(collisionresult);
420 }
421 }
422 }
423 }
424
425 /// <summary>
426 /// Dereference the creator scene so that it can be garbage collected if needed.
427 /// </summary>
428 internal void Dispose()
429 {
430 m_scene = null;
431 }
432 }
433
434 public struct ODERayRequest
435 {
436 public IntPtr geom;
437 public Vector3 Origin;
438 public Vector3 Normal;
439 public int Count;
440 public float length;
441 public object callbackMethod;
442 }
443} \ 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..2b6bc59
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,1960 @@
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 FirstUserClass,
117 LastUserClass = FirstUserClass + MaxUserClasses - 1,
118 NumClasses,
119 MaxUserClasses = 4
120 }
121
122 public enum JointType : int
123 {
124 None,
125 Ball,
126 Hinge,
127 Slider,
128 Contact,
129 Universal,
130 Hinge2,
131 Fixed,
132 Null,
133 AMotor,
134 LMotor,
135 Plane2D
136 }
137
138 public enum JointParam : int
139 {
140 LoStop,
141 HiStop,
142 Vel,
143 FMax,
144 FudgeFactor,
145 Bounce,
146 CFM,
147 StopERP,
148 StopCFM,
149 SuspensionERP,
150 SuspensionCFM,
151 LoStop2 = 256,
152 HiStop2,
153 Vel2,
154 FMax2,
155 FudgeFactor2,
156 Bounce2,
157 CFM2,
158 StopERP2,
159 StopCFM2,
160 SuspensionERP2,
161 SuspensionCFM2,
162 LoStop3 = 512,
163 HiStop3,
164 Vel3,
165 FMax3,
166 FudgeFactor3,
167 Bounce3,
168 CFM3,
169 StopERP3,
170 StopCFM3,
171 SuspensionERP3,
172 SuspensionCFM3
173 }
174
175 public enum dSweepAndPruneAxis : int
176 {
177 XYZ = ((0)|(1<<2)|(2<<4)),
178 XZY = ((0)|(2<<2)|(1<<4)),
179 YXZ = ((1)|(0<<2)|(2<<4)),
180 YZX = ((1)|(2<<2)|(0<<4)),
181 ZXY = ((2)|(0<<2)|(1<<4)),
182 ZYX = ((2)|(1<<2)|(0<<4))
183 }
184
185 #endregion
186
187 #region Callbacks
188
189 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
190 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
191
192 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
193 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
194
195 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
196 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
197
198 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
199 public delegate ColliderFn GetColliderFnFn(int num);
200
201 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
202 public delegate void GeomDtorFn(IntPtr o);
203
204 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
205 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
206
207 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
208 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
209
210 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
211 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
212
213 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
214 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
215
216 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
217 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
218
219 #endregion
220
221 #region Structs
222
223 [StructLayout(LayoutKind.Sequential)]
224 public struct AABB
225 {
226 public dReal MinX, MaxX;
227 public dReal MinY, MaxY;
228 public dReal MinZ, MaxZ;
229 }
230
231
232 [StructLayout(LayoutKind.Sequential)]
233 public struct Contact
234 {
235 public SurfaceParameters surface;
236 public ContactGeom geom;
237 public Vector3 fdir1;
238 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
239 }
240
241
242 [StructLayout(LayoutKind.Sequential)]
243 public struct ContactGeom
244 {
245
246 public Vector3 pos;
247 public Vector3 normal;
248 public dReal depth;
249 public IntPtr g1;
250 public IntPtr g2;
251 public int side1;
252 public int side2;
253 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
254 }
255
256 [StructLayout(LayoutKind.Sequential)]
257 public struct GeomClass
258 {
259 public int bytes;
260 public GetColliderFnFn collider;
261 public GetAABBFn aabb;
262 public AABBTestFn aabb_test;
263 public GeomDtorFn dtor;
264 }
265
266
267 [StructLayout(LayoutKind.Sequential)]
268 public struct JointFeedback
269 {
270 public Vector3 f1;
271 public Vector3 t1;
272 public Vector3 f2;
273 public Vector3 t2;
274 }
275
276
277 [StructLayout(LayoutKind.Sequential)]
278 public struct Mass
279 {
280 public dReal mass;
281 public Vector4 c;
282 public Matrix3 I;
283 }
284
285
286 [StructLayout(LayoutKind.Sequential)]
287 public struct Matrix3
288 {
289 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
290 {
291 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
292 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
293 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
294 }
295 public dReal M00, M10, M20;
296 private dReal _m30;
297 public dReal M01, M11, M21;
298 private dReal _m31;
299 public dReal M02, M12, M22;
300 private dReal _m32;
301 }
302
303 [StructLayout(LayoutKind.Sequential)]
304 public struct Matrix4
305 {
306 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
307 dReal m01, dReal m11, dReal m21, dReal m31,
308 dReal m02, dReal m12, dReal m22, dReal m32,
309 dReal m03, dReal m13, dReal m23, dReal m33)
310 {
311 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
312 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
313 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
314 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
315 }
316 public dReal M00, M10, M20, M30;
317 public dReal M01, M11, M21, M31;
318 public dReal M02, M12, M22, M32;
319 public dReal M03, M13, M23, M33;
320 }
321
322 [StructLayout(LayoutKind.Sequential)]
323 public struct Quaternion
324 {
325 public dReal W, X, Y, Z;
326 }
327
328
329 [StructLayout(LayoutKind.Sequential)]
330 public struct SurfaceParameters
331 {
332 public ContactFlags mode;
333 public dReal mu;
334 public dReal mu2;
335 public dReal bounce;
336 public dReal bounce_vel;
337 public dReal soft_erp;
338 public dReal soft_cfm;
339 public dReal motion1;
340 public dReal motion2;
341 public dReal motionN;
342 public dReal slip1;
343 public dReal slip2;
344 }
345
346
347 [StructLayout(LayoutKind.Sequential)]
348 public struct Vector3
349 {
350 public Vector3(dReal x, dReal y, dReal z)
351 {
352 X = x; Y = y; Z = z; _w = 0.0f;
353 }
354 public dReal X, Y, Z;
355 private dReal _w;
356 }
357
358
359 [StructLayout(LayoutKind.Sequential)]
360 public struct Vector4
361 {
362 public Vector4(dReal x, dReal y, dReal z, dReal w)
363 {
364 X = x; Y = y; Z = z; W = w;
365 }
366 public dReal X, Y, Z, W;
367 }
368
369 #endregion
370
371 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
372 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
373
374 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
375 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
376
377 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
378 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
379
380 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
381 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
382
383 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
384 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
385
386 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
387 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
388
389 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
390 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
391
392 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
393 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
394
395 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
396 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
397
398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
399 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
400
401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
402 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
403
404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
405 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
406
407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
408 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
409
410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
411 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
412
413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
414 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
415
416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
417 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
418
419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
420 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
421
422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
423 public static extern IntPtr BodyiCreate(IntPtr world);
424 public static IntPtr BodyCreate(IntPtr world)
425 {
426 NTotalBodies++;
427 return BodyiCreate(world);
428 }
429
430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
431 public static extern void BodyiDestroy(IntPtr body);
432 public static void BodyDestroy(IntPtr body)
433 {
434 NTotalBodies--;
435 BodyiDestroy(body);
436 }
437
438 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
439 public static extern void BodyDisable(IntPtr body);
440
441 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
442 public static extern void BodyEnable(IntPtr body);
443
444 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
445 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
446
447 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
448 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
449
450 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
451 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
452
453 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
454 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
455
456 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
457 public static extern int BodyGetAutoDisableSteps(IntPtr body);
458
459 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
460 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
461
462 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
463 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
464 public static Vector3 BodyGetAngularVel(IntPtr body)
465 {
466 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
467 }
468
469 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
470 public static extern IntPtr BodyGetData(IntPtr body);
471
472 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
473 public static extern int BodyGetFiniteRotationMode(IntPtr body);
474
475 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
476 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
477
478 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
479 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
480 public static Vector3 BodyGetForce(IntPtr body)
481 {
482 unsafe { return *(BodyGetForceUnsafe(body)); }
483 }
484
485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
486 public static extern bool BodyGetGravityMode(IntPtr body);
487
488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
489 public static extern int BodyGetGyroscopicMode(IntPtr body);
490
491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
492 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
493
494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
495 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
496 public static Vector3 BodyGetLinearVel(IntPtr body)
497 {
498 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
499 }
500
501 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
502 public static extern void BodyGetMass(IntPtr body, out Mass mass);
503
504 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
505 public static extern int BodyGetNumJoints(IntPtr body);
506
507 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
508 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
509
510 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
511 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
512 public static Vector3 BodyGetPosition(IntPtr body)
513 {
514 unsafe { return *(BodyGetPositionUnsafe(body)); }
515 }
516
517 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
518 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
519
520 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
521 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
522 public static Quaternion BodyGetQuaternion(IntPtr body)
523 {
524 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
525 }
526
527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
528 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
529
530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
531 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
532
533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
534 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
535 public static Matrix3 BodyGetRotation(IntPtr body)
536 {
537 unsafe { return *(BodyGetRotationUnsafe(body)); }
538 }
539
540 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
541 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
542 public static Vector3 BodyGetTorque(IntPtr body)
543 {
544 unsafe { return *(BodyGetTorqueUnsafe(body)); }
545 }
546
547 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
548 public static extern IntPtr BodyGetWorld(IntPtr body);
549
550 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
551 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
552
553 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
554 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
555
556
557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
558 public static extern bool BodyIsEnabled(IntPtr body);
559
560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
561 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
562
563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
564 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
565
566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
567 public static extern void BodySetAutoDisableDefaults(IntPtr body);
568
569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
570 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
571
572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
573 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
574
575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
576 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
577
578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
579 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
580
581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
582 public static extern void BodySetData(IntPtr body, IntPtr data);
583
584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
585 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
586
587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
588 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
589
590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
591 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
592
593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
594 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
595
596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
597 public static extern dReal BodyGetLinearDamping(IntPtr body);
598
599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
600 public static extern dReal BodyGetAngularDamping(IntPtr body);
601
602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
603 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
604
605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
606 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
607
608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
609 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
610
611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
612 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
613
614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
615 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
616
617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
618 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
619
620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
621 public static extern void BodySetGravityMode(IntPtr body, bool mode);
622
623 /// <summary>
624 /// Sets the Gyroscopic term status on the body specified.
625 /// </summary>
626 /// <param name="body">Pointer to body</param>
627 /// <param name="enabled">NonZero enabled, Zero disabled</param>
628 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
629 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
630
631 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
632 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
633
634 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
635 public static extern void BodySetMass(IntPtr body, ref Mass mass);
636
637 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
638 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
639
640 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
641 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
642
643 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
644 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
645
646 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
647 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
648
649 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
650 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
651
652 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
653 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
654
655 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
656 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
657
658 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
659 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
660
661 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
662 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
663 ref Vector3 side1, ref Vector3 p2,
664 ref Matrix3 R2, ref Vector3 side2,
665 ref Vector3 normal, out dReal depth, out int return_code,
666 int maxc, out ContactGeom contact, int skip);
667
668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
669 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
670 ref Vector3 side1, ref Vector3 _p2,
671 ref Matrix3 R2, ref Vector3 side2);
672
673 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
674 public static extern void CleanupODEAllDataForThread();
675
676 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
677 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
678 ref Vector3 b1, ref Vector3 b2,
679 ref Vector3 cp1, ref Vector3 cp2);
680
681 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
682 public static extern void CloseODE();
683
684 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
685 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
687 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
688
689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
690 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
691
692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
693 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
694 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
695 {
696 NTotalGeoms++;
697 return CreateiBox(space, lx, ly, lz);
698 }
699
700 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
701 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
702 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
703 {
704 NTotalGeoms++;
705 return CreateiCapsule(space, radius, length);
706 }
707
708 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
709 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
710 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
711 {
712 NTotalGeoms++;
713 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
714 }
715
716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
717 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
718 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
719 {
720 NTotalGeoms++;
721 return CreateiCylinder(space, radius, length);
722 }
723
724 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
725 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
726 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
727 {
728 NTotalGeoms++;
729 return CreateiHeightfield(space, data, bPlaceable);
730 }
731
732 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
733 public static extern IntPtr CreateiGeom(int classnum);
734 public static IntPtr CreateGeom(int classnum)
735 {
736 NTotalGeoms++;
737 return CreateiGeom(classnum);
738 }
739
740 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
741 public static extern int CreateGeomClass(ref GeomClass classptr);
742
743 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
744 public static extern IntPtr CreateGeomTransform(IntPtr space);
745
746 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
747 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
748 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
749 {
750 NTotalGeoms++;
751 return CreateiPlane(space, a, b, c, d);
752 }
753
754 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
755 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
756 public static IntPtr CreateRay(IntPtr space, dReal length)
757 {
758 NTotalGeoms++;
759 return CreateiRay(space, length);
760 }
761
762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
763 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
764 public static IntPtr CreateSphere(IntPtr space, dReal radius)
765 {
766 NTotalGeoms++;
767 return CreateiSphere(space, radius);
768 }
769
770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
771 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
772 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
773 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
774 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
775 {
776 NTotalGeoms++;
777 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
778 }
779 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
780 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
781
782 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
783 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
784
785 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
786 public static extern int FactorCholesky(ref dReal A00, int n);
787
788 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
789 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
790
791 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
792 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
793
794 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
795 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
796
797 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
798 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
799
800 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
801 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
802
803 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
804 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
805
806 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
807 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
808
809 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
810 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
811
812 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
813 public static extern void GeomClearOffset(IntPtr geom);
814
815 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
816 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
817
818 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
819 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
820
821 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
822 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
823
824 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
825 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
826
827 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
828 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
829
830 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
831 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
832
833 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
834 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
835
836 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
837 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
838
839 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
840 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
841
842 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
843 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
844
845 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
846 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
847
848 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
849 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
850
851 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
852 public static extern void GeomiDestroy(IntPtr geom);
853 public static void GeomDestroy(IntPtr geom)
854 {
855 NTotalGeoms--;
856 GeomiDestroy(geom);
857 }
858
859
860 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
861 public static extern void GeomDisable(IntPtr geom);
862
863 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
864 public static extern void GeomEnable(IntPtr geom);
865
866 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
867 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
868
869 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
870 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
871
872 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
873 public static extern IntPtr GeomGetBody(IntPtr geom);
874
875 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
876 public static extern int GeomGetCategoryBits(IntPtr geom);
877
878 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
879 public static extern IntPtr GeomGetClassData(IntPtr geom);
880
881 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
882 public static extern int GeomGetCollideBits(IntPtr geom);
883
884 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
885 public static extern GeomClassID GeomGetClass(IntPtr geom);
886
887 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
888 public static extern IntPtr GeomGetData(IntPtr geom);
889
890 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
891 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
892 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
893 {
894 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
895 }
896
897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
898 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
899 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
900 {
901 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
902 }
903
904 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
905 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
906 public static Vector3 GeomGetPosition(IntPtr geom)
907 {
908 unsafe { return *(GeomGetPositionUnsafe(geom)); }
909 }
910
911 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
912 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
913
914 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
915 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
916
917 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
918 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
919 public static Matrix3 GeomGetRotation(IntPtr geom)
920 {
921 unsafe { return *(GeomGetRotationUnsafe(geom)); }
922 }
923
924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
925 public static extern IntPtr GeomGetSpace(IntPtr geom);
926
927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
928 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
929 dReal width, dReal depth, int widthSamples, int depthSamples,
930 dReal scale, dReal offset, dReal thickness, int bWrap);
931
932 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
933 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
934 dReal width, dReal depth, int widthSamples, int depthSamples,
935 dReal scale, dReal offset, dReal thickness, int bWrap);
936
937 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
938 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
939 dReal width, dReal depth, int widthSamples, int depthSamples,
940 dReal scale, dReal offset, dReal thickness, int bWrap);
941
942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
943 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
944 dReal width, dReal depth, int widthSamples, int depthSamples,
945 dReal scale, dReal offset, dReal thickness, int bWrap);
946
947 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
948 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
949 dReal width, dReal depth, int widthSamples, int depthSamples,
950 dReal scale, dReal offset, dReal thickness, int bWrap);
951
952 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
953 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
954 dReal width, dReal depth, int widthSamples, int depthSamples,
955 dReal scale, dReal offset, dReal thickness, int bWrap);
956
957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
958 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
959 dReal width, dReal depth, int widthSamples, int depthSamples,
960 dReal scale, dReal offset, dReal thickness, int bWrap);
961
962 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
963 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
964 dReal width, dReal depth, int widthSamples, int depthSamples,
965 dReal scale, dReal offset, dReal thickness, int bWrap);
966
967 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
968 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
969 dReal width, dReal depth, int widthSamples, int depthSamples,
970 dReal scale, dReal offset, dReal thickness, int bWrap);
971
972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
973 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
974 dReal width, dReal depth, int widthSamples, int depthSamples,
975 dReal scale, dReal offset, dReal thickness, int bWrap);
976
977 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
978 public static extern IntPtr GeomHeightfieldDataCreate();
979
980 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
981 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
982
983 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
984 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
985
986 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
987 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
988
989 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
990 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
991
992 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
993 public static extern bool GeomIsEnabled(IntPtr geom);
994
995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
996 public static extern bool GeomIsOffset(IntPtr geom);
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
999 public static extern bool GeomIsSpace(IntPtr geom);
1000
1001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1002 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1003
1004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1005 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1006
1007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1008 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1009
1010 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1011 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1012
1013 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1014 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1015
1016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1017 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1018
1019 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1020 public static extern int GeomRayGetClosestHit(IntPtr ray);
1021
1022 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1023 public static extern dReal GeomRayGetLength(IntPtr ray);
1024
1025 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1026 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1027
1028 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1029 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1030
1031 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1032 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1033
1034 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1035 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1038 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1041 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1044 public static extern void GeomSetCategoryBits(IntPtr geom, int bits);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomSetCollideBits(IntPtr geom, int bits);
1048
1049 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1050 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1051
1052 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1053 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1054
1055 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1056 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1057
1058 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1059 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1060
1061 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1062 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1063
1064 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1065 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1066
1067 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1068 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1069
1070 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1071 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1072
1073 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1074 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1075
1076 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1077 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1078
1079 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1080 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1081
1082 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1083 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1084
1085 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1086 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1087
1088 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1089 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1090
1091 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1092 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1093
1094 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1095 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1096
1097 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1098 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1099
1100 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1101 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1102
1103 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1104 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1105
1106 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1107 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1108
1109 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1110 public static extern int GeomTransformGetCleanup(IntPtr geom);
1111
1112 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1113 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1114
1115 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1116 public static extern int GeomTransformGetInfo(IntPtr geom);
1117
1118 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1119 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1120
1121 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1122 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1123
1124 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1125 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1126
1127 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1128 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1129 double[] vertices, int vertexStride, int vertexCount,
1130 int[] indices, int indexCount, int triStride);
1131
1132 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1133 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1134 IntPtr vertices, int vertexStride, int vertexCount,
1135 IntPtr indices, int indexCount, int triStride);
1136
1137 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1138 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1139 double[] vertices, int vertexStride, int vertexCount,
1140 int[] indices, int indexCount, int triStride,
1141 double[] normals);
1142
1143 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1144 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1145 IntPtr vertices, int vertexStride, int vertexCount,
1146 IntPtr indices, int indexCount, int triStride,
1147 IntPtr normals);
1148
1149 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1150 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1151 dReal[] vertices, int vertexStride, int vertexCount,
1152 int[] indices, int indexCount, int triStride);
1153
1154 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1155 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1156 IntPtr vertices, int vertexStride, int vertexCount,
1157 IntPtr indices, int indexCount, int triStride);
1158
1159 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1160 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1161 dReal[] vertices, int vertexStride, int vertexCount,
1162 int[] indices, int indexCount, int triStride,
1163 dReal[] normals);
1164
1165 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1166 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1167 IntPtr vertices, int vertexStride, int vertexCount,
1168 IntPtr indices, int indexCount, int triStride,
1169 IntPtr normals);
1170
1171 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1172 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1173 float[] vertices, int vertexStride, int vertexCount,
1174 int[] indices, int indexCount, int triStride);
1175
1176 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1177 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1178 IntPtr vertices, int vertexStride, int vertexCount,
1179 IntPtr indices, int indexCount, int triStride);
1180
1181 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1182 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1183 float[] vertices, int vertexStride, int vertexCount,
1184 int[] indices, int indexCount, int triStride,
1185 float[] normals);
1186
1187 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1188 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1189 IntPtr vertices, int vertexStride, int vertexCount,
1190 IntPtr indices, int indexCount, int triStride,
1191 IntPtr normals);
1192
1193 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1194 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1195
1196 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1197 public static extern IntPtr GeomTriMeshDataCreate();
1198
1199 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1200 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1201
1202 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1203 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1204
1205 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1206 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1207
1208 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1209 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1210
1211 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1212 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1213
1214 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1215 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1216
1217 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1218 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1219
1220 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1221 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1222
1223 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1224 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1225
1226 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1227 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1228 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1229 {
1230 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1231 }
1232
1233 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1234 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1235
1236 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1237 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1238
1239 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1240 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1241
1242 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1243 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1244
1245 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1246 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1247
1248 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1249 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1250
1251 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1252 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1253
1254 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1255 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1256
1257 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1258 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1259
1260 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1261 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1262
1263 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1264 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1265
1266 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1267 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1268
1269 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1270 public static extern string GetConfiguration(string str);
1271
1272 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1273 public static extern IntPtr HashSpaceCreate(IntPtr space);
1274
1275 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1276 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1279 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1282 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1285 public static extern void InitODE();
1286
1287 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1288 public static extern int InitODE2(uint ODEInitFlags);
1289
1290 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1291 public static extern int IsPositiveDefinite(ref dReal A, int n);
1292
1293 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1294 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1295
1296 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1297 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1298
1299 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1300 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1301
1302 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1303 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1304
1305 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1306 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1307
1308 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1309 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1310
1311 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1312 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1313
1314 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1315 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1316
1317 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1318 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1319
1320 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1321 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1322
1323 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1324 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1325 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1326 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1327
1328 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1329 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1330
1331 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1332 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1333
1334 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1335 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1336
1337 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1338 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1339
1340 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1341 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1342
1343 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1344 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1345
1346 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1347 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1348
1349 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1350 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1351
1352 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1353 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1354
1355 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1356 public static extern void JointDestroy(IntPtr j);
1357
1358 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1359 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1360
1361 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1362 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1363
1364 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1365 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1366
1367 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1368 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1369
1370 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1371 public static extern int JointGetAMotorMode(IntPtr j);
1372
1373 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1374 public static extern int JointGetAMotorNumAxes(IntPtr j);
1375
1376 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1377 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1378
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1380 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1383 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointGetBody(IntPtr j);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointGetData(IntPtr j);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1392 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1393 public static JointFeedback JointGetFeedback(IntPtr j)
1394 {
1395 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1396 }
1397
1398 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1399 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1400
1401 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1402 public static extern dReal JointGetHingeAngle(IntPtr j);
1403
1404 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1405 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1406
1407 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1408 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1409
1410 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1411 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1412
1413 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1414 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1415
1416 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1417 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1418
1419 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1420 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1421
1422 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1423 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1424
1425 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1426 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1427
1428 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1429 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1430
1431 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1432 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1433
1434 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1435 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1436
1437 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1438 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1439
1440 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1441 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1442
1443 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1444 public static extern int JointGetLMotorNumAxes(IntPtr j);
1445
1446 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1447 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1448
1449 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1450 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1456 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1462 public static extern dReal JointGetPRPosition(IntPtr j);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetPRPositionRate(IntPtr j);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1468 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1471 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1474 public static extern dReal JointGetSliderPosition(IntPtr j);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1477 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1480 public static extern JointType JointGetType(IntPtr j);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1483 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1489 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1495 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1498 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1501 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1504 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1507 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1510 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1513 public static extern IntPtr JointGroupCreate(int max_size);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1516 public static extern void JointGroupDestroy(IntPtr group);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1519 public static extern void JointGroupEmpty(IntPtr group);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1522 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1525 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1528 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1531 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1534 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1537 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1540 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1543 public static extern void JointSetData(IntPtr j, IntPtr data);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1546 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1549 public static extern void JointSetFixed(IntPtr j);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1552 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1555 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1558 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1564 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1567 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1627 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1630 public static extern void MassAdd(ref Mass a, ref Mass b);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1633 public static extern void MassAdjust(ref Mass m, dReal newmass);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1636 public static extern bool MassCheck(ref Mass m);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1639 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1642 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1645 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1648 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1651 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1654 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1657 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1660 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1663 public static extern void MassSetParameters(out Mass mass, dReal themass,
1664 dReal cgx, dReal cgy, dReal cgz,
1665 dReal i11, dReal i22, dReal i33,
1666 dReal i12, dReal i13, dReal i23);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1669 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1672 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1675 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1678 public static extern void MassSetZero(out Mass mass);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1681 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1684 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1687 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1688 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1689 {
1690 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1691 }
1692
1693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1694 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1695
1696 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1697 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1698
1699 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1700 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1701
1702 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1703 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1704
1705 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1706 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1707
1708 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1709 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1710
1711 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1712 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1713
1714 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1715 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1716
1717 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1718 public static extern void QSetIdentity(out Quaternion q);
1719
1720 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1721 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1722
1723 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1724 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1725
1726 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1727 public static extern dReal RandReal();
1728
1729 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1730 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1731
1732 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1733 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1734
1735 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1736 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1737
1738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1739 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1740
1741 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1742 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1743
1744 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1745 public static extern void RSetIdentity(out Matrix3 R);
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1748 public static extern void SetValue(out dReal a, int n);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1751 public static extern void SetZero(out dReal a, int n);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1754 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1757 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1760 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1763 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1766 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1769 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1772 public static extern bool SpaceLockQuery(IntPtr space);
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1775 public static extern void SpaceClean(IntPtr space);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1778 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1781 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1784 public static extern void SpaceDestroy(IntPtr space);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1787 public static extern bool SpaceGetCleanup(IntPtr space);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1790 public static extern int SpaceGetNumGeoms(IntPtr space);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1793 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1796 public static extern int SpaceGetSublevel(IntPtr space);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1799 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1808 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1811 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1814 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1817 public static extern IntPtr WorldCreate();
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1820 public static extern void WorldDestroy(IntPtr world);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1823 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1826 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1829 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1832 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1835 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1838 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1841 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1844 public static extern dReal WorldGetCFM(IntPtr world);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1847 public static extern dReal WorldGetERP(IntPtr world);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1850 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1853 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1856 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1859 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1862 public static extern dReal WorldGetAngularDamping(IntPtr world);
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1865 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1868 public static extern dReal WorldGetLinearDamping(IntPtr world);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1871 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1874 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1877 public static extern dReal WorldGetQuickStepW(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1880 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1883 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1886 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1889 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1892 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1895 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1898 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1901 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1904 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1907 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1910 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1913 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1916 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1919 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1922 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1925 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1928 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1931 public static extern void WorldSetERP(IntPtr world, dReal erp);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1934 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldStep(IntPtr world, dReal stepsize);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
1959 }
1960}
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..612eafd
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2328 @@
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 [Flags]
64 public enum CollisionCategories : int
65 {
66 Disabled = 0,
67 Geom = 0x00000001,
68 Body = 0x00000002,
69 Space = 0x00000004,
70 Character = 0x00000008,
71 Land = 0x00000010,
72 Water = 0x00000020,
73 Wind = 0x00000040,
74 Sensor = 0x00000080,
75 Selected = 0x00000100
76 }
77
78 /// <summary>
79 /// Material type for a primitive
80 /// </summary>
81 public enum Material : int
82 {
83 /// <summary></summary>
84 Stone = 0,
85 /// <summary></summary>
86 Metal = 1,
87 /// <summary></summary>
88 Glass = 2,
89 /// <summary></summary>
90 Wood = 3,
91 /// <summary></summary>
92 Flesh = 4,
93 /// <summary></summary>
94 Plastic = 5,
95 /// <summary></summary>
96 Rubber = 6,
97
98 light = 7 // compatibility with old viewers
99 }
100
101 public enum changes : int
102 {
103 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
104 Remove,
105 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
106 // or removes from a object if arg is null
107 DeLink,
108 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
109 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
110 PosOffset, // not in use
111 // arg Vector3 new position in local coords. Changes prim position in object
112 OriOffset, // not in use
113 // arg Vector3 new position in local coords. Changes prim position in object
114 Velocity,
115 AngVelocity,
116 Acceleration,
117 Force,
118 Torque,
119
120 AddForce,
121 AddAngForce,
122 AngLock,
123
124 Size,
125 Shape,
126
127 CollidesWater,
128 VolumeDtc,
129
130 Physical,
131 Phantom,
132 Selected,
133 disabled,
134 building,
135
136 VehicleType,
137 VehicleFloatParam,
138 VehicleVectorParam,
139 VehicleRotationParam,
140 VehicleFlags,
141 SetVehicle,
142
143 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
144 }
145
146 public struct ODEchangeitem
147 {
148 public PhysicsActor actor;
149 public OdeCharacter character;
150 public changes what;
151 public Object arg;
152 }
153
154 public class OdeScene : PhysicsScene
155 {
156 private readonly ILog m_log;
157 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
158
159// private int threadid = 0;
160 private Random fluidRandomizer = new Random(Environment.TickCount);
161
162 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
163 const float comumContactERP = 0.6f;
164 const float comumSoftContactERP = 0.1f;
165 const float comumContactCFM = 0.0001f;
166
167 float frictionMovementMult = 0.3f;
168
169 float TerrainBounce = 0.1f;
170 float TerrainFriction = 0.3f;
171
172 public float AvatarBounce = 0.3f;
173 public float AvatarFriction = 0;// 0.9f * 0.5f;
174
175 private const uint m_regionWidth = Constants.RegionSize;
176 private const uint m_regionHeight = Constants.RegionSize;
177
178 public float ODE_STEPSIZE = 0.020f;
179 private float metersInSpace = 25.6f;
180 private float m_timeDilation = 1.0f;
181
182 public float gravityx = 0f;
183 public float gravityy = 0f;
184 public float gravityz = -9.8f;
185
186 private float waterlevel = 0f;
187 private int framecount = 0;
188
189 internal IntPtr WaterGeom;
190
191 public float avPIDD = 2200f; // make it visible
192 public float avPIDP = 900f; // make it visible
193 private float avCapRadius = 0.37f;
194 private float avDensity = 3f;
195 private float avMovementDivisorWalk = 1.3f;
196 private float avMovementDivisorRun = 0.8f;
197 private float minimumGroundFlightOffset = 3f;
198 public float maximumMassObject = 10000.01f;
199
200 public bool meshSculptedPrim = true;
201 public bool forceSimplePrimMeshing = false;
202
203 public float meshSculptLOD = 32;
204 public float MeshSculptphysicalLOD = 32;
205
206 public float geomDefaultDensity = 10.000006836f;
207
208 public int geomContactPointsStartthrottle = 3;
209 public int geomUpdatesPerThrottledUpdate = 15;
210
211 public float bodyPIDD = 35f;
212 public float bodyPIDG = 25;
213
214// public int geomCrossingFailuresBeforeOutofbounds = 6;
215
216 public int bodyFramesAutoDisable = 20;
217
218 private float[] _watermap;
219
220 private d.NearCallback nearCallback;
221
222 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
223 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
224 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
225 private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
226
227 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
228
229 /// <summary>
230 /// A list of actors that should receive collision events.
231 /// </summary>
232 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
233
234 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
235 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
236 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
237
238 private float contactsurfacelayer = 0.002f;
239
240 private int contactsPerCollision = 80;
241 internal IntPtr ContactgeomsArray = IntPtr.Zero;
242 private IntPtr GlobalContactsArray = IntPtr.Zero;
243
244 const int maxContactsbeforedeath = 4000;
245 private volatile int m_global_contactcount = 0;
246
247
248 private readonly IntPtr contactgroup;
249
250 public ContactData[] m_materialContactsData = new ContactData[8];
251
252 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
253 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
254 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
255
256 private int m_physicsiterations = 10;
257 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
258 private readonly PhysicsActor PANull = new NullPhysicsActor();
259 private float step_time = 0.0f;
260
261 public IntPtr world;
262
263 private uint obj2LocalID = 0;
264 private OdeCharacter cc1;
265 private OdePrim cp1;
266 private OdeCharacter cc2;
267 private OdePrim cp2;
268
269 // split the spaces acording to contents type
270 // ActiveSpace contains characters and active prims
271 // StaticSpace contains land and other that is mostly static in enviroment
272 // this can contain subspaces, like the grid in staticspace
273 // as now space only contains this 2 top spaces
274
275 public IntPtr TopSpace; // the global space
276 public IntPtr ActiveSpace; // space for active prims
277 public IntPtr StaticSpace; // space for the static things around
278
279 // some speedup variables
280 private int spaceGridMaxX;
281 private int spaceGridMaxY;
282 private float spacesPerMeter;
283
284 // split static geometry collision into a grid as before
285 private IntPtr[,] staticPrimspace;
286
287 private Object OdeLock;
288 private static Object SimulationLock;
289
290 public IMesher mesher;
291
292 private IConfigSource m_config;
293
294 public bool physics_logging = false;
295 public int physics_logging_interval = 0;
296 public bool physics_logging_append_existing_logfile = false;
297
298 private Vector3 m_worldOffset = Vector3.Zero;
299 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
300 private PhysicsScene m_parentScene = null;
301
302 private ODERayCastRequestManager m_rayCastManager;
303
304
305/* maybe needed if ode uses tls
306 private void checkThread()
307 {
308
309 int th = Thread.CurrentThread.ManagedThreadId;
310 if(th != threadid)
311 {
312 threadid = th;
313 d.AllocateODEDataForThread(~0U);
314 }
315 }
316 */
317 /// <summary>
318 /// Initiailizes the scene
319 /// Sets many properties that ODE requires to be stable
320 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
321 /// </summary>
322 public OdeScene(string sceneIdentifier)
323 {
324 m_log
325 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
326
327// checkThread();
328 Name = sceneIdentifier;
329
330 OdeLock = new Object();
331 SimulationLock = new Object();
332
333 nearCallback = near;
334
335 m_rayCastManager = new ODERayCastRequestManager(this);
336 lock (OdeLock)
337 {
338 // Create the world and the first space
339 try
340 {
341 world = d.WorldCreate();
342 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
343
344 // now the major subspaces
345 ActiveSpace = d.HashSpaceCreate(TopSpace);
346 StaticSpace = d.HashSpaceCreate(TopSpace);
347 }
348 catch
349 {
350 // i must RtC#FM
351 }
352
353 d.HashSpaceSetLevels(TopSpace, -2, 8); // cell sizes from .25 to 256 ?? need check what this really does
354 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
355 d.HashSpaceSetLevels(StaticSpace, -2, 8);
356
357 // demote to second level
358 d.SpaceSetSublevel(ActiveSpace, 1);
359 d.SpaceSetSublevel(StaticSpace, 1);
360
361 contactgroup = d.JointGroupCreate(0);
362 //contactgroup
363
364 d.WorldSetAutoDisableFlag(world, false);
365 }
366
367 _watermap = new float[258 * 258];
368 }
369
370 // Initialize the mesh plugin
371// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
372 public override void Initialise(IMesher meshmerizer, IConfigSource config)
373 {
374// checkThread();
375 mesher = meshmerizer;
376 m_config = config;
377
378// m_log.WarnFormat("ODE configuration: {0}", d.GetConfiguration("ODE"));
379 /*
380 if (region != null)
381 {
382 WorldExtents.X = region.RegionSizeX;
383 WorldExtents.Y = region.RegionSizeY;
384 }
385 */
386
387 // Defaults
388
389 int contactsPerCollision = 80;
390
391 if (m_config != null)
392 {
393 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
394 if (physicsconfig != null)
395 {
396 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
397 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
398 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
399
400 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
401
402 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
403
404 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
405 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
406
407 avDensity = physicsconfig.GetFloat("av_density", avDensity);
408 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
409 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
410 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
411
412 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
413
414 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
415 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
416// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
417
418 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
419 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
420
421 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
422 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
423
424 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
425 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
426 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
427 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
428
429 if (Environment.OSVersion.Platform == PlatformID.Unix)
430 {
431 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
432 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
433 }
434 else
435 {
436 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
437 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
438 }
439
440 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
441 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
442 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
443
444 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
445 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
446 }
447 }
448
449 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
450 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
451
452 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
453 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
454
455 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
456 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
457
458 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
459 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
460
461 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
462 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
463
464 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
465 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
466
467 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
468 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
469
470 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
471 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
472
473 m_materialContactsData[(int)Material.light].mu = 0.0f;
474 m_materialContactsData[(int)Material.light].bounce = 0.0f;
475
476 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
477
478 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
479 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
480
481 d.WorldSetLinearDamping(world, 0.001f);
482 d.WorldSetAngularDamping(world, 0.001f);
483 d.WorldSetAngularDampingThreshold(world, 0f);
484 d.WorldSetLinearDampingThreshold(world, 0f);
485 d.WorldSetMaxAngularSpeed(world, 256f);
486
487 d.WorldSetCFM(world,1e-6f); // a bit harder than default
488 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
489 d.WorldSetERP(world, 0.6f); // higher than original
490
491 // Set how many steps we go without running collision testing
492 // This is in addition to the step size.
493 // Essentially Steps * m_physicsiterations
494 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
495 d.WorldSetContactMaxCorrectingVel(world, 100.0f);
496
497 spacesPerMeter = 1 / metersInSpace;
498 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
499 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
500
501 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
502
503 // create all spaces now
504 int i, j;
505 IntPtr newspace;
506 for (i = 0; i < spaceGridMaxX; i++)
507 for (j = 0; j < spaceGridMaxY; j++)
508 {
509 newspace = d.HashSpaceCreate(StaticSpace);
510 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
511 waitForSpaceUnlock(newspace);
512 d.SpaceSetSublevel(newspace, 2);
513 d.HashSpaceSetLevels(newspace, -2, 8);
514 staticPrimspace[i, j] = newspace;
515 }
516 // let this now be real maximum values
517 spaceGridMaxX--;
518 spaceGridMaxY--;
519 }
520
521 internal void waitForSpaceUnlock(IntPtr space)
522 {
523 //if (space != IntPtr.Zero)
524 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
525 }
526
527 #region Collision Detection
528
529 // sets a global contact for a joint for contactgeom , and base contact description)
530
531 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, bool softerp)
532 {
533 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
534 return IntPtr.Zero;
535
536 d.Contact newcontact = new d.Contact();
537 newcontact.geom.depth = contactGeom.depth;
538 newcontact.geom.g1 = contactGeom.g1;
539 newcontact.geom.g2 = contactGeom.g2;
540 newcontact.geom.pos = contactGeom.pos;
541 newcontact.geom.normal = contactGeom.normal;
542 newcontact.geom.side1 = contactGeom.side1;
543 newcontact.geom.side2 = contactGeom.side2;
544
545 // this needs bounce also
546 newcontact.surface.mode = comumContactFlags;
547 newcontact.surface.mu = mu;
548 newcontact.surface.bounce = bounce;
549 newcontact.surface.soft_cfm = comumContactCFM;
550 if (softerp)
551 newcontact.surface.soft_erp = comumSoftContactERP;
552 else
553 newcontact.surface.soft_erp = comumContactERP;
554
555 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
556 Marshal.StructureToPtr(newcontact, contact, true);
557 return d.JointCreateContactPtr(world, contactgroup, contact);
558 }
559
560
561
562 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
563 {
564 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
565 return false;
566
567 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
568 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
569 return true;
570 }
571
572 /// <summary>
573 /// This is our near callback. A geometry is near a body
574 /// </summary>
575 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
576 /// <param name="g1">a geometry or space</param>
577 /// <param name="g2">another geometry or space</param>
578 ///
579
580 private void near(IntPtr space, IntPtr g1, IntPtr g2)
581 {
582 // no lock here! It's invoked from within Simulate(), which is thread-locked
583
584 if (m_global_contactcount >= maxContactsbeforedeath)
585 return;
586
587 // Test if we're colliding a geom with a space.
588 // If so we have to drill down into the space recursively
589
590 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
591 return;
592
593 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
594 {
595 // We'll be calling near recursivly if one
596 // of them is a space to find all of the
597 // contact points in the space
598 try
599 {
600 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
601 }
602 catch (AccessViolationException)
603 {
604 m_log.Warn("[PHYSICS]: Unable to collide test a space");
605 return;
606 }
607 //here one should check collisions of geoms inside a space
608 // but on each space we only should have geoms that not colide amoung each other
609 // so we don't dig inside spaces
610 return;
611 }
612
613 // get geom bodies to check if we already a joint contact
614 // guess this shouldn't happen now
615 IntPtr b1 = d.GeomGetBody(g1);
616 IntPtr b2 = d.GeomGetBody(g2);
617
618 // d.GeomClassID id = d.GeomGetClass(g1);
619
620 // Figure out how many contact points we have
621 int count = 0;
622 try
623 {
624 // Colliding Geom To Geom
625 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
626
627 if (g1 == g2)
628 return; // Can't collide with yourself
629
630 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
631 return;
632
633 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
634 }
635 catch (SEHException)
636 {
637 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.");
638// ode.drelease(world);
639 base.TriggerPhysicsBasedRestart();
640 }
641 catch (Exception e)
642 {
643 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
644 return;
645 }
646
647 // id contacts done
648 if (count == 0)
649 return;
650
651 // try get physical actors
652 PhysicsActor p1;
653 PhysicsActor p2;
654
655 if (!actor_name_map.TryGetValue(g1, out p1))
656 {
657 p1 = PANull;
658 }
659
660 if (!actor_name_map.TryGetValue(g2, out p2))
661 {
662 p2 = PANull;
663 }
664
665 // update actors collision score
666 if (p1.CollisionScore >= float.MaxValue - count)
667 p1.CollisionScore = 0;
668 p1.CollisionScore += count;
669
670 if (p2.CollisionScore >= float.MaxValue - count)
671 p2.CollisionScore = 0;
672 p2.CollisionScore += count;
673
674
675 // get first contact
676 d.ContactGeom curContact = new d.ContactGeom();
677 if (!GetCurContactGeom(0, ref curContact))
678 return;
679 // for now it's the one with max depth
680 ContactPoint maxDepthContact = new ContactPoint(
681 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
682 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
683 curContact.depth
684 );
685 // do volume detection case
686 if (
687 (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) ||
688 (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
689 {
690 collision_accounting_events(p1, p2, maxDepthContact);
691 return;
692 }
693
694 // big messy collision analises
695 float mu = 0;
696 float bounce = 0;
697 ContactData contactdata1 = new ContactData(0, 0, false);
698 ContactData contactdata2 = new ContactData(0, 0, false);
699 bool erpSoft = false;
700
701 String name = null;
702 bool dop1foot = false;
703 bool dop2foot = false;
704 bool ignore = false;
705
706 switch (p1.PhysicsActorType)
707 {
708 case (int)ActorTypes.Agent:
709 switch (p2.PhysicsActorType)
710 {
711 case (int)ActorTypes.Agent:
712 p1.getContactData(ref contactdata1);
713 p2.getContactData(ref contactdata2);
714
715 bounce = contactdata1.bounce * contactdata2.bounce;
716
717 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
718
719 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
720 mu *= frictionMovementMult;
721
722 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
723 p1.CollidingObj = true;
724 p2.CollidingObj = true;
725 break;
726 case (int)ActorTypes.Prim:
727 p1.getContactData(ref contactdata1);
728 p2.getContactData(ref contactdata2);
729 bounce = contactdata1.bounce * contactdata2.bounce;
730
731 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
732
733 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
734 mu *= frictionMovementMult;
735 if (p2.Velocity.LengthSquared() > 0.0f)
736 p2.CollidingObj = true;
737
738 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
739
740 dop1foot = true;
741 break;
742 default:
743 ignore=true; // avatar to terrain and water ignored
744 break;
745 }
746 break;
747
748 case (int)ActorTypes.Prim:
749 switch (p2.PhysicsActorType)
750 {
751 case (int)ActorTypes.Agent:
752 p1.getContactData(ref contactdata1);
753 p2.getContactData(ref contactdata2);
754 bounce = contactdata1.bounce * contactdata2.bounce;
755
756 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
757
758 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
759 mu *= frictionMovementMult;
760
761 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
762 dop2foot = true;
763 if (p1.Velocity.LengthSquared() > 0.0f)
764 p1.CollidingObj = true;
765 break;
766 case (int)ActorTypes.Prim:
767 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
768 {
769 p1.CollidingObj = true;
770 p2.CollidingObj = true;
771 }
772 p1.getContactData(ref contactdata1);
773 p2.getContactData(ref contactdata2);
774 bounce = contactdata1.bounce * contactdata2.bounce;
775 erpSoft = contactdata1.softcolide | contactdata2.softcolide;
776 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
777
778 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
779 mu *= frictionMovementMult;
780
781 break;
782 default:
783 if (geom_name_map.TryGetValue(g2, out name))
784 {
785 if (name == "Terrain")
786 {
787 p1.getContactData(ref contactdata1);
788 bounce = contactdata1.bounce * TerrainBounce;
789 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
790 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
791 mu *= frictionMovementMult;
792 erpSoft = contactdata1.softcolide;
793 p1.CollidingGround = true;
794 }
795 else if (name == "Water")
796 {
797 erpSoft = true;
798 }
799 }
800 else
801 ignore=true;
802 break;
803 }
804 break;
805
806 default:
807 if (geom_name_map.TryGetValue(g1, out name))
808 {
809 if (name == "Terrain")
810 {
811 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
812 {
813 p2.CollidingGround = true;
814 p2.getContactData(ref contactdata2);
815 bounce = contactdata2.bounce * TerrainBounce;
816 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
817 erpSoft = contactdata2.softcolide;
818
819 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
820 mu *= frictionMovementMult;
821 }
822 else
823 ignore = true;
824
825 }
826 else if (name == "Water" &&
827 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
828 {
829 erpSoft = true;
830 }
831 }
832 else
833 ignore = true;
834 break;
835 }
836
837 if (ignore)
838 return;
839
840 IntPtr Joint;
841
842 int i = 0;
843 while(true)
844 {
845 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
846 p1.IsColliding = true;
847 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
848 p2.IsColliding = true;
849
850 Joint = CreateContacJoint(ref curContact, mu, bounce, erpSoft);
851 d.JointAttach(Joint, b1, b2);
852
853 if (++m_global_contactcount >= maxContactsbeforedeath)
854 break;
855
856 if(++i >= count)
857 break;
858
859 if (!GetCurContactGeom(i, ref curContact))
860 break;
861
862 if (curContact.depth > maxDepthContact.PenetrationDepth)
863 {
864 maxDepthContact.Position.X = curContact.pos.X;
865 maxDepthContact.Position.Y = curContact.pos.Y;
866 maxDepthContact.Position.Z = curContact.pos.Z;
867 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
868 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
869 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
870 maxDepthContact.PenetrationDepth = curContact.depth;
871 }
872 }
873
874 collision_accounting_events(p1, p2, maxDepthContact);
875
876/*
877 if (notskipedcount > geomContactPointsStartthrottle)
878 {
879 // If there are more then 3 contact points, it's likely
880 // that we've got a pile of objects, so ...
881 // We don't want to send out hundreds of terse updates over and over again
882 // so lets throttle them and send them again after it's somewhat sorted out.
883 this needs checking so out for now
884 if (b1 != IntPtr.Zero)
885 p1.ThrottleUpdates = true;
886 if (b2 != IntPtr.Zero)
887 p2.ThrottleUpdates = true;
888
889 }
890 */
891 }
892
893 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
894 {
895 // obj1LocalID = 0;
896 //returncollisions = false;
897 obj2LocalID = 0;
898 //ctype = 0;
899 //cStartStop = 0;
900 if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
901 return;
902
903 switch ((ActorTypes)p1.PhysicsActorType)
904 {
905 case ActorTypes.Agent:
906 cc1 = (OdeCharacter)p1;
907 switch ((ActorTypes)p2.PhysicsActorType)
908 {
909 case ActorTypes.Agent:
910 cc2 = (OdeCharacter)p2;
911 obj2LocalID = cc2.m_localID;
912 if (p2.SubscribedEvents())
913 cc2.AddCollisionEvent(cc1.m_localID, contact);
914 break;
915
916 case ActorTypes.Prim:
917 if (p2 is OdePrim)
918 {
919 cp2 = (OdePrim)p2;
920 obj2LocalID = cp2.m_localID;
921 if (p2.SubscribedEvents())
922 cp2.AddCollisionEvent(cc1.m_localID, contact);
923 }
924 break;
925
926 case ActorTypes.Ground:
927 case ActorTypes.Unknown:
928 default:
929 obj2LocalID = 0;
930 break;
931 }
932 if (p1.SubscribedEvents())
933 {
934 contact.SurfaceNormal = -contact.SurfaceNormal;
935 cc1.AddCollisionEvent(obj2LocalID, contact);
936 }
937 break;
938
939 case ActorTypes.Prim:
940
941 if (p1 is OdePrim)
942 {
943 cp1 = (OdePrim)p1;
944
945 // obj1LocalID = cp2.m_localID;
946 switch ((ActorTypes)p2.PhysicsActorType)
947 {
948 case ActorTypes.Agent:
949 if (p2 is OdeCharacter)
950 {
951 cc2 = (OdeCharacter)p2;
952 obj2LocalID = cc2.m_localID;
953 if (p2.SubscribedEvents())
954 cc2.AddCollisionEvent(cp1.m_localID, contact);
955 }
956 break;
957 case ActorTypes.Prim:
958
959 if (p2 is OdePrim)
960 {
961 cp2 = (OdePrim)p2;
962 obj2LocalID = cp2.m_localID;
963 if (p2.SubscribedEvents())
964 cp2.AddCollisionEvent(cp1.m_localID, contact);
965 }
966 break;
967
968 case ActorTypes.Ground:
969 case ActorTypes.Unknown:
970 default:
971 obj2LocalID = 0;
972 break;
973 }
974 if (p1.SubscribedEvents())
975 {
976 contact.SurfaceNormal = -contact.SurfaceNormal;
977 cp1.AddCollisionEvent(obj2LocalID, contact);
978 }
979 }
980 break;
981 }
982 }
983
984 /// <summary>
985 /// This is our collision testing routine in ODE
986 /// </summary>
987 /// <param name="timeStep"></param>
988 private void collision_optimized()
989 {
990 lock (_characters)
991 {
992 try
993 {
994 foreach (OdeCharacter chr in _characters)
995 {
996 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
997 continue;
998
999 chr.IsColliding = false;
1000 // chr.CollidingGround = false; not done here
1001 chr.CollidingObj = false;
1002 // do colisions with static space
1003 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1004 }
1005 }
1006 catch (AccessViolationException)
1007 {
1008 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1009 }
1010
1011 }
1012
1013 lock (_activeprims)
1014 {
1015 foreach (OdePrim aprim in _activeprims)
1016 {
1017 aprim.CollisionScore = 0;
1018 aprim.IsColliding = false;
1019 }
1020 }
1021
1022 // collide active prims with static enviroment
1023 lock (_activegroups)
1024 {
1025 try
1026 {
1027 foreach (OdePrim prm in _activegroups)
1028 {
1029 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1030 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1031 }
1032 }
1033 catch (AccessViolationException)
1034 {
1035 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1036 }
1037 }
1038 // finally colide active things amoung them
1039 try
1040 {
1041 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1042 }
1043 catch (AccessViolationException)
1044 {
1045 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1046 }
1047// _perloopContact.Clear();
1048 }
1049
1050 #endregion
1051
1052
1053
1054 /// <summary>
1055 /// Add actor to the list that should receive collision events in the simulate loop.
1056 /// </summary>
1057 /// <param name="obj"></param>
1058 public void AddCollisionEventReporting(PhysicsActor obj)
1059 {
1060 lock (_collisionEventPrim)
1061 {
1062 if (!_collisionEventPrim.Contains(obj))
1063 _collisionEventPrim.Add(obj);
1064 }
1065 }
1066
1067 /// <summary>
1068 /// Remove actor from the list that should receive collision events in the simulate loop.
1069 /// </summary>
1070 /// <param name="obj"></param>
1071 public void RemoveCollisionEventReporting(PhysicsActor obj)
1072 {
1073 lock (_collisionEventPrim)
1074 {
1075 if (_collisionEventPrim.Contains(obj))
1076 _collisionEventPrim.Remove(obj);
1077 }
1078 }
1079
1080 #region Add/Remove Entities
1081
1082 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1083 {
1084 Vector3 pos;
1085 pos.X = position.X;
1086 pos.Y = position.Y;
1087 pos.Z = position.Z;
1088 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1089 newAv.Flying = isFlying;
1090 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1091
1092 return newAv;
1093 }
1094
1095 public void AddCharacter(OdeCharacter chr)
1096 {
1097 lock (_characters)
1098 {
1099 if (!_characters.Contains(chr))
1100 {
1101 _characters.Add(chr);
1102 if (chr.bad)
1103 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1104 }
1105 }
1106 }
1107
1108 public void RemoveCharacter(OdeCharacter chr)
1109 {
1110 lock (_characters)
1111 {
1112 if (_characters.Contains(chr))
1113 {
1114 _characters.Remove(chr);
1115 }
1116 }
1117 }
1118
1119 public void BadCharacter(OdeCharacter chr)
1120 {
1121 lock (_badCharacter)
1122 {
1123 if (!_badCharacter.Contains(chr))
1124 _badCharacter.Add(chr);
1125 }
1126 }
1127
1128 public override void RemoveAvatar(PhysicsActor actor)
1129 {
1130 //m_log.Debug("[PHYSICS]:ODELOCK");
1131 ((OdeCharacter) actor).Destroy();
1132 }
1133
1134 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1135 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1136 {
1137 Vector3 pos = position;
1138 Vector3 siz = size;
1139 Quaternion rot = rotation;
1140
1141 OdePrim newPrim;
1142 lock (OdeLock)
1143 {
1144 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,localID);
1145
1146 lock (_prims)
1147 _prims.Add(newPrim);
1148 }
1149 return newPrim;
1150 }
1151
1152 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1153 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1154 {
1155 Vector3 pos = position;
1156 Vector3 siz = size;
1157 Quaternion rot = rotation;
1158
1159 OdePrim newPrim;
1160 lock (OdeLock)
1161 {
1162 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,isPhantom,localID);
1163
1164 lock (_prims)
1165 _prims.Add(newPrim);
1166 }
1167 return newPrim;
1168 }
1169
1170 public void addActivePrim(OdePrim activatePrim)
1171 {
1172 // adds active prim..
1173 lock (_activeprims)
1174 {
1175 if (!_activeprims.Contains(activatePrim))
1176 _activeprims.Add(activatePrim);
1177 }
1178 }
1179
1180 public void addActiveGroups(OdePrim activatePrim)
1181 {
1182 lock (_activegroups)
1183 {
1184 if (!_activegroups.Contains(activatePrim))
1185 _activegroups.Add(activatePrim);
1186 }
1187 }
1188
1189 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1190 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1191 {
1192 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1193 }
1194
1195
1196 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1197 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1198 {
1199#if SPAM
1200 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1201#endif
1202
1203 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1204 }
1205
1206 public override float TimeDilation
1207 {
1208 get { return m_timeDilation; }
1209 }
1210
1211 public override bool SupportsNINJAJoints
1212 {
1213 get { return false; }
1214 }
1215
1216
1217 public void remActivePrim(OdePrim deactivatePrim)
1218 {
1219 lock (_activeprims)
1220 {
1221 _activeprims.Remove(deactivatePrim);
1222 }
1223 }
1224 public void remActiveGroup(OdePrim deactivatePrim)
1225 {
1226 lock (_activegroups)
1227 {
1228 _activegroups.Remove(deactivatePrim);
1229 }
1230 }
1231
1232 public override void RemovePrim(PhysicsActor prim)
1233 {
1234 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1235 // removed in the next physics simulate pass.
1236 if (prim is OdePrim)
1237 {
1238// lock (OdeLock)
1239 {
1240 OdePrim p = (OdePrim)prim;
1241 p.setPrimForRemoval();
1242 }
1243 }
1244 }
1245 /// <summary>
1246 /// This is called from within simulate but outside the locked portion
1247 /// We need to do our own locking here
1248 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1249 /// Simulate() -- justincc).
1250 ///
1251 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1252 ///
1253 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1254 /// that the space was using.
1255 /// </summary>
1256 /// <param name="prim"></param>
1257 public void RemovePrimThreadLocked(OdePrim prim)
1258 {
1259 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1260 lock (prim)
1261 {
1262 RemoveCollisionEventReporting(prim);
1263 lock (_prims)
1264 _prims.Remove(prim);
1265 }
1266
1267 }
1268 #endregion
1269
1270 #region Space Separation Calculation
1271
1272 /// <summary>
1273 /// Called when a static prim moves or becomes static
1274 /// Places the prim in a space one the static sub-spaces grid
1275 /// </summary>
1276 /// <param name="geom">the pointer to the geom that moved</param>
1277 /// <param name="pos">the position that the geom moved to</param>
1278 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1279 /// <returns>a pointer to the new space it's in</returns>
1280 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1281 {
1282 // moves a prim into another static sub-space or from another space into a static sub-space
1283
1284 // Called ODEPrim so
1285 // it's already in locked space.
1286
1287 if (geom == IntPtr.Zero) // shouldn't happen
1288 return IntPtr.Zero;
1289
1290 // get the static sub-space for current position
1291 IntPtr newspace = calculateSpaceForGeom(pos);
1292
1293 if (newspace == currentspace) // if we are there all done
1294 return newspace;
1295
1296 // else remove it from its current space
1297 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1298 {
1299 if (d.GeomIsSpace(currentspace))
1300 {
1301 waitForSpaceUnlock(currentspace);
1302 d.SpaceRemove(currentspace, geom);
1303
1304 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1305 {
1306 d.SpaceDestroy(currentspace);
1307 }
1308 }
1309 else
1310 {
1311 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1312 " Geom:" + geom);
1313 }
1314 }
1315 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1316 {
1317 currentspace = d.GeomGetSpace(geom);
1318 if (currentspace != IntPtr.Zero)
1319 {
1320 if (d.GeomIsSpace(currentspace))
1321 {
1322 waitForSpaceUnlock(currentspace);
1323 d.SpaceRemove(currentspace, geom);
1324
1325 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1326 {
1327 d.SpaceDestroy(currentspace);
1328 }
1329
1330 }
1331 }
1332 }
1333
1334 // put the geom in the newspace
1335 waitForSpaceUnlock(newspace);
1336 d.SpaceAdd(newspace, geom);
1337
1338 // let caller know this newspace
1339 return newspace;
1340 }
1341
1342 /// <summary>
1343 /// Calculates the space the prim should be in by its position
1344 /// </summary>
1345 /// <param name="pos"></param>
1346 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1347 public IntPtr calculateSpaceForGeom(Vector3 pos)
1348 {
1349 int x, y;
1350 x = (int)(pos.X * spacesPerMeter);
1351 if (x < 0)
1352 x = 0;
1353 else if (x > spaceGridMaxX)
1354 x = spaceGridMaxX;
1355
1356 y = (int)(pos.Y * spacesPerMeter);
1357 if (y < 0)
1358 y = 0;
1359 else if (y >spaceGridMaxY)
1360 y = spaceGridMaxY;
1361
1362 IntPtr tmpSpace = staticPrimspace[x, y];
1363 return tmpSpace;
1364 }
1365
1366 #endregion
1367
1368 /// <summary>
1369 /// Routine to figure out if we need to mesh this prim with our mesher
1370 /// </summary>
1371 /// <param name="pbs"></param>
1372 /// <returns></returns>
1373 public bool needsMeshing(PrimitiveBaseShape pbs)
1374 {
1375 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1376 // but we still need to check for sculptie meshing being enabled so this is the most
1377 // convenient place to do it for now...
1378
1379 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1380 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1381 int iPropertiesNotSupportedDefault = 0;
1382
1383 if (pbs.SculptEntry)
1384 {
1385 if(!meshSculptedPrim)
1386 return false;
1387 }
1388
1389 // 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
1390 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1391 {
1392 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1393 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1394 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1395 {
1396
1397 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1398 && pbs.ProfileHollow == 0
1399 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1400 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1401 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1402 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1403 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1404 {
1405#if SPAM
1406 m_log.Warn("NonMesh");
1407#endif
1408 return false;
1409 }
1410 }
1411 }
1412
1413 // following code doesn't give meshs to boxes and spheres ever
1414 // and it's odd.. so for now just return true if asked to force meshs
1415 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1416
1417 if (forceSimplePrimMeshing)
1418 return true;
1419
1420 if (pbs.ProfileHollow != 0)
1421 iPropertiesNotSupportedDefault++;
1422
1423 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1424 iPropertiesNotSupportedDefault++;
1425
1426 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1427 iPropertiesNotSupportedDefault++;
1428
1429 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1430 iPropertiesNotSupportedDefault++;
1431
1432 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1433 iPropertiesNotSupportedDefault++;
1434
1435 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1436 iPropertiesNotSupportedDefault++;
1437
1438 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1439 iPropertiesNotSupportedDefault++;
1440
1441 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))
1442 iPropertiesNotSupportedDefault++;
1443
1444 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1445 iPropertiesNotSupportedDefault++;
1446
1447 // test for torus
1448 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1449 {
1450 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1451 {
1452 iPropertiesNotSupportedDefault++;
1453 }
1454 }
1455 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1456 {
1457 if (pbs.PathCurve == (byte)Extrusion.Straight)
1458 {
1459 iPropertiesNotSupportedDefault++;
1460 }
1461
1462 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1463 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1464 {
1465 iPropertiesNotSupportedDefault++;
1466 }
1467 }
1468 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1469 {
1470 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1471 {
1472 iPropertiesNotSupportedDefault++;
1473 }
1474 }
1475 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1476 {
1477 if (pbs.PathCurve == (byte)Extrusion.Straight)
1478 {
1479 iPropertiesNotSupportedDefault++;
1480 }
1481 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1482 {
1483 iPropertiesNotSupportedDefault++;
1484 }
1485 }
1486
1487 if (pbs.SculptEntry && meshSculptedPrim)
1488 iPropertiesNotSupportedDefault++;
1489
1490 if (iPropertiesNotSupportedDefault == 0)
1491 {
1492#if SPAM
1493 m_log.Warn("NonMesh");
1494#endif
1495 return false;
1496 }
1497#if SPAM
1498 m_log.Debug("Mesh");
1499#endif
1500 return true;
1501 }
1502
1503 /// <summary>
1504 /// Called to queue a change to a actor
1505 /// to use in place of old taint mechanism so changes do have a time sequence
1506 /// </summary>
1507
1508 public void AddChange(PhysicsActor actor, changes what, Object arg)
1509 {
1510 ODEchangeitem item = new ODEchangeitem();
1511 item.actor = actor;
1512 item.what = what;
1513 item.arg = arg;
1514 ChangesQueue.Enqueue(item);
1515 }
1516
1517 /// <summary>
1518 /// Called after our prim properties are set Scale, position etc.
1519 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1520 /// This assures us that we have no race conditions
1521 /// </summary>
1522 /// <param name="prim"></param>
1523 public override void AddPhysicsActorTaint(PhysicsActor prim)
1524 {
1525 }
1526
1527 /// <summary>
1528 /// This is our main simulate loop
1529 /// It's thread locked by a Mutex in the scene.
1530 /// It holds Collisions, it instructs ODE to step through the physical reactions
1531 /// It moves the objects around in memory
1532 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1533 /// </summary>
1534 /// <param name="timeStep"></param>
1535 /// <returns></returns>
1536 public override float Simulate(float timeStep)
1537 {
1538 int statstart;
1539 int statchanges = 0;
1540 int statchmove = 0;
1541 int statactmove = 0;
1542 int statray = 0;
1543 int statcol = 0;
1544 int statstep = 0;
1545 int statmovchar = 0;
1546 int statmovprim;
1547 int totjcontact = 0;
1548
1549 // acumulate time so we can reduce error
1550 step_time += timeStep;
1551
1552 if (step_time < ODE_STEPSIZE)
1553 return 0;
1554
1555 if (framecount >= int.MaxValue)
1556 framecount = 0;
1557
1558 framecount++;
1559
1560 int curphysiteractions = m_physicsiterations;
1561
1562 if (step_time >= m_SkipFramesAtms)
1563 {
1564 // if in trouble reduce step resolution
1565 curphysiteractions /= 2;
1566 }
1567
1568 int nodeframes = 0;
1569
1570// checkThread();
1571
1572 lock (SimulationLock)
1573 {
1574 // adjust number of iterations per step
1575 try
1576 {
1577 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1578 }
1579 catch (StackOverflowException)
1580 {
1581 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1582// ode.drelease(world);
1583 base.TriggerPhysicsBasedRestart();
1584 }
1585
1586
1587 while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever
1588 {
1589 try
1590 {
1591 statstart = Util.EnvironmentTickCount();
1592
1593 // clear pointer/counter to contacts to pass into joints
1594 m_global_contactcount = 0;
1595
1596 ODEchangeitem item;
1597
1598 if(ChangesQueue.Count >0)
1599 {
1600 int ttmpstart = Util.EnvironmentTickCount();
1601 int ttmp;
1602 int ttmp2;
1603
1604 while(ChangesQueue.Dequeue(out item))
1605 {
1606 if (item.actor != null)
1607 {
1608 try
1609 {
1610 if (item.actor is OdeCharacter)
1611 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1612 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1613 RemovePrimThreadLocked((OdePrim)item.actor);
1614 }
1615 catch
1616 {
1617 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1618 };
1619 }
1620 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1621 if (ttmp > 20)
1622 break;
1623 }
1624
1625 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1626 if (ttmp2 > 50)
1627 ttmp2 = 0;
1628
1629 }
1630
1631 statchanges += Util.EnvironmentTickCountSubtract(statstart);
1632
1633 statactmove += Util.EnvironmentTickCountSubtract(statstart);
1634 //if ((framecount % m_randomizeWater) == 0)
1635 // randomizeWater(waterlevel);
1636
1637 m_rayCastManager.ProcessQueuedRequests();
1638
1639
1640
1641 statray += Util.EnvironmentTickCountSubtract(statstart);
1642 collision_optimized();
1643 statcol += Util.EnvironmentTickCountSubtract(statstart);
1644
1645 lock (_collisionEventPrim)
1646 {
1647 foreach (PhysicsActor obj in _collisionEventPrim)
1648 {
1649 if (obj == null)
1650 continue;
1651
1652 switch ((ActorTypes)obj.PhysicsActorType)
1653 {
1654 case ActorTypes.Agent:
1655 OdeCharacter cobj = (OdeCharacter)obj;
1656 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f));
1657 cobj.SendCollisions();
1658 break;
1659
1660 case ActorTypes.Prim:
1661 OdePrim pobj = (OdePrim)obj;
1662 pobj.SendCollisions();
1663 break;
1664 }
1665 }
1666 }
1667
1668 d.WorldQuickStep(world, ODE_STEPSIZE);
1669 statstep += Util.EnvironmentTickCountSubtract(statstart);
1670
1671 // Move characters
1672 lock (_characters)
1673 {
1674 List<OdeCharacter> defects = new List<OdeCharacter>();
1675 foreach (OdeCharacter actor in _characters)
1676 {
1677 if (actor != null)
1678 actor.Move(ODE_STEPSIZE, defects);
1679 }
1680 if (defects.Count != 0)
1681 {
1682 foreach (OdeCharacter defect in defects)
1683 {
1684 RemoveCharacter(defect);
1685 }
1686 }
1687 }
1688 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1689
1690 // Move other active objects
1691 lock (_activegroups)
1692 {
1693 foreach (OdePrim aprim in _activegroups)
1694 {
1695 aprim.Move();
1696 }
1697 }
1698
1699 //ode.dunlock(world);
1700 }
1701 catch (Exception e)
1702 {
1703 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1704// ode.dunlock(world);
1705 }
1706
1707 d.JointGroupEmpty(contactgroup);
1708 totjcontact += m_global_contactcount;
1709
1710 step_time -= ODE_STEPSIZE;
1711 nodeframes++;
1712 }
1713
1714 statstart = Util.EnvironmentTickCount();
1715
1716 lock (_characters)
1717 {
1718 foreach (OdeCharacter actor in _characters)
1719 {
1720 if (actor != null)
1721 {
1722 if (actor.bad)
1723 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1724
1725 actor.UpdatePositionAndVelocity();
1726 }
1727 }
1728 }
1729
1730 lock (_badCharacter)
1731 {
1732 if (_badCharacter.Count > 0)
1733 {
1734 foreach (OdeCharacter chr in _badCharacter)
1735 {
1736 RemoveCharacter(chr);
1737 }
1738
1739 _badCharacter.Clear();
1740 }
1741 }
1742 statmovchar = Util.EnvironmentTickCountSubtract(statstart);
1743
1744 lock (_activegroups)
1745 {
1746 {
1747 foreach (OdePrim actor in _activegroups)
1748 {
1749 if (actor.IsPhysical)
1750 {
1751 actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE);
1752 }
1753 }
1754 }
1755 }
1756
1757 statmovprim = Util.EnvironmentTickCountSubtract(statstart);
1758
1759 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1760 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1761 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1762 int nbodies = d.NTotalBodies;
1763 int ngeoms = d.NTotalGeoms;
1764
1765 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1766 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1767 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1768 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1769 {
1770 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1771 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1772
1773 if (physics_logging_append_existing_logfile)
1774 {
1775 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1776 TextWriter fwriter = File.AppendText(fname);
1777 fwriter.WriteLine(header);
1778 fwriter.Close();
1779 }
1780
1781 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1782 }
1783
1784 // think time dilation is not a physics issue alone.. but ok let's fake something
1785 if (step_time < ODE_STEPSIZE) // we did the required loops
1786 m_timeDilation = 1.0f;
1787 else
1788 { // we didn't forget the lost ones and let user know something
1789 m_timeDilation = 1 - step_time / timeStep;
1790 if (m_timeDilation < 0)
1791 m_timeDilation = 0;
1792 step_time = 0;
1793 }
1794 }
1795
1796// return nodeframes * ODE_STEPSIZE; // return real simulated time
1797 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1798 }
1799
1800 /// <summary>
1801 public override void GetResults()
1802 {
1803 }
1804
1805 public override bool IsThreaded
1806 {
1807 // for now we won't be multithreaded
1808 get { return (false); }
1809 }
1810
1811 public float GetTerrainHeightAtXY(float x, float y)
1812 {
1813 // assumes 1m size grid and constante size square regions
1814 // needs to know about sims around in future
1815 // region offset in mega position
1816
1817 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1818 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1819
1820 IntPtr heightFieldGeom = IntPtr.Zero;
1821
1822 // get region map
1823 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1824 return 0f;
1825
1826 if (heightFieldGeom == IntPtr.Zero)
1827 return 0f;
1828
1829 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1830 return 0f;
1831
1832 // TerrainHeightField for ODE as offset 1m
1833 x += 1f - offsetX;
1834 y += 1f - offsetY;
1835
1836 // make position fit into array
1837 if (x < 0)
1838 x = 0;
1839 if (y < 0)
1840 y = 0;
1841
1842 // integer indexs
1843 int ix;
1844 int iy;
1845 // interpolators offset
1846 float dx;
1847 float dy;
1848
1849 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
1850
1851 // we still have square fixed size regions
1852 // also flip x and y because of how map is done for ODE fliped axis
1853 // so ix,iy,dx and dy are inter exchanged
1854 if (x < regsize - 1)
1855 {
1856 iy = (int)x;
1857 dy = x - (float)iy;
1858 }
1859 else // out world use external height
1860 {
1861 iy = regsize - 1;
1862 dy = 0;
1863 }
1864 if (y < regsize - 1)
1865 {
1866 ix = (int)y;
1867 dx = y - (float)ix;
1868 }
1869 else
1870 {
1871 ix = regsize - 1;
1872 dx = 0;
1873 }
1874
1875 float h0;
1876 float h1;
1877 float h2;
1878
1879 iy *= regsize;
1880 iy += ix; // all indexes have iy + ix
1881
1882 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
1883
1884 if ((dx + dy) <= 1.0f)
1885 {
1886 h0 = ((float)heights[iy]); // 0,0 vertice
1887 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
1888 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
1889 }
1890 else
1891 {
1892 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
1893 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
1894 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
1895 }
1896
1897 return h0 + h1 + h2;
1898 }
1899 public override void SetTerrain(float[] heightMap)
1900 {
1901 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
1902 {
1903 if (m_parentScene is OdeScene)
1904 {
1905 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
1906 }
1907 }
1908 else
1909 {
1910 SetTerrain(heightMap, m_worldOffset);
1911 }
1912 }
1913
1914 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
1915 {
1916 SetTerrain(heightMap, pOffset);
1917 }
1918
1919 public void SetTerrain(float[] heightMap, Vector3 pOffset)
1920 {
1921 // assumes 1m size grid and constante size square regions
1922 // needs to know about sims around in future
1923
1924 float[] _heightmap;
1925
1926 uint heightmapWidth = Constants.RegionSize + 2;
1927 uint heightmapHeight = Constants.RegionSize + 2;
1928
1929 uint heightmapWidthSamples = heightmapWidth + 1;
1930 uint heightmapHeightSamples = heightmapHeight + 1;
1931
1932 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
1933
1934 const float scale = 1.0f;
1935 const float offset = 0.0f;
1936 const float thickness = 10f;
1937 const int wrap = 0;
1938
1939 uint regionsize = Constants.RegionSize;
1940
1941 float hfmin = float.MaxValue;
1942 float hfmax = float.MinValue;
1943 float val;
1944 uint xx;
1945 uint yy;
1946
1947 uint maxXXYY = regionsize - 1;
1948 // flipping map adding one margin all around so things don't fall in edges
1949
1950 uint xt = 0;
1951 xx = 0;
1952
1953 for (uint x = 0; x < heightmapWidthSamples; x++)
1954 {
1955 if (x > 1 && xx < maxXXYY)
1956 xx++;
1957 yy = 0;
1958 for (uint y = 0; y < heightmapHeightSamples; y++)
1959 {
1960 if (y > 1 && y < maxXXYY)
1961 yy += regionsize;
1962
1963 val = heightMap[yy + xx];
1964 if (val < 0.0f)
1965 val = 0.0f; // no neg terrain as in chode
1966 _heightmap[xt + y] = val;
1967
1968 if (hfmin > val)
1969 hfmin = val;
1970 if (hfmax < val)
1971 hfmax = val;
1972 }
1973 xt += heightmapHeightSamples;
1974 }
1975 lock (OdeLock)
1976 {
1977 IntPtr GroundGeom = IntPtr.Zero;
1978 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
1979 {
1980 RegionTerrain.Remove(pOffset);
1981 if (GroundGeom != IntPtr.Zero)
1982 {
1983 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
1984 {
1985 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
1986 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
1987 TerrainHeightFieldHeights.Remove(GroundGeom);
1988 }
1989 d.SpaceRemove(StaticSpace, GroundGeom);
1990 d.GeomDestroy(GroundGeom);
1991 }
1992 }
1993 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
1994
1995 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
1996
1997 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
1998 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
1999 offset, thickness, wrap);
2000
2001 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2002 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2003 if (GroundGeom != IntPtr.Zero)
2004 {
2005 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
2006 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
2007
2008 }
2009 geom_name_map[GroundGeom] = "Terrain";
2010
2011 d.Matrix3 R = new d.Matrix3();
2012
2013 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2014 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2015
2016
2017 q1 = q1 * q2;
2018
2019 Vector3 v3;
2020 float angle;
2021 q1.GetAxisAngle(out v3, out angle);
2022
2023 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2024 d.GeomSetRotation(GroundGeom, ref R);
2025 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2026 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2027// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2028 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2029 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2030
2031 }
2032 }
2033
2034 public override void DeleteTerrain()
2035 {
2036 }
2037
2038 public float GetWaterLevel()
2039 {
2040 return waterlevel;
2041 }
2042
2043 public override bool SupportsCombining()
2044 {
2045 return true;
2046 }
2047/*
2048 public override void UnCombine(PhysicsScene pScene)
2049 {
2050 IntPtr localGround = IntPtr.Zero;
2051// float[] localHeightfield;
2052 bool proceed = false;
2053 List<IntPtr> geomDestroyList = new List<IntPtr>();
2054
2055 lock (OdeLock)
2056 {
2057 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2058 {
2059 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2060 {
2061 if (geom == localGround)
2062 {
2063// localHeightfield = TerrainHeightFieldHeights[geom];
2064 proceed = true;
2065 }
2066 else
2067 {
2068 geomDestroyList.Add(geom);
2069 }
2070 }
2071
2072 if (proceed)
2073 {
2074 m_worldOffset = Vector3.Zero;
2075 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2076 m_parentScene = null;
2077
2078 foreach (IntPtr g in geomDestroyList)
2079 {
2080 // removingHeightField needs to be done or the garbage collector will
2081 // collect the terrain data before we tell ODE to destroy it causing
2082 // memory corruption
2083 if (TerrainHeightFieldHeights.ContainsKey(g))
2084 {
2085// float[] removingHeightField = TerrainHeightFieldHeights[g];
2086 TerrainHeightFieldHeights.Remove(g);
2087
2088 if (RegionTerrain.ContainsKey(g))
2089 {
2090 RegionTerrain.Remove(g);
2091 }
2092
2093 d.GeomDestroy(g);
2094 //removingHeightField = new float[0];
2095 }
2096 }
2097
2098 }
2099 else
2100 {
2101 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2102 }
2103 }
2104 }
2105 }
2106*/
2107 public override void SetWaterLevel(float baseheight)
2108 {
2109 waterlevel = baseheight;
2110 randomizeWater(waterlevel);
2111 }
2112
2113 public void randomizeWater(float baseheight)
2114 {
2115 const uint heightmapWidth = m_regionWidth + 2;
2116 const uint heightmapHeight = m_regionHeight + 2;
2117 const uint heightmapWidthSamples = m_regionWidth + 2;
2118 const uint heightmapHeightSamples = m_regionHeight + 2;
2119 const float scale = 1.0f;
2120 const float offset = 0.0f;
2121 const float thickness = 2.9f;
2122 const int wrap = 0;
2123
2124 for (int i = 0; i < (258 * 258); i++)
2125 {
2126 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
2127 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
2128 }
2129
2130 lock (OdeLock)
2131 {
2132 if (WaterGeom != IntPtr.Zero)
2133 {
2134 d.SpaceRemove(StaticSpace, WaterGeom);
2135 }
2136 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2137 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
2138 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2139 offset, thickness, wrap);
2140 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
2141 WaterGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2142 if (WaterGeom != IntPtr.Zero)
2143 {
2144 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
2145 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
2146
2147 }
2148 geom_name_map[WaterGeom] = "Water";
2149
2150 d.Matrix3 R = new d.Matrix3();
2151
2152 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2153 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2154
2155 q1 = q1 * q2;
2156 Vector3 v3;
2157 float angle;
2158 q1.GetAxisAngle(out v3, out angle);
2159
2160 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2161 d.GeomSetRotation(WaterGeom, ref R);
2162 d.GeomSetPosition(WaterGeom, 128, 128, 0);
2163
2164 }
2165
2166 }
2167
2168 public override void Dispose()
2169 {
2170 m_rayCastManager.Dispose();
2171 m_rayCastManager = null;
2172
2173 lock (OdeLock)
2174 {
2175 lock (_prims)
2176 {
2177 foreach (OdePrim prm in _prims)
2178 {
2179 RemovePrim(prm);
2180 }
2181 }
2182
2183 if (ContactgeomsArray != IntPtr.Zero)
2184 Marshal.FreeHGlobal(ContactgeomsArray);
2185 if (GlobalContactsArray != IntPtr.Zero)
2186 Marshal.FreeHGlobal(GlobalContactsArray);
2187
2188 d.WorldDestroy(world);
2189 //d.CloseODE();
2190 }
2191 }
2192
2193 public override Dictionary<uint, float> GetTopColliders()
2194 {
2195 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2196 int cnt = 0;
2197 lock (_prims)
2198 {
2199 foreach (OdePrim prm in _prims)
2200 {
2201 if (prm.CollisionScore > 0)
2202 {
2203 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2204 cnt++;
2205 prm.CollisionScore = 0f;
2206 if (cnt > 25)
2207 {
2208 break;
2209 }
2210 }
2211 }
2212 }
2213 return returncolliders;
2214 }
2215
2216 public override bool SupportsRayCast()
2217 {
2218 return true;
2219 }
2220
2221 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2222 {
2223 if (retMethod != null)
2224 {
2225 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2226 }
2227 }
2228
2229 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2230 {
2231 if (retMethod != null)
2232 {
2233 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2234 }
2235 }
2236
2237 // don't like this
2238 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2239 {
2240 ContactResult[] ourResults = null;
2241 RayCallback retMethod = delegate(List<ContactResult> results)
2242 {
2243 ourResults = new ContactResult[results.Count];
2244 results.CopyTo(ourResults, 0);
2245 };
2246 int waitTime = 0;
2247 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2248 while (ourResults == null && waitTime < 1000)
2249 {
2250 Thread.Sleep(1);
2251 waitTime++;
2252 }
2253 if (ourResults == null)
2254 return new List<ContactResult>();
2255 return new List<ContactResult>(ourResults);
2256 }
2257
2258 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2259 {
2260 if (retMethod != null && actor !=null)
2261 {
2262 IntPtr geom;
2263 if (actor is OdePrim)
2264 geom = ((OdePrim)actor).prim_geom;
2265 else if (actor is OdeCharacter)
2266 geom = ((OdePrim)actor).prim_geom;
2267 else
2268 return;
2269 if (geom == IntPtr.Zero)
2270 return;
2271 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2272 }
2273 }
2274
2275 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2276 {
2277 if (retMethod != null && actor != null)
2278 {
2279 IntPtr geom;
2280 if (actor is OdePrim)
2281 geom = ((OdePrim)actor).prim_geom;
2282 else if (actor is OdeCharacter)
2283 geom = ((OdePrim)actor).prim_geom;
2284 else
2285 return;
2286 if (geom == IntPtr.Zero)
2287 return;
2288
2289 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2290 }
2291 }
2292
2293 // don't like this
2294 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2295 {
2296 if (actor != null)
2297 {
2298 IntPtr geom;
2299 if (actor is OdePrim)
2300 geom = ((OdePrim)actor).prim_geom;
2301 else if (actor is OdeCharacter)
2302 geom = ((OdePrim)actor).prim_geom;
2303 else
2304 return new List<ContactResult>();
2305 if (geom == IntPtr.Zero)
2306 return new List<ContactResult>();
2307
2308 ContactResult[] ourResults = null;
2309 RayCallback retMethod = delegate(List<ContactResult> results)
2310 {
2311 ourResults = new ContactResult[results.Count];
2312 results.CopyTo(ourResults, 0);
2313 };
2314 int waitTime = 0;
2315 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2316 while (ourResults == null && waitTime < 1000)
2317 {
2318 Thread.Sleep(1);
2319 waitTime++;
2320 }
2321 if (ourResults == null)
2322 return new List<ContactResult>();
2323 return new List<ContactResult>(ourResults);
2324 }
2325 return new List<ContactResult>();
2326 }
2327 }
2328}
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 bb374ed..df4c7f8 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{
@@ -99,16 +103,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
99 protected int m_notecardLineReadCharsMax = 255; 103 protected int m_notecardLineReadCharsMax = 255;
100 protected int m_scriptConsoleChannel = 0; 104 protected int m_scriptConsoleChannel = 0;
101 protected bool m_scriptConsoleChannelEnabled = false; 105 protected bool m_scriptConsoleChannelEnabled = false;
106 protected bool m_debuggerSafe = false;
102 protected IUrlModule m_UrlModule = null; 107 protected IUrlModule m_UrlModule = null;
103 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 108 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
104 new Dictionary<UUID, UserInfoCacheEntry>(); 109 new Dictionary<UUID, UserInfoCacheEntry>();
105 110
111 protected Timer m_ShoutSayTimer;
112 protected int m_SayShoutCount = 0;
113
106 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 114 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
107 { 115 {
116 m_ShoutSayTimer = new Timer(1000);
117 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
118 m_ShoutSayTimer.AutoReset = true;
119 m_ShoutSayTimer.Start();
120
108 m_ScriptEngine = ScriptEngine; 121 m_ScriptEngine = ScriptEngine;
109 m_host = host; 122 m_host = host;
110 m_localID = localID; 123 m_localID = localID;
111 m_itemID = itemID; 124 m_itemID = itemID;
125 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
112 126
113 m_ScriptDelayFactor = 127 m_ScriptDelayFactor =
114 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 128 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -156,6 +170,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
156 get { return m_ScriptEngine.World; } 170 get { return m_ScriptEngine.World; }
157 } 171 }
158 172
173 [DebuggerNonUserCode]
159 public void state(string newState) 174 public void state(string newState)
160 { 175 {
161 m_ScriptEngine.SetState(m_itemID, newState); 176 m_ScriptEngine.SetState(m_itemID, newState);
@@ -165,6 +180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
165 /// Reset the named script. The script must be present 180 /// Reset the named script. The script must be present
166 /// in the same prim. 181 /// in the same prim.
167 /// </summary> 182 /// </summary>
183 [DebuggerNonUserCode]
168 public void llResetScript() 184 public void llResetScript()
169 { 185 {
170 m_host.AddScriptLPS(1); 186 m_host.AddScriptLPS(1);
@@ -221,9 +237,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
221 } 237 }
222 } 238 }
223 239
240 public List<ScenePresence> GetLinkAvatars(int linkType)
241 {
242 List<ScenePresence> ret = new List<ScenePresence>();
243 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
244 return ret;
245
246 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
247
248 switch (linkType)
249 {
250 case ScriptBaseClass.LINK_SET:
251 return avs;
252
253 case ScriptBaseClass.LINK_ROOT:
254 return ret;
255
256 case ScriptBaseClass.LINK_ALL_OTHERS:
257 return avs;
258
259 case ScriptBaseClass.LINK_ALL_CHILDREN:
260 return avs;
261
262 case ScriptBaseClass.LINK_THIS:
263 return ret;
264
265 default:
266 if (linkType < 0)
267 return ret;
268
269 int partCount = m_host.ParentGroup.GetPartCount();
270
271 if (linkType <= partCount)
272 {
273 return ret;
274 }
275 else
276 {
277 linkType = linkType - partCount;
278 if (linkType > avs.Count)
279 {
280 return ret;
281 }
282 else
283 {
284 ret.Add(avs[linkType-1]);
285 return ret;
286 }
287 }
288 }
289 }
290
224 public List<SceneObjectPart> GetLinkParts(int linkType) 291 public List<SceneObjectPart> GetLinkParts(int linkType)
225 { 292 {
226 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 293 List<SceneObjectPart> ret = new List<SceneObjectPart>();
294 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
295 return ret;
227 ret.Add(m_host); 296 ret.Add(m_host);
228 297
229 switch (linkType) 298 switch (linkType)
@@ -270,40 +339,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
270 protected UUID InventorySelf() 339 protected UUID InventorySelf()
271 { 340 {
272 UUID invItemID = new UUID(); 341 UUID invItemID = new UUID();
273 342 bool unlock = false;
274 lock (m_host.TaskInventory) 343 if (!m_host.TaskInventory.IsReadLockedByMe())
275 { 344 {
276 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 345 m_host.TaskInventory.LockItemsForRead(true);
346 unlock = true;
347 }
348 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
349 {
350 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
277 { 351 {
278 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 352 invItemID = inv.Key;
279 { 353 break;
280 invItemID = inv.Key;
281 break;
282 }
283 } 354 }
284 } 355 }
285 356 if (unlock)
357 {
358 m_host.TaskInventory.LockItemsForRead(false);
359 }
286 return invItemID; 360 return invItemID;
287 } 361 }
288 362
289 protected UUID InventoryKey(string name, int type) 363 protected UUID InventoryKey(string name, int type)
290 { 364 {
291 m_host.AddScriptLPS(1); 365 m_host.AddScriptLPS(1);
292 366 m_host.TaskInventory.LockItemsForRead(true);
293 lock (m_host.TaskInventory) 367
368 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
294 { 369 {
295 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 370 if (inv.Value.Name == name)
296 { 371 {
297 if (inv.Value.Name == name) 372 m_host.TaskInventory.LockItemsForRead(false);
373
374 if (inv.Value.Type != type)
298 { 375 {
299 if (inv.Value.Type != type) 376 return UUID.Zero;
300 return UUID.Zero;
301
302 return inv.Value.AssetID;
303 } 377 }
378
379 return inv.Value.AssetID;
304 } 380 }
305 } 381 }
306 382
383 m_host.TaskInventory.LockItemsForRead(false);
307 return UUID.Zero; 384 return UUID.Zero;
308 } 385 }
309 386
@@ -311,17 +388,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
311 { 388 {
312 m_host.AddScriptLPS(1); 389 m_host.AddScriptLPS(1);
313 390
314 lock (m_host.TaskInventory) 391
392 m_host.TaskInventory.LockItemsForRead(true);
393
394 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
315 { 395 {
316 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 396 if (inv.Value.Name == name)
317 { 397 {
318 if (inv.Value.Name == name) 398 m_host.TaskInventory.LockItemsForRead(false);
319 { 399 return inv.Value.AssetID;
320 return inv.Value.AssetID;
321 }
322 } 400 }
323 } 401 }
324 402
403 m_host.TaskInventory.LockItemsForRead(false);
404
405
325 return UUID.Zero; 406 return UUID.Zero;
326 } 407 }
327 408
@@ -463,31 +544,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
463 544
464 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 545 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
465 546
466 /// <summary> 547 // Utility function for llRot2Euler
467 /// Convert an LSL rotation to a Euler vector. 548
468 /// </summary> 549 // normalize an angle between -PI and PI (-180 to +180 degrees)
469 /// <remarks> 550 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 { 551 {
477 m_host.AddScriptLPS(1); 552 if (angle > -Math.PI && angle < Math.PI)
553 return angle;
478 554
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. 555 int numPis = (int)(Math.PI / angle);
480 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 556 double remainder = angle - Math.PI * numPis;
481 if (m == 0.0) return new LSL_Vector(); 557 if (numPis % 2 == 1)
482 double x = Math.Atan2(-v.y, v.z); 558 return Math.PI - angle;
483 double sin = v.x / m; 559 return remainder;
484 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities. 560 }
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);
489 561
490 return new LSL_Vector(x, y, z); 562 public LSL_Vector llRot2Euler(LSL_Rotation q1)
563 {
564 m_host.AddScriptLPS(1);
565 LSL_Vector eul = new LSL_Vector();
566
567 double sqw = q1.s*q1.s;
568 double sqx = q1.x*q1.x;
569 double sqy = q1.z*q1.z;
570 double sqz = q1.y*q1.y;
571 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
572 double test = q1.x*q1.z + q1.y*q1.s;
573 if (test > 0.4999*unit) { // singularity at north pole
574 eul.z = 2 * Math.Atan2(q1.x,q1.s);
575 eul.y = Math.PI/2;
576 eul.x = 0;
577 return eul;
578 }
579 if (test < -0.4999*unit) { // singularity at south pole
580 eul.z = -2 * Math.Atan2(q1.x,q1.s);
581 eul.y = -Math.PI/2;
582 eul.x = 0;
583 return eul;
584 }
585 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
586 eul.y = Math.Asin(2*test/unit);
587 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
588 return eul;
491 } 589 }
492 590
493 /* From wiki: 591 /* From wiki:
@@ -689,77 +787,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
689 { 787 {
690 //A and B should both be normalized 788 //A and B should both be normalized
691 m_host.AddScriptLPS(1); 789 m_host.AddScriptLPS(1);
692 LSL_Rotation rotBetween; 790 /* 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, 791 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
694 // continue calculation. 792
695 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 793 double dotProduct = LSL_Vector.Dot(a, b);
794 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
795 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
796 double angle = Math.Acos(dotProduct / magProduct);
797 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
798 double s = Math.Sin(angle / 2);
799
800 double x = axis.x * s;
801 double y = axis.y * s;
802 double z = axis.z * s;
803 double w = Math.Cos(angle / 2);
804
805 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
806 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
807
808 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
809 */
810
811 // This method mimics the 180 errors found in SL
812 // See www.euclideanspace.com... angleBetween
813 LSL_Vector vec_a = a;
814 LSL_Vector vec_b = b;
815
816 // Eliminate zero length
817 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
818 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
819 if (vec_a_mag < 0.00001 ||
820 vec_b_mag < 0.00001)
696 { 821 {
697 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 822 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
698 } 823 }
699 else 824
825 // Normalize
826 vec_a = llVecNorm(vec_a);
827 vec_b = llVecNorm(vec_b);
828
829 // Calculate axis and rotation angle
830 LSL_Vector axis = vec_a % vec_b;
831 LSL_Float cos_theta = vec_a * vec_b;
832
833 // Check if parallel
834 if (cos_theta > 0.99999)
700 { 835 {
701 a = LSL_Vector.Norm(a); 836 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
702 b = LSL_Vector.Norm(b); 837 }
703 double dotProduct = LSL_Vector.Dot(a, b); 838
704 // There are two degenerate cases possible. These are for vectors 180 or 839 // Check if anti-parallel
705 // 0 degrees apart. These have to be detected and handled individually. 840 else if (cos_theta < -0.99999)
706 // 841 {
707 // Check for vectors 180 degrees apart. 842 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. 843 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
709 if (dotProduct < -0.9999999f) 844 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
710 { 845 }
711 // First assume X axis is orthogonal to the vectors. 846 else // other rotation
712 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 847 {
713 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 848 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 849 axis = llVecNorm(axis);
715 // a rotation in an undesired direction. 850 double x, y, z, s, t;
716 if (LSL_Vector.Mag(orthoVector) > 0.0001) 851 s = Math.Cos(theta);
717 { 852 t = Math.Sin(theta);
718 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 853 x = axis.x * t;
719 } 854 y = axis.y * t;
720 // If the magnitude of the vector was near zero, then assume the X axis is not 855 z = axis.z * t;
721 // orthogonal and use the Z axis instead. 856 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 } 857 }
760 return rotBetween;
761 } 858 }
762 859
763 public void llWhisper(int channelID, string text) 860 public void llWhisper(int channelID, string text)
764 { 861 {
765 m_host.AddScriptLPS(1); 862 m_host.AddScriptLPS(1);
@@ -779,6 +876,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
779 { 876 {
780 m_host.AddScriptLPS(1); 877 m_host.AddScriptLPS(1);
781 878
879 if (channelID == 0)
880 m_SayShoutCount++;
881
882 if (m_SayShoutCount >= 11)
883 ScriptSleep(2000);
884
782 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 885 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
783 { 886 {
784 Console.WriteLine(text); 887 Console.WriteLine(text);
@@ -801,6 +904,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
801 { 904 {
802 m_host.AddScriptLPS(1); 905 m_host.AddScriptLPS(1);
803 906
907 if (channelID == 0)
908 m_SayShoutCount++;
909
910 if (m_SayShoutCount >= 11)
911 ScriptSleep(2000);
912
804 if (text.Length > 1023) 913 if (text.Length > 1023)
805 text = text.Substring(0, 1023); 914 text = text.Substring(0, 1023);
806 915
@@ -1101,10 +1210,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1101 return detectedParams.TouchUV; 1210 return detectedParams.TouchUV;
1102 } 1211 }
1103 1212
1213 [DebuggerNonUserCode]
1104 public virtual void llDie() 1214 public virtual void llDie()
1105 { 1215 {
1106 m_host.AddScriptLPS(1); 1216 m_host.AddScriptLPS(1);
1107 throw new SelfDeleteException(); 1217 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1108 } 1218 }
1109 1219
1110 public LSL_Float llGround(LSL_Vector offset) 1220 public LSL_Float llGround(LSL_Vector offset)
@@ -1177,6 +1287,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1177 1287
1178 public void llSetStatus(int status, int value) 1288 public void llSetStatus(int status, int value)
1179 { 1289 {
1290 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1291 return;
1180 m_host.AddScriptLPS(1); 1292 m_host.AddScriptLPS(1);
1181 1293
1182 int statusrotationaxis = 0; 1294 int statusrotationaxis = 0;
@@ -1406,6 +1518,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1406 { 1518 {
1407 m_host.AddScriptLPS(1); 1519 m_host.AddScriptLPS(1);
1408 1520
1521 SetColor(m_host, color, face);
1522 }
1523
1524 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1525 {
1526 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1527 return;
1528
1529 Primitive.TextureEntry tex = part.Shape.Textures;
1530 Color4 texcolor;
1531 if (face >= 0 && face < GetNumberOfSides(part))
1532 {
1533 texcolor = tex.CreateFace((uint)face).RGBA;
1534 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1535 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1536 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1537 tex.FaceTextures[face].RGBA = texcolor;
1538 part.UpdateTextureEntry(tex.GetBytes());
1539 return;
1540 }
1541 else if (face == ScriptBaseClass.ALL_SIDES)
1542 {
1543 for (uint i = 0; i < GetNumberOfSides(part); i++)
1544 {
1545 if (tex.FaceTextures[i] != null)
1546 {
1547 texcolor = tex.FaceTextures[i].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[i].RGBA = texcolor;
1552 }
1553 texcolor = tex.DefaultTexture.RGBA;
1554 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1555 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1556 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1557 tex.DefaultTexture.RGBA = texcolor;
1558 }
1559 part.UpdateTextureEntry(tex.GetBytes());
1560 return;
1561 }
1562
1409 if (face == ScriptBaseClass.ALL_SIDES) 1563 if (face == ScriptBaseClass.ALL_SIDES)
1410 face = SceneObjectPart.ALL_SIDES; 1564 face = SceneObjectPart.ALL_SIDES;
1411 1565
@@ -1414,6 +1568,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1414 1568
1415 public void SetTexGen(SceneObjectPart part, int face,int style) 1569 public void SetTexGen(SceneObjectPart part, int face,int style)
1416 { 1570 {
1571 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1572 return;
1573
1417 Primitive.TextureEntry tex = part.Shape.Textures; 1574 Primitive.TextureEntry tex = part.Shape.Textures;
1418 MappingType textype; 1575 MappingType textype;
1419 textype = MappingType.Default; 1576 textype = MappingType.Default;
@@ -1444,6 +1601,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1444 1601
1445 public void SetGlow(SceneObjectPart part, int face, float glow) 1602 public void SetGlow(SceneObjectPart part, int face, float glow)
1446 { 1603 {
1604 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1605 return;
1606
1447 Primitive.TextureEntry tex = part.Shape.Textures; 1607 Primitive.TextureEntry tex = part.Shape.Textures;
1448 if (face >= 0 && face < GetNumberOfSides(part)) 1608 if (face >= 0 && face < GetNumberOfSides(part))
1449 { 1609 {
@@ -1469,6 +1629,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1469 1629
1470 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1630 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1471 { 1631 {
1632 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1633 return;
1472 1634
1473 Shininess sval = new Shininess(); 1635 Shininess sval = new Shininess();
1474 1636
@@ -1519,6 +1681,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1519 1681
1520 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1682 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1521 { 1683 {
1684 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1685 return;
1686
1522 Primitive.TextureEntry tex = part.Shape.Textures; 1687 Primitive.TextureEntry tex = part.Shape.Textures;
1523 if (face >= 0 && face < GetNumberOfSides(part)) 1688 if (face >= 0 && face < GetNumberOfSides(part))
1524 { 1689 {
@@ -1579,13 +1744,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1579 m_host.AddScriptLPS(1); 1744 m_host.AddScriptLPS(1);
1580 1745
1581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1746 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1582 1747 if (parts.Count > 0)
1583 foreach (SceneObjectPart part in parts) 1748 {
1584 SetAlpha(part, alpha, face); 1749 try
1750 {
1751 parts[0].ParentGroup.areUpdatesSuspended = true;
1752 foreach (SceneObjectPart part in parts)
1753 SetAlpha(part, alpha, face);
1754 }
1755 finally
1756 {
1757 parts[0].ParentGroup.areUpdatesSuspended = false;
1758 }
1759 }
1585 } 1760 }
1586 1761
1587 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1762 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1588 { 1763 {
1764 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1765 return;
1766
1589 Primitive.TextureEntry tex = part.Shape.Textures; 1767 Primitive.TextureEntry tex = part.Shape.Textures;
1590 Color4 texcolor; 1768 Color4 texcolor;
1591 if (face >= 0 && face < GetNumberOfSides(part)) 1769 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1638,7 +1816,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1638 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1816 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1639 float wind, float tension, LSL_Vector Force) 1817 float wind, float tension, LSL_Vector Force)
1640 { 1818 {
1641 if (part == null) 1819 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1642 return; 1820 return;
1643 1821
1644 if (flexi) 1822 if (flexi)
@@ -1672,7 +1850,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1672 /// <param name="falloff"></param> 1850 /// <param name="falloff"></param>
1673 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1851 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1674 { 1852 {
1675 if (part == null) 1853 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1676 return; 1854 return;
1677 1855
1678 if (light) 1856 if (light)
@@ -1749,15 +1927,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1749 m_host.AddScriptLPS(1); 1927 m_host.AddScriptLPS(1);
1750 1928
1751 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1929 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1752 1930 if (parts.Count > 0)
1753 foreach (SceneObjectPart part in parts) 1931 {
1754 SetTexture(part, texture, face); 1932 try
1755 1933 {
1934 parts[0].ParentGroup.areUpdatesSuspended = true;
1935 foreach (SceneObjectPart part in parts)
1936 SetTexture(part, texture, face);
1937 }
1938 finally
1939 {
1940 parts[0].ParentGroup.areUpdatesSuspended = false;
1941 }
1942 }
1756 ScriptSleep(200); 1943 ScriptSleep(200);
1757 } 1944 }
1758 1945
1759 protected void SetTexture(SceneObjectPart part, string texture, int face) 1946 protected void SetTexture(SceneObjectPart part, string texture, int face)
1760 { 1947 {
1948 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1949 return;
1950
1761 UUID textureID = new UUID(); 1951 UUID textureID = new UUID();
1762 1952
1763 textureID = InventoryKey(texture, (int)AssetType.Texture); 1953 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1802,6 +1992,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1802 1992
1803 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1993 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1804 { 1994 {
1995 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1996 return;
1997
1805 Primitive.TextureEntry tex = part.Shape.Textures; 1998 Primitive.TextureEntry tex = part.Shape.Textures;
1806 if (face >= 0 && face < GetNumberOfSides(part)) 1999 if (face >= 0 && face < GetNumberOfSides(part))
1807 { 2000 {
@@ -1838,6 +2031,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1838 2031
1839 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2032 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1840 { 2033 {
2034 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2035 return;
2036
1841 Primitive.TextureEntry tex = part.Shape.Textures; 2037 Primitive.TextureEntry tex = part.Shape.Textures;
1842 if (face >= 0 && face < GetNumberOfSides(part)) 2038 if (face >= 0 && face < GetNumberOfSides(part))
1843 { 2039 {
@@ -1874,6 +2070,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1874 2070
1875 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2071 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1876 { 2072 {
2073 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2074 return;
2075
1877 Primitive.TextureEntry tex = part.Shape.Textures; 2076 Primitive.TextureEntry tex = part.Shape.Textures;
1878 if (face >= 0 && face < GetNumberOfSides(part)) 2077 if (face >= 0 && face < GetNumberOfSides(part))
1879 { 2078 {
@@ -1978,26 +2177,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1978 return real_vec; 2177 return real_vec;
1979 } 2178 }
1980 2179
2180 public LSL_Integer llSetRegionPos(LSL_Vector pos)
2181 {
2182 return new LSL_Integer(SetRegionPos(m_host, pos));
2183 }
2184
2185 protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
2186 {
2187 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2188 return 0;
2189
2190 SceneObjectGroup grp = part.ParentGroup;
2191
2192 if (grp.IsAttachment)
2193 return 0;
2194
2195 if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
2196 return 0;
2197
2198 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)
2199 return 0;
2200
2201 float constrainedX = (float)targetPos.x;
2202 float constrainedY = (float)targetPos.y;
2203
2204 if (constrainedX < 0.0f)
2205 constrainedX = 0.0f;
2206 if (constrainedY < 0.0f)
2207 constrainedY = 0.0f;
2208 if (constrainedX >= (float)Constants.RegionSize)
2209 constrainedX = (float)Constants.RegionSize - 0.1f;
2210 if (constrainedY >= (float)Constants.RegionSize)
2211 constrainedY = (float)Constants.RegionSize -0.1f;
2212
2213 float ground = World.GetGroundHeight(constrainedX, constrainedY);
2214
2215 if (targetPos.z < ground)
2216 targetPos.z = ground;
2217
2218 Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
2219
2220 if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
2221 return 0;
2222
2223 grp.UpdateGroupPosition(dest);
2224
2225 return 1;
2226 }
2227
1981 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2228 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1982 { 2229 {
1983 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2230 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2231 return;
2232
1984 LSL_Vector currentPos = GetPartLocalPos(part); 2233 LSL_Vector currentPos = GetPartLocalPos(part);
2234 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1985 2235
1986 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1987 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
1988 2236
1989 if (part.ParentGroup.RootPart == part) 2237 if (part.ParentGroup.RootPart == part)
1990 { 2238 {
1991 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1992 targetPos.z = ground;
1993 SceneObjectGroup parent = part.ParentGroup; 2239 SceneObjectGroup parent = part.ParentGroup;
1994 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2240 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1995 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2241 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2242 return;
2243 Util.FireAndForget(delegate(object x) {
2244 parent.UpdateGroupPosition(dest);
2245 });
1996 } 2246 }
1997 else 2247 else
1998 { 2248 {
1999 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2249 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2000 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2001 SceneObjectGroup parent = part.ParentGroup; 2250 SceneObjectGroup parent = part.ParentGroup;
2002 parent.HasGroupChanged = true; 2251 parent.HasGroupChanged = true;
2003 parent.ScheduleGroupForTerseUpdate(); 2252 parent.ScheduleGroupForTerseUpdate();
@@ -2028,11 +2277,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2028 } 2277 }
2029 else 2278 else
2030 { 2279 {
2031 if (m_host.IsRoot) 2280 if (part.IsRoot)
2032 { 2281 {
2033 return new LSL_Vector(m_host.AttachedPos.X, 2282 return new LSL_Vector(part.AttachedPos.X,
2034 m_host.AttachedPos.Y, 2283 part.AttachedPos.Y,
2035 m_host.AttachedPos.Z); 2284 part.AttachedPos.Z);
2036 } 2285 }
2037 else 2286 else
2038 { 2287 {
@@ -2048,9 +2297,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2048 m_host.AddScriptLPS(1); 2297 m_host.AddScriptLPS(1);
2049 2298
2050 // try to let this work as in SL... 2299 // try to let this work as in SL...
2051 if (m_host.ParentID == 0) 2300 if (m_host.LinkNum < 2)
2052 { 2301 {
2053 // special case: If we are root, rotate complete SOG to new rotation 2302 // Special case: If we are root, rotate complete SOG to new
2303 // rotation.
2304 // We are root if the link number is 0 (single prim) or 1
2305 // (root prim). ParentID may be nonzero in attachments and
2306 // using it would cause attachments and HUDs to rotate
2307 // to the wrong positions.
2054 SetRot(m_host, Rot2Quaternion(rot)); 2308 SetRot(m_host, Rot2Quaternion(rot));
2055 } 2309 }
2056 else 2310 else
@@ -2075,6 +2329,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2075 2329
2076 protected void SetRot(SceneObjectPart part, Quaternion rot) 2330 protected void SetRot(SceneObjectPart part, Quaternion rot)
2077 { 2331 {
2332 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2333 return;
2334
2078 part.UpdateRotation(rot); 2335 part.UpdateRotation(rot);
2079 // Update rotation does not move the object in the physics scene if it's a linkset. 2336 // Update rotation does not move the object in the physics scene if it's a linkset.
2080 2337
@@ -2227,13 +2484,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2227 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2484 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2228 { 2485 {
2229 m_host.AddScriptLPS(1); 2486 m_host.AddScriptLPS(1);
2230 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2487 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2231 } 2488 }
2232 2489
2233 public void llSetTorque(LSL_Vector torque, int local) 2490 public void llSetTorque(LSL_Vector torque, int local)
2234 { 2491 {
2235 m_host.AddScriptLPS(1); 2492 m_host.AddScriptLPS(1);
2236 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2493 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2237 } 2494 }
2238 2495
2239 public LSL_Vector llGetTorque() 2496 public LSL_Vector llGetTorque()
@@ -2698,12 +2955,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2698 2955
2699 m_host.AddScriptLPS(1); 2956 m_host.AddScriptLPS(1);
2700 2957
2958 m_host.TaskInventory.LockItemsForRead(true);
2701 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2959 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2702 2960 m_host.TaskInventory.LockItemsForRead(false);
2703 lock (m_host.TaskInventory)
2704 {
2705 item = m_host.TaskInventory[invItemID];
2706 }
2707 2961
2708 if (item.PermsGranter == UUID.Zero) 2962 if (item.PermsGranter == UUID.Zero)
2709 return 0; 2963 return 0;
@@ -2844,34 +3098,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2844 public void llLookAt(LSL_Vector target, double strength, double damping) 3098 public void llLookAt(LSL_Vector target, double strength, double damping)
2845 { 3099 {
2846 m_host.AddScriptLPS(1); 3100 m_host.AddScriptLPS(1);
2847 // Determine where we are looking from
2848 LSL_Vector from = llGetPos();
2849 3101
2850 // Work out the normalised vector from the source to the target 3102 // Get the normalized vector to the target
2851 LSL_Vector delta = llVecNorm(target - from); 3103 LSL_Vector d1 = llVecNorm(target - llGetPos());
2852 LSL_Vector angle = new LSL_Vector(0,0,0);
2853 3104
2854 // Calculate the yaw 3105 // Get the bearing (yaw)
2855 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3106 LSL_Vector a1 = new LSL_Vector(0,0,0);
2856 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3107 a1.z = llAtan2(d1.y, d1.x);
2857 3108
2858 // Calculate pitch 3109 // Get the elevation (pitch)
2859 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3110 LSL_Vector a2 = new LSL_Vector(0,0,0);
3111 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2860 3112
2861 // we need to convert from a vector describing 3113 LSL_Rotation r1 = llEuler2Rot(a1);
2862 // the angles of rotation in radians into rotation value 3114 LSL_Rotation r2 = llEuler2Rot(a2);
3115 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2863 3116
2864 LSL_Rotation rot = llEuler2Rot(angle); 3117 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2865
2866 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2867 // set the rotation of the object, copy that behavior
2868 if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2869 { 3118 {
2870 llSetRot(rot); 3119 // Do nothing if either value is 0 (this has been checked in SL)
3120 if (strength <= 0.0 || damping <= 0.0)
3121 return;
3122
3123 llSetRot(r3 * r2 * r1);
2871 } 3124 }
2872 else 3125 else
2873 { 3126 {
2874 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3127 if (strength == 0)
3128 {
3129 llSetRot(r3 * r2 * r1);
3130 return;
3131 }
3132
3133 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2875 } 3134 }
2876 } 3135 }
2877 3136
@@ -2921,13 +3180,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2921 { 3180 {
2922 TaskInventoryItem item; 3181 TaskInventoryItem item;
2923 3182
2924 lock (m_host.TaskInventory) 3183 m_host.TaskInventory.LockItemsForRead(true);
3184 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2925 { 3185 {
2926 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3186 m_host.TaskInventory.LockItemsForRead(false);
2927 return; 3187 return;
2928 else
2929 item = m_host.TaskInventory[InventorySelf()];
2930 } 3188 }
3189 else
3190 {
3191 item = m_host.TaskInventory[InventorySelf()];
3192 }
3193 m_host.TaskInventory.LockItemsForRead(false);
2931 3194
2932 if (item.PermsGranter != UUID.Zero) 3195 if (item.PermsGranter != UUID.Zero)
2933 { 3196 {
@@ -2949,13 +3212,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2949 { 3212 {
2950 TaskInventoryItem item; 3213 TaskInventoryItem item;
2951 3214
3215 m_host.TaskInventory.LockItemsForRead(true);
2952 lock (m_host.TaskInventory) 3216 lock (m_host.TaskInventory)
2953 { 3217 {
3218
2954 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3219 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3220 {
3221 m_host.TaskInventory.LockItemsForRead(false);
2955 return; 3222 return;
3223 }
2956 else 3224 else
3225 {
2957 item = m_host.TaskInventory[InventorySelf()]; 3226 item = m_host.TaskInventory[InventorySelf()];
3227 }
2958 } 3228 }
3229 m_host.TaskInventory.LockItemsForRead(false);
2959 3230
2960 m_host.AddScriptLPS(1); 3231 m_host.AddScriptLPS(1);
2961 3232
@@ -2987,18 +3258,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2987 { 3258 {
2988 m_host.AddScriptLPS(1); 3259 m_host.AddScriptLPS(1);
2989 3260
2990// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2991// return;
2992
2993 TaskInventoryItem item; 3261 TaskInventoryItem item;
2994 3262
2995 lock (m_host.TaskInventory) 3263 m_host.TaskInventory.LockItemsForRead(true);
3264
3265 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2996 { 3266 {
2997 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3267 m_host.TaskInventory.LockItemsForRead(false);
2998 return; 3268 return;
2999 else
3000 item = m_host.TaskInventory[InventorySelf()];
3001 } 3269 }
3270 else
3271 {
3272 item = m_host.TaskInventory[InventorySelf()];
3273 }
3274
3275 m_host.TaskInventory.LockItemsForRead(false);
3002 3276
3003 if (item.PermsGranter != m_host.OwnerID) 3277 if (item.PermsGranter != m_host.OwnerID)
3004 return; 3278 return;
@@ -3024,13 +3298,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3024 3298
3025 TaskInventoryItem item; 3299 TaskInventoryItem item;
3026 3300
3027 lock (m_host.TaskInventory) 3301 m_host.TaskInventory.LockItemsForRead(true);
3302
3303 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3028 { 3304 {
3029 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3305 m_host.TaskInventory.LockItemsForRead(false);
3030 return; 3306 return;
3031 else 3307 }
3032 item = m_host.TaskInventory[InventorySelf()]; 3308 else
3309 {
3310 item = m_host.TaskInventory[InventorySelf()];
3033 } 3311 }
3312 m_host.TaskInventory.LockItemsForRead(false);
3313
3034 3314
3035 if (item.PermsGranter != m_host.OwnerID) 3315 if (item.PermsGranter != m_host.OwnerID)
3036 return; 3316 return;
@@ -3077,6 +3357,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3077 3357
3078 public void llInstantMessage(string user, string message) 3358 public void llInstantMessage(string user, string message)
3079 { 3359 {
3360 UUID result;
3361 if (!UUID.TryParse(user, out result))
3362 {
3363 ShoutError("An invalid key was passed to llInstantMessage");
3364 ScriptSleep(2000);
3365 return;
3366 }
3367
3368
3080 m_host.AddScriptLPS(1); 3369 m_host.AddScriptLPS(1);
3081 3370
3082 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3371 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3091,14 +3380,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3091 UUID friendTransactionID = UUID.Random(); 3380 UUID friendTransactionID = UUID.Random();
3092 3381
3093 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3382 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3094 3383
3095 GridInstantMessage msg = new GridInstantMessage(); 3384 GridInstantMessage msg = new GridInstantMessage();
3096 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3385 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3097 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3386 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3098 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3387 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3099// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3388// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3100// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3389// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3101 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3390// DateTime dt = DateTime.UtcNow;
3391//
3392// // Ticks from UtcNow, but make it look like local. Evil, huh?
3393// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3394//
3395// try
3396// {
3397// // Convert that to the PST timezone
3398// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3399// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3400// }
3401// catch
3402// {
3403// // No logging here, as it could be VERY spammy
3404// }
3405//
3406// // And make it look local again to fool the unix time util
3407// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3408
3409 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3410
3102 //if (client != null) 3411 //if (client != null)
3103 //{ 3412 //{
3104 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3413 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3112,12 +3421,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3112 msg.message = message.Substring(0, 1024); 3421 msg.message = message.Substring(0, 1024);
3113 else 3422 else
3114 msg.message = message; 3423 msg.message = message;
3115 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3424 msg.dialog = (byte)19; // MessageFromObject
3116 msg.fromGroup = false;// fromGroup; 3425 msg.fromGroup = false;// fromGroup;
3117 msg.offline = (byte)0; //offline; 3426 msg.offline = (byte)0; //offline;
3118 msg.ParentEstateID = 0; //ParentEstateID; 3427 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3119 msg.Position = new Vector3(m_host.AbsolutePosition); 3428 msg.Position = new Vector3(m_host.AbsolutePosition);
3120 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3429 msg.RegionID = World.RegionInfo.RegionID.Guid;
3121 msg.binaryBucket 3430 msg.binaryBucket
3122 = Util.StringToBytes256( 3431 = Util.StringToBytes256(
3123 "{0}/{1}/{2}/{3}", 3432 "{0}/{1}/{2}/{3}",
@@ -3145,7 +3454,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3145 } 3454 }
3146 3455
3147 emailModule.SendEmail(m_host.UUID, address, subject, message); 3456 emailModule.SendEmail(m_host.UUID, address, subject, message);
3148 ScriptSleep(20000); 3457 ScriptSleep(15000);
3149 } 3458 }
3150 3459
3151 public void llGetNextEmail(string address, string subject) 3460 public void llGetNextEmail(string address, string subject)
@@ -3284,14 +3593,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3284 3593
3285 TaskInventoryItem item; 3594 TaskInventoryItem item;
3286 3595
3287 lock (m_host.TaskInventory) 3596 m_host.TaskInventory.LockItemsForRead(true);
3597 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3288 { 3598 {
3289 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3599 m_host.TaskInventory.LockItemsForRead(false);
3290 return; 3600 return;
3291 else
3292 item = m_host.TaskInventory[InventorySelf()];
3293 } 3601 }
3294 3602 else
3603 {
3604 item = m_host.TaskInventory[InventorySelf()];
3605 }
3606 m_host.TaskInventory.LockItemsForRead(false);
3295 if (item.PermsGranter == UUID.Zero) 3607 if (item.PermsGranter == UUID.Zero)
3296 return; 3608 return;
3297 3609
@@ -3321,13 +3633,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3321 3633
3322 TaskInventoryItem item; 3634 TaskInventoryItem item;
3323 3635
3324 lock (m_host.TaskInventory) 3636 m_host.TaskInventory.LockItemsForRead(true);
3637 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3325 { 3638 {
3326 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3639 m_host.TaskInventory.LockItemsForRead(false);
3327 return; 3640 return;
3328 else 3641 }
3329 item = m_host.TaskInventory[InventorySelf()]; 3642 else
3643 {
3644 item = m_host.TaskInventory[InventorySelf()];
3330 } 3645 }
3646 m_host.TaskInventory.LockItemsForRead(false);
3647
3331 3648
3332 if (item.PermsGranter == UUID.Zero) 3649 if (item.PermsGranter == UUID.Zero)
3333 return; 3650 return;
@@ -3394,10 +3711,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3394 3711
3395 TaskInventoryItem item; 3712 TaskInventoryItem item;
3396 3713
3397 lock (m_host.TaskInventory) 3714
3715 m_host.TaskInventory.LockItemsForRead(true);
3716 if (!m_host.TaskInventory.ContainsKey(invItemID))
3717 {
3718 m_host.TaskInventory.LockItemsForRead(false);
3719 return;
3720 }
3721 else
3398 { 3722 {
3399 item = m_host.TaskInventory[invItemID]; 3723 item = m_host.TaskInventory[invItemID];
3400 } 3724 }
3725 m_host.TaskInventory.LockItemsForRead(false);
3401 3726
3402 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3727 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3403 { 3728 {
@@ -3425,15 +3750,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3425 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3750 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3426 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3751 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3427 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3752 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3753 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3428 ScriptBaseClass.PERMISSION_ATTACH; 3754 ScriptBaseClass.PERMISSION_ATTACH;
3429 3755
3430 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3756 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3431 { 3757 {
3432 lock (m_host.TaskInventory) 3758 m_host.TaskInventory.LockItemsForWrite(true);
3433 { 3759 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3434 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3760 m_host.TaskInventory[invItemID].PermsMask = perm;
3435 m_host.TaskInventory[invItemID].PermsMask = perm; 3761 m_host.TaskInventory.LockItemsForWrite(false);
3436 }
3437 3762
3438 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3763 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3439 "run_time_permissions", new Object[] { 3764 "run_time_permissions", new Object[] {
@@ -3443,28 +3768,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3443 return; 3768 return;
3444 } 3769 }
3445 } 3770 }
3446 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3771 else
3447 { 3772 {
3448 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3773 bool sitting = false;
3449 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3774 if (m_host.SitTargetAvatar == agentID)
3450 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3775 {
3451 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3776 sitting = true;
3452 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3777 }
3778 else
3779 {
3780 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3781 {
3782 if (p.SitTargetAvatar == agentID)
3783 sitting = true;
3784 }
3785 }
3453 3786
3454 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3787 if (sitting)
3455 { 3788 {
3456 lock (m_host.TaskInventory) 3789 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3790 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3791 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3792 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3793 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3794
3795 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3457 { 3796 {
3797 m_host.TaskInventory.LockItemsForWrite(true);
3458 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3798 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3459 m_host.TaskInventory[invItemID].PermsMask = perm; 3799 m_host.TaskInventory[invItemID].PermsMask = perm;
3460 } 3800 m_host.TaskInventory.LockItemsForWrite(false);
3461 3801
3462 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3802 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3463 "run_time_permissions", new Object[] { 3803 "run_time_permissions", new Object[] {
3464 new LSL_Integer(perm) }, 3804 new LSL_Integer(perm) },
3465 new DetectParams[0])); 3805 new DetectParams[0]));
3466 3806
3467 return; 3807 return;
3808 }
3468 } 3809 }
3469 } 3810 }
3470 3811
@@ -3478,11 +3819,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3478 3819
3479 if (!m_waitingForScriptAnswer) 3820 if (!m_waitingForScriptAnswer)
3480 { 3821 {
3481 lock (m_host.TaskInventory) 3822 m_host.TaskInventory.LockItemsForWrite(true);
3482 { 3823 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3483 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3824 m_host.TaskInventory[invItemID].PermsMask = 0;
3484 m_host.TaskInventory[invItemID].PermsMask = 0; 3825 m_host.TaskInventory.LockItemsForWrite(false);
3485 }
3486 3826
3487 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3827 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3488 m_waitingForScriptAnswer=true; 3828 m_waitingForScriptAnswer=true;
@@ -3517,10 +3857,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3517 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3857 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3518 llReleaseControls(); 3858 llReleaseControls();
3519 3859
3520 lock (m_host.TaskInventory) 3860
3521 { 3861 m_host.TaskInventory.LockItemsForWrite(true);
3522 m_host.TaskInventory[invItemID].PermsMask = answer; 3862 m_host.TaskInventory[invItemID].PermsMask = answer;
3523 } 3863 m_host.TaskInventory.LockItemsForWrite(false);
3864
3524 3865
3525 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3866 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3526 "run_time_permissions", new Object[] { 3867 "run_time_permissions", new Object[] {
@@ -3532,16 +3873,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3532 { 3873 {
3533 m_host.AddScriptLPS(1); 3874 m_host.AddScriptLPS(1);
3534 3875
3535 lock (m_host.TaskInventory) 3876 m_host.TaskInventory.LockItemsForRead(true);
3877
3878 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3536 { 3879 {
3537 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3880 if (item.Type == 10 && item.ItemID == m_itemID)
3538 { 3881 {
3539 if (item.Type == 10 && item.ItemID == m_itemID) 3882 m_host.TaskInventory.LockItemsForRead(false);
3540 { 3883 return item.PermsGranter.ToString();
3541 return item.PermsGranter.ToString();
3542 }
3543 } 3884 }
3544 } 3885 }
3886 m_host.TaskInventory.LockItemsForRead(false);
3545 3887
3546 return UUID.Zero.ToString(); 3888 return UUID.Zero.ToString();
3547 } 3889 }
@@ -3550,19 +3892,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3550 { 3892 {
3551 m_host.AddScriptLPS(1); 3893 m_host.AddScriptLPS(1);
3552 3894
3553 lock (m_host.TaskInventory) 3895 m_host.TaskInventory.LockItemsForRead(true);
3896
3897 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3554 { 3898 {
3555 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3899 if (item.Type == 10 && item.ItemID == m_itemID)
3556 { 3900 {
3557 if (item.Type == 10 && item.ItemID == m_itemID) 3901 int perms = item.PermsMask;
3558 { 3902 if (m_automaticLinkPermission)
3559 int perms = item.PermsMask; 3903 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3560 if (m_automaticLinkPermission) 3904 m_host.TaskInventory.LockItemsForRead(false);
3561 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3905 return perms;
3562 return perms;
3563 }
3564 } 3906 }
3565 } 3907 }
3908 m_host.TaskInventory.LockItemsForRead(false);
3566 3909
3567 return 0; 3910 return 0;
3568 } 3911 }
@@ -3584,9 +3927,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3584 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3927 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3585 { 3928 {
3586 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3929 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3587 3930 if (parts.Count > 0)
3588 foreach (SceneObjectPart part in parts) 3931 {
3589 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3932 try
3933 {
3934 parts[0].ParentGroup.areUpdatesSuspended = true;
3935 foreach (SceneObjectPart part in parts)
3936 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3937 }
3938 finally
3939 {
3940 parts[0].ParentGroup.areUpdatesSuspended = false;
3941 }
3942 }
3590 } 3943 }
3591 3944
3592 public void llCreateLink(string target, int parent) 3945 public void llCreateLink(string target, int parent)
@@ -3599,11 +3952,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3599 return; 3952 return;
3600 3953
3601 TaskInventoryItem item; 3954 TaskInventoryItem item;
3602 lock (m_host.TaskInventory) 3955 m_host.TaskInventory.LockItemsForRead(true);
3603 { 3956 item = m_host.TaskInventory[invItemID];
3604 item = m_host.TaskInventory[invItemID]; 3957 m_host.TaskInventory.LockItemsForRead(false);
3605 } 3958
3606
3607 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3959 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3608 && !m_automaticLinkPermission) 3960 && !m_automaticLinkPermission)
3609 { 3961 {
@@ -3620,11 +3972,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3620 3972
3621 if (targetPart.ParentGroup.AttachmentPoint != 0) 3973 if (targetPart.ParentGroup.AttachmentPoint != 0)
3622 return; // Fail silently if attached 3974 return; // Fail silently if attached
3975
3976 if (targetPart.ParentGroup.RootPart.OwnerID != m_host.ParentGroup.RootPart.OwnerID)
3977 return;
3978
3623 SceneObjectGroup parentPrim = null, childPrim = null; 3979 SceneObjectGroup parentPrim = null, childPrim = null;
3624 3980
3625 if (targetPart != null) 3981 if (targetPart != null)
3626 { 3982 {
3627 if (parent != 0) { 3983 if (parent != 0)
3984 {
3628 parentPrim = m_host.ParentGroup; 3985 parentPrim = m_host.ParentGroup;
3629 childPrim = targetPart.ParentGroup; 3986 childPrim = targetPart.ParentGroup;
3630 } 3987 }
@@ -3636,7 +3993,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3636 3993
3637 // Required for linking 3994 // Required for linking
3638 childPrim.RootPart.ClearUpdateSchedule(); 3995 childPrim.RootPart.ClearUpdateSchedule();
3639 parentPrim.LinkToGroup(childPrim); 3996 parentPrim.LinkToGroup(childPrim, true);
3640 } 3997 }
3641 3998
3642 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3999 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3655,16 +4012,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3655 m_host.AddScriptLPS(1); 4012 m_host.AddScriptLPS(1);
3656 UUID invItemID = InventorySelf(); 4013 UUID invItemID = InventorySelf();
3657 4014
3658 lock (m_host.TaskInventory) 4015 m_host.TaskInventory.LockItemsForRead(true);
3659 {
3660 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 4016 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3661 && !m_automaticLinkPermission) 4017 && !m_automaticLinkPermission)
3662 { 4018 {
3663 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 4019 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4020 m_host.TaskInventory.LockItemsForRead(false);
3664 return; 4021 return;
3665 } 4022 }
3666 } 4023 m_host.TaskInventory.LockItemsForRead(false);
3667 4024
3668 if (linknum < ScriptBaseClass.LINK_THIS) 4025 if (linknum < ScriptBaseClass.LINK_THIS)
3669 return; 4026 return;
3670 4027
@@ -3703,10 +4060,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3703 // Restructuring Multiple Prims. 4060 // Restructuring Multiple Prims.
3704 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4061 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3705 parts.Remove(parentPrim.RootPart); 4062 parts.Remove(parentPrim.RootPart);
3706 foreach (SceneObjectPart part in parts) 4063 if (parts.Count > 0)
3707 { 4064 {
3708 parentPrim.DelinkFromGroup(part.LocalId, true); 4065 try
4066 {
4067 parts[0].ParentGroup.areUpdatesSuspended = true;
4068 foreach (SceneObjectPart part in parts)
4069 {
4070 parentPrim.DelinkFromGroup(part.LocalId, true);
4071 }
4072 }
4073 finally
4074 {
4075 parts[0].ParentGroup.areUpdatesSuspended = false;
4076 }
3709 } 4077 }
4078
3710 parentPrim.HasGroupChanged = true; 4079 parentPrim.HasGroupChanged = true;
3711 parentPrim.ScheduleGroupForFullUpdate(); 4080 parentPrim.ScheduleGroupForFullUpdate();
3712 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4081 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3715,12 +4084,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3715 { 4084 {
3716 SceneObjectPart newRoot = parts[0]; 4085 SceneObjectPart newRoot = parts[0];
3717 parts.Remove(newRoot); 4086 parts.Remove(newRoot);
3718 foreach (SceneObjectPart part in parts) 4087
4088 try
3719 { 4089 {
3720 // Required for linking 4090 parts[0].ParentGroup.areUpdatesSuspended = true;
3721 part.ClearUpdateSchedule(); 4091 foreach (SceneObjectPart part in parts)
3722 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4092 {
4093 part.ClearUpdateSchedule();
4094 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4095 }
3723 } 4096 }
4097 finally
4098 {
4099 parts[0].ParentGroup.areUpdatesSuspended = false;
4100 }
4101
4102
3724 newRoot.ParentGroup.HasGroupChanged = true; 4103 newRoot.ParentGroup.HasGroupChanged = true;
3725 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4104 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3726 } 4105 }
@@ -3740,6 +4119,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3740 public void llBreakAllLinks() 4119 public void llBreakAllLinks()
3741 { 4120 {
3742 m_host.AddScriptLPS(1); 4121 m_host.AddScriptLPS(1);
4122
4123 UUID invItemID = InventorySelf();
4124
4125 TaskInventoryItem item;
4126 m_host.TaskInventory.LockItemsForRead(true);
4127 item = m_host.TaskInventory[invItemID];
4128 m_host.TaskInventory.LockItemsForRead(false);
4129
4130 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4131 && !m_automaticLinkPermission)
4132 {
4133 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4134 return;
4135 }
4136
3743 SceneObjectGroup parentPrim = m_host.ParentGroup; 4137 SceneObjectGroup parentPrim = m_host.ParentGroup;
3744 if (parentPrim.AttachmentPoint != 0) 4138 if (parentPrim.AttachmentPoint != 0)
3745 return; // Fail silently if attached 4139 return; // Fail silently if attached
@@ -3759,25 +4153,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3759 public LSL_String llGetLinkKey(int linknum) 4153 public LSL_String llGetLinkKey(int linknum)
3760 { 4154 {
3761 m_host.AddScriptLPS(1); 4155 m_host.AddScriptLPS(1);
3762 List<UUID> keytable = new List<UUID>();
3763 // parse for sitting avatare-uuids
3764 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3765 {
3766 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
3767 keytable.Add(presence.UUID);
3768 });
3769
3770 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3771 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3772 {
3773 return keytable[totalprims - linknum].ToString();
3774 }
3775
3776 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3777 {
3778 return m_host.UUID.ToString();
3779 }
3780
3781 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4156 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3782 if (part != null) 4157 if (part != null)
3783 { 4158 {
@@ -3785,6 +4160,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3785 } 4160 }
3786 else 4161 else
3787 { 4162 {
4163 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4164 {
4165 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4166
4167 if (linknum < 0)
4168 return UUID.Zero.ToString();
4169
4170 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4171 if (avatars.Count > linknum)
4172 {
4173 return avatars[linknum].UUID.ToString();
4174 }
4175 }
3788 return UUID.Zero.ToString(); 4176 return UUID.Zero.ToString();
3789 } 4177 }
3790 } 4178 }
@@ -3884,17 +4272,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3884 m_host.AddScriptLPS(1); 4272 m_host.AddScriptLPS(1);
3885 int count = 0; 4273 int count = 0;
3886 4274
3887 lock (m_host.TaskInventory) 4275 m_host.TaskInventory.LockItemsForRead(true);
4276 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3888 { 4277 {
3889 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4278 if (inv.Value.Type == type || type == -1)
3890 { 4279 {
3891 if (inv.Value.Type == type || type == -1) 4280 count = count + 1;
3892 {
3893 count = count + 1;
3894 }
3895 } 4281 }
3896 } 4282 }
3897 4283
4284 m_host.TaskInventory.LockItemsForRead(false);
3898 return count; 4285 return count;
3899 } 4286 }
3900 4287
@@ -3903,16 +4290,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3903 m_host.AddScriptLPS(1); 4290 m_host.AddScriptLPS(1);
3904 ArrayList keys = new ArrayList(); 4291 ArrayList keys = new ArrayList();
3905 4292
3906 lock (m_host.TaskInventory) 4293 m_host.TaskInventory.LockItemsForRead(true);
4294 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3907 { 4295 {
3908 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4296 if (inv.Value.Type == type || type == -1)
3909 { 4297 {
3910 if (inv.Value.Type == type || type == -1) 4298 keys.Add(inv.Value.Name);
3911 {
3912 keys.Add(inv.Value.Name);
3913 }
3914 } 4299 }
3915 } 4300 }
4301 m_host.TaskInventory.LockItemsForRead(false);
3916 4302
3917 if (keys.Count == 0) 4303 if (keys.Count == 0)
3918 { 4304 {
@@ -3949,25 +4335,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3949 } 4335 }
3950 4336
3951 // move the first object found with this inventory name 4337 // move the first object found with this inventory name
3952 lock (m_host.TaskInventory) 4338 m_host.TaskInventory.LockItemsForRead(true);
4339 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3953 { 4340 {
3954 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4341 if (inv.Value.Name == inventory)
3955 { 4342 {
3956 if (inv.Value.Name == inventory) 4343 found = true;
3957 { 4344 objId = inv.Key;
3958 found = true; 4345 assetType = inv.Value.Type;
3959 objId = inv.Key; 4346 objName = inv.Value.Name;
3960 assetType = inv.Value.Type; 4347 break;
3961 objName = inv.Value.Name;
3962 break;
3963 }
3964 } 4348 }
3965 } 4349 }
4350 m_host.TaskInventory.LockItemsForRead(false);
3966 4351
3967 if (!found) 4352 if (!found)
3968 { 4353 {
3969 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4354 llSay(0, String.Format("Could not find object '{0}'", inventory));
3970 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4355 return;
4356// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3971 } 4357 }
3972 4358
3973 // check if destination is an object 4359 // check if destination is an object
@@ -3993,48 +4379,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3993 return; 4379 return;
3994 } 4380 }
3995 } 4381 }
4382
3996 // destination is an avatar 4383 // destination is an avatar
3997 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4384 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3998 4385
3999 if (agentItem == null) 4386 if (agentItem == null)
4000 return; 4387 return;
4001 4388
4002 byte[] bucket = new byte[17]; 4389 byte[] bucket = new byte[1];
4003 bucket[0] = (byte)assetType; 4390 bucket[0] = (byte)assetType;
4004 byte[] objBytes = agentItem.ID.GetBytes(); 4391 //byte[] objBytes = agentItem.ID.GetBytes();
4005 Array.Copy(objBytes, 0, bucket, 1, 16); 4392 //Array.Copy(objBytes, 0, bucket, 1, 16);
4006 4393
4007 GridInstantMessage msg = new GridInstantMessage(World, 4394 GridInstantMessage msg = new GridInstantMessage(World,
4008 m_host.UUID, m_host.Name+", an object owned by "+ 4395 m_host.OwnerID, m_host.Name, destId,
4009 resolveName(m_host.OwnerID)+",", destId,
4010 (byte)InstantMessageDialog.TaskInventoryOffered, 4396 (byte)InstantMessageDialog.TaskInventoryOffered,
4011 false, objName+"\n"+m_host.Name+" is located at "+ 4397 false, objName+". "+m_host.Name+" is located at "+
4012 World.RegionInfo.RegionName+" "+ 4398 World.RegionInfo.RegionName+" "+
4013 m_host.AbsolutePosition.ToString(), 4399 m_host.AbsolutePosition.ToString(),
4014 agentItem.ID, true, m_host.AbsolutePosition, 4400 agentItem.ID, true, m_host.AbsolutePosition,
4015 bucket); 4401 bucket);
4016 if (m_TransferModule != null) 4402
4017 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4403 ScenePresence sp;
4404
4405 if (World.TryGetScenePresence(destId, out sp))
4406 {
4407 sp.ControllingClient.SendInstantMessage(msg);
4408 }
4409 else
4410 {
4411 if (m_TransferModule != null)
4412 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4413 }
4414
4415 //This delay should only occur when giving inventory to avatars.
4018 ScriptSleep(3000); 4416 ScriptSleep(3000);
4019 } 4417 }
4020 } 4418 }
4021 4419
4420 [DebuggerNonUserCode]
4022 public void llRemoveInventory(string name) 4421 public void llRemoveInventory(string name)
4023 { 4422 {
4024 m_host.AddScriptLPS(1); 4423 m_host.AddScriptLPS(1);
4025 4424
4026 lock (m_host.TaskInventory) 4425 List<TaskInventoryItem> inv;
4426 try
4027 { 4427 {
4028 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4428 m_host.TaskInventory.LockItemsForRead(true);
4429 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4430 }
4431 finally
4432 {
4433 m_host.TaskInventory.LockItemsForRead(false);
4434 }
4435 foreach (TaskInventoryItem item in inv)
4436 {
4437 if (item.Name == name)
4029 { 4438 {
4030 if (item.Name == name) 4439 if (item.ItemID == m_itemID)
4031 { 4440 throw new ScriptDeleteException();
4032 if (item.ItemID == m_itemID) 4441 else
4033 throw new ScriptDeleteException(); 4442 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4034 else 4443 return;
4035 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4036 return;
4037 }
4038 } 4444 }
4039 } 4445 }
4040 } 4446 }
@@ -4069,112 +4475,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4069 { 4475 {
4070 m_host.AddScriptLPS(1); 4476 m_host.AddScriptLPS(1);
4071 4477
4072 UUID uuid = (UUID)id; 4478 UUID uuid;
4073 PresenceInfo pinfo = null; 4479 if (UUID.TryParse(id, out uuid))
4074 UserAccount account;
4075
4076 UserInfoCacheEntry ce;
4077 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4078 { 4480 {
4079 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4481 PresenceInfo pinfo = null;
4080 if (account == null) 4482 UserAccount account;
4483
4484 UserInfoCacheEntry ce;
4485 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4081 { 4486 {
4082 m_userInfoCache[uuid] = null; // Cache negative 4487 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4083 return UUID.Zero.ToString(); 4488 if (account == null)
4084 } 4489 {
4490 m_userInfoCache[uuid] = null; // Cache negative
4491 return UUID.Zero.ToString();
4492 }
4085 4493
4086 4494
4087 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4495 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4088 if (pinfos != null && pinfos.Length > 0) 4496 if (pinfos != null && pinfos.Length > 0)
4089 {
4090 foreach (PresenceInfo p in pinfos)
4091 { 4497 {
4092 if (p.RegionID != UUID.Zero) 4498 foreach (PresenceInfo p in pinfos)
4093 { 4499 {
4094 pinfo = p; 4500 if (p.RegionID != UUID.Zero)
4501 {
4502 pinfo = p;
4503 }
4095 } 4504 }
4096 } 4505 }
4097 }
4098 4506
4099 ce = new UserInfoCacheEntry(); 4507 ce = new UserInfoCacheEntry();
4100 ce.time = Util.EnvironmentTickCount(); 4508 ce.time = Util.EnvironmentTickCount();
4101 ce.account = account; 4509 ce.account = account;
4102 ce.pinfo = pinfo; 4510 ce.pinfo = pinfo;
4103 } 4511 m_userInfoCache[uuid] = ce;
4104 else 4512 }
4105 { 4513 else
4106 if (ce == null) 4514 {
4107 return UUID.Zero.ToString(); 4515 if (ce == null)
4516 return UUID.Zero.ToString();
4108 4517
4109 account = ce.account; 4518 account = ce.account;
4110 pinfo = ce.pinfo; 4519 pinfo = ce.pinfo;
4111 } 4520 }
4112 4521
4113 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4522 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4114 {
4115 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4116 if (pinfos != null && pinfos.Length > 0)
4117 { 4523 {
4118 foreach (PresenceInfo p in pinfos) 4524 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4525 if (pinfos != null && pinfos.Length > 0)
4119 { 4526 {
4120 if (p.RegionID != UUID.Zero) 4527 foreach (PresenceInfo p in pinfos)
4121 { 4528 {
4122 pinfo = p; 4529 if (p.RegionID != UUID.Zero)
4530 {
4531 pinfo = p;
4532 }
4123 } 4533 }
4124 } 4534 }
4125 } 4535 else
4126 else 4536 pinfo = null;
4127 pinfo = null;
4128 4537
4129 ce.time = Util.EnvironmentTickCount(); 4538 ce.time = Util.EnvironmentTickCount();
4130 ce.pinfo = pinfo; 4539 ce.pinfo = pinfo;
4131 } 4540 }
4132 4541
4133 string reply = String.Empty; 4542 string reply = String.Empty;
4134 4543
4135 switch (data) 4544 switch (data)
4136 { 4545 {
4137 case 1: // DATA_ONLINE (0|1) 4546 case 1: // DATA_ONLINE (0|1)
4138 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4547 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4139 reply = "1"; 4548 reply = "1";
4140 else 4549 else
4141 reply = "0"; 4550 reply = "0";
4142 break; 4551 break;
4143 case 2: // DATA_NAME (First Last) 4552 case 2: // DATA_NAME (First Last)
4144 reply = account.FirstName + " " + account.LastName; 4553 reply = account.FirstName + " " + account.LastName;
4145 break; 4554 break;
4146 case 3: // DATA_BORN (YYYY-MM-DD) 4555 case 3: // DATA_BORN (YYYY-MM-DD)
4147 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4556 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4148 born = born.AddSeconds(account.Created); 4557 born = born.AddSeconds(account.Created);
4149 reply = born.ToString("yyyy-MM-dd"); 4558 reply = born.ToString("yyyy-MM-dd");
4150 break; 4559 break;
4151 case 4: // DATA_RATING (0,0,0,0,0,0) 4560 case 4: // DATA_RATING (0,0,0,0,0,0)
4152 reply = "0,0,0,0,0,0"; 4561 reply = "0,0,0,0,0,0";
4153 break; 4562 break;
4154 case 8: // DATA_PAYINFO (0|1|2|3) 4563 case 8: // DATA_PAYINFO (0|1|2|3)
4155 reply = "0"; 4564 reply = "0";
4156 break; 4565 break;
4157 default: 4566 default:
4158 return UUID.Zero.ToString(); // Raise no event 4567 return UUID.Zero.ToString(); // Raise no event
4159 } 4568 }
4160 4569
4161 UUID rq = UUID.Random(); 4570 UUID rq = UUID.Random();
4162 4571
4163 UUID tid = AsyncCommands. 4572 UUID tid = AsyncCommands.
4164 DataserverPlugin.RegisterRequest(m_localID, 4573 DataserverPlugin.RegisterRequest(m_localID,
4165 m_itemID, rq.ToString()); 4574 m_itemID, rq.ToString());
4166 4575
4167 AsyncCommands. 4576 AsyncCommands.
4168 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4577 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4169 4578
4170 ScriptSleep(100); 4579 ScriptSleep(100);
4171 return tid.ToString(); 4580 return tid.ToString();
4581 }
4582 else
4583 {
4584 ShoutError("Invalid UUID passed to llRequestAgentData.");
4585 }
4586 return "";
4172 } 4587 }
4173 4588
4174 public LSL_String llRequestInventoryData(string name) 4589 public LSL_String llRequestInventoryData(string name)
4175 { 4590 {
4176 m_host.AddScriptLPS(1); 4591 m_host.AddScriptLPS(1);
4177 4592
4593 //Clone is thread safe
4178 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4594 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4179 4595
4180 foreach (TaskInventoryItem item in itemDictionary.Values) 4596 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4226,19 +4642,54 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4226 if (UUID.TryParse(agent, out agentId)) 4642 if (UUID.TryParse(agent, out agentId))
4227 { 4643 {
4228 ScenePresence presence = World.GetScenePresence(agentId); 4644 ScenePresence presence = World.GetScenePresence(agentId);
4229 if (presence != null) 4645 if (presence != null && presence.PresenceType != PresenceType.Npc)
4230 { 4646 {
4647 // agent must not be a god
4648 if (presence.UserLevel >= 200) return;
4649
4231 // agent must be over the owners land 4650 // agent must be over the owners land
4232 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4651 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4233 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4652 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4234 { 4653 {
4235 World.TeleportClientHome(agentId, presence.ControllingClient); 4654 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4655 {
4656 // They can't be teleported home for some reason
4657 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4658 if (regionInfo != null)
4659 {
4660 World.RequestTeleportLocation(
4661 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4662 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4663 }
4664 }
4236 } 4665 }
4237 } 4666 }
4238 } 4667 }
4239 ScriptSleep(5000); 4668 ScriptSleep(5000);
4240 } 4669 }
4241 4670
4671 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
4672 {
4673 m_host.AddScriptLPS(1);
4674 UUID agentId = new UUID();
4675 if (UUID.TryParse(agent, out agentId))
4676 {
4677 ScenePresence presence = World.GetScenePresence(agentId);
4678 if (presence != null && presence.PresenceType != PresenceType.Npc)
4679 {
4680 // agent must not be a god
4681 if (presence.GodLevel >= 200) return;
4682
4683 // agent must be over the owners land
4684 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4685 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4686 {
4687 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);
4688 }
4689 }
4690 }
4691 }
4692
4242 public void llTextBox(string agent, string message, int chatChannel) 4693 public void llTextBox(string agent, string message, int chatChannel)
4243 { 4694 {
4244 IDialogModule dm = World.RequestModuleInterface<IDialogModule>(); 4695 IDialogModule dm = World.RequestModuleInterface<IDialogModule>();
@@ -4250,7 +4701,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4250 UUID av = new UUID(); 4701 UUID av = new UUID();
4251 if (!UUID.TryParse(agent,out av)) 4702 if (!UUID.TryParse(agent,out av))
4252 { 4703 {
4253 LSLError("First parameter to llDialog needs to be a key"); 4704 //LSLError("First parameter to llDialog needs to be a key");
4254 return; 4705 return;
4255 } 4706 }
4256 4707
@@ -4287,17 +4738,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4287 UUID soundId = UUID.Zero; 4738 UUID soundId = UUID.Zero;
4288 if (!UUID.TryParse(impact_sound, out soundId)) 4739 if (!UUID.TryParse(impact_sound, out soundId))
4289 { 4740 {
4290 lock (m_host.TaskInventory) 4741 m_host.TaskInventory.LockItemsForRead(true);
4742 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4291 { 4743 {
4292 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4744 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4293 { 4745 {
4294 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4746 soundId = item.AssetID;
4295 { 4747 break;
4296 soundId = item.AssetID;
4297 break;
4298 }
4299 } 4748 }
4300 } 4749 }
4750 m_host.TaskInventory.LockItemsForRead(false);
4301 } 4751 }
4302 m_host.CollisionSound = soundId; 4752 m_host.CollisionSound = soundId;
4303 m_host.CollisionSoundVolume = (float)impact_volume; 4753 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4337,6 +4787,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4337 UUID partItemID; 4787 UUID partItemID;
4338 foreach (SceneObjectPart part in parts) 4788 foreach (SceneObjectPart part in parts)
4339 { 4789 {
4790 //Clone is thread safe
4340 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4791 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4341 4792
4342 foreach (TaskInventoryItem item in itemsDictionary.Values) 4793 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4540,17 +4991,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4540 4991
4541 m_host.AddScriptLPS(1); 4992 m_host.AddScriptLPS(1);
4542 4993
4543 lock (m_host.TaskInventory) 4994 m_host.TaskInventory.LockItemsForRead(true);
4995 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4544 { 4996 {
4545 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4997 if (item.Type == 10 && item.ItemID == m_itemID)
4546 { 4998 {
4547 if (item.Type == 10 && item.ItemID == m_itemID) 4999 result = item.Name!=null?item.Name:String.Empty;
4548 { 5000 break;
4549 result = item.Name != null ? item.Name : String.Empty;
4550 break;
4551 }
4552 } 5001 }
4553 } 5002 }
5003 m_host.TaskInventory.LockItemsForRead(false);
4554 5004
4555 return result; 5005 return result;
4556 } 5006 }
@@ -4723,23 +5173,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4723 { 5173 {
4724 m_host.AddScriptLPS(1); 5174 m_host.AddScriptLPS(1);
4725 5175
4726 lock (m_host.TaskInventory) 5176 m_host.TaskInventory.LockItemsForRead(true);
5177 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4727 { 5178 {
4728 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5179 if (inv.Value.Name == name)
4729 { 5180 {
4730 if (inv.Value.Name == name) 5181 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4731 { 5182 {
4732 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5183 m_host.TaskInventory.LockItemsForRead(false);
4733 { 5184 return inv.Value.AssetID.ToString();
4734 return inv.Value.AssetID.ToString(); 5185 }
4735 } 5186 else
4736 else 5187 {
4737 { 5188 m_host.TaskInventory.LockItemsForRead(false);
4738 return UUID.Zero.ToString(); 5189 return UUID.Zero.ToString();
4739 }
4740 } 5190 }
4741 } 5191 }
4742 } 5192 }
5193 m_host.TaskInventory.LockItemsForRead(false);
4743 5194
4744 return UUID.Zero.ToString(); 5195 return UUID.Zero.ToString();
4745 } 5196 }
@@ -4892,14 +5343,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4892 { 5343 {
4893 m_host.AddScriptLPS(1); 5344 m_host.AddScriptLPS(1);
4894 5345
4895 if (src == null) 5346 return src.Length;
4896 {
4897 return 0;
4898 }
4899 else
4900 {
4901 return src.Length;
4902 }
4903 } 5347 }
4904 5348
4905 public LSL_Integer llList2Integer(LSL_List src, int index) 5349 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4945,7 +5389,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4945 else if (src.Data[index] is LSL_Float) 5389 else if (src.Data[index] is LSL_Float)
4946 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5390 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4947 else if (src.Data[index] is LSL_String) 5391 else if (src.Data[index] is LSL_String)
4948 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5392 {
5393 string str = ((LSL_String) src.Data[index]).m_string;
5394 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5395 if (m != Match.Empty)
5396 {
5397 str = m.Value;
5398 double d = 0.0;
5399 if (!Double.TryParse(str, out d))
5400 return 0.0;
5401
5402 return d;
5403 }
5404 return 0.0;
5405 }
4949 return Convert.ToDouble(src.Data[index]); 5406 return Convert.ToDouble(src.Data[index]);
4950 } 5407 }
4951 catch (FormatException) 5408 catch (FormatException)
@@ -5218,7 +5675,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5218 } 5675 }
5219 } 5676 }
5220 } 5677 }
5221 else { 5678 else
5679 {
5222 object[] array = new object[src.Length]; 5680 object[] array = new object[src.Length];
5223 Array.Copy(src.Data, 0, array, 0, src.Length); 5681 Array.Copy(src.Data, 0, array, 0, src.Length);
5224 result = new LSL_List(array); 5682 result = new LSL_List(array);
@@ -5325,7 +5783,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5325 public LSL_Integer llGetRegionAgentCount() 5783 public LSL_Integer llGetRegionAgentCount()
5326 { 5784 {
5327 m_host.AddScriptLPS(1); 5785 m_host.AddScriptLPS(1);
5328 return new LSL_Integer(World.GetRootAgentCount()); 5786
5787 int count = 0;
5788 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5789 count++;
5790 });
5791
5792 return new LSL_Integer(count);
5329 } 5793 }
5330 5794
5331 public LSL_Vector llGetRegionCorner() 5795 public LSL_Vector llGetRegionCorner()
@@ -5605,6 +6069,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5605 flags |= ScriptBaseClass.AGENT_SITTING; 6069 flags |= ScriptBaseClass.AGENT_SITTING;
5606 } 6070 }
5607 6071
6072 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
6073 {
6074 flags |= ScriptBaseClass.AGENT_MALE;
6075 }
6076
5608 return flags; 6077 return flags;
5609 } 6078 }
5610 6079
@@ -5667,10 +6136,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5667 m_host.AddScriptLPS(1); 6136 m_host.AddScriptLPS(1);
5668 6137
5669 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6138 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5670 6139 if (parts.Count > 0)
5671 foreach (var part in parts)
5672 { 6140 {
5673 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6141 try
6142 {
6143 parts[0].ParentGroup.areUpdatesSuspended = true;
6144 foreach (var part in parts)
6145 {
6146 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6147 }
6148 }
6149 finally
6150 {
6151 parts[0].ParentGroup.areUpdatesSuspended = false;
6152 }
5674 } 6153 }
5675 } 6154 }
5676 6155
@@ -5722,13 +6201,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5722 6201
5723 if (m_host.OwnerID == land.LandData.OwnerID) 6202 if (m_host.OwnerID == land.LandData.OwnerID)
5724 { 6203 {
5725 World.TeleportClientHome(agentID, presence.ControllingClient); 6204 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6205 presence.TeleportWithMomentum(pos);
6206 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5726 } 6207 }
5727 } 6208 }
5728 } 6209 }
5729 ScriptSleep(5000); 6210 ScriptSleep(5000);
5730 } 6211 }
5731 6212
6213 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6214 {
6215 return ParseString2List(str, separators, in_spacers, false);
6216 }
6217
5732 public LSL_Integer llOverMyLand(string id) 6218 public LSL_Integer llOverMyLand(string id)
5733 { 6219 {
5734 m_host.AddScriptLPS(1); 6220 m_host.AddScriptLPS(1);
@@ -5793,8 +6279,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5793 UUID agentId = new UUID(); 6279 UUID agentId = new UUID();
5794 if (!UUID.TryParse(agent, out agentId)) 6280 if (!UUID.TryParse(agent, out agentId))
5795 return new LSL_Integer(0); 6281 return new LSL_Integer(0);
6282 if (agentId == m_host.GroupID)
6283 return new LSL_Integer(1);
5796 ScenePresence presence = World.GetScenePresence(agentId); 6284 ScenePresence presence = World.GetScenePresence(agentId);
5797 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6285 if (presence == null || presence.IsChildAgent) // Return false for child agents
5798 return new LSL_Integer(0); 6286 return new LSL_Integer(0);
5799 IClientAPI client = presence.ControllingClient; 6287 IClientAPI client = presence.ControllingClient;
5800 if (m_host.GroupID == client.ActiveGroupId) 6288 if (m_host.GroupID == client.ActiveGroupId)
@@ -5929,7 +6417,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5929 return m_host.ParentGroup.AttachmentPoint; 6417 return m_host.ParentGroup.AttachmentPoint;
5930 } 6418 }
5931 6419
5932 public LSL_Integer llGetFreeMemory() 6420 public virtual LSL_Integer llGetFreeMemory()
5933 { 6421 {
5934 m_host.AddScriptLPS(1); 6422 m_host.AddScriptLPS(1);
5935 // Make scripts designed for LSO happy 6423 // Make scripts designed for LSO happy
@@ -6046,7 +6534,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6046 SetParticleSystem(m_host, rules); 6534 SetParticleSystem(m_host, rules);
6047 } 6535 }
6048 6536
6049 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6537 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6538 {
6050 6539
6051 6540
6052 if (rules.Length == 0) 6541 if (rules.Length == 0)
@@ -6240,14 +6729,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6240 6729
6241 protected UUID GetTaskInventoryItem(string name) 6730 protected UUID GetTaskInventoryItem(string name)
6242 { 6731 {
6243 lock (m_host.TaskInventory) 6732 m_host.TaskInventory.LockItemsForRead(true);
6733 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6244 { 6734 {
6245 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6735 if (inv.Value.Name == name)
6246 { 6736 {
6247 if (inv.Value.Name == name) 6737 m_host.TaskInventory.LockItemsForRead(false);
6248 return inv.Key; 6738 return inv.Key;
6249 } 6739 }
6250 } 6740 }
6741 m_host.TaskInventory.LockItemsForRead(false);
6251 6742
6252 return UUID.Zero; 6743 return UUID.Zero;
6253 } 6744 }
@@ -6285,16 +6776,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6285 if (folderID == UUID.Zero) 6776 if (folderID == UUID.Zero)
6286 return; 6777 return;
6287 6778
6288 byte[] bucket = new byte[17]; 6779 byte[] bucket = new byte[1];
6289 bucket[0] = (byte)AssetType.Folder; 6780 bucket[0] = (byte)AssetType.Folder;
6290 byte[] objBytes = folderID.GetBytes(); 6781 //byte[] objBytes = folderID.GetBytes();
6291 Array.Copy(objBytes, 0, bucket, 1, 16); 6782 //Array.Copy(objBytes, 0, bucket, 1, 16);
6292 6783
6293 GridInstantMessage msg = new GridInstantMessage(World, 6784 GridInstantMessage msg = new GridInstantMessage(World,
6294 m_host.UUID, m_host.Name+", an object owned by "+ 6785 m_host.OwnerID, m_host.Name, destID,
6295 resolveName(m_host.OwnerID)+",", destID, 6786 (byte)InstantMessageDialog.TaskInventoryOffered,
6296 (byte)InstantMessageDialog.InventoryOffered, 6787 false, category+". "+m_host.Name+" is located at "+
6297 false, category+"\n"+m_host.Name+" is located at "+
6298 World.RegionInfo.RegionName+" "+ 6788 World.RegionInfo.RegionName+" "+
6299 m_host.AbsolutePosition.ToString(), 6789 m_host.AbsolutePosition.ToString(),
6300 folderID, true, m_host.AbsolutePosition, 6790 folderID, true, m_host.AbsolutePosition,
@@ -6532,13 +7022,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6532 UUID av = new UUID(); 7022 UUID av = new UUID();
6533 if (!UUID.TryParse(avatar,out av)) 7023 if (!UUID.TryParse(avatar,out av))
6534 { 7024 {
6535 LSLError("First parameter to llDialog needs to be a key"); 7025 //LSLError("First parameter to llDialog needs to be a key");
6536 return; 7026 return;
6537 } 7027 }
6538 if (buttons.Length < 1) 7028 if (buttons.Length < 1)
6539 { 7029 {
6540 LSLError("No less than 1 button can be shown"); 7030 buttons.Add("OK");
6541 return;
6542 } 7031 }
6543 if (buttons.Length > 12) 7032 if (buttons.Length > 12)
6544 { 7033 {
@@ -6555,7 +7044,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6555 } 7044 }
6556 if (buttons.Data[i].ToString().Length > 24) 7045 if (buttons.Data[i].ToString().Length > 24)
6557 { 7046 {
6558 LSLError("button label cannot be longer than 24 characters"); 7047 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6559 return; 7048 return;
6560 } 7049 }
6561 buts[i] = buttons.Data[i].ToString(); 7050 buts[i] = buttons.Data[i].ToString();
@@ -6614,22 +7103,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6614 } 7103 }
6615 7104
6616 // copy the first script found with this inventory name 7105 // copy the first script found with this inventory name
6617 lock (m_host.TaskInventory) 7106 TaskInventoryItem scriptItem = null;
7107 m_host.TaskInventory.LockItemsForRead(true);
7108 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6618 { 7109 {
6619 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 7110 if (inv.Value.Name == name)
6620 { 7111 {
6621 if (inv.Value.Name == name) 7112 // make sure the object is a script
7113 if (10 == inv.Value.Type)
6622 { 7114 {
6623 // make sure the object is a script 7115 found = true;
6624 if (10 == inv.Value.Type) 7116 srcId = inv.Key;
6625 { 7117 scriptItem = inv.Value;
6626 found = true; 7118 break;
6627 srcId = inv.Key;
6628 break;
6629 }
6630 } 7119 }
6631 } 7120 }
6632 } 7121 }
7122 m_host.TaskInventory.LockItemsForRead(false);
6633 7123
6634 if (!found) 7124 if (!found)
6635 { 7125 {
@@ -6637,9 +7127,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6637 return; 7127 return;
6638 } 7128 }
6639 7129
6640 // the rest of the permission checks are done in RezScript, so check the pin there as well 7130 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6641 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param); 7131 if (dest != null)
7132 {
7133 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7134 {
7135 // the rest of the permission checks are done in RezScript, so check the pin there as well
7136 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param);
6642 7137
7138 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7139 m_host.Inventory.RemoveInventoryItem(srcId);
7140 }
7141 }
6643 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7142 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6644 ScriptSleep(3000); 7143 ScriptSleep(3000);
6645 } 7144 }
@@ -6702,19 +7201,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6702 public LSL_String llMD5String(string src, int nonce) 7201 public LSL_String llMD5String(string src, int nonce)
6703 { 7202 {
6704 m_host.AddScriptLPS(1); 7203 m_host.AddScriptLPS(1);
6705 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7204 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6706 } 7205 }
6707 7206
6708 public LSL_String llSHA1String(string src) 7207 public LSL_String llSHA1String(string src)
6709 { 7208 {
6710 m_host.AddScriptLPS(1); 7209 m_host.AddScriptLPS(1);
6711 return Util.SHA1Hash(src).ToLower(); 7210 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6712 } 7211 }
6713 7212
6714 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7213 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6715 { 7214 {
6716 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7215 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6717 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7216 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7217 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7218 return shapeBlock;
6718 7219
6719 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7220 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6720 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7221 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6819,6 +7320,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6819 // Prim type box, cylinder and prism. 7320 // Prim type box, cylinder and prism.
6820 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) 7321 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)
6821 { 7322 {
7323 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7324 return;
7325
6822 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7326 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6823 ObjectShapePacket.ObjectDataBlock shapeBlock; 7327 ObjectShapePacket.ObjectDataBlock shapeBlock;
6824 7328
@@ -6872,6 +7376,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6872 // Prim type sphere. 7376 // Prim type sphere.
6873 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7377 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6874 { 7378 {
7379 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7380 return;
7381
6875 ObjectShapePacket.ObjectDataBlock shapeBlock; 7382 ObjectShapePacket.ObjectDataBlock shapeBlock;
6876 7383
6877 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7384 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6913,6 +7420,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6913 // Prim type torus, tube and ring. 7420 // Prim type torus, tube and ring.
6914 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) 7421 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)
6915 { 7422 {
7423 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7424 return;
7425
6916 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7426 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6917 ObjectShapePacket.ObjectDataBlock shapeBlock; 7427 ObjectShapePacket.ObjectDataBlock shapeBlock;
6918 7428
@@ -7048,6 +7558,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7048 // Prim type sculpt. 7558 // Prim type sculpt.
7049 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7559 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7050 { 7560 {
7561 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7562 return;
7563
7051 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7564 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7052 UUID sculptId; 7565 UUID sculptId;
7053 7566
@@ -7072,7 +7585,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7072 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7585 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7073 { 7586 {
7074 // default 7587 // default
7075 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7588 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7076 } 7589 }
7077 7590
7078 part.Shape.SetSculptProperties((byte)type, sculptId); 7591 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7088,32 +7601,149 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7088 ScriptSleep(200); 7601 ScriptSleep(200);
7089 } 7602 }
7090 7603
7091 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7604 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7092 { 7605 {
7093 m_host.AddScriptLPS(1); 7606 m_host.AddScriptLPS(1);
7094 7607
7095 setLinkPrimParams(linknumber, rules); 7608 setLinkPrimParams(linknumber, rules);
7609 }
7096 7610
7097 ScriptSleep(200); 7611 private void setLinkPrimParams(int linknumber, LSL_List rules)
7612 {
7613 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7614 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7615 if (parts.Count>0)
7616 {
7617 try
7618 {
7619 parts[0].ParentGroup.areUpdatesSuspended = true;
7620 foreach (SceneObjectPart part in parts)
7621 SetPrimParams(part, rules);
7622 }
7623 finally
7624 {
7625 parts[0].ParentGroup.areUpdatesSuspended = false;
7626 }
7627 }
7628 if (avatars.Count > 0)
7629 {
7630 foreach (ScenePresence avatar in avatars)
7631 SetPrimParams(avatar, rules);
7632 }
7098 } 7633 }
7099 7634
7100 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7635 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7636 float material_density, float material_friction,
7637 float material_restitution, float material_gravity_modifier)
7101 { 7638 {
7102 m_host.AddScriptLPS(1); 7639 ExtraPhysicsData physdata = new ExtraPhysicsData();
7640 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7641 physdata.Density = part.Density;
7642 physdata.Friction = part.Friction;
7643 physdata.Bounce = part.Bounciness;
7644 physdata.GravitationModifier = part.GravityModifier;
7103 7645
7104 setLinkPrimParams(linknumber, rules); 7646 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7647 physdata.Density = material_density;
7648 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7649 physdata.Friction = material_friction;
7650 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7651 physdata.Bounce = material_restitution;
7652 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7653 physdata.GravitationModifier = material_gravity_modifier;
7654
7655 part.UpdateExtraPhysics(physdata);
7105 } 7656 }
7106 7657
7107 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7658 public void llSetPhysicsMaterial(int material_bits,
7659 float material_gravity_modifier, float material_restitution,
7660 float material_friction, float material_density)
7108 { 7661 {
7109 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7662 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7663 }
7110 7664
7111 foreach (SceneObjectPart part in parts) 7665 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7112 SetPrimParams(part, rules); 7666 {
7667 llSetLinkPrimitiveParamsFast(linknumber, rules);
7668 ScriptSleep(200);
7669 }
7670
7671 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7672 {
7673 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7674 //We only support PRIM_POSITION and PRIM_ROTATION
7675
7676 int idx = 0;
7677
7678 while (idx < rules.Length)
7679 {
7680 int code = rules.GetLSLIntegerItem(idx++);
7681
7682 int remain = rules.Length - idx;
7683
7684 switch (code)
7685 {
7686 case (int)ScriptBaseClass.PRIM_POSITION:
7687 {
7688 if (remain < 1)
7689 return;
7690 LSL_Vector v;
7691 v = rules.GetVector3Item(idx++);
7692
7693 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7694 if (part == null)
7695 break;
7696
7697 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7698 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7699 if (llGetLinkNumber() > 1)
7700 {
7701 localRot = llGetLocalRot();
7702 localPos = llGetLocalPos();
7703 }
7704
7705 v -= localPos;
7706 v /= localRot;
7707
7708 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
7709
7710 v = v + 2 * sitOffset;
7711
7712 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7713 av.SendAvatarDataToAllAgents();
7714
7715 }
7716 break;
7717
7718 case (int)ScriptBaseClass.PRIM_ROTATION:
7719 {
7720 if (remain < 1)
7721 return;
7722
7723 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7724 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7725 if (llGetLinkNumber() > 1)
7726 {
7727 localRot = llGetLocalRot();
7728 localPos = llGetLocalPos();
7729 }
7730
7731 LSL_Rotation r;
7732 r = rules.GetQuaternionItem(idx++);
7733 r = r * llGetRootRotation() / localRot;
7734 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7735 av.SendAvatarDataToAllAgents();
7736 }
7737 break;
7738 }
7739 }
7113 } 7740 }
7114 7741
7115 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7742 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7116 { 7743 {
7744 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7745 return;
7746
7117 int idx = 0; 7747 int idx = 0;
7118 7748
7119 bool positionChanged = false; 7749 bool positionChanged = false;
@@ -7141,6 +7771,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7141 currentPosition = GetSetPosTarget(part, v, currentPosition); 7771 currentPosition = GetSetPosTarget(part, v, currentPosition);
7142 7772
7143 break; 7773 break;
7774 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
7775 if (remain < 1)
7776 return;
7777
7778 v=rules.GetVector3Item(idx++);
7779 positionChanged = true;
7780 currentPosition = GetSetPosTarget(part, v, currentPosition);
7781
7782 break;
7144 case (int)ScriptBaseClass.PRIM_SIZE: 7783 case (int)ScriptBaseClass.PRIM_SIZE:
7145 if (remain < 1) 7784 if (remain < 1)
7146 return; 7785 return;
@@ -7434,6 +8073,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7434 part.ScriptSetPhysicsStatus(physics); 8073 part.ScriptSetPhysicsStatus(physics);
7435 break; 8074 break;
7436 8075
8076 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
8077 if (remain < 1)
8078 return;
8079
8080 int shape_type = rules.GetLSLIntegerItem(idx++);
8081
8082 ExtraPhysicsData physdata = new ExtraPhysicsData();
8083 physdata.Density = part.Density;
8084 physdata.Bounce = part.Bounciness;
8085 physdata.GravitationModifier = part.GravityModifier;
8086 physdata.PhysShapeType = (PhysShapeType)shape_type;
8087
8088 part.UpdateExtraPhysics(physdata);
8089
8090 break;
8091
8092 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8093 if (remain < 5)
8094 return;
8095
8096 int material_bits = rules.GetLSLIntegerItem(idx++);
8097 float material_density = (float)rules.GetLSLFloatItem(idx++);
8098 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8099 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8100 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8101
8102 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8103
8104 break;
8105
7437 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8106 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7438 if (remain < 1) 8107 if (remain < 1)
7439 return; 8108 return;
@@ -7507,7 +8176,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7507 if (part.ParentGroup.RootPart == part) 8176 if (part.ParentGroup.RootPart == part)
7508 { 8177 {
7509 SceneObjectGroup parent = part.ParentGroup; 8178 SceneObjectGroup parent = part.ParentGroup;
7510 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8179 Util.FireAndForget(delegate(object x) {
8180 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8181 });
7511 } 8182 }
7512 else 8183 else
7513 { 8184 {
@@ -7518,6 +8189,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7518 } 8189 }
7519 } 8190 }
7520 } 8191 }
8192
8193 if (positionChanged)
8194 {
8195 if (part.ParentGroup.RootPart == part)
8196 {
8197 SceneObjectGroup parent = part.ParentGroup;
8198 Util.FireAndForget(delegate(object x) {
8199 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8200 });
8201 }
8202 else
8203 {
8204 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8205 SceneObjectGroup parent = part.ParentGroup;
8206 parent.HasGroupChanged = true;
8207 parent.ScheduleGroupForTerseUpdate();
8208 }
8209 }
7521 } 8210 }
7522 8211
7523 public LSL_String llStringToBase64(string str) 8212 public LSL_String llStringToBase64(string str)
@@ -7678,13 +8367,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7678 public LSL_Integer llGetNumberOfPrims() 8367 public LSL_Integer llGetNumberOfPrims()
7679 { 8368 {
7680 m_host.AddScriptLPS(1); 8369 m_host.AddScriptLPS(1);
7681 int avatarCount = 0; 8370 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7682 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8371
7683 {
7684 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7685 avatarCount++;
7686 });
7687
7688 return m_host.ParentGroup.PrimCount + avatarCount; 8372 return m_host.ParentGroup.PrimCount + avatarCount;
7689 } 8373 }
7690 8374
@@ -7700,55 +8384,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7700 m_host.AddScriptLPS(1); 8384 m_host.AddScriptLPS(1);
7701 UUID objID = UUID.Zero; 8385 UUID objID = UUID.Zero;
7702 LSL_List result = new LSL_List(); 8386 LSL_List result = new LSL_List();
8387
8388 // If the ID is not valid, return null result
7703 if (!UUID.TryParse(obj, out objID)) 8389 if (!UUID.TryParse(obj, out objID))
7704 { 8390 {
7705 result.Add(new LSL_Vector()); 8391 result.Add(new LSL_Vector());
7706 result.Add(new LSL_Vector()); 8392 result.Add(new LSL_Vector());
7707 return result; 8393 return result;
7708 } 8394 }
8395
8396 // Check if this is an attached prim. If so, replace
8397 // the UUID with the avatar UUID and report it's bounding box
8398 SceneObjectPart part = World.GetSceneObjectPart(objID);
8399 if (part != null && part.ParentGroup.IsAttachment)
8400 objID = part.ParentGroup.AttachedAvatar;
8401
8402 // Find out if this is an avatar ID. If so, return it's box
7709 ScenePresence presence = World.GetScenePresence(objID); 8403 ScenePresence presence = World.GetScenePresence(objID);
7710 if (presence != null) 8404 if (presence != null)
7711 { 8405 {
7712 if (presence.ParentID == 0) // not sat on an object 8406 // As per LSL Wiki, there is no difference between sitting
8407 // and standing avatar since server 1.36
8408 LSL_Vector lower;
8409 LSL_Vector upper;
8410 if (presence.Animator.Animations.DefaultAnimation.AnimID
8411 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7713 { 8412 {
7714 LSL_Vector lower; 8413 // This is for ground sitting avatars
7715 LSL_Vector upper; 8414 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7716 if (presence.Animator.Animations.DefaultAnimation.AnimID 8415 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7717 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8416 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7718 {
7719 // This is for ground sitting avatars
7720 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7721 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7722 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7723 }
7724 else
7725 {
7726 // This is for standing/flying avatars
7727 float height = presence.Appearance.AvatarHeight / 2.0f;
7728 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7729 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7730 }
7731 result.Add(lower);
7732 result.Add(upper);
7733 return result;
7734 } 8417 }
7735 else 8418 else
7736 { 8419 {
7737 // sitting on an object so we need the bounding box of that 8420 // This is for standing/flying avatars
7738 // which should include the avatar so set the UUID to the 8421 float height = presence.Appearance.AvatarHeight / 2.0f;
7739 // UUID of the object the avatar is sat on and allow it to fall through 8422 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7740 // to processing an object 8423 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7741 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7742 objID = p.UUID;
7743 } 8424 }
8425
8426 // Adjust to the documented error offsets (see LSL Wiki)
8427 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8428 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8429
8430 if (lower.x > upper.x)
8431 lower.x = upper.x;
8432 if (lower.y > upper.y)
8433 lower.y = upper.y;
8434 if (lower.z > upper.z)
8435 lower.z = upper.z;
8436
8437 result.Add(lower);
8438 result.Add(upper);
8439 return result;
7744 } 8440 }
7745 SceneObjectPart part = World.GetSceneObjectPart(objID); 8441
8442 part = World.GetSceneObjectPart(objID);
7746 // Currently only works for single prims without a sitting avatar 8443 // Currently only works for single prims without a sitting avatar
7747 if (part != null) 8444 if (part != null)
7748 { 8445 {
7749 Vector3 halfSize = part.Scale / 2.0f; 8446 float minX;
7750 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8447 float maxX;
7751 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8448 float minY;
8449 float maxY;
8450 float minZ;
8451 float maxZ;
8452
8453 // This BBox is in sim coordinates, with the offset being
8454 // a contained point.
8455 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8456 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8457
8458 minX -= offsets[0].X;
8459 maxX -= offsets[0].X;
8460 minY -= offsets[0].Y;
8461 maxY -= offsets[0].Y;
8462 minZ -= offsets[0].Z;
8463 maxZ -= offsets[0].Z;
8464
8465 LSL_Vector lower;
8466 LSL_Vector upper;
8467
8468 // Adjust to the documented error offsets (see LSL Wiki)
8469 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8470 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8471
8472 if (lower.x > upper.x)
8473 lower.x = upper.x;
8474 if (lower.y > upper.y)
8475 lower.y = upper.y;
8476 if (lower.z > upper.z)
8477 lower.z = upper.z;
8478
7752 result.Add(lower); 8479 result.Add(lower);
7753 result.Add(upper); 8480 result.Add(upper);
7754 return result; 8481 return result;
@@ -7828,13 +8555,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7828 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8555 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7829 part.AbsolutePosition.Y, 8556 part.AbsolutePosition.Y,
7830 part.AbsolutePosition.Z); 8557 part.AbsolutePosition.Z);
7831 // For some reason, the part.AbsolutePosition.* values do not change if the
7832 // linkset is rotated; they always reflect the child prim's world position
7833 // as though the linkset is unrotated. This is incompatible behavior with SL's
7834 // implementation, so will break scripts imported from there (not to mention it
7835 // makes it more difficult to determine a child prim's actual inworld position).
7836 if (part.ParentID != 0)
7837 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7838 res.Add(v); 8558 res.Add(v);
7839 break; 8559 break;
7840 8560
@@ -8005,56 +8725,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8005 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8725 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8006 if (remain < 1) 8726 if (remain < 1)
8007 return res; 8727 return res;
8008 8728 face = (int)rules.GetLSLIntegerItem(idx++);
8009 face=(int)rules.GetLSLIntegerItem(idx++);
8010 8729
8011 tex = part.Shape.Textures; 8730 tex = part.Shape.Textures;
8731 int shiny;
8012 if (face == ScriptBaseClass.ALL_SIDES) 8732 if (face == ScriptBaseClass.ALL_SIDES)
8013 { 8733 {
8014 for (face = 0; face < GetNumberOfSides(part); face++) 8734 for (face = 0; face < GetNumberOfSides(part); face++)
8015 { 8735 {
8016 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8736 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8017 // Convert Shininess to PRIM_SHINY_* 8737 if (shinyness == Shininess.High)
8018 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8738 {
8019 // PRIM_BUMP_* 8739 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8020 res.Add(new LSL_Integer((int)texface.Bump)); 8740 }
8741 else if (shinyness == Shininess.Medium)
8742 {
8743 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8744 }
8745 else if (shinyness == Shininess.Low)
8746 {
8747 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8748 }
8749 else
8750 {
8751 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8752 }
8753 res.Add(new LSL_Integer(shiny));
8754 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8021 } 8755 }
8022 } 8756 }
8023 else 8757 else
8024 { 8758 {
8025 if (face >= 0 && face < GetNumberOfSides(part)) 8759 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8760 if (shinyness == Shininess.High)
8026 { 8761 {
8027 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8762 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8028 // Convert Shininess to PRIM_SHINY_*
8029 res.Add(new LSL_Integer((uint)texface.Shiny >> 6));
8030 // PRIM_BUMP_*
8031 res.Add(new LSL_Integer((int)texface.Bump));
8032 } 8763 }
8764 else if (shinyness == Shininess.Medium)
8765 {
8766 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8767 }
8768 else if (shinyness == Shininess.Low)
8769 {
8770 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8771 }
8772 else
8773 {
8774 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8775 }
8776 res.Add(new LSL_Integer(shiny));
8777 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8033 } 8778 }
8034 break; 8779 break;
8035 8780
8036 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8781 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8037 if (remain < 1) 8782 if (remain < 1)
8038 return res; 8783 return res;
8039 8784 face = (int)rules.GetLSLIntegerItem(idx++);
8040 face=(int)rules.GetLSLIntegerItem(idx++);
8041 8785
8042 tex = part.Shape.Textures; 8786 tex = part.Shape.Textures;
8787 int fullbright;
8043 if (face == ScriptBaseClass.ALL_SIDES) 8788 if (face == ScriptBaseClass.ALL_SIDES)
8044 { 8789 {
8045 for (face = 0; face < GetNumberOfSides(part); face++) 8790 for (face = 0; face < GetNumberOfSides(part); face++)
8046 { 8791 {
8047 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8792 if (tex.GetFace((uint)face).Fullbright == true)
8048 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8793 {
8794 fullbright = ScriptBaseClass.TRUE;
8795 }
8796 else
8797 {
8798 fullbright = ScriptBaseClass.FALSE;
8799 }
8800 res.Add(new LSL_Integer(fullbright));
8049 } 8801 }
8050 } 8802 }
8051 else 8803 else
8052 { 8804 {
8053 if (face >= 0 && face < GetNumberOfSides(part)) 8805 if (tex.GetFace((uint)face).Fullbright == true)
8054 { 8806 {
8055 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8807 fullbright = ScriptBaseClass.TRUE;
8056 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0));
8057 } 8808 }
8809 else
8810 {
8811 fullbright = ScriptBaseClass.FALSE;
8812 }
8813 res.Add(new LSL_Integer(fullbright));
8058 } 8814 }
8059 break; 8815 break;
8060 8816
@@ -8076,27 +8832,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8076 break; 8832 break;
8077 8833
8078 case (int)ScriptBaseClass.PRIM_TEXGEN: 8834 case (int)ScriptBaseClass.PRIM_TEXGEN:
8835 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8079 if (remain < 1) 8836 if (remain < 1)
8080 return res; 8837 return res;
8081 8838 face = (int)rules.GetLSLIntegerItem(idx++);
8082 face=(int)rules.GetLSLIntegerItem(idx++);
8083 8839
8084 tex = part.Shape.Textures; 8840 tex = part.Shape.Textures;
8085 if (face == ScriptBaseClass.ALL_SIDES) 8841 if (face == ScriptBaseClass.ALL_SIDES)
8086 { 8842 {
8087 for (face = 0; face < GetNumberOfSides(part); face++) 8843 for (face = 0; face < GetNumberOfSides(part); face++)
8088 { 8844 {
8089 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8845 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8090 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8846 {
8091 res.Add(new LSL_Integer((uint)texgen >> 1)); 8847 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8848 }
8849 else
8850 {
8851 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8852 }
8092 } 8853 }
8093 } 8854 }
8094 else 8855 else
8095 { 8856 {
8096 if (face >= 0 && face < GetNumberOfSides(part)) 8857 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8097 { 8858 {
8098 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8859 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8099 res.Add(new LSL_Integer((uint)texgen >> 1)); 8860 }
8861 else
8862 {
8863 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8100 } 8864 }
8101 } 8865 }
8102 break; 8866 break;
@@ -8119,28 +8883,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8119 case (int)ScriptBaseClass.PRIM_GLOW: 8883 case (int)ScriptBaseClass.PRIM_GLOW:
8120 if (remain < 1) 8884 if (remain < 1)
8121 return res; 8885 return res;
8122 8886 face = (int)rules.GetLSLIntegerItem(idx++);
8123 face=(int)rules.GetLSLIntegerItem(idx++);
8124 8887
8125 tex = part.Shape.Textures; 8888 tex = part.Shape.Textures;
8889 float primglow;
8126 if (face == ScriptBaseClass.ALL_SIDES) 8890 if (face == ScriptBaseClass.ALL_SIDES)
8127 { 8891 {
8128 for (face = 0; face < GetNumberOfSides(part); face++) 8892 for (face = 0; face < GetNumberOfSides(part); face++)
8129 { 8893 {
8130 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8894 primglow = tex.GetFace((uint)face).Glow;
8131 res.Add(new LSL_Float(texface.Glow)); 8895 res.Add(new LSL_Float(primglow));
8132 } 8896 }
8133 } 8897 }
8134 else 8898 else
8135 { 8899 {
8136 if (face >= 0 && face < GetNumberOfSides(part)) 8900 primglow = tex.GetFace((uint)face).Glow;
8137 { 8901 res.Add(new LSL_Float(primglow));
8138 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8139 res.Add(new LSL_Float(texface.Glow));
8140 }
8141 } 8902 }
8142 break; 8903 break;
8143
8144 case (int)ScriptBaseClass.PRIM_TEXT: 8904 case (int)ScriptBaseClass.PRIM_TEXT:
8145 Color4 textColor = part.GetTextColor(); 8905 Color4 textColor = part.GetTextColor();
8146 res.Add(new LSL_String(part.Text)); 8906 res.Add(new LSL_String(part.Text));
@@ -8752,8 +9512,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8752 // The function returns an ordered list 9512 // The function returns an ordered list
8753 // representing the tokens found in the supplied 9513 // representing the tokens found in the supplied
8754 // sources string. If two successive tokenizers 9514 // sources string. If two successive tokenizers
8755 // are encountered, then a NULL entry is added 9515 // are encountered, then a null-string entry is
8756 // to the list. 9516 // added to the list.
8757 // 9517 //
8758 // It is a precondition that the source and 9518 // It is a precondition that the source and
8759 // toekizer lisst are non-null. If they are null, 9519 // toekizer lisst are non-null. If they are null,
@@ -8761,7 +9521,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8761 // while their lengths are being determined. 9521 // while their lengths are being determined.
8762 // 9522 //
8763 // A small amount of working memoryis required 9523 // A small amount of working memoryis required
8764 // of approximately 8*#tokenizers. 9524 // of approximately 8*#tokenizers + 8*srcstrlen.
8765 // 9525 //
8766 // There are many ways in which this function 9526 // There are many ways in which this function
8767 // can be implemented, this implementation is 9527 // can be implemented, this implementation is
@@ -8777,155 +9537,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8777 // and eliminates redundant tokenizers as soon 9537 // and eliminates redundant tokenizers as soon
8778 // as is possible. 9538 // as is possible.
8779 // 9539 //
8780 // The implementation tries to avoid any copying 9540 // The implementation tries to minimize temporary
8781 // of arrays or other objects. 9541 // garbage generation.
8782 // </remarks> 9542 // </remarks>
8783 9543
8784 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9544 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8785 { 9545 {
8786 int beginning = 0; 9546 return ParseString2List(src, separators, spacers, true);
8787 int srclen = src.Length; 9547 }
8788 int seplen = separators.Length;
8789 object[] separray = separators.Data;
8790 int spclen = spacers.Length;
8791 object[] spcarray = spacers.Data;
8792 int mlen = seplen+spclen;
8793
8794 int[] offset = new int[mlen+1];
8795 bool[] active = new bool[mlen];
8796
8797 int best;
8798 int j;
8799
8800 // Initial capacity reduces resize cost
8801 9548
8802 LSL_List tokens = new LSL_List(); 9549 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9550 {
9551 int srclen = src.Length;
9552 int seplen = separators.Length;
9553 object[] separray = separators.Data;
9554 int spclen = spacers.Length;
9555 object[] spcarray = spacers.Data;
9556 int dellen = 0;
9557 string[] delarray = new string[seplen+spclen];
8803 9558
8804 // All entries are initially valid 9559 int outlen = 0;
9560 string[] outarray = new string[srclen*2+1];
8805 9561
8806 for (int i = 0; i < mlen; i++) 9562 int i, j;
8807 active[i] = true; 9563 string d;
8808 9564
8809 offset[mlen] = srclen; 9565 m_host.AddScriptLPS(1);
8810 9566
8811 while (beginning < srclen) 9567 /*
9568 * Convert separator and spacer lists to C# strings.
9569 * Also filter out null strings so we don't hang.
9570 */
9571 for (i = 0; i < seplen; i ++)
8812 { 9572 {
9573 d = separray[i].ToString();
9574 if (d.Length > 0)
9575 {
9576 delarray[dellen++] = d;
9577 }
9578 }
9579 seplen = dellen;
8813 9580
8814 best = mlen; // as bad as it gets 9581 for (i = 0; i < spclen; i ++)
9582 {
9583 d = spcarray[i].ToString();
9584 if (d.Length > 0)
9585 {
9586 delarray[dellen++] = d;
9587 }
9588 }
8815 9589
8816 // Scan for separators 9590 /*
9591 * Scan through source string from beginning to end.
9592 */
9593 for (i = 0;;)
9594 {
8817 9595
8818 for (j = 0; j < seplen; j++) 9596 /*
9597 * Find earliest delimeter in src starting at i (if any).
9598 */
9599 int earliestDel = -1;
9600 int earliestSrc = srclen;
9601 string earliestStr = null;
9602 for (j = 0; j < dellen; j ++)
8819 { 9603 {
8820 if (separray[j].ToString() == String.Empty) 9604 d = delarray[j];
8821 active[j] = false; 9605 if (d != null)
8822
8823 if (active[j])
8824 { 9606 {
8825 // scan all of the markers 9607 int index = src.IndexOf(d, i);
8826 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9608 if (index < 0)
8827 { 9609 {
8828 // not present at all 9610 delarray[j] = null; // delim nowhere in src, don't check it anymore
8829 active[j] = false;
8830 } 9611 }
8831 else 9612 else if (index < earliestSrc)
8832 { 9613 {
8833 // present and correct 9614 earliestSrc = index; // where delimeter starts in source string
8834 if (offset[j] < offset[best]) 9615 earliestDel = j; // where delimeter is in delarray[]
8835 { 9616 earliestStr = d; // the delimeter string from delarray[]
8836 // closest so far 9617 if (index == i) break; // can't do any better than found at beg of string
8837 best = j;
8838 if (offset[best] == beginning)
8839 break;
8840 }
8841 } 9618 }
8842 } 9619 }
8843 } 9620 }
8844 9621
8845 // Scan for spacers 9622 /*
8846 9623 * Output source string starting at i through start of earliest delimeter.
8847 if (offset[best] != beginning) 9624 */
9625 if (keepNulls || (earliestSrc > i))
8848 { 9626 {
8849 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9627 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8850 {
8851 if (spcarray[j-seplen].ToString() == String.Empty)
8852 active[j] = false;
8853
8854 if (active[j])
8855 {
8856 // scan all of the markers
8857 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8858 {
8859 // not present at all
8860 active[j] = false;
8861 }
8862 else
8863 {
8864 // present and correct
8865 if (offset[j] < offset[best])
8866 {
8867 // closest so far
8868 best = j;
8869 }
8870 }
8871 }
8872 }
8873 } 9628 }
8874 9629
8875 // This is the normal exit from the scanning loop 9630 /*
9631 * If no delimeter found at or after i, we're done scanning.
9632 */
9633 if (earliestDel < 0) break;
8876 9634
8877 if (best == mlen) 9635 /*
9636 * If delimeter was a spacer, output the spacer.
9637 */
9638 if (earliestDel >= seplen)
8878 { 9639 {
8879 // no markers were found on this pass 9640 outarray[outlen++] = earliestStr;
8880 // so we're pretty much done
8881 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8882 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8883 break;
8884 } 9641 }
8885 9642
8886 // Otherwise we just add the newly delimited token 9643 /*
8887 // and recalculate where the search should continue. 9644 * Look at rest of src string following delimeter.
8888 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9645 */
8889 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9646 i = earliestSrc + earliestStr.Length;
8890
8891 if (best < seplen)
8892 {
8893 beginning = offset[best] + (separray[best].ToString()).Length;
8894 }
8895 else
8896 {
8897 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8898 string str = spcarray[best - seplen].ToString();
8899 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8900 tokens.Add(new LSL_String(str));
8901 }
8902 } 9647 }
8903 9648
8904 // This an awkward an not very intuitive boundary case. If the 9649 /*
8905 // last substring is a tokenizer, then there is an implied trailing 9650 * Make up an exact-sized output array suitable for an LSL_List object.
8906 // null list entry. Hopefully the single comparison will not be too 9651 */
8907 // arduous. Alternatively the 'break' could be replced with a return 9652 object[] outlist = new object[outlen];
8908 // but that's shabby programming. 9653 for (i = 0; i < outlen; i ++)
8909
8910 if ((beginning == srclen) && (keepNulls))
8911 { 9654 {
8912 if (srclen != 0) 9655 outlist[i] = new LSL_String(outarray[i]);
8913 tokens.Add(new LSL_String(""));
8914 } 9656 }
8915 9657 return new LSL_List(outlist);
8916 return tokens;
8917 }
8918
8919 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8920 {
8921 m_host.AddScriptLPS(1);
8922 return this.ParseString(src, separators, spacers, false);
8923 }
8924
8925 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8926 {
8927 m_host.AddScriptLPS(1);
8928 return this.ParseString(src, separators, spacers, true);
8929 } 9658 }
8930 9659
8931 public LSL_Integer llGetObjectPermMask(int mask) 9660 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9002,28 +9731,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9002 { 9731 {
9003 m_host.AddScriptLPS(1); 9732 m_host.AddScriptLPS(1);
9004 9733
9005 lock (m_host.TaskInventory) 9734 m_host.TaskInventory.LockItemsForRead(true);
9735 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9006 { 9736 {
9007 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9737 if (inv.Value.Name == item)
9008 { 9738 {
9009 if (inv.Value.Name == item) 9739 m_host.TaskInventory.LockItemsForRead(false);
9740 switch (mask)
9010 { 9741 {
9011 switch (mask) 9742 case 0:
9012 { 9743 return (int)inv.Value.BasePermissions;
9013 case 0: 9744 case 1:
9014 return (int)inv.Value.BasePermissions; 9745 return (int)inv.Value.CurrentPermissions;
9015 case 1: 9746 case 2:
9016 return (int)inv.Value.CurrentPermissions; 9747 return (int)inv.Value.GroupPermissions;
9017 case 2: 9748 case 3:
9018 return (int)inv.Value.GroupPermissions; 9749 return (int)inv.Value.EveryonePermissions;
9019 case 3: 9750 case 4:
9020 return (int)inv.Value.EveryonePermissions; 9751 return (int)inv.Value.NextPermissions;
9021 case 4:
9022 return (int)inv.Value.NextPermissions;
9023 }
9024 } 9752 }
9025 } 9753 }
9026 } 9754 }
9755 m_host.TaskInventory.LockItemsForRead(false);
9027 9756
9028 return -1; 9757 return -1;
9029 } 9758 }
@@ -9070,16 +9799,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9070 { 9799 {
9071 m_host.AddScriptLPS(1); 9800 m_host.AddScriptLPS(1);
9072 9801
9073 lock (m_host.TaskInventory) 9802 m_host.TaskInventory.LockItemsForRead(true);
9803 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9074 { 9804 {
9075 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9805 if (inv.Value.Name == item)
9076 { 9806 {
9077 if (inv.Value.Name == item) 9807 m_host.TaskInventory.LockItemsForRead(false);
9078 { 9808 return inv.Value.CreatorID.ToString();
9079 return inv.Value.CreatorID.ToString();
9080 }
9081 } 9809 }
9082 } 9810 }
9811 m_host.TaskInventory.LockItemsForRead(false);
9083 9812
9084 llSay(0, "No item name '" + item + "'"); 9813 llSay(0, "No item name '" + item + "'");
9085 9814
@@ -9227,7 +9956,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9227 } 9956 }
9228 9957
9229 /// <summary> 9958 /// <summary>
9230 /// illListReplaceList removes the sub-list defined by the inclusive indices 9959 /// llListReplaceList removes the sub-list defined by the inclusive indices
9231 /// start and end and inserts the src list in its place. The inclusive 9960 /// start and end and inserts the src list in its place. The inclusive
9232 /// nature of the indices means that at least one element must be deleted 9961 /// nature of the indices means that at least one element must be deleted
9233 /// if the indices are within the bounds of the existing list. I.e. 2,2 9962 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9284,16 +10013,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9284 // based upon end. Note that if end exceeds the upper 10013 // based upon end. Note that if end exceeds the upper
9285 // bound in this case, the entire destination list 10014 // bound in this case, the entire destination list
9286 // is removed. 10015 // is removed.
9287 else 10016 else if (start == 0)
9288 { 10017 {
9289 if (end + 1 < dest.Length) 10018 if (end + 1 < dest.Length)
9290 {
9291 return src + dest.GetSublist(end + 1, -1); 10019 return src + dest.GetSublist(end + 1, -1);
9292 }
9293 else 10020 else
9294 {
9295 return src; 10021 return src;
9296 } 10022 }
10023 else // Start < 0
10024 {
10025 if (end + 1 < dest.Length)
10026 return dest.GetSublist(end + 1, -1);
10027 else
10028 return new LSL_List();
9297 } 10029 }
9298 } 10030 }
9299 // Finally, if start > end, we strip away a prefix and 10031 // Finally, if start > end, we strip away a prefix and
@@ -9344,17 +10076,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9344 int width = 0; 10076 int width = 0;
9345 int height = 0; 10077 int height = 0;
9346 10078
9347 ParcelMediaCommandEnum? commandToSend = null; 10079 uint commandToSend = 0;
9348 float time = 0.0f; // default is from start 10080 float time = 0.0f; // default is from start
9349 10081
9350 ScenePresence presence = null; 10082 ScenePresence presence = null;
9351 10083
9352 for (int i = 0; i < commandList.Data.Length; i++) 10084 for (int i = 0; i < commandList.Data.Length; i++)
9353 { 10085 {
9354 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10086 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9355 switch (command) 10087 switch (command)
9356 { 10088 {
9357 case ParcelMediaCommandEnum.Agent: 10089 case (uint)ParcelMediaCommandEnum.Agent:
9358 // we send only to one agent 10090 // we send only to one agent
9359 if ((i + 1) < commandList.Length) 10091 if ((i + 1) < commandList.Length)
9360 { 10092 {
@@ -9371,25 +10103,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9371 } 10103 }
9372 break; 10104 break;
9373 10105
9374 case ParcelMediaCommandEnum.Loop: 10106 case (uint)ParcelMediaCommandEnum.Loop:
9375 loop = 1; 10107 loop = 1;
9376 commandToSend = command; 10108 commandToSend = command;
9377 update = true; //need to send the media update packet to set looping 10109 update = true; //need to send the media update packet to set looping
9378 break; 10110 break;
9379 10111
9380 case ParcelMediaCommandEnum.Play: 10112 case (uint)ParcelMediaCommandEnum.Play:
9381 loop = 0; 10113 loop = 0;
9382 commandToSend = command; 10114 commandToSend = command;
9383 update = true; //need to send the media update packet to make sure it doesn't loop 10115 update = true; //need to send the media update packet to make sure it doesn't loop
9384 break; 10116 break;
9385 10117
9386 case ParcelMediaCommandEnum.Pause: 10118 case (uint)ParcelMediaCommandEnum.Pause:
9387 case ParcelMediaCommandEnum.Stop: 10119 case (uint)ParcelMediaCommandEnum.Stop:
9388 case ParcelMediaCommandEnum.Unload: 10120 case (uint)ParcelMediaCommandEnum.Unload:
9389 commandToSend = command; 10121 commandToSend = command;
9390 break; 10122 break;
9391 10123
9392 case ParcelMediaCommandEnum.Url: 10124 case (uint)ParcelMediaCommandEnum.Url:
9393 if ((i + 1) < commandList.Length) 10125 if ((i + 1) < commandList.Length)
9394 { 10126 {
9395 if (commandList.Data[i + 1] is LSL_String) 10127 if (commandList.Data[i + 1] is LSL_String)
@@ -9402,7 +10134,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9402 } 10134 }
9403 break; 10135 break;
9404 10136
9405 case ParcelMediaCommandEnum.Texture: 10137 case (uint)ParcelMediaCommandEnum.Texture:
9406 if ((i + 1) < commandList.Length) 10138 if ((i + 1) < commandList.Length)
9407 { 10139 {
9408 if (commandList.Data[i + 1] is LSL_String) 10140 if (commandList.Data[i + 1] is LSL_String)
@@ -9415,7 +10147,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9415 } 10147 }
9416 break; 10148 break;
9417 10149
9418 case ParcelMediaCommandEnum.Time: 10150 case (uint)ParcelMediaCommandEnum.Time:
9419 if ((i + 1) < commandList.Length) 10151 if ((i + 1) < commandList.Length)
9420 { 10152 {
9421 if (commandList.Data[i + 1] is LSL_Float) 10153 if (commandList.Data[i + 1] is LSL_Float)
@@ -9427,7 +10159,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9427 } 10159 }
9428 break; 10160 break;
9429 10161
9430 case ParcelMediaCommandEnum.AutoAlign: 10162 case (uint)ParcelMediaCommandEnum.AutoAlign:
9431 if ((i + 1) < commandList.Length) 10163 if ((i + 1) < commandList.Length)
9432 { 10164 {
9433 if (commandList.Data[i + 1] is LSL_Integer) 10165 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9441,7 +10173,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9441 } 10173 }
9442 break; 10174 break;
9443 10175
9444 case ParcelMediaCommandEnum.Type: 10176 case (uint)ParcelMediaCommandEnum.Type:
9445 if ((i + 1) < commandList.Length) 10177 if ((i + 1) < commandList.Length)
9446 { 10178 {
9447 if (commandList.Data[i + 1] is LSL_String) 10179 if (commandList.Data[i + 1] is LSL_String)
@@ -9454,7 +10186,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9454 } 10186 }
9455 break; 10187 break;
9456 10188
9457 case ParcelMediaCommandEnum.Desc: 10189 case (uint)ParcelMediaCommandEnum.Desc:
9458 if ((i + 1) < commandList.Length) 10190 if ((i + 1) < commandList.Length)
9459 { 10191 {
9460 if (commandList.Data[i + 1] is LSL_String) 10192 if (commandList.Data[i + 1] is LSL_String)
@@ -9467,7 +10199,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9467 } 10199 }
9468 break; 10200 break;
9469 10201
9470 case ParcelMediaCommandEnum.Size: 10202 case (uint)ParcelMediaCommandEnum.Size:
9471 if ((i + 2) < commandList.Length) 10203 if ((i + 2) < commandList.Length)
9472 { 10204 {
9473 if (commandList.Data[i + 1] is LSL_Integer) 10205 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9537,7 +10269,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9537 } 10269 }
9538 } 10270 }
9539 10271
9540 if (commandToSend != null) 10272 if (commandToSend != 0)
9541 { 10273 {
9542 // the commandList contained a start/stop/... command, too 10274 // the commandList contained a start/stop/... command, too
9543 if (presence == null) 10275 if (presence == null)
@@ -9574,7 +10306,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9574 10306
9575 if (aList.Data[i] != null) 10307 if (aList.Data[i] != null)
9576 { 10308 {
9577 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10309 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9578 { 10310 {
9579 case ParcelMediaCommandEnum.Url: 10311 case ParcelMediaCommandEnum.Url:
9580 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10312 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9617,16 +10349,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9617 { 10349 {
9618 m_host.AddScriptLPS(1); 10350 m_host.AddScriptLPS(1);
9619 10351
9620 lock (m_host.TaskInventory) 10352 m_host.TaskInventory.LockItemsForRead(true);
10353 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9621 { 10354 {
9622 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10355 if (inv.Value.Name == name)
9623 { 10356 {
9624 if (inv.Value.Name == name) 10357 m_host.TaskInventory.LockItemsForRead(false);
9625 { 10358 return inv.Value.Type;
9626 return inv.Value.Type;
9627 }
9628 } 10359 }
9629 } 10360 }
10361 m_host.TaskInventory.LockItemsForRead(false);
9630 10362
9631 return -1; 10363 return -1;
9632 } 10364 }
@@ -9637,15 +10369,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9637 10369
9638 if (quick_pay_buttons.Data.Length < 4) 10370 if (quick_pay_buttons.Data.Length < 4)
9639 { 10371 {
9640 LSLError("List must have at least 4 elements"); 10372 int x;
9641 return; 10373 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10374 {
10375 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10376 }
9642 } 10377 }
9643 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10378 int[] nPrice = new int[5];
9644 10379 nPrice[0] = price;
9645 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10380 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9646 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10381 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9647 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10382 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9648 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10383 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10384 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9649 m_host.ParentGroup.HasGroupChanged = true; 10385 m_host.ParentGroup.HasGroupChanged = true;
9650 } 10386 }
9651 10387
@@ -9657,17 +10393,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9657 if (invItemID == UUID.Zero) 10393 if (invItemID == UUID.Zero)
9658 return new LSL_Vector(); 10394 return new LSL_Vector();
9659 10395
9660 lock (m_host.TaskInventory) 10396 m_host.TaskInventory.LockItemsForRead(true);
10397 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9661 { 10398 {
9662 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10399 m_host.TaskInventory.LockItemsForRead(false);
9663 return new LSL_Vector(); 10400 return new LSL_Vector();
10401 }
9664 10402
9665 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10403 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9666 { 10404 {
9667 ShoutError("No permissions to track the camera"); 10405 ShoutError("No permissions to track the camera");
9668 return new LSL_Vector(); 10406 m_host.TaskInventory.LockItemsForRead(false);
9669 } 10407 return new LSL_Vector();
9670 } 10408 }
10409 m_host.TaskInventory.LockItemsForRead(false);
9671 10410
9672 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10411 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9673 if (presence != null) 10412 if (presence != null)
@@ -9685,17 +10424,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9685 if (invItemID == UUID.Zero) 10424 if (invItemID == UUID.Zero)
9686 return new LSL_Rotation(); 10425 return new LSL_Rotation();
9687 10426
9688 lock (m_host.TaskInventory) 10427 m_host.TaskInventory.LockItemsForRead(true);
10428 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9689 { 10429 {
9690 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10430 m_host.TaskInventory.LockItemsForRead(false);
9691 return new LSL_Rotation(); 10431 return new LSL_Rotation();
9692 10432 }
9693 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10433 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9694 { 10434 {
9695 ShoutError("No permissions to track the camera"); 10435 ShoutError("No permissions to track the camera");
9696 return new LSL_Rotation(); 10436 m_host.TaskInventory.LockItemsForRead(false);
9697 } 10437 return new LSL_Rotation();
9698 } 10438 }
10439 m_host.TaskInventory.LockItemsForRead(false);
9699 10440
9700 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10441 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9701 if (presence != null) 10442 if (presence != null)
@@ -9757,8 +10498,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9757 { 10498 {
9758 m_host.AddScriptLPS(1); 10499 m_host.AddScriptLPS(1);
9759 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10500 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9760 if (detectedParams == null) return; // only works on the first detected avatar 10501 if (detectedParams == null)
9761 10502 {
10503 if (m_host.ParentGroup.IsAttachment == true)
10504 {
10505 detectedParams = new DetectParams();
10506 detectedParams.Key = m_host.OwnerID;
10507 }
10508 else
10509 {
10510 return;
10511 }
10512 }
10513
9762 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10514 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9763 if (avatar != null) 10515 if (avatar != null)
9764 { 10516 {
@@ -9766,6 +10518,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9766 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10518 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9767 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10519 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9768 } 10520 }
10521
9769 ScriptSleep(1000); 10522 ScriptSleep(1000);
9770 } 10523 }
9771 10524
@@ -9877,14 +10630,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9877 if (objectID == UUID.Zero) return; 10630 if (objectID == UUID.Zero) return;
9878 10631
9879 UUID agentID; 10632 UUID agentID;
9880 lock (m_host.TaskInventory) 10633 m_host.TaskInventory.LockItemsForRead(true);
9881 { 10634 // we need the permission first, to know which avatar we want to set the camera for
9882 // we need the permission first, to know which avatar we want to set the camera for 10635 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9883 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9884 10636
9885 if (agentID == UUID.Zero) return; 10637 if (agentID == UUID.Zero)
9886 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10638 {
10639 m_host.TaskInventory.LockItemsForRead(false);
10640 return;
10641 }
10642 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10643 {
10644 m_host.TaskInventory.LockItemsForRead(false);
10645 return;
9887 } 10646 }
10647 m_host.TaskInventory.LockItemsForRead(false);
9888 10648
9889 ScenePresence presence = World.GetScenePresence(agentID); 10649 ScenePresence presence = World.GetScenePresence(agentID);
9890 10650
@@ -9893,12 +10653,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9893 10653
9894 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10654 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9895 object[] data = rules.Data; 10655 object[] data = rules.Data;
9896 for (int i = 0; i < data.Length; ++i) { 10656 for (int i = 0; i < data.Length; ++i)
10657 {
9897 int type = Convert.ToInt32(data[i++].ToString()); 10658 int type = Convert.ToInt32(data[i++].ToString());
9898 if (i >= data.Length) break; // odd number of entries => ignore the last 10659 if (i >= data.Length) break; // odd number of entries => ignore the last
9899 10660
9900 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10661 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9901 switch (type) { 10662 switch (type)
10663 {
9902 case ScriptBaseClass.CAMERA_FOCUS: 10664 case ScriptBaseClass.CAMERA_FOCUS:
9903 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10665 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9904 case ScriptBaseClass.CAMERA_POSITION: 10666 case ScriptBaseClass.CAMERA_POSITION:
@@ -9934,12 +10696,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9934 10696
9935 // we need the permission first, to know which avatar we want to clear the camera for 10697 // we need the permission first, to know which avatar we want to clear the camera for
9936 UUID agentID; 10698 UUID agentID;
9937 lock (m_host.TaskInventory) 10699 m_host.TaskInventory.LockItemsForRead(true);
10700 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10701 if (agentID == UUID.Zero)
9938 { 10702 {
9939 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10703 m_host.TaskInventory.LockItemsForRead(false);
9940 if (agentID == UUID.Zero) return; 10704 return;
9941 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9942 } 10705 }
10706 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10707 {
10708 m_host.TaskInventory.LockItemsForRead(false);
10709 return;
10710 }
10711 m_host.TaskInventory.LockItemsForRead(false);
9943 10712
9944 ScenePresence presence = World.GetScenePresence(agentID); 10713 ScenePresence presence = World.GetScenePresence(agentID);
9945 10714
@@ -10006,19 +10775,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10006 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10775 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
10007 { 10776 {
10008 m_host.AddScriptLPS(1); 10777 m_host.AddScriptLPS(1);
10009 string ret = String.Empty; 10778
10010 string src1 = llBase64ToString(str1); 10779 if (str1 == String.Empty)
10011 string src2 = llBase64ToString(str2); 10780 return String.Empty;
10012 int c = 0; 10781 if (str2 == String.Empty)
10013 for (int i = 0; i < src1.Length; i++) 10782 return str1;
10783
10784 int len = str2.Length;
10785 if ((len % 4) != 0) // LL is EVIL!!!!
10014 { 10786 {
10015 ret += (char) (src1[i] ^ src2[c]); 10787 while (str2.EndsWith("="))
10788 str2 = str2.Substring(0, str2.Length - 1);
10016 10789
10017 c++; 10790 len = str2.Length;
10018 if (c >= src2.Length) 10791 int mod = len % 4;
10019 c = 0; 10792
10793 if (mod == 1)
10794 str2 = str2.Substring(0, str2.Length - 1);
10795 else if (mod == 2)
10796 str2 += "==";
10797 else if (mod == 3)
10798 str2 += "=";
10020 } 10799 }
10021 return llStringToBase64(ret); 10800
10801 byte[] data1;
10802 byte[] data2;
10803 try
10804 {
10805 data1 = Convert.FromBase64String(str1);
10806 data2 = Convert.FromBase64String(str2);
10807 }
10808 catch (Exception)
10809 {
10810 return new LSL_String(String.Empty);
10811 }
10812
10813 byte[] d2 = new Byte[data1.Length];
10814 int pos = 0;
10815
10816 if (data1.Length <= data2.Length)
10817 {
10818 Array.Copy(data2, 0, d2, 0, data1.Length);
10819 }
10820 else
10821 {
10822 while (pos < data1.Length)
10823 {
10824 len = data1.Length - pos;
10825 if (len > data2.Length)
10826 len = data2.Length;
10827
10828 Array.Copy(data2, 0, d2, pos, len);
10829 pos += len;
10830 }
10831 }
10832
10833 for (pos = 0 ; pos < data1.Length ; pos++ )
10834 data1[pos] ^= d2[pos];
10835
10836 return Convert.ToBase64String(data1);
10022 } 10837 }
10023 10838
10024 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10839 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10075,12 +10890,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10075 Regex r = new Regex(authregex); 10890 Regex r = new Regex(authregex);
10076 int[] gnums = r.GetGroupNumbers(); 10891 int[] gnums = r.GetGroupNumbers();
10077 Match m = r.Match(url); 10892 Match m = r.Match(url);
10078 if (m.Success) { 10893 if (m.Success)
10079 for (int i = 1; i < gnums.Length; i++) { 10894 {
10895 for (int i = 1; i < gnums.Length; i++)
10896 {
10080 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10897 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10081 //CaptureCollection cc = g.Captures; 10898 //CaptureCollection cc = g.Captures;
10082 } 10899 }
10083 if (m.Groups.Count == 5) { 10900 if (m.Groups.Count == 5)
10901 {
10084 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10902 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10085 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10903 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10086 } 10904 }
@@ -10366,15 +11184,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10366 11184
10367 internal UUID ScriptByName(string name) 11185 internal UUID ScriptByName(string name)
10368 { 11186 {
10369 lock (m_host.TaskInventory) 11187 m_host.TaskInventory.LockItemsForRead(true);
11188
11189 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10370 { 11190 {
10371 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 11191 if (item.Type == 10 && item.Name == name)
10372 { 11192 {
10373 if (item.Type == 10 && item.Name == name) 11193 m_host.TaskInventory.LockItemsForRead(false);
10374 return item.ItemID; 11194 return item.ItemID;
10375 } 11195 }
10376 } 11196 }
10377 11197
11198 m_host.TaskInventory.LockItemsForRead(false);
11199
10378 return UUID.Zero; 11200 return UUID.Zero;
10379 } 11201 }
10380 11202
@@ -10415,6 +11237,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10415 { 11237 {
10416 m_host.AddScriptLPS(1); 11238 m_host.AddScriptLPS(1);
10417 11239
11240 //Clone is thread safe
10418 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11241 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10419 11242
10420 UUID assetID = UUID.Zero; 11243 UUID assetID = UUID.Zero;
@@ -10477,6 +11300,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10477 { 11300 {
10478 m_host.AddScriptLPS(1); 11301 m_host.AddScriptLPS(1);
10479 11302
11303 //Clone is thread safe
10480 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11304 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10481 11305
10482 UUID assetID = UUID.Zero; 11306 UUID assetID = UUID.Zero;
@@ -10557,15 +11381,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10557 return GetLinkPrimitiveParams(obj, rules); 11381 return GetLinkPrimitiveParams(obj, rules);
10558 } 11382 }
10559 11383
10560 public void print(string str) 11384 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10561 { 11385 {
10562 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11386 List<SceneObjectPart> parts = GetLinkParts(link);
10563 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 11387 if (parts.Count < 1)
10564 if (ossl != null) 11388 return 0;
10565 { 11389
10566 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11390 return GetNumberOfSides(parts[0]);
10567 m_log.Info("LSL print():" + str);
10568 }
10569 } 11391 }
10570 11392
10571 private string Name2Username(string name) 11393 private string Name2Username(string name)
@@ -10611,153 +11433,397 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10611 return rq.ToString(); 11433 return rq.ToString();
10612 } 11434 }
10613 11435
11436 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11437 {
11438 m_SayShoutCount = 0;
11439 }
11440
11441 private struct Tri
11442 {
11443 public Vector3 p1;
11444 public Vector3 p2;
11445 public Vector3 p3;
11446 }
11447
11448 private bool InBoundingBox(ScenePresence avatar, Vector3 point)
11449 {
11450 float height = avatar.Appearance.AvatarHeight;
11451 Vector3 b1 = avatar.AbsolutePosition + new Vector3(-0.22f, -0.22f, -height/2);
11452 Vector3 b2 = avatar.AbsolutePosition + new Vector3(0.22f, 0.22f, height/2);
11453
11454 if (point.X > b1.X && point.X < b2.X &&
11455 point.Y > b1.Y && point.Y < b2.Y &&
11456 point.Z > b1.Z && point.Z < b2.Z)
11457 return true;
11458 return false;
11459 }
11460
11461 private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
11462 {
11463 List<ContactResult> contacts = new List<ContactResult>();
11464
11465 Vector3 ab = rayEnd - rayStart;
11466
11467 World.ForEachScenePresence(delegate(ScenePresence sp)
11468 {
11469 Vector3 ac = sp.AbsolutePosition - rayStart;
11470 Vector3 bc = sp.AbsolutePosition - rayEnd;
11471
11472 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11473
11474 if (d > 1.5)
11475 return;
11476
11477 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11478
11479 if (d2 > 0)
11480 return;
11481
11482 double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
11483 Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), (float)Vector3.Mag(ab));
11484
11485 if (!InBoundingBox(sp, p))
11486 return;
11487
11488 ContactResult result = new ContactResult ();
11489 result.ConsumerID = sp.LocalId;
11490 result.Depth = Vector3.Distance(rayStart, p);
11491 result.Normal = Vector3.Zero;
11492 result.Pos = p;
11493
11494 contacts.Add(result);
11495 });
11496
11497 return contacts.ToArray();
11498 }
11499
11500 private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
11501 {
11502 Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
11503 List<ContactResult> contacts = new List<ContactResult>();
11504
11505 Vector3 ab = rayEnd - rayStart;
11506
11507 World.ForEachSOG(delegate(SceneObjectGroup group)
11508 {
11509 if (m_host.ParentGroup == group)
11510 return;
11511
11512 if (group.IsAttachment)
11513 return;
11514
11515 if (group.RootPart.PhysActor == null)
11516 {
11517 if (!includePhantom)
11518 return;
11519 }
11520 else
11521 {
11522 if (group.RootPart.PhysActor.IsPhysical)
11523 {
11524 if (!includePhysical)
11525 return;
11526 }
11527 else
11528 {
11529 if (!includeNonPhysical)
11530 return;
11531 }
11532 }
11533
11534 // Find the radius ouside of which we don't even need to hit test
11535 float minX;
11536 float maxX;
11537 float minY;
11538 float maxY;
11539 float minZ;
11540 float maxZ;
11541
11542 float radius = 0.0f;
11543
11544 group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
11545
11546 if (Math.Abs(minX) > radius)
11547 radius = Math.Abs(minX);
11548 if (Math.Abs(minY) > radius)
11549 radius = Math.Abs(minY);
11550 if (Math.Abs(minZ) > radius)
11551 radius = Math.Abs(minZ);
11552 if (Math.Abs(maxX) > radius)
11553 radius = Math.Abs(maxX);
11554 if (Math.Abs(maxY) > radius)
11555 radius = Math.Abs(maxY);
11556 if (Math.Abs(maxZ) > radius)
11557 radius = Math.Abs(maxZ);
11558
11559 Vector3 ac = group.AbsolutePosition - rayStart;
11560 Vector3 bc = group.AbsolutePosition - rayEnd;
11561
11562 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11563
11564 // Too far off ray, don't bother
11565 if (d > radius)
11566 return;
11567
11568 // Behind ray, drop
11569 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11570 if (d2 > 0)
11571 return;
11572
11573 EntityIntersection intersection = group.TestIntersection(ray, true, false);
11574 // Miss.
11575 if (!intersection.HitTF)
11576 return;
11577
11578 ContactResult result = new ContactResult ();
11579 result.ConsumerID = group.LocalId;
11580 result.Depth = intersection.distance;
11581 result.Normal = intersection.normal;
11582 result.Pos = intersection.ipoint;
11583
11584 contacts.Add(result);
11585 });
11586
11587 return contacts.ToArray();
11588 }
11589
11590 private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
11591 {
11592 double[,] heightfield = World.Heightmap.GetDoubles();
11593 List<ContactResult> contacts = new List<ContactResult>();
11594
11595 double min = 2048.0;
11596 double max = 0.0;
11597
11598 // Find the min and max of the heightfield
11599 for (int x = 0 ; x < World.Heightmap.Width ; x++)
11600 {
11601 for (int y = 0 ; y < World.Heightmap.Height ; y++)
11602 {
11603 if (heightfield[x, y] > max)
11604 max = heightfield[x, y];
11605 if (heightfield[x, y] < min)
11606 min = heightfield[x, y];
11607 }
11608 }
11609
11610
11611 // A ray extends past rayEnd, but doesn't go back before
11612 // rayStart. If the start is above the highest point of the ground
11613 // and the ray goes up, we can't hit the ground. Ever.
11614 if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
11615 return null;
11616
11617 // Same for going down
11618 if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
11619 return null;
11620
11621 List<Tri> trilist = new List<Tri>();
11622
11623 // Create our triangle list
11624 for (int x = 1 ; x < World.Heightmap.Width ; x++)
11625 {
11626 for (int y = 1 ; y < World.Heightmap.Height ; y++)
11627 {
11628 Tri t1 = new Tri();
11629 Tri t2 = new Tri();
11630
11631 Vector3 p1 = new Vector3(x-1, y-1, (float)heightfield[x-1, y-1]);
11632 Vector3 p2 = new Vector3(x, y-1, (float)heightfield[x, y-1]);
11633 Vector3 p3 = new Vector3(x, y, (float)heightfield[x, y]);
11634 Vector3 p4 = new Vector3(x-1, y, (float)heightfield[x-1, y]);
11635
11636 t1.p1 = p1;
11637 t1.p2 = p2;
11638 t1.p3 = p3;
11639
11640 t2.p1 = p3;
11641 t2.p2 = p4;
11642 t2.p3 = p1;
11643
11644 trilist.Add(t1);
11645 trilist.Add(t2);
11646 }
11647 }
11648
11649 // Ray direction
11650 Vector3 rayDirection = rayEnd - rayStart;
11651
11652 foreach (Tri t in trilist)
11653 {
11654 // Compute triangle plane normal and edges
11655 Vector3 u = t.p2 - t.p1;
11656 Vector3 v = t.p3 - t.p1;
11657 Vector3 n = Vector3.Cross(u, v);
11658
11659 if (n == Vector3.Zero)
11660 continue;
11661
11662 Vector3 w0 = rayStart - t.p1;
11663 double a = -Vector3.Dot(n, w0);
11664 double b = Vector3.Dot(n, rayDirection);
11665
11666 // Not intersecting the plane, or in plane (same thing)
11667 // Ignoring this MAY cause the ground to not be detected
11668 // sometimes
11669 if (Math.Abs(b) < 0.000001)
11670 continue;
11671
11672 double r = a / b;
11673
11674 // ray points away from plane
11675 if (r < 0.0)
11676 continue;
11677
11678 Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);
11679
11680 float uu = Vector3.Dot(u, u);
11681 float uv = Vector3.Dot(u, v);
11682 float vv = Vector3.Dot(v, v);
11683 Vector3 w = ip - t.p1;
11684 float wu = Vector3.Dot(w, u);
11685 float wv = Vector3.Dot(w, v);
11686 float d = uv * uv - uu * vv;
11687
11688 float cs = (uv * wv - vv * wu) / d;
11689 if (cs < 0 || cs > 1.0)
11690 continue;
11691 float ct = (uv * wu - uu * wv) / d;
11692 if (ct < 0 || (cs + ct) > 1.0)
11693 continue;
11694
11695 // Add contact point
11696 ContactResult result = new ContactResult ();
11697 result.ConsumerID = 0;
11698 result.Depth = Vector3.Distance(rayStart, ip);
11699 result.Normal = n;
11700 result.Pos = ip;
11701
11702 contacts.Add(result);
11703 }
11704
11705 if (contacts.Count == 0)
11706 return null;
11707
11708 contacts.Sort(delegate(ContactResult a, ContactResult b)
11709 {
11710 return (int)(a.Depth - b.Depth);
11711 });
11712
11713 return contacts[0];
11714 }
11715
10614 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11716 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10615 { 11717 {
11718 LSL_List list = new LSL_List();
11719
10616 m_host.AddScriptLPS(1); 11720 m_host.AddScriptLPS(1);
10617 11721
10618 Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z); 11722 Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z);
10619 Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z); 11723 Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z);
10620 Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z); 11724 Vector3 dir = rayEnd - rayStart;
10621 11725
10622 int count = 0; 11726 float dist = Vector3.Mag(dir);
10623// int detectPhantom = 0; 11727
11728 int count = 1;
11729 bool detectPhantom = false;
10624 int dataFlags = 0; 11730 int dataFlags = 0;
10625 int rejectTypes = 0; 11731 int rejectTypes = 0;
10626 11732
10627 for (int i = 0; i < options.Length; i += 2) 11733 for (int i = 0; i < options.Length; i += 2)
10628 { 11734 {
10629 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS) 11735 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
10630 {
10631 count = options.GetLSLIntegerItem(i + 1); 11736 count = options.GetLSLIntegerItem(i + 1);
10632 } 11737 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
10633// else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM) 11738 detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
10634// {
10635// detectPhantom = options.GetLSLIntegerItem(i + 1);
10636// }
10637 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS) 11739 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
10638 {
10639 dataFlags = options.GetLSLIntegerItem(i + 1); 11740 dataFlags = options.GetLSLIntegerItem(i + 1);
10640 }
10641 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES) 11741 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
10642 {
10643 rejectTypes = options.GetLSLIntegerItem(i + 1); 11742 rejectTypes = options.GetLSLIntegerItem(i + 1);
10644 }
10645 } 11743 }
10646 11744
10647 LSL_List list = new LSL_List(); 11745 if (count > 16)
10648 List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count); 11746 count = 16;
10649
10650 double distance = Util.GetDistanceTo(startvector, endvector);
10651 11747
10652 if (distance == 0) 11748 List<ContactResult> results = new List<ContactResult>();
10653 distance = 0.001;
10654
10655 Vector3 posToCheck = startvector;
10656 ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();
10657 11749
10658 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND); 11750 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
10659 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS); 11751 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
10660 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL); 11752 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
10661 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11753 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10662 11754
10663 for (float i = 0; i <= distance; i += 0.1f) 11755 if (checkTerrain)
10664 { 11756 {
10665 posToCheck = startvector + (dir * (i / (float)distance)); 11757 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11758 if (groundContact != null)
11759 results.Add((ContactResult)groundContact);
11760 }
10666 11761
10667 if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z) 11762 if (checkAgents)
10668 { 11763 {
10669 ContactResult result = new ContactResult(); 11764 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
10670 result.ConsumerID = 0; 11765 foreach (ContactResult r in agentHits)
10671 result.Depth = 0; 11766 results.Add(r);
10672 result.Normal = Vector3.Zero; 11767 }
10673 result.Pos = posToCheck;
10674 results.Add(result);
10675 checkTerrain = false;
10676 }
10677 11768
10678 if (checkAgents) 11769 if (checkPhysical || checkNonPhysical)
10679 { 11770 {
10680 World.ForEachRootScenePresence(delegate(ScenePresence sp) 11771 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
10681 { 11772 foreach (ContactResult r in objectHits)
10682 if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X)) 11773 results.Add(r);
10683 {
10684 ContactResult result = new ContactResult ();
10685 result.ConsumerID = sp.LocalId;
10686 result.Depth = 0;
10687 result.Normal = Vector3.Zero;
10688 result.Pos = posToCheck;
10689 results.Add(result);
10690 }
10691 });
10692 }
10693 } 11774 }
10694 11775
10695 int refcount = 0; 11776 results.Sort(delegate(ContactResult a, ContactResult b)
11777 {
11778 return (int)(a.Depth - b.Depth);
11779 });
11780
11781 int values = 0;
10696 foreach (ContactResult result in results) 11782 foreach (ContactResult result in results)
10697 { 11783 {
10698 if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) 11784 if (result.Depth > dist)
10699 == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0)
10700 continue; 11785 continue;
10701 11786
10702 ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID); 11787 UUID itemID = UUID.Zero;
11788 int linkNum = 0;
10703 11789
10704 if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS) 11790 SceneObjectPart part = World.GetSceneObjectPart(result.ConsumerID);
10705 entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents 11791 // It's a prim!
10706 11792 if (part != null)
10707 if (entity == null)
10708 { 11793 {
10709 list.Add(UUID.Zero); 11794 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
10710 11795 itemID = part.ParentGroup.UUID;
10711 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11796 else
10712 list.Add(0); 11797 itemID = part.UUID;
10713
10714 list.Add(result.Pos);
10715
10716 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10717 list.Add(result.Normal);
10718 11798
10719 continue; //Can't find it, so add UUID.Zero 11799 linkNum = part.LinkNum;
10720 } 11800 }
10721 11801 else
10722 /*if (detectPhantom == 0 && intersection.obj is ISceneChildEntity &&
10723 ((ISceneChildEntity)intersection.obj).PhysActor == null)
10724 continue;*/ //Can't do this ATM, physics engine knows only of non phantom objects
10725
10726 if (entity is SceneObjectPart)
10727 { 11802 {
10728 if (((SceneObjectPart)entity).PhysActor != null && ((SceneObjectPart)entity).PhysActor.IsPhysical) 11803 ScenePresence sp = World.GetScenePresence(result.ConsumerID);
10729 { 11804 /// It it a boy? a girl?
10730 if (!checkPhysical) 11805 if (sp != null)
10731 continue; 11806 itemID = sp.UUID;
10732 }
10733 else
10734 {
10735 if (!checkNonPhysical)
10736 continue;
10737 }
10738 } 11807 }
10739 11808
10740 refcount++; 11809 list.Add(new LSL_String(itemID.ToString()));
10741 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY && entity is SceneObjectPart) 11810 list.Add(new LSL_String(result.Pos.ToString()));
10742 list.Add(((SceneObjectPart)entity).ParentGroup.UUID);
10743 else
10744 list.Add(entity.UUID);
10745 11811
10746 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11812 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
10747 { 11813 list.Add(new LSL_Integer(linkNum));
10748 if (entity is SceneObjectPart)
10749 list.Add(((SceneObjectPart)entity).LinkNum);
10750 else
10751 list.Add(0);
10752 }
10753 11814
10754 list.Add(result.Pos);
10755 11815
10756 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11816 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10757 list.Add(result.Normal); 11817 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
11818
11819 values++;
11820 count--;
11821
11822 if (count == 0)
11823 break;
10758 } 11824 }
10759 11825
10760 list.Add(refcount); //The status code, either the # of contacts, RCERR_SIM_PERF_LOW, or RCERR_CAST_TIME_EXCEEDED 11826 list.Add(new LSL_Integer(values));
10761 11827
10762 return list; 11828 return list;
10763 } 11829 }
@@ -10797,7 +11863,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10797 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 11863 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
10798 if (!isAccount) return 0; 11864 if (!isAccount) return 0;
10799 if (estate.HasAccess(id)) return 1; 11865 if (estate.HasAccess(id)) return 1;
10800 if (estate.IsBanned(id)) 11866 if (estate.IsBanned(id, World.GetUserFlags(id)))
10801 estate.RemoveBan(id); 11867 estate.RemoveBan(id);
10802 estate.AddEstateUser(id); 11868 estate.AddEstateUser(id);
10803 break; 11869 break;
@@ -10816,14 +11882,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10816 break; 11882 break;
10817 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 11883 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
10818 if (!isAccount) return 0; 11884 if (!isAccount) return 0;
10819 if (estate.IsBanned(id)) return 1; 11885 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
10820 EstateBan ban = new EstateBan(); 11886 EstateBan ban = new EstateBan();
10821 ban.EstateID = estate.EstateID; 11887 ban.EstateID = estate.EstateID;
10822 ban.BannedUserID = id; 11888 ban.BannedUserID = id;
10823 estate.AddBan(ban); 11889 estate.AddBan(ban);
10824 break; 11890 break;
10825 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 11891 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
10826 if (!isAccount || !estate.IsBanned(id)) return 0; 11892 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
10827 estate.RemoveBan(id); 11893 estate.RemoveBan(id);
10828 break; 11894 break;
10829 default: return 0; 11895 default: return 0;
@@ -10849,22 +11915,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10849 NotImplemented("llGetSPMaxMemory"); 11915 NotImplemented("llGetSPMaxMemory");
10850 } 11916 }
10851 11917
10852 public void llGetUsedMemory() 11918 public virtual LSL_Integer llGetUsedMemory()
10853 { 11919 {
10854 m_host.AddScriptLPS(1); 11920 m_host.AddScriptLPS(1);
10855 NotImplemented("llGetUsedMemory"); 11921 NotImplemented("llGetUsedMemory");
11922 return 0;
10856 } 11923 }
10857 11924
10858 public void llScriptProfiler(LSL_Integer flags) 11925 public void llScriptProfiler(LSL_Integer flags)
10859 { 11926 {
10860 m_host.AddScriptLPS(1); 11927 m_host.AddScriptLPS(1);
10861 NotImplemented("llScriptProfiler"); 11928 //NotImplemented("llScriptProfiler");
10862 } 11929 }
10863 11930
10864 public void llSetSoundQueueing(int queue) 11931 public void llSetSoundQueueing(int queue)
10865 { 11932 {
10866 m_host.AddScriptLPS(1); 11933 m_host.AddScriptLPS(1);
10867 NotImplemented("llSetSoundQueueing");
10868 } 11934 }
10869 11935
10870 public void llCollisionSprite(string impact_sprite) 11936 public void llCollisionSprite(string impact_sprite)
@@ -10876,10 +11942,274 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10876 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 11942 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10877 { 11943 {
10878 m_host.AddScriptLPS(1); 11944 m_host.AddScriptLPS(1);
10879 NotImplemented("llGodLikeRezObject"); 11945
11946 if (!World.Permissions.IsGod(m_host.OwnerID))
11947 NotImplemented("llGodLikeRezObject");
11948
11949 AssetBase rezAsset = World.AssetService.Get(inventory);
11950 if (rezAsset == null)
11951 {
11952 llSay(0, "Asset not found");
11953 return;
11954 }
11955
11956 SceneObjectGroup group = null;
11957
11958 try
11959 {
11960 string xmlData = Utils.BytesToString(rezAsset.Data);
11961 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
11962 }
11963 catch
11964 {
11965 llSay(0, "Asset not found");
11966 return;
11967 }
11968
11969 if (group == null)
11970 {
11971 llSay(0, "Asset not found");
11972 return;
11973 }
11974
11975 group.RootPart.AttachPoint = group.RootPart.Shape.State;
11976 group.RootPart.AttachOffset = group.AbsolutePosition;
11977
11978 group.ResetIDs();
11979
11980 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
11981 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
11982 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
11983 group.ScheduleGroupForFullUpdate();
11984
11985 // objects rezzed with this method are die_at_edge by default.
11986 group.RootPart.SetDieAtEdge(true);
11987
11988 group.ResumeScripts();
11989
11990 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
11991 "object_rez", new Object[] {
11992 new LSL_String(
11993 group.RootPart.UUID.ToString()) },
11994 new DetectParams[0]));
11995 }
11996
11997 public LSL_String llTransferLindenDollars(string destination, int amount)
11998 {
11999 UUID txn = UUID.Random();
12000
12001 Util.FireAndForget(delegate(object x)
12002 {
12003 int replycode = 0;
12004 string replydata = destination + "," + amount.ToString();
12005
12006 try
12007 {
12008 UUID invItemID=InventorySelf();
12009 if (invItemID == UUID.Zero)
12010 {
12011 replydata = "SERVICE_ERROR";
12012 return;
12013 }
12014
12015 m_host.AddScriptLPS(1);
12016
12017 m_host.TaskInventory.LockItemsForRead(true);
12018 TaskInventoryItem item = m_host.TaskInventory[invItemID];
12019 m_host.TaskInventory.LockItemsForRead(false);
12020
12021 if (item.PermsGranter == UUID.Zero)
12022 {
12023 replydata = "MISSING_PERMISSION_DEBIT";
12024 return;
12025 }
12026
12027 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12028 {
12029 replydata = "MISSING_PERMISSION_DEBIT";
12030 return;
12031 }
12032
12033 UUID toID = new UUID();
12034
12035 if (!UUID.TryParse(destination, out toID))
12036 {
12037 replydata = "INVALID_AGENT";
12038 return;
12039 }
12040
12041 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12042
12043 if (money == null)
12044 {
12045 replydata = "TRANSFERS_DISABLED";
12046 return;
12047 }
12048
12049 bool result = money.ObjectGiveMoney(
12050 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
12051
12052 if (result)
12053 {
12054 replycode = 1;
12055 return;
12056 }
12057
12058 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12059 }
12060 finally
12061 {
12062 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
12063 "transaction_result", new Object[] {
12064 new LSL_String(txn.ToString()),
12065 new LSL_Integer(replycode),
12066 new LSL_String(replydata) },
12067 new DetectParams[0]));
12068 }
12069 });
12070
12071 return txn.ToString();
10880 } 12072 }
10881 12073
10882 #endregion 12074 #endregion
12075
12076 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12077 {
12078 SceneObjectGroup group = m_host.ParentGroup;
12079
12080 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12081 return;
12082 if (group.IsAttachment)
12083 return;
12084
12085 if (frames.Data.Length > 0) // We are getting a new motion
12086 {
12087 if (group.RootPart.KeyframeMotion != null)
12088 group.RootPart.KeyframeMotion.Stop();
12089 group.RootPart.KeyframeMotion = null;
12090
12091 int idx = 0;
12092
12093 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12094 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12095
12096 while (idx < options.Data.Length)
12097 {
12098 int option = (int)options.GetLSLIntegerItem(idx++);
12099 int remain = options.Data.Length - idx;
12100
12101 switch (option)
12102 {
12103 case ScriptBaseClass.KFM_MODE:
12104 if (remain < 1)
12105 break;
12106 int modeval = (int)options.GetLSLIntegerItem(idx++);
12107 switch(modeval)
12108 {
12109 case ScriptBaseClass.KFM_FORWARD:
12110 mode = KeyframeMotion.PlayMode.Forward;
12111 break;
12112 case ScriptBaseClass.KFM_REVERSE:
12113 mode = KeyframeMotion.PlayMode.Reverse;
12114 break;
12115 case ScriptBaseClass.KFM_LOOP:
12116 mode = KeyframeMotion.PlayMode.Loop;
12117 break;
12118 case ScriptBaseClass.KFM_PING_PONG:
12119 mode = KeyframeMotion.PlayMode.PingPong;
12120 break;
12121 }
12122 break;
12123 case ScriptBaseClass.KFM_DATA:
12124 if (remain < 1)
12125 break;
12126 int dataval = (int)options.GetLSLIntegerItem(idx++);
12127 data = (KeyframeMotion.DataFormat)dataval;
12128 break;
12129 }
12130 }
12131
12132 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12133
12134 idx = 0;
12135
12136 int elemLength = 2;
12137 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12138 elemLength = 3;
12139
12140 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12141 while (idx < frames.Data.Length)
12142 {
12143 int remain = frames.Data.Length - idx;
12144
12145 if (remain < elemLength)
12146 break;
12147
12148 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12149 frame.Position = null;
12150 frame.Rotation = null;
12151
12152 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12153 {
12154 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12155 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12156 }
12157 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12158 {
12159 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12160 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12161 }
12162
12163 float tempf = (float)frames.GetLSLFloatItem(idx++);
12164 frame.TimeMS = (int)(tempf * 1000.0f);
12165
12166 keyframes.Add(frame);
12167 }
12168
12169 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12170 group.RootPart.KeyframeMotion.Start();
12171 }
12172 else
12173 {
12174 if (group.RootPart.KeyframeMotion == null)
12175 return;
12176
12177 if (options.Data.Length == 0)
12178 {
12179 group.RootPart.KeyframeMotion.Stop();
12180 return;
12181 }
12182
12183 int code = (int)options.GetLSLIntegerItem(0);
12184
12185 int idx = 0;
12186
12187 while (idx < options.Data.Length)
12188 {
12189 int option = (int)options.GetLSLIntegerItem(idx++);
12190 int remain = options.Data.Length - idx;
12191
12192 switch (option)
12193 {
12194 case ScriptBaseClass.KFM_COMMAND:
12195 int cmd = (int)options.GetLSLIntegerItem(idx++);
12196 switch (cmd)
12197 {
12198 case ScriptBaseClass.KFM_CMD_PLAY:
12199 group.RootPart.KeyframeMotion.Start();
12200 break;
12201 case ScriptBaseClass.KFM_CMD_STOP:
12202 group.RootPart.KeyframeMotion.Stop();
12203 break;
12204 case ScriptBaseClass.KFM_CMD_PAUSE:
12205 group.RootPart.KeyframeMotion.Pause();
12206 break;
12207 }
12208 break;
12209 }
12210 }
12211 }
12212 }
10883 } 12213 }
10884 12214
10885 public class NotecardCache 12215 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 2ecd890..d140c26 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 private void InitLSL() 221 private void InitLSL()
@@ -917,18 +926,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
917 if (target != null) 926 if (target != null)
918 { 927 {
919 UUID animID=UUID.Zero; 928 UUID animID=UUID.Zero;
920 lock (m_host.TaskInventory) 929 m_host.TaskInventory.LockItemsForRead(true);
930 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
921 { 931 {
922 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 932 if (inv.Value.Name == animation)
923 { 933 {
924 if (inv.Value.Name == animation) 934 if (inv.Value.Type == (int)AssetType.Animation)
925 { 935 animID = inv.Value.AssetID;
926 if (inv.Value.Type == (int)AssetType.Animation) 936 continue;
927 animID = inv.Value.AssetID;
928 continue;
929 }
930 } 937 }
931 } 938 }
939 m_host.TaskInventory.LockItemsForRead(false);
932 if (animID == UUID.Zero) 940 if (animID == UUID.Zero)
933 target.Animator.AddAnimation(animation, m_host.UUID); 941 target.Animator.AddAnimation(animation, m_host.UUID);
934 else 942 else
@@ -955,18 +963,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
955 if (target != null) 963 if (target != null)
956 { 964 {
957 UUID animID = UUID.Zero; 965 UUID animID = UUID.Zero;
958 lock (m_host.TaskInventory) 966 m_host.TaskInventory.LockItemsForRead(true);
967 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
959 { 968 {
960 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 969 if (inv.Value.Name == animation)
961 { 970 {
962 if (inv.Value.Name == animation) 971 if (inv.Value.Type == (int)AssetType.Animation)
963 { 972 animID = inv.Value.AssetID;
964 if (inv.Value.Type == (int)AssetType.Animation) 973 continue;
965 animID = inv.Value.AssetID;
966 continue;
967 }
968 } 974 }
969 } 975 }
976 m_host.TaskInventory.LockItemsForRead(false);
970 977
971 if (animID == UUID.Zero) 978 if (animID == UUID.Zero)
972 target.Animator.RemoveAnimation(animation); 979 target.Animator.RemoveAnimation(animation);
@@ -1798,6 +1805,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1798 1805
1799 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1806 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1800 { 1807 {
1808 m_host.TaskInventory.LockItemsForRead(true);
1801 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1809 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1802 { 1810 {
1803 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1811 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1805,6 +1813,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1805 assetID = item.AssetID; 1813 assetID = item.AssetID;
1806 } 1814 }
1807 } 1815 }
1816 m_host.TaskInventory.LockItemsForRead(false);
1808 } 1817 }
1809 1818
1810 if (assetID == UUID.Zero) 1819 if (assetID == UUID.Zero)
@@ -2272,7 +2281,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2272 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2281 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2273 m_host.AddScriptLPS(1); 2282 m_host.AddScriptLPS(1);
2274 2283
2275 return NpcCreate(firstname, lastname, position, notecard, false, false); 2284 return NpcCreate(firstname, lastname, position, notecard, true, false);
2276 } 2285 }
2277 2286
2278 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2287 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2283,24 +2292,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2283 return NpcCreate( 2292 return NpcCreate(
2284 firstname, lastname, position, notecard, 2293 firstname, lastname, position, notecard,
2285 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2294 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2286 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2295 false);
2296// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2287 } 2297 }
2288 2298
2289 private LSL_Key NpcCreate( 2299 private LSL_Key NpcCreate(
2290 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2300 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2291 { 2301 {
2302 if (!owned)
2303 OSSLError("Unowned NPCs are unsupported");
2304
2305 string groupTitle = String.Empty;
2306
2307 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2308 return new LSL_Key(UUID.Zero.ToString());
2309
2310 if (firstname != String.Empty || lastname != String.Empty)
2311 {
2312 if (firstname != "Shown outfit:")
2313 groupTitle = "- NPC -";
2314 }
2315
2292 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2316 INPCModule module = World.RequestModuleInterface<INPCModule>();
2293 if (module != null) 2317 if (module != null)
2294 { 2318 {
2295 AvatarAppearance appearance = null; 2319 AvatarAppearance appearance = null;
2296 2320
2297 UUID id; 2321// UUID id;
2298 if (UUID.TryParse(notecard, out id)) 2322// if (UUID.TryParse(notecard, out id))
2299 { 2323// {
2300 ScenePresence clonePresence = World.GetScenePresence(id); 2324// ScenePresence clonePresence = World.GetScenePresence(id);
2301 if (clonePresence != null) 2325// if (clonePresence != null)
2302 appearance = clonePresence.Appearance; 2326// appearance = clonePresence.Appearance;
2303 } 2327// }
2304 2328
2305 if (appearance == null) 2329 if (appearance == null)
2306 { 2330 {
@@ -2328,6 +2352,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2328 World, 2352 World,
2329 appearance); 2353 appearance);
2330 2354
2355 ScenePresence sp;
2356 if (World.TryGetScenePresence(x, out sp))
2357 {
2358 sp.Grouptitle = groupTitle;
2359 sp.SendAvatarDataToAllAgents();
2360 }
2331 return new LSL_Key(x.ToString()); 2361 return new LSL_Key(x.ToString());
2332 } 2362 }
2333 2363
@@ -2596,16 +2626,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2596 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2626 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2597 m_host.AddScriptLPS(1); 2627 m_host.AddScriptLPS(1);
2598 2628
2599 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2629 ManualResetEvent ev = new ManualResetEvent(false);
2600 if (module != null)
2601 {
2602 UUID npcId = new UUID(npc.m_string);
2603 2630
2604 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2631 Util.FireAndForget(delegate(object x) {
2605 return; 2632 try
2633 {
2634 INPCModule module = World.RequestModuleInterface<INPCModule>();
2635 if (module != null)
2636 {
2637 UUID npcId = new UUID(npc.m_string);
2606 2638
2607 module.DeleteNPC(npcId, World); 2639 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2608 } 2640 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2641 {
2642 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2643 return;
2644 }
2645
2646 module.DeleteNPC(npcId, World);
2647 }
2648 }
2649 finally
2650 {
2651 ev.Set();
2652 }
2653 });
2654 ev.WaitOne();
2609 } 2655 }
2610 2656
2611 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2657 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -2981,4 +3027,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2981 return String.Empty; 3027 return String.Empty;
2982 } 3028 }
2983 } 3029 }
2984} \ No newline at end of file 3030}
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 0f53bc3..b976dc3 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();
@@ -203,6 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
203 void llGiveInventory(string destination, string inventory); 204 void llGiveInventory(string destination, string inventory);
204 void llGiveInventoryList(string destination, string category, LSL_List inventory); 205 void llGiveInventoryList(string destination, string category, LSL_List inventory);
205 LSL_Integer llGiveMoney(string destination, int amount); 206 LSL_Integer llGiveMoney(string destination, int amount);
207 LSL_String llTransferLindenDollars(string destination, int amount);
206 void llGodLikeRezObject(string inventory, LSL_Vector pos); 208 void llGodLikeRezObject(string inventory, LSL_Vector pos);
207 LSL_Float llGround(LSL_Vector offset); 209 LSL_Float llGround(LSL_Vector offset);
208 LSL_Vector llGroundContour(LSL_Vector offset); 210 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -348,6 +350,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
348 void llSetParcelMusicURL(string url); 350 void llSetParcelMusicURL(string url);
349 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 351 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
350 void llSetPos(LSL_Vector pos); 352 void llSetPos(LSL_Vector pos);
353 LSL_Integer llSetRegionPos(LSL_Vector pos);
351 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules); 354 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules);
352 void llSetPrimitiveParams(LSL_List rules); 355 void llSetPrimitiveParams(LSL_List rules);
353 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 356 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
@@ -396,6 +399,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
396 void llTargetOmega(LSL_Vector axis, double spinrate, double gain); 399 void llTargetOmega(LSL_Vector axis, double spinrate, double gain);
397 void llTargetRemove(int number); 400 void llTargetRemove(int number);
398 void llTeleportAgentHome(string agent); 401 void llTeleportAgentHome(string agent);
402 void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt);
399 void llTextBox(string avatar, string message, int chat_channel); 403 void llTextBox(string avatar, string message, int chat_channel);
400 LSL_String llToLower(string source); 404 LSL_String llToLower(string source);
401 LSL_String llToUpper(string source); 405 LSL_String llToUpper(string source);
@@ -412,9 +416,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
412 LSL_Vector llWind(LSL_Vector offset); 416 LSL_Vector llWind(LSL_Vector offset);
413 LSL_String llXorBase64Strings(string str1, string str2); 417 LSL_String llXorBase64Strings(string str1, string str2);
414 LSL_String llXorBase64StringsCorrect(string str1, string str2); 418 LSL_String llXorBase64StringsCorrect(string str1, string str2);
415 void print(string str); 419 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
420 void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density);
416 421
417 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 422 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
418 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 423 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
424 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
419 } 425 }
420} 426}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 8f9efc0..1f4c4b1 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 5a53e15..4ce3cf1 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;
@@ -568,6 +570,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
568 public const int PRIM_MEDIA_PERM_OWNER = 1; 570 public const int PRIM_MEDIA_PERM_OWNER = 1;
569 public const int PRIM_MEDIA_PERM_GROUP = 2; 571 public const int PRIM_MEDIA_PERM_GROUP = 2;
570 public const int PRIM_MEDIA_PERM_ANYONE = 4; 572 public const int PRIM_MEDIA_PERM_ANYONE = 4;
573
574 public const int PRIM_PHYSICS_SHAPE_TYPE = 30;
575 public const int PRIM_PHYSICS_SHAPE_PRIM = 0;
576 public const int PRIM_PHYSICS_SHAPE_CONVEX = 2;
577 public const int PRIM_PHYSICS_SHAPE_NONE = 1;
578
579 public const int PRIM_PHYSICS_MATERIAL = 31;
580 public const int DENSITY = 1;
581 public const int FRICTION = 2;
582 public const int RESTITUTION = 4;
583 public const int GRAVITY_MULTIPLIER = 8;
571 584
572 // extra constants for llSetPrimMediaParams 585 // extra constants for llSetPrimMediaParams
573 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0); 586 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
@@ -640,5 +653,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
640 public static readonly LSLInteger RCERR_UNKNOWN = -1; 653 public static readonly LSLInteger RCERR_UNKNOWN = -1;
641 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; 654 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
642 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; 655 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3;
656
657 public const int KFM_MODE = 1;
658 public const int KFM_LOOP = 1;
659 public const int KFM_REVERSE = 3;
660 public const int KFM_FORWARD = 0;
661 public const int KFM_PING_PONG = 2;
662 public const int KFM_DATA = 2;
663 public const int KFM_TRANSLATION = 2;
664 public const int KFM_ROTATION = 1;
665 public const int KFM_COMMAND = 0;
666 public const int KFM_CMD_PLAY = 0;
667 public const int KFM_CMD_STOP = 1;
668 public const int KFM_CMD_PAUSE = 2;
643 } 669 }
644} 670}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index f8e3c36..bf58d13 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();
@@ -849,6 +861,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
849 return m_LSL_Functions.llGiveMoney(destination, amount); 861 return m_LSL_Functions.llGiveMoney(destination, amount);
850 } 862 }
851 863
864 public LSL_String llTransferLindenDollars(string destination, int amount)
865 {
866 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
867 }
868
852 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 869 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
853 { 870 {
854 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 871 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1563,6 +1580,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1563 m_LSL_Functions.llSetPos(pos); 1580 m_LSL_Functions.llSetPos(pos);
1564 } 1581 }
1565 1582
1583 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1584 {
1585 return m_LSL_Functions.llSetRegionPos(pos);
1586 }
1587
1566 public void llSetPrimitiveParams(LSL_List rules) 1588 public void llSetPrimitiveParams(LSL_List rules)
1567 { 1589 {
1568 m_LSL_Functions.llSetPrimitiveParams(rules); 1590 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1798,6 +1820,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1798 m_LSL_Functions.llTargetRemove(number); 1820 m_LSL_Functions.llTargetRemove(number);
1799 } 1821 }
1800 1822
1823 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
1824 {
1825 m_LSL_Functions.llTeleportAgent(agent, simname, pos, lookAt);
1826 }
1827
1801 public void llTeleportAgentHome(string agent) 1828 public void llTeleportAgentHome(string agent)
1802 { 1829 {
1803 m_LSL_Functions.llTeleportAgentHome(agent); 1830 m_LSL_Functions.llTeleportAgentHome(agent);
@@ -1913,9 +1940,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1913 return m_LSL_Functions.llClearLinkMedia(link, face); 1940 return m_LSL_Functions.llClearLinkMedia(link, face);
1914 } 1941 }
1915 1942
1916 public void print(string str) 1943 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1944 {
1945 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1946 }
1947
1948 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
1949 {
1950 m_LSL_Functions.llSetKeyframedMotion(frames, options);
1951 }
1952
1953 public void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density)
1917 { 1954 {
1918 m_LSL_Functions.print(str); 1955 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1919 } 1956 }
1920 } 1957 }
1921} 1958}
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 6e36742..ff1f277 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 7712076..1e0f01f 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 }
@@ -996,91 +1063,95 @@ 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
1019 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1020 Evidence evidence = new Evidence(baseEvidence);
1021
1022 AppDomain sandbox;
1023 if (m_AppDomainLoading)
1024 sandbox = AppDomain.CreateDomain(
1025 m_Scene.RegionInfo.RegionID.ToString(),
1026 evidence, appSetup);
1027 else
1028 sandbox = AppDomain.CurrentDomain;
1029
1030 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1031 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1032 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1033 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1034 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1035 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1036 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1037
1038 m_AppDomains[appDomain] = sandbox;
1039 1077
1040 m_AppDomains[appDomain].AssemblyResolve += 1078 if (!m_AppDomains.ContainsKey(appDomain))
1041 new ResolveEventHandler( 1079 {
1042 AssemblyResolver.OnAssemblyResolve); 1080 try
1043 m_DomainScripts[appDomain] = new List<UUID>(); 1081 {
1044 } 1082 AppDomainSetup appSetup = new AppDomainSetup();
1045 catch (Exception e) 1083 appSetup.PrivateBinPath = Path.Combine(
1084 m_ScriptEnginesPath,
1085 m_Scene.RegionInfo.RegionID.ToString());
1086
1087 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1088 Evidence evidence = new Evidence(baseEvidence);
1089
1090 AppDomain sandbox;
1091 if (m_AppDomainLoading)
1092 sandbox = AppDomain.CreateDomain(
1093 m_Scene.RegionInfo.RegionID.ToString(),
1094 evidence, appSetup);
1095 else
1096 sandbox = AppDomain.CurrentDomain;
1097
1098 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1099 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1100 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1101 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1102 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1103 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1104 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1105
1106 m_AppDomains[appDomain] = sandbox;
1107
1108 m_AppDomains[appDomain].AssemblyResolve +=
1109 new ResolveEventHandler(
1110 AssemblyResolver.OnAssemblyResolve);
1111 m_DomainScripts[appDomain] = new List<UUID>();
1112 }
1113 catch (Exception e)
1114 {
1115 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1116 m_ScriptErrorMessage += "Exception creating app domain:\n";
1117 m_ScriptFailCount++;
1118 lock (m_AddingAssemblies)
1046 { 1119 {
1047 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1120 m_AddingAssemblies[assembly]--;
1048 m_ScriptErrorMessage += "Exception creating app domain:\n";
1049 m_ScriptFailCount++;
1050 lock (m_AddingAssemblies)
1051 {
1052 m_AddingAssemblies[assembly]--;
1053 }
1054 return false;
1055 } 1121 }
1122 return false;
1056 } 1123 }
1057 m_DomainScripts[appDomain].Add(itemID); 1124 }
1058 1125 m_DomainScripts[appDomain].Add(itemID);
1059 instance = new ScriptInstance(this, part, 1126
1060 itemID, assetID, assembly, 1127 instance = new ScriptInstance(this, part,
1061 m_AppDomains[appDomain], 1128 itemID, assetID, assembly,
1062 part.ParentGroup.RootPart.Name, 1129 m_AppDomains[appDomain],
1063 item.Name, startParam, postOnRez, 1130 part.ParentGroup.RootPart.Name,
1064 stateSource, m_MaxScriptQueue); 1131 item.Name, startParam, postOnRez,
1065 1132 stateSource, m_MaxScriptQueue);
1066 m_log.DebugFormat( 1133
1067 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", 1134 m_log.DebugFormat(
1068 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, 1135 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1136 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1069 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 1137 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1070 1138
1071 if (presence != null) 1139 if (presence != null)
1072 { 1140 {
1073 ShowScriptSaveResponse(item.OwnerID, 1141 ShowScriptSaveResponse(item.OwnerID,
1074 assetID, "Compile successful", true); 1142 assetID, "Compile successful", true);
1075 }
1076
1077 instance.AppDomain = appDomain;
1078 instance.LineMap = linemap;
1079
1080 m_Scripts[itemID] = instance;
1081 } 1143 }
1082 }
1083 1144
1145 instance.AppDomain = appDomain;
1146 instance.LineMap = linemap;
1147 lockScriptsForWrite(true);
1148 m_Scripts[itemID] = instance;
1149 lockScriptsForWrite(false);
1150 }
1151 else
1152 {
1153 lockScriptsForRead(false);
1154 }
1084 lock (m_PrimObjects) 1155 lock (m_PrimObjects)
1085 { 1156 {
1086 if (!m_PrimObjects.ContainsKey(localID)) 1157 if (!m_PrimObjects.ContainsKey(localID))
@@ -1098,9 +1169,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1098 m_AddingAssemblies[assembly]--; 1169 m_AddingAssemblies[assembly]--;
1099 } 1170 }
1100 1171
1101 if (instance != null) 1172 if (instance!=null)
1102 instance.Init(); 1173 instance.Init();
1103 1174
1104 return true; 1175 return true;
1105 } 1176 }
1106 1177
@@ -1113,18 +1184,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1113 m_CompileDict.Remove(itemID); 1184 m_CompileDict.Remove(itemID);
1114 } 1185 }
1115 1186
1116 IScriptInstance instance = null; 1187 lockScriptsForRead(true);
1117 1188 // Do we even have it?
1118 lock (m_Scripts) 1189 if (!m_Scripts.ContainsKey(itemID))
1119 { 1190 {
1120 // Do we even have it? 1191 // Do we even have it?
1121 if (!m_Scripts.ContainsKey(itemID)) 1192 if (!m_Scripts.ContainsKey(itemID))
1122 return; 1193 return;
1123 1194
1124 instance = m_Scripts[itemID]; 1195 lockScriptsForRead(false);
1196 lockScriptsForWrite(true);
1125 m_Scripts.Remove(itemID); 1197 m_Scripts.Remove(itemID);
1198 lockScriptsForWrite(false);
1199
1200 return;
1126 } 1201 }
1202
1127 1203
1204 IScriptInstance instance=m_Scripts[itemID];
1205 lockScriptsForRead(false);
1206 lockScriptsForWrite(true);
1207 m_Scripts.Remove(itemID);
1208 lockScriptsForWrite(false);
1128 instance.ClearQueue(); 1209 instance.ClearQueue();
1129 1210
1130 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1211 // Give the script some time to finish processing its last event. Simply aborting the script thread can
@@ -1163,8 +1244,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1163 1244
1164 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1245 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1165 if (handlerObjectRemoved != null) 1246 if (handlerObjectRemoved != null)
1166 handlerObjectRemoved(instance.ObjectID); 1247 {
1248 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1249 handlerObjectRemoved(part.UUID);
1250 }
1167 1251
1252 CleanAssemblies();
1253
1168 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1254 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1169 if (handlerScriptRemoved != null) 1255 if (handlerScriptRemoved != null)
1170 handlerScriptRemoved(itemID); 1256 handlerScriptRemoved(itemID);
@@ -1306,7 +1392,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1306 return false; 1392 return false;
1307 1393
1308 uuids = m_PrimObjects[localID]; 1394 uuids = m_PrimObjects[localID];
1309 } 1395
1310 1396
1311 foreach (UUID itemID in uuids) 1397 foreach (UUID itemID in uuids)
1312 { 1398 {
@@ -1324,6 +1410,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1324 result = true; 1410 result = true;
1325 } 1411 }
1326 } 1412 }
1413 }
1327 1414
1328 return result; 1415 return result;
1329 } 1416 }
@@ -1425,12 +1512,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1425 private IScriptInstance GetInstance(UUID itemID) 1512 private IScriptInstance GetInstance(UUID itemID)
1426 { 1513 {
1427 IScriptInstance instance; 1514 IScriptInstance instance;
1428 lock (m_Scripts) 1515 lockScriptsForRead(true);
1516 if (!m_Scripts.ContainsKey(itemID))
1429 { 1517 {
1430 if (!m_Scripts.ContainsKey(itemID)) 1518 lockScriptsForRead(false);
1431 return null; 1519 return null;
1432 instance = m_Scripts[itemID];
1433 } 1520 }
1521 instance = m_Scripts[itemID];
1522 lockScriptsForRead(false);
1434 return instance; 1523 return instance;
1435 } 1524 }
1436 1525
@@ -1454,6 +1543,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1454 return false; 1543 return false;
1455 } 1544 }
1456 1545
1546 [DebuggerNonUserCode]
1457 public void ApiResetScript(UUID itemID) 1547 public void ApiResetScript(UUID itemID)
1458 { 1548 {
1459 IScriptInstance instance = GetInstance(itemID); 1549 IScriptInstance instance = GetInstance(itemID);
@@ -1505,6 +1595,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1505 return UUID.Zero; 1595 return UUID.Zero;
1506 } 1596 }
1507 1597
1598 [DebuggerNonUserCode]
1508 public void SetState(UUID itemID, string newState) 1599 public void SetState(UUID itemID, string newState)
1509 { 1600 {
1510 IScriptInstance instance = GetInstance(itemID); 1601 IScriptInstance instance = GetInstance(itemID);
@@ -1527,11 +1618,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1527 1618
1528 List<IScriptInstance> instances = new List<IScriptInstance>(); 1619 List<IScriptInstance> instances = new List<IScriptInstance>();
1529 1620
1530 lock (m_Scripts) 1621 lockScriptsForRead(true);
1531 { 1622 foreach (IScriptInstance instance in m_Scripts.Values)
1532 foreach (IScriptInstance instance in m_Scripts.Values)
1533 instances.Add(instance); 1623 instances.Add(instance);
1534 } 1624 lockScriptsForRead(false);
1535 1625
1536 foreach (IScriptInstance i in instances) 1626 foreach (IScriptInstance i in instances)
1537 { 1627 {
@@ -1969,5 +2059,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1969// else 2059// else
1970// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); 2060// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
1971 } 2061 }
2062
2063 public bool HasScript(UUID itemID, out bool running)
2064 {
2065 running = true;
2066
2067 IScriptInstance instance = GetInstance(itemID);
2068 if (instance == null)
2069 return false;
2070
2071 running = instance.Running;
2072 return true;
2073 }
1972 } 2074 }
1973} \ No newline at end of file 2075}